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    FAQ/Walkthrough by Haeravon

    Version: 1.01 | Updated: 05/18/12 | Printable Version | Search This Guide

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    o======================================================================o
    |								       |
    |		     The Witcher: Enhanced Edition		       |
    |								       |
    o======================================================================o
    Version: 1.01
    Written by: Nathan Garvin
    Email: Theendbringer (at) Hotmail (dot) com.
    If you're going to email me about this guide, make sure you put
    "Witcher" in the title, or I'll probably end up deleting it as junk.	
    
    Guide Information
    <---------------------------------------------------------------------->
    This FAQ was made in Notepad, and is best viewed in a simple text
    editor. The default text is Lucida Console at size 10 font, but any
    fixed-width font will work... if not with the intended aesthetics
    intact.
    
    Note that this is an incredibly large FAQ, and depending on your 
    computer, internet speed, and the restlessness of computer gremlins,
    you may have to refresh this file several times to get the whole thing
    to load. Look for the ***END OF FILE*** line at the bottom to ensure
    you've got the whole thing.
    
    Legal
    <---------------------------------------------------------------------->
    I have no affiliation with Bioware, Atari, CDProjekt, or any other
    parties involved with this game. This is a not-for-profit fan-made
    guide. If you wish to post, mirror, or quote this guide, feel free to do
    so. Credit would make me happy, an email would make me feel good. Let 
    your conscience be your guide, just like all good people.
    
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    <---------------------------------------------------------------------->
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    <---------------------------------------------------------------------->
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    Table of Contents
    o======================================================================o
    I. Introduction				{INT000}
    	1. Using this FAQ		{INT001}
    	2. Quests			{INT002}
    	3. Active Pause			{INT003}
    	4. Books			{INT004}
    	5. Camera Modes			{INT005}
    	6. Combat			{INT006}
    	7. Spells			{INT007}
    	8. Circles of the Elements	{INT008}
    	9. Places of Power		{INT009}
    	10. Boxing			{INT010}
    	11. Dice Poker			{INT011}
    	12. Alchemy			{INT012}
    	13. Leveling Up			{INT013}
    	14. Grinding			{INT014}
    	15. Leveling Tips		{INT015}
    	16. Storage			{INT016}
    	17. The Witchers Three		{INT017}
    	18. Localization		{INT018}
    	19. DRM				{INT019}
    
    >>>>>>>>>>>>>>>>MAIN WALKTHROUGH<<<<<<<<<<<<<<<<
    
    II. Prologue
    	1. Defending Kaer Morhen	{WLK000}
    		(11 Steps)
    	2. A Potion for Triss		{WLK001}
    		(9 Steps)
    III. Chapter 1
    	1. Grinding Chapter 1		{WLK002}
    		(20 Steps)
    	2. Questing the Country Inn	{WLK003}
    		(9 Steps)
    	3. Questing the Outskirts	{WLK004}
    		(26 Steps)
    	4. The Monsters of the Outskirts{WLK005}
    		(9 Steps)
    IV. Chapter 2
    	1. Grinding Chapter 2		{WLK006}
    		(9 Steps)
    	2. Questing the Hairy Bear	{WLK007}
    		(36 Steps)
    	3. Questing the Temple District	{WLK008}
    		(43 Steps)
    	4. Questing the Swamp Forest	{WLK009}
    		(30 Steps)
    V. Chapter 3
    	1. Grinding Chapter 3		{WLK010}
    		(4 Steps)
    	2. The Bleinheim Brothers and
    	   Everything in Between	{WLK011}
    		(40 Steps)
    	3. Questing the Trade Quarter	{WLK012}
    		(40 Steps)
    	4. Revelations			{WLK013}
    		(39 Steps)
    VI. Chapter 4
    	1. Murky Waters			{WLK014}
    		(40 Steps)
    	2. Sororicide, Deicide, Genocide{WLK015}
    		(40 Steps)
    VII. Chapter 5
    	1. Vizima in Flames		{WLK016}
    		(34 Steps)
    	2. Questing the Swamp Cemetery	{WLK017}
    		(30 Steps)
    	3. Old Manor			{WLK018}
    		(13 Steps)
    VIII. Epilogue
    	1. A Seed That Will Not Sprout, {WLK019}
    	   But Burst Into Flames
    		(11 Steps)
    	2. The Time of the White Frost  {WLK020}
    	   and White Light
    		(17 Steps)
    
    	Total Walkthrough: 510 Steps
    
    >>>>>>>>>>>>>>>>>MISCELLANEOUS<<<<<<<<<<<<<<<<<<
    
    IX. Quests				{QST000}
    	1. Prologue			{QST001}
    	2. Chapter 1			{QST002}
    	3. Chapter 2			{QST003}
    	4. Chapter 3			{QST004}
    	5. Chapter 4			{QST005}
    	6. Chapter 5			{QST006}
    	7. Epilogue			{QST007}
    X. Sex Cards				{SEX000}
    	1. Prologue			{SEX001}
    	2. Chapter 1			{SEX002}
    	3. Chapter 2			{SEX003}
    	4. Chapter 3			{SEX004}
    	5. Chapter 4			{SEX005}
    	6. Chapter 5			{SEX006}
    XI. Items List				{ITM000}
    	1. Alchemical Ingredients	{ITM001}
    	2. Alcohol			{ITM002}
    	3. Blade Coatings (Oils)	{ITM003}
    	4. Bombs			{ITM004}
    	5. Books			{ITM005}
    	6. Greases			{ITM006}
    	7. Potions			{ITM007}
    	8. Powders			{ITM008}
    	9. Weapon Upgrades		{ITM009}
    	10. Weapons			{ITM010}
    XII. Bestiary				{BST000}
    XIII. Updates/Thanks			{UPD000}
    
    *Note: When searching for items in the FAQ, be sure to include the
    {} brackets. When I reference other parts of the FAQ outside of the
    index, I put them in [] brackets, so as to make general searches using 
    the index more efficient. For example, when I tell you to refer to
    another part of the walkthrough in the walkthrough itself, I'll refer
    to that section as [WLK###], when it should be understood to search for
    {WLK###}. This is an organizational scheme used to prevent you from
    having to scroll through several referential brackets in order to find
    what you're looking for, as I reference other parts of the FAQ more
    frequently in this guide than I do in other FAQs I have written. 
    
    o======================================================================o
    |								       |
    |			Introduction {INT000}			       |
    |								       |
    o======================================================================o
    I've been wanting to write a FAQ for the Witcher for a while now, and
    in all honesty, it was the second full FAQ I attempted to write.. and
    ultimately failed at. Icewind Dale had prepared me somewhat for FAQ-
    writing, but I had yet to devise my current organizational scheme which
    made this process so much easier, and entering a game like the Witcher
    without a scheme just left me working on what quickly became a
    disorganized mess. So I abandoned the project and did a somewhat more
    modest FAQ for Mass Effect. Ultimately it was the Fallout 3 FAQ, which
    began as a simple Character Creation FAQ (much easier to write than a
    Full FAQ/Walkthrough), that allowed me to return to this project-as it
    was there, in that immense game-that I started to really get organized.
    In Mass Effect I broke up large area transitions and introduced the
    three major headings (see 'Using this FAQ' below), but it was in
    Fallout 3 where everything really came together. After that project,
    I was pretty confident that I could write a FAQ about any game mankind
    has yet devised. With that confidence, I went back a generation and
    wrote about my favorite RPGs of all time-the Baldur's Gate games-before
    finding my way back to the Witcher. I'm quite aware that every copy of
    the Enhanced Edition shipped with a rather convenient game guide, an
    anomaly in the world of gaming (I haven't seen a game come with a guide
    for it since.. well, Starcraft, and before that, Hero's Quest-aka Quest
    for Glory.) Still, since nobody has slapped down any real money to
    coerce me into writing a FAQ for one game or another, I'll continue to
    write FAQs as a labor of love, rather than to fulfill some need there
    might be for such a FAQ. Ultimately in the case of the Witcher I had
    a genuine desire to comment on the game, and this is my chosen venue
    for such an adventure, and I fully intend to give the sequel the same
    treatment. In any event, this guide will give information you won't find
    in the game guide, and unlike said game guide, everybody will have
    access to it, whether they bought the game used, through Steam, or in
    case they lost it (my personal bane when it comes to such things).
    Allow me to pursue my time wasting hobby of commenting on my time
    wasting hobby, and if it helps make this game in any way more playable
    or enjoyable for you.. then everybody wins.
    
    As for the game itself? Screw Dragon Age, the Witcher is the real
    'spiritual successor' to Baldur's Gate. Sure, it's not a party-driven
    game, but I find it to be a much more immersive RPG. Geralt is a blank
    slate who just serves one purpose-to provide the same lack of 
    understanding of the Witcher's game world in the protagonist that we all
    have as players going into the game. Lots of players of Baldur's Gate
    were familiar with the Forgotten Realms, but how many of us were
    familiar with Andrzej Sapkowski? The game world is pure, gritty,
    medieval fantasy with an excellent story and memorable NPCs. I know
    as a FAQ-writer it's not my place to review a game, and certainly
    talking about its subjective elements is mostly a waste of time, but
    know this-I don't tend to write FAQs about games I'm not fond of..
    except for Dragon Age 2, which was just a greedy attempt to secure hits,
    and I apologize for being a tool and a sell-out. Unfortunately, those
    of us who bought and played the Witcher were viewed as the 'few, brave
    souls' who gave it a chance. And it was well-deserved chance, for the
    Witcher is perhaps the best fantasy RPG to come out in years. For the
    sake of games like this, I feel I should advocate it. How else are we
    going to keep great RPGs like this on shelves unless fans of the genre
    support it? Don't take my word for it, though. You're reading a FAQ, not
    a review, so chances are you already bought it. Play it, and find out
    for yourself. Any game where an NPC shouts "Your mother sucks dwarf
    cock" is a winner in my book, however.
    
    Anyway, this is how this FAQ will work, I'll have the full walkthrough
    for you folks who want everything explained, step-by-step, and it's my
    intention that you won't miss anything no matter what you do and what
    sides you take. In addition to the times I've played through this game
    previously, for this FAQ I completed three additional play-throughs.
    One time I'll play through as the consumate Witcher-I won't pay
    attention to morality, I won't pick sides, and I won't play politics.
    On the other play-throughs I'll let my conscience be my guide, I play
    politics, and I'll pick sides. For more information on these three
    Geralts see 'The Witchers Three' section of the FAQ [INT017]. Please
    note, however, that my goal here is not so much to note the outcome of
    every possibility on a text file-I'm here to help people seek out the
    best options for resolving quests whenever possible. If the quest
    branches into several subjective political routes, they will be
    recorded, but I feel no compulsion to fail quests just so I can relate
    what long-term effects such incompetence will cause. For example,
    whoever you side with at the end of Chapter 1 is more or less
    subjective, and either approach will be recorded. On the other hand,
    the 'Suspect' quests in Chapter 2 have right-and-wrong conclusions, and
    it will be the approach of this guide to correctly resolve those
    quests.
    
    Above all else, this is a FAQ written by somebody with too much time on
    their hands, and perhaps too much fondness for RPGs. It's not a brief
    look at the game, and perhaps it's a fault, but I expect people going
    through my FAQs to desire to spend some time on the game and see pretty
    much everything there is to see. I know it's my intention to do so when
    I play games, and I just assume it's yours, as well. This-like most of
    my FAQs-tends to be more power-gamey, and the casual gamer might find
    my grinding regime and completionist tendencies to be over-bearing. So
    be it. I'd rather my FAQs be pretentious and exhaustive whenever
    possible, rather than be under-developed and incomplete.
    
    Using this FAQ							{INT001}
    o======================================================================o
    Below I will list some of my quirks, organizational methods, and various
    other tidbits that will help you navigate this guide. For starters,
    during the main FAQ I'll break up the various chapters and 
    organizational components of the guide with a large heading:
    
    o======================================================================o
    |								       |
    |		              Large Heading  			       |
    |								       |
    o======================================================================o
    
    During the FAQ, I'll break up different areas with a thick line:
    
    Thick line
    o======================================================================o
    
    Multiple parts of a mission in the same area will be broken up with a 
    thin line. This breaks up the missions into a series of steps, and 
    limits how much unbroken text you'll have to read at once. Nobody likes
    wordiness:
    
    Thin line
    <---------------------------------------------------------------------->
    
    Of course, I reserve the right to break my own rules during the FAQ..
    mostly due to being scatter-brained and working on the FAQ in shifts
    over the course of time. Life and all. So cut me some slack. Besides,
    this organizational scheme is mostly for consistency and ease-of-use.
    I'll sometimes substitute the thick area transition line for a thin
    line. I usually do this when entering and leaving the same areas
    multiple times in a short time frame, or when we briefly enter-or pass
    through-an area, but do not explore it in detail at that time. Or if I
    consider the area somehow minor or insignificant.
    
    Sequence of Events
    <---------------------------------------------------------------------->
    Unlike some of my other guides, this FAQ does hold your hand through the
    game. As I go through areas I will list what I do sequentially. To help
    streamline the guide and make your life easier, I've included a list of
    steps at the beginning of each section, so you can see in what order I
    am about to do things. Each different Sequence of Events is separated by
    a large heading, while each step is divided by a thick line (if we
    travel to a different area) or a thin line (if we don't.)
    
    Quests								{INT002}
    o======================================================================o
    As this is an RPG, its very substance is the quests you'll be
    performing. Many Sequences of Events in the walkthrough will simply be
    the start-to-end completion of a single quest. Despite this, I will
    not hold myself to such a rigid formula in the walkthrough, sometimes
    multiple quests will be updated at a time, while quests might be started
    in one Sequence, but finished in another. Individual 'phases' of each
    quest, as the quests are organised in the in-game journal will not be
    noted in this guide. You will, however, be noted whenever a reward is
    forthcoming from the completion of a phase or quest under the heading
    ***REWARD***.
    
    Active Pause							{INT003}
    o======================================================================o
    If you've played Baldur's Gate, Dungeon Siege, Neverwinter Nights, or 
    anything like that, you'll be familiar with the pause function of the
    Witcher. Press spacebar, and the game pauses. Since you don't have a
    party, and pausing is disruptive to chaining combos, I find pausing in
    this game to be less effective than in other games. Except to switch
    to a more prevelant threat, there's not much of a case for pausing
    since you only control one character, but it's there if you need it.
    
    Books								{INT004}
    o======================================================================o
    Books in The Witcher aren't just for back story.. Granted, some ARE just
    for back story, but all books update your Journal, including entries on
    Characters, Formulas, Monsters, and Ingredients. Without these entries, 
    you may not be able recover many alchemy ingredients from monsters and
    plants, and you may not be able to access certain dialogue options. Not
    only do thi make killing monsters less profitable, it makes some quests 
    impossible to complete. You can't very well give somebody Ghoul Blood if 
    you cannot harvest it, can you? And you can't question a character on 
    their alchemical theories if you don't know them. You should buy as many 
    books as you can-they pay for themselves. Local Antiquaries will sell 
    you books, and you can also recieve books from characters during quests 
    and as loot. For more information about books, see the Items section
    of the FAQ [ITM005].
    
    Camera Modes							{INT005}
    o======================================================================o
    There are a number of camera modes you can choose from in the Witcher.
    The most useful is the far Isometric camera. It lets you see more of
    the field, which is good for combat. Near Isometric is much of the same,
    but closer to Geralt. Third Person (like in Gears of War) puts the 
    camera behind Geralt's shoulder. It's fun to run around outside of
    combat with this mode, since it makes the game world more immersive to
    be so close. Targeting in combat while in third person mode is tricky,
    and reacting to multiple enemies is almost impossible. I use distant
    Isometric (F1) for combat and most field navigation, and I use third
    person (F3) for talking, quests, and boxing.
    
    Note: On my last playthrough with the new computer me and my girlfriend
    bought, I was able to jack all the graphical settings up to max, which
    made playing in the Third-Person camera mode an absolute joy. Combat
    is more difficult in this mode, sure, but with a more reliable computer
    (8gb RAM, 2gb video card, and an 8-core 3.4ghz processor) there are
    less (read: no) frameskips, making OTS fighting possible, if not quite
    as easy as the isometric camera.
    
    Combat								{INT006}
    o======================================================================o
    Combat in the Witcher is pretty simple. You left click on an enemy to
    attack, and when you get the flaming sword icon, you click again to
    advance to the next attack sequence in the attack chain. Where combat
    gets its depth is through the various styles, useful in different
    situations against different foes.. and of course potions and signs that
    can be used to shake things up. You also have various weapons with
    which to employ your syles.
    
    Witcher Steel/Witcher Silver/Normal/Miscellaneous Weapon
    <---------------------------------------------------------------------->
    Your Witcher Steel and your Normal weapons are good against humans. For
    a great portion of the game, your Witcher Steel will do more damage than 
    any Normal weapons you find. Miscellaneous weapons are usually
    one-handed weapons, such as daggers, hand axes, flails, and so forth. 
    Your Witcher Silver weapon is your go-to weapon for any and all monsters
    you come across. 
    
    Strong Style: (Hotkey 'Z') 
    <---------------------------------------------------------------------->
    This style is best against slower, stronger opponents. Yes, you fight 
    fire with fire. Fast opponents will only dodge Strong attacks. Once you
    level up a great deal, your attack rating will be high enough to hit
    faster enemies with the Strong Style.. most of the time. It might be
    worth discarding the Fast Style just for the stupendous damage output
    of the Strong Style, once you can pull it off.
    
    Fast Style: (Hotkey 'X')
    <---------------------------------------------------------------------->
    The Fast style is for.. well.. Fast opponents. You can really use this 
    style against any foe, but your damage output will be sorely impared 
    compared to using the Strong style. Against Fast opponents, this style 
    is a must.. at least until you boost your attack.
    
    Group Style: (Hotkey 'C')
    <---------------------------------------------------------------------->
    Any time you're up against three or more foes this style is ideal, 
    especially against multiple weaker enemies. The damage output really 
    ramps up when you've got a crowd to deal with. Keep in mind, against 
    several powerful enemies, discretion is a better tactic than relying on 
    the Group style.
    
    Dodging
    <---------------------------------------------------------------------->
    While in Isometric camera mode, you can dodge by double-clicking
    on an area of ground where the monster isn't attacking. Ideally behind
    the monster or back. This will make Geralt dodge out of the way. Only
    enemies with slow, powerful, obvious attacks make this ability useful,
    like wyverns. In most cases, it's a better idea to just keep the 
    pressure up. In Third-Person camera mode you double click a direction
    button to dodge in that direction. Of course, it doesn't seem to matter
    whether I'm playing on a computer with no frameskips or not, I still
    can't dodge Bloedzuigers. Oh well. The best use of Geralt's ability to
    dodge is to escape sticky situations. As long as Geralt has his sword
    out, Geralt will perform various acrobatics if you dodge. He's fully
    capable of vaulting over enemies, so if you're ever feeling boxed in,
    dodging 'towards' an enemy will allow Geralt to leap to safety.
    
    Other Useful Buttons (Default WASD Keyboard Setting)
    <---------------------------------------------------------------------->
    Q:	Select first weapon (typically reserved for steel sword). If
    	you already have the selected weapon out and ready, pressing 'Q'
    	again cycles through combat styles.
    
    E:	Select second weapon (typically reserved for silver sword.) If
    	you already have the selected weapon out and ready, pressing 'E'
    	again cycles through combat styles.
    
    R:	Select third weapon (substitute full-sized weapon. If you
    	already have the selected weapon out and ready, pressing 'R'
    	again cycles through combat styles.
    
    U:	Select fourth weapon (side-arm).
    
    Tab:	Sheaths weapon.
    
    WASD:  	Directional movement buttons. Double-clicking one of these
    	buttons while in combat will cause Geralt to tumble or dodge.
    
    F:	Quick 180-degree spin. Causes Geralt to about-face.
    
    G:	In OTS camera mode, causes the camera to shift between
    	shoulder-views.
    
    -:	Switch Sign (down).
    
    +:	Switch Sign (up).
    
    Spells								{INT007}
    o======================================================================o
    Geralt can cast a number of spells - or Signs - and although you can
    technically focus Geralt's talents on building up Signs, the rate of
    talent point accumulation renders Signs much weaker than Geralt's swords
    until mid-way through the game. Geralt has signs that deal direct damage
    (Ingi), allows him to set disabling and damaging traps (Yrden), knock
    around debris and enemies-potentially setting up even stronger enemies
    for one-hit kills (Aard), create time-buying defensive barriers (Quen),
    and charm enemies (Axii). It's a versatile group, and although it might
    seem limited, it really covers most of the basics without undue
    repeatition.
    
    Still, Geralt's main tools are swords. You'll constantly find enemies
    resistant to status effects (like most undead), and your Endurance 
    level will limit the frequency with which Geralt can fall back on his
    Signs. Granted, with some Gold Talents invested into Endurance and
    Intelligence his Endurance level and Endurance regeneration rate removes
    this limitation to a large degree, they're still limited in a way swords
    simply aren't. Signs are wonderful-and I use a healthy mix of both to
    create a supremely potent Witcher-but you'll suffer more if you neglect
    your swords than you will if you neglect Signs. Once Chapter 3 starts
    Geralt can level quickly, easily, and often. With the investment of
    four Gold Talents and a dozen Silver Talents (ideally purchased between
    levels 30 to 35) they can go from enemy softeners to downright fight
    winners. No Sign shows this progression better than Igni. In Chapter 1,
    it's best used to light fires so you can rest. In Chapter 2, its
    inceneration can speed up select fights, but by Chapter 3 it can be
    used to clear out groups of enemies by itself-and rather economically,
    too.
    
    Aard Sign: (Hotkey '1')
    <---------------------------------------------------------------------->
    This spell is essentially a telekinetic blast, useful for dislodging
    rubble and knocking down enemies for a coup-de-grace. It's the first
    Witcher sign you learn, and it's also one of the best. I still put it
    behind my Sword Styles in priority when it comes to leveling, but it's a
    handy ability to be able to get pressure off, knock down singular
    strong enemies, or disarm attackers. If you invest in charging the Sign
    up it'll gain a greater radius, which is nice for dealing with groups
    of humanoid elements-especially if you focus on improving the Knockdown,
    Stun, and especially the Disarm properties of the spell. It might seem
    like a waste to do this (after all, no matter how many foes you effect,
    you'll only have to time to coup-de-grace one or two of them) the fact
    that you can disable large groups gives you time to eliminate a few to
    take the pressure off, and while they're down you'll be regenerating
    Vitality and Endurance. Ultimately Igni is a better crowd control spell,
    but the fact that Student, Apprentice, etc. increase your Sign intensity
    for the Aard spell make them worth getting. In fact, if you're a fan of
    Aard, there really aren't any bogus talents in the tree.
    
    Quen Sign (Hotkey: '2')
    <---------------------------------------------------------------------->
    Quen is a handy little sign that creates a protective barrier around
    Geralt. Although not initially impressive, Geralt learns the sign late
    enough that it can be quickly upgraded to absorb a fair amount of
    damage. It's not, however, a defensive compliment, as attacking or
    casting another Sign will terminate your current barrier. It's therefore
    meant to buy you time to apply buffs, such as potions and oils, or to
    get into better position. Honestly, on the default difficulty it's not
    a terribly useful spell, and many of its upgrades aren't terribly
    necessary. For example, the 'Barrier III' ability improves your Stun
    and Knockdown resistances while protected with Quen.. but you can gain
    plenty of resistances to these and other status effects in the
    Attribute trees-and these ones are permanent. On the other hand, the
    Acid and Fire Resistances aren't something that can really be replicated
    otherwise. The charged-up version of the sign causes enemies to take
    damage when they attack you, and can even knock them down, making it an
    interesting passive-aggressive option that I can almost never find a
    real good reason to use.
    
    Yrden Sign (Hotkey: '3')
    <---------------------------------------------------------------------->
    When Geralt casts Yrden he'll scribe a symbol on the ground, which then
    becomes a magical trap awaiting enemies foolish enough to tread upon it.
    Once they do, the Sign triggers and the enemies take some minor damage,
    as well as being subjected to a host of status effects, including Pain,
    and (with upgrades) Poisoning and Blinding, as well as inflicting
    attack and dodge penalties. It's a decent spell, and really, nothing
    else fills its niche. It's best used before you enter combat-cast the
    spell on a bottleneck, doorway, or other narrow path and lure enemies
    onto it. A few things prevent it from being great, however. First, many
    enemies are immune to its effects, and if you're dealing with humanoids,
    you might as well just use Aard. Second, although it has multiple
    charges, its radius is rather small, and it will usually only effect an
    enemy once as they cross it. It would be infinitely more useful if it
    consistently attacked enemies standing upon it-and sometimes it does, if
    you stand behind the Sign and force them to attack over it-but most of
    the time it will not. Third, it just doesn't do enough damage. If you
    want to harass enemies, Aard is better, if you want to damage them, Igni
    is better. If you charge the spell up, Geralt will stomp the ground,
    causing the Yrden Sign to automatically trigger and harm all enemies
    within a larger radius. It's a nice area of effect attack, but it's
    much, much weaker than Igni, and once maxed Igni itself has a 360-degree
    radius.. without charging. One more minor gripe is the fact that Yrden
    takes longer to cast than Aard and Igni. Still, its utility as an
    ambush-Sign gives Geralt a tactical option otherwise unavailable..
    without Bombs, anyways. You can cast a Yrden before a big fight, wait
    for your Endurance to regenerate, lure the enemies onto it, and begin
    the fight at a decided advantage. You can only have one Yrden Sign
    active at once (although using the charged, area-of-effect form won't
    dispel an active normal Yrden Sign.) 
    
    Igni Sign (Hotkey: '4')
    <---------------------------------------------------------------------->
    Igni shoots a cone (or a bolt, if you charge it up and have the right
    talents) of fire. It's pretty weak at a first, but at higher levels
    its damage can get high enough to down Drowners in one shot. The real
    fun part is the inceneration, which can deal heavy, persistent damage
    to enemies. At higher levels, it's often worth blasting a strong enemy
    before going at them with your sword in the hopes of setting them on
    fire.. or as a parting shot before running away to regroup. It won't get
    you coup-de-graces like Aard will, but it still comes in handy. If you
    diligently level Endurance and Intelligence, Igni can become the best
    crowd-clearing attack at Geralt's disposal. It can become so powerful
    that two shots can down even moderately powerful enemies, and Geralt's
    full Endurance bar can dispatch even the strongest of non-boss monsters.
    Last but not least, you can also use it to light Fireplaces, which
    eliminates the need for Flint entirely.
    
    Axii Sign (Hotkey: '5')
    <---------------------------------------------------------------------->
    The Axii Sign is a pure status-affecting spell with a few dubious
    qualities. The base spell which causes 'Hex' essentially gives you a
    chance to inflict the enemy with several incompatible statuses.
    Temporarily making the enemy an ally, for one, and on top of that
    putting them to sleep or blinding them. If you convert an enemy, why
    would you want said convert to be sleeping or blind? On top of that,
    you can only affect one enemy at a time with Hex-targeting a new enemy
    dispels the Hex on the previous one. With the investment of a gold
    talent you can inflict another enemy with Hex. If you can't tell, I'm
    not a fan. On the other hand, the powered-up version of the spell can
    cause fear in a large radius around Geralt, and while I'm typically not
    much of a fan of enemies scattering, against particularly large groups
    of foes it can buy you some time and deflect some aggression. Also,
    unlike the Hex function of the spell, causing fear doesn't render the
    affected foe(s) immune to your attacks-especially follow-up Igni blasts.
    Overall, I really can't recommend investing the points required to make
    this Sign powerful enough to use.
    
    Circles of the Elements						{INT008}
    o======================================================================o
    Circles of the Elements are handy little stones that teach you new
    spells. Once you've learned the spell that circle teaches, it'll
    persist as a replenishing power-up that will enhance the effectiveness
    of the related sign for a duration. It can be a pretty handy to activate
    a circle to empower your Igni or Aard sign before an engagement.
    
    Places of Power							{INT009}
    o======================================================================o
    Places of Power are areas of extreme magical intensity, where even
    novices like Geralt can draw power to enhance their spell-casting
    powers for a rather generous duration. You can initially perform the
    'Ritual of Magic', which increases your base sign intensity by 100%
    for five hours-a whopping bonus. If you advance through the Intelligence
    tree and purchase the talents 'Knowledge of the Cleansing Ritual' and
    'Knowledge of the Life Ritual', you'll gain the ability to perform those
    at Places of Power, too. If you perform the 'Ritual of Purification'
    you'll reduce your toxicity, and if you perform the 'Ritual of Life'
    you'll gain increased Vitality regeneration for an hour and a half.
    All in all, Places of Power are pretty cool, especially since their
    best ritual doesn't require any talents.
    
    Boxing								{INT010}
    o======================================================================o
    A nice way to make money, you can box with a number of chaps in any bar.
    Half of them will box you, at which you make a wager (you can always
    get them to go to at least twice their base wager.) Left-click to hit
    them, then right click and hold to dodge. Some enemies you can just
    click away on and wail on them, others you have to hit-dodge to avoid
    taking damage. It doesn't matter, you're strong enough that it's really,
    REALLY hard to lose a fight, even against the quest fighters. Which
    brings us to the moral of the story-don't get into fights with
    genetically modified mutant super-warriors.
    
    		o===============o===============o
    		|    Boxers	|Initial|  Max. |
    		|		|  Bet	|  Bet	|
    		o===============o===============o
    		|  Wimpy Fist 	|   5	|   10 	|
    		|   Fighter	|	|	|
    		|---------------|-------|-------|
    		| Fist Fighter	|  10	|   20	|
    		|---------------|-------|-------|
    		|  Tough Fist	|  20	|   50	|
    		|   Fighter	|  	|	|
    		|---------------|-------|-------|
    		| Professional  |  50	|  100  |
    		| Fist Fighter  |	|	|
    		o===============o===============o
    
    o===============o===============o===============================o
    |   Locations	|     Quest	|            Reward		|
    |   (Chapter)	|     Boxer	|				|
    o===============o===============o===============================O
    |		|       	|           100 Orens		|
    | 		|      		|              or		|
    |  Country Inn	|   Fat Fred 	| Zerrikanian Spirit x2, Bread, |
    |  (Chapter 1)	| 		|      Mutton Leg, Cheese	|
    | 		|		|	       or		|
    |		|		|      Gold Diamond Ring	|
    |---------------|---------------|-------------------------------|
    |               |		|      Mandrake Cordial x2	|
    |  Hairy  Bear	|		|              or		|
    |  (Chapter 2) 	|  Butter Bean	|	 Golden Necklace	|
    |		| 		|              or		|
    |		|		|	    150 Orens		|
    |---------------|---------------|-------------------------------|
    |		|		| Red Meteorite and Svarog Rune |
    |		|		|             Stone		|
    | New Narakort	|		|               or		|
    |  (Chapter 3)	|Andrew Gablodda|         Earth Rune and	|
    | 		|		|       Savarog Rune Stone	|
    |		|		|               or		|
    |		|		|	    300 Orens		|
    |---------------|---------------|-------------------------------|
    |		|       	|           500 Orens		|
    |  Country Inn	|      		|              or		|
    |  (Chapter 4)	|   The Rock 	|       Yellow Meteorite        |
    |		| 		|              or		|
    | 		|		|	   Moon Rune		|
    |---------------|---------------|-------------------------------|
    |Refugees' Cave |    Zdenek	|  Famous Fist Fighter's Tooth	|
    o===============o===============o===============================o
    
    Boxing Tips
    <---------------------------------------------------------------------->
    Boxing isn't too difficult, as I've said before. If you get the 'Brawl'
    talent you can charge up attacks and unleash a devastating cheap-shot.
    It'll deal a huge amount of damage if it connects, if it doesn't win
    the fight outright. If you get the 'Fistfight' talent it'll unlock
    new moves, which Geralt will randomly perform during fistfights instead
    of normal attacks. These are purely beneficial, and tend to strike twice
    for each successful hit, instead of once like normal attacks. Neither 
    talent is necessary. The way to win every boxing match? Make an attack,
    (left-click) and immediately after the attack dodge (right-click). 
    Don't hold the dodge button down, as normal, just tap it. This resets
    the animations. Immediately after letting go of the dodge button,
    attack again. Continue until victorious. Granted, some of the stronger
    fist-fighters will dodge some attacks, and sometimes the opponent will
    get the first hit in, but if you attack-dodge-attack-dodge~ you should
    almost never take any damage-much less lose.
    
    Dice Poker							{INT011}
    o======================================================================o
    This mini-game is absolutely aggravating at times. I hate it. But it
    makes good money, especially in the later chapters. It's really simple,
    poker with dice, best two-out-of three rounds wins the game. I just save
    and reload until I win, and I'd be surprised if others do not. If you
    think it makes you gosu or hardcore, by all means, you play those dice
    without resetting. For me, I want positive cash flow.
    
    o===============o===============o===============o===============o
    |   Locations	| Dice Players	| Max Starting	|     Rank	|
    |		|		|      Bet	|		|
    o===============o===============o===============O===============o
    |		|Gambler	|	5	|     None	|
    |   		|Haren Brogg	|      20	|    Novice	|
    |   Chapter 1	|Mikul		|      10	|    Novice	|
    | 		|Odo		|      20	|    Novice	|
    |		|Zoltan Chivay	|      20	|    Novice	|
    |---------------|---------------|---------------|---------------|
    |   		|Carmen		|      30	|    Novice	|
    |		|Elven Convict	|       5	|     None	|
    |		|Gambler	|	5	|     None      |
    |   Chapter 2	|Gardener	|      20	|    Novice	|
    |		|Munro Bruys	|      40	| Professional  |
    |     		|Thaler		|     110	| Professional  |
    |		|Vaska		|      10	|    Novice     |
    |		|Zoltan Chivay	|      20	|    Novice	|
    |---------------|---------------|---------------|---------------|
    |   		|Carmen		|      30	|    Novice	|
    |		|Dandelion	|      60	|     None	|
    |		|Count de Wett  |      60  	| Professional  |
    |		|Gambler	|	5	|     None      |
    |		|Gambler	|	6	|     None	|
    |		|Gambler	|       8	|     None	|
    |   Chapter 3	|Gardener	|      20	|    Novice	|
    |  		|Hierophant	|      40	| Professional	|
    |		|Koster		|      20	|    Sharper	|
    |		|Munro Bruys	|      40	| Professional  |
    |		|Vaska		|      10	|    Novice     |
    |		|Velerad	|      40	| Professional	|
    |		|Zoltan Chivay	|      20	|    Novice	|
    |---------------|---------------|---------------|---------------|
    |		|Chireadan	|     110	|    Sharper	|
    |		|Dandelion	|      60	|    Sharper	|
    |		|Gambler	|      10	|     None	|
    |   Chapter 4	|Gambling Ghost	|     110	|    Sharper	|
    |		|Hermit		|      80	| Professional	|
    |		|Julian		|     110	| Professional	|
    |		|Tobias Hoffman |      80	| Professional	|
    |---------------|---------------|---------------|---------------|
    |   Chapter 5	|      ???	|     400	|   Legendary	|
    o===============o===============o===============o===============o
    
    Mechanics
    <---------------------------------------------------------------------->
    You roll five dice, and then you can select any number of dice to 
    reroll. As in normal poker, higher numbers win, so a two-of-a-kind of
    fours would beat a two-of-a-kind of ones. In a tie, the player with the
    next highest die wins. If you both have three-of-a-kind in threes, and
    you have a four as your next highest, and they have a six, they win. It
    is possible to draw, but this is rather unlikely. The 'hands' are as 
    follows from crappiest 'hand' to best:
    
    One-of-a-Kind
    Two-of-a-Kind
    Two Pair
    Three-of-a-Kind
    Five-High-Straight
    Six-High-Straight
    Full House
    Four-of-a-Kind
    Five-of-a-Kind
    
    Dice Poker Tips
    <---------------------------------------------------------------------->
    There aren't too many tips I can give at this game, as it's pretty self-
    explanatory.. and because I suck something awful at it. It may just be
    my paranoia, but it seems that the more aggressively you bet, the more
    often you tend to lose. If you and your opponent have an even hand, and
    you bet the highest you can on the next hand, chances are they'll pull
    out an upset. If you're more modest, however, you seem to get better
    dice. Of course, if you start out with a Full House, Three-of-a-Kind,
    or some other high hand and the opponent has nothing, by all means,
    bid aggressively. Chances are they'll just yeild.
    
    On that note, opponents behave differently depending on their
    'intelligence' and skill level. You'll get less stupid mistakes with
    more talented players, and by the time you're playing Professionals, 
    you can expect them to reliably play the odds. You, however, should
    not necessarily play the odds. Normally if you had Two Pairs the best
    option would be to roll the lowest two (and the useless third dice) to
    attempt to get a Three-of-a-Kind or better. That makes sense, right?
    Three chances to get one number, it's a 3-in-6 chance. Perhaps I'm just
    paranoid (and with this mini-game, I'm almost certain I am) but the
    computer seems to want you to take chances and roll for certain results.
    If you roll for the Full House, you are much more likely to get it
    than seems fair. Granted, you've got a 2-in-6 chance to get one of
    the numbers you need, but it seems to happen far more often than that.
    Likewise, if you are one dice away from a Five-High-Straight or Six-
    High-Straight, you should often go for the missing number, even if you
    have a Two-of-a-Kind. The odds are for the Three-of-a-Kind, but my
    experience tells me that you're more likely to get the Straight.
    
    Lastly-and this might be karma-but the game seems to hate it if you try
    to win too often. In Chapter 2, playing a round of dice with Thaler is
    a good idea. After all, it's 110 Orens per game. Why wouldn't you keep
    playing him? That's some of the best money you can get at that point in
    the game. If you get greedy, however, the game seems to favor the
    computer. Call me crazy, or perhaps my luck sucks something horrible,
    but when I go on a 5-19 streak against somebody without winning a single
    game.. the game must be telling me not to push my luck. Play sparingly-
    make it part of your boxing routine-but I tend to play one game until
    I win, then I go about my business until I'm ready to box again.
    
    Want good evidence of how much I suck at this game? I bothered to record
    my wins and losses at dice poker during the three playthroughs of this
    game around which this FAQ was written, and the results are as follows:
    
    			Dice Poker Results
    			 186W - 257L - 1T
    
    Paranoia, or is this mini-game a rat-bastard cheating piece of shit? You
    decide, but as far as I'm concerned, my numbers decided for me. Mind
    you, these are the number of hands won, not games. My girlfriend wants
    to point out that she had much better luck at this mini-game than I did,
    and when I bothered to watch her play, I really can't argue. Perhaps
    it's that fabled 'luck of the Irish', finally showing its face. Doesn't
    help her win the lottery, but I'll be damned if it took her more than
    two tries to beat anybody in this game.
    
    Alchemy								{INT012}
    o======================================================================o
    You use Alchemy to create Potions, Bombs, and Oils, and aside from your
    weapons and signs, these are the only ways you have to boost Geralt
    before a fight. Using the correct tools for the job can be helpful on
    the default difficulty, although I don't recall a single situation where
    it was mandatory. Still, there's no reason to deny yourself access to
    the tools of the trade because some blow-hard FAQ writer told you that
    you probably won't need to use them, is there? 
    
    To use Alchemy you'll need a base for whatever you're concoting, 
    Alcohol for Potions, Powders for Bombs, and Greases for Oils. These all
    come in varying degrees of potency, but the stronger the base the more
    slots for ingredients the base will have, and hence, the stronger
    items that base can create. For example Soldier's Hooch is Strong
    Alcohol with three ingredient slots, Cherry Spirit Cordial is Strong
    Alcohol with four ingredient slots, and White Gull-technically a Potion
    used as a base for other Potions-has five ingredient slots. In addition
    to bases you'll need Alchemical Ingredients. There are scores of
    ingredients in the Witcher, but what matters are the elements contained
    within them. Ingredients contain one of seven primary element, and some
    also carried one of three secondary elements, as show below.
    	
    			o=======================o
    			|        Primary	|
    			o=======================o
    			|    Aether	(Purple)|
    			|-----------------------|
    			|Hydragenum 	(Silver)|
    			|-----------------------|
    			|  Quebrith	(Yellow)|
    			|-----------------------|
    			|     Rebis	 (Green)|
    			|-----------------------|
    			|Vermillion	(Orange)|
    			|-----------------------|
    			|   Vitriol	  (Blue)|
    			o=======================o
    
    			o=======================o
    			|      Secondary	|
    			o=======================o
    			|Albedo		 (White)|
    			|-----------------------|
    			|Nitrol 	 (Black)|
    			|-----------------------|
    			|Rubedo	  	   (Red)|
    			o=======================o
    
    To create an item with Alchemy, meditate, and click the "Alchemy" icon
    in the top right corner of the screen. If you have a base, and the
    appropriate ingredients the item you want to make will be lit on the
    left side of the screen, otherwise it'll be greyed out.. provided you
    know a recipe for said item. You can also experiment blindly to make
    items, but with how many combinations there are.. you're better off
    just using a guide or sticking to what you know. Selecting a potion you
    know and can make will automatically distribute the ingredients, albeit
    not very wisely. The computer never takes into account which components
    are more common and it doesn't take secondary components into
    consideration. If you're blindly creating items (or using this guide's
    recipes to create items) keep in mind that it won't be added to your
    Journal until you create and use the item. After that, the recipe will
    be added to your Journal and will be much easier to make. Towards the
    end of Chapter 2 it might be a good idea to just create everything that
    interests you, so you won't have to bother with looking up the recipes
    again.
    
    Secondary Components
    <---------------------------------------------------------------------->
    Ingredients with two elements can be used to make even stronger potions.
    Matching all the secondary elements will create a potion with added
    effects. For example, if you make a Cat potion (Rebis and two Quebrith)
    with Ruebedo as a secondary element in all three (for example, a potion
    made with Green Mold and two Gravier Bones) you'll get a Cat potion with
    Ruebedo as its dominant substance. In addition to letting you see in the
    dark, this potion will increase your vitality regeneration. It might
    sound complex, but there are only three secondary elements: Albedo,
    Nitrol, and Rubedo. If you use components with the required primary
    elements and identical secondary elements, you'll get a secondary
    substance dominated potion.
    
    Dominant substance	Effect
    Albedo			Reduces toxicity of consumed potions
    Nitrol			Increases damage dealt
    Rubedo			Increases vitality regeneration
    
    Leveling Up							{INT013}
    o======================================================================o
    When you level up, you get a number of "talents" to distribute amongst
    your various skills. Skills are broken up into one of three categories,
    "Bronze" for low level skills (levels 1-14) "Silver" for intermediate
    skills (levels 15-29) and "Gold" for high end skills (30+). You still
    will get bronze talents at level 15, you'll just get silver as well.
    After level 50, you will no longer gain talents from leveling up.. but
    you'll still gain trickles of Vitality if you have the 'Vigor' ability.
    Still, at two Vitality per level after level 50, you might as well
    consider level 50 to be the unofficial level cap. There's just no point
    in working to get higher than that.
    							
    	o=======o=======o=======o=======o=======================o
    	| Level |Bronze |Silver	| Gold	|         Title	  	|
    	o=======o=======o=======o=======o=======================o
    	| 1-10	|   3  	|   0	|   0	|   Novitiate Witcher   |
    	|-------|-------|-------|-------|-----------------------|
    	| 11-14 |   3  	|   0	|   0	|    Rising Witcher     |
    	|-------|-------|-------|-------|-----------------------|
    	| 15-19 |   3  	|   1	|   0	|    Rising Witcher     |
    	|-------|-------|-------|-------|-----------------------|
    	| 20-29 |   2  	|   2	|   0	|    Skilled Witcher    |
    	|-------|-------|-------|-------|-----------------------|
    	| 30-39	|   1	|   2	|   1	|    Seasoned Witcher   |
    	|-------|-------|-------|-------|-----------------------|
    	| 40-44	|   1	|   3	|   1	|     Master Witcher	|
    	|-------|-------|-------|-------|-----------------------|
    	| 45-48 |   0	|   4	|   1	|     Master Witcher	|
    	|-------|-------|-------|-------|-----------------------|
    	|  49	|   0	|   0	|   2	|     Master Witcher	|
    	|-------|-------|-------|-------|-----------------------|
    	|  50	|   0	|   0	|   2	|   Legendary Witcher	|
    	|-------|-------|-------|-------|-----------------------|
    	|  51+	|   0	|   0	|   0	|   Legendary Witcher	|
    	o=======o=======o=======o=======o=======================o
    
    Experience
    <---------------------------------------------------------------------->
    You gain a number of experience points for killing monsters based upon
    your level. The higher level you are, the less you gain for killing
    enemies in combat. More specifically every level reduces the amount of
    experience gained by 5. Quests give static experience points, and
    generally a good number of them. If you played Fallout 1 & 2 or 3rd
    Edition Dungeons and Dragons you'll understand how the experience
    works. To go from level zero to level one, you need one thousand
    experience. To go from level one to level two you need two thousand
    more (a total of three thousand), and so on.
    
    Grinding							{INT014}
    o======================================================================o
    If you are a loser like me and for some reason have fun leveling up, 
    I'd suggest you do so by killing enemies before you bother doing any 
    quests, as the monsters will give you more experience for your time. 
    After you reach a satisfactory level (or the enemies stop giving good 
    experience) doing the quests will further increase your level. You
    really dont need to do this at all to beat the game, as quests and
    incidental monster encounters will do fine getting you the basic
    experience you need. If you want a powerful Geralt who can handle
    anything the game can throw at him, you'll grind at some point. If you
    want a potent character, but you don't want to waste a lot of time to
    get one, skip grinding in Chapter 1 & 2 and just do the Chapter 3
    grinding. The early-going will be tougher, but you'll save a bit of
    time.
    
    Chapter 1
    <---------------------------------------------------------------------->
    In chapter 1, I tend to kill barghests and drowners by running around
    at night until barghests start giving 50 experience (level 6 or so).
    The only trouble you'll have in this area is avoiding the quests 
    'Racists' up by the river and 'She's No Early Bird' outside of the gates
    leading to the Country Inn. These quests trigger with proximity, and
    avoiding them prevents you from making a circut of the map when
    grinding. Still, it's no big deal if you complete those two quests and
    then grind.. there's much better experience to be hand in Chapters 2
    and 3 anyways. To grind, just run around outside of the Country Inn,
    you can do a circut up to town either way you go. You'll mostly be
    fighting Barghests, but there's a Ghoul who spawns near the houses 
    between the Country Inn and the Royal Huntsman, and groups of Drowners
    that spawn near the docks. This all becomes much simpler if you brave
    the Crypt and kill several Ghouls in order to claim the Igni sign-
    then you don't need to rely on Flint or pay the Innkeeper 5 Orens to
    rest.
    
    Chapter 2
    <---------------------------------------------------------------------->
    In chapter 2 a great place to level is in the crypt in the sewers 
    hunting graviers, which will give you 200 or so experience up until 
    level 15. To get access to the Crypt, talk to the 'Con Artist' in the
    Temple District near the sewer entrance (he'll be there between 6:30 and
    8:00). Agree to do a little grave-robbing and he'll give you a key to
    the crypt. Note that level 15 is the suggested amount of grinding you
    should do to make life easier, but it's easy, if time-consuming, to
    reach higher levels here... There is one thing you might have noticed
    about this area, however.. it's damned dark. You could waste time and
    money creating Cat potions so you can see, but do the math, four or
    five Graviers per run, 200~ experience per Gravier.. it would just be a
    colossal waste of resources. Instead, turn your gamma up to 2.00 (in the
    Options, Video Options menu) and you'll be able to see what's going on..
    at least, enough to grind. It's ugly, to be sure, and certainly not the
    ideal way to play the game, but it works. Kill the several Graviers
    wandering about, ignore the Ghouls to save time, and rest at the
    campfire for an hour. Wash, rinse, repeat.
    
    Chapter 3
    <---------------------------------------------------------------------->
    Chapter 3 is far superior to the Chapter 1 & 2 grinding spots in both
    experience and convenience. In the Swamp Cave you'll find a pack of
    Cockatrices which give almost three times more experience than Graviers-
    factor in the dip in experience gained from Geralts level and this gap
    will only widen, so that at level 30 Geralt would gain only 150
    experience per Gravier, but still 675 from Cockatrices-one Cockatrice
    kill would give more experience than an entire run through the Crypt in
    Chapter 2. All you have to do is return to the Swamps, enter the Swamp
    Cave, and smite the Cockatrices. Head outside and rest at the Fireplace
    near the Swamp Cave entrance (this time you'll need to rest 24 hours,
    rather than just one to respawn the enemies). Repeat until satisfied.
    There's really only one dark tunnel to worry about, so no need for a Cat
    potion or gamma manipulation. The only annoying issues with this run are
    the Wolves that spawn in the cave (they're trash mobs by now) and the
    Drowners, Drowned Dead, Bloedzuigers, and Kikimores outside the cave.
    The latter give nice experience, but it's still meagre compared to what
    a Cockatrice kill gives you. If you set it up so that you wake in the
    morning, however, you'll only ever have to deal with a pair of Drowners/
    Drowned Dead and a Kikimore Warrior outside, and most of the time they
    won't even bother you, which greatly cuts down on the frustration. Also,
    since the Cockatrices in the Swamp Cave generally number from between
    six to ten, you can easily obtain 4200-7000 experience per run.. much
    better than the 800-1000 in the Crypt we were averaging in Chapter 2.
    
    Leveling Tips							{WLK015}
    o======================================================================o
    Below I'll include a number of tips about leveling. No, not about how
    to level, that was all that grinding information I gave above. This
    tells-in brief-how I generally go about building my Geralt. I'll admit,
    I'm fond of melee, and I tend to focus on only a few signs. Granted,
    it's hard to do anything else with Geralt, and since the game is well-
    balanced, it's more worthwhile to discuss when to get what talents,
    instead of whether or not to get them.
    
    Prologue (Levels 0-2)
    <---------------------------------------------------------------------->
    I would suggest picking talents that make Geralt more powerful all
    around before specializing. Namely, pick from his attributes (Strength,
    Dexterity, Stamina, Intelligence) before picking from his Signs, Steel
    Sword, and Silver Sword skills. For example, a +10% parry bonus in 
    Strength is going to affect ALL of Geralts attacks, not just those with 
    Steel Swords or while using the Strong Style. Within the attribute 
    trees, stick to talents that are the most universally useful. You dont
    need fist fighting talents at the beginning (if ever), and powering up
    after being reduced to a low percent of your vitality isn't as good as
    taking talents that work all the time (and thus prevent your vitality
    from being lowered in the first place!) And most of all, don't forget
    Herbalism. You really should have it by the time you leave Kaer Morhen.
    
    Chapter 1 (Levels 3-11)
    <---------------------------------------------------------------------->
    At chapter 1, you only have access to the steel sword, so you might as
    well just ignore the silver sword. Again, general bonuses are better
    than specific ones. Inducing bleeding isn't as important as simply doing
    more damage, and increasing the level of the style is the best buy you
    can make in these trees, as leveling up a style increases the base
    damage that the +damage % talents affect. I'd say focus on all the
    styles fairly equally (get them all up to level 2) and then focus on
    Group Steel. After all, groups of enemies are usually more dangerous
    than any single enemy-you're much more likely to get killed by a
    group of Barghests, Drowners, or Salamandra Assassins because you
    neglected the Group Style than you are likely to get killed by a
    singular strong foe for neglecting Strong Steel or Fast Steel.. at
    least in Chapter 1.
    
    As for Signs, you only start out with Aard. Never to fret, it's
    possibly the best sign in the game. Igni is good as well, and you get
    it in Chapter 1. Again, level up the base level of the sign, and
    ignore the talents like Student and Apprentice. Get Stun, Gust and later
    Disarm. Now you should be able to simply use Aard on most opponents
    and stun them or knock them down, after which you can move in for the
    coup'de'grace. Being able to defeat enemies like this allows you to
    wait a bit on Strong Steel and Fast Steel (although you still want to
    at least get the level and damage +% talents.) Once you hit Chapter 2
    you're going to quickly want to focus on bringing your Silver Sword up
    to snuff, as it'll do more damage unleveled than your Steel Sword will
    leveled to monsters.
    
    Chapter 2 (Levels 12-20)
    <---------------------------------------------------------------------->
    By the time you're grinding Graviers and Ghouls after gaining access to
    Vizima in Chapter 2, you'll be moving on to the silver talents. Once
    they become available, I typically turn my Geralt into a melee monster
    following the same general rules above-level up attributes first.. or
    in this case, Strength and Dexterity. Then I focus on Strong Silver,
    since it's what I'll be using to kill the groups of necrophages that
    I'm grinding for experience. They're fairly dangerous, and it's likely
    you'll end up fighting two or three Graviers at a time, so survivability
    is everything. After that, I grab some of the best silver talents in
    the Strength tree, like Vigor, Aggression, and Stone Skin, Feint and
    Agility in the Dexterity tree, and Mortal Blow III in Strong Silver. 
    After that, the major melee skills have been obtained, and I proceed to
    level up Stamina, Intelligence, the sword styles, and the signs, as
    normal. Note that obtaining Ingredient Extraction in a timely manner
    will make this entire grinding process that much more profitable. It's
    very easy to grind Graviers until you're level 15 (and I can't resist
    a good grind), and even levels of 20+ aren't impossible.. although
    it's rather excessive.
    
    Chapter 3 (Level 21-40)
    <---------------------------------------------------------------------->
    Chapter 3 introduces Gold Talents the way Chapter 2 introduced Silver
    Talents, and the progression is much the same. Finish up attributes,
    spend your first Gold Talents to generally make Geralt stronger-then
    specialize to your hearts' content. Compared to the potency of your
    Attribute talent trees, it's almost not worth it to spend any Gold
    Talents on Signs and Sword Styles. Honestly, how can you pass up
    Strength (Level 5), with Damage +20%, Parry +10%, Vitality +150,
    Resistance to Bleeding +20% and Knockdown Resistance +20%? Or how about
    Intelligence (Level 5) and Intensity, from which you'll gain a combined
    +60% Sign Intensity for all your Signs? Pile on the Gold Talents on your
    Attribute Trees the same way you did with Silver Talents earlier, and
    specialize after you diversify. By this time Silver Talents will become
    somewhat more mundane, and Bronze Talents really only exist to allow you
    to level up your new Signs. It's pretty simple to get to level 40 in
    Chapter 3 if you wish (although it's excessive)-Cockatrices give such
    good experience that even the cumulative five-point drop per level and
    the arithmathic increase in required experience per level will only slow
    you down a bit-rather than halt you entirely. In fact, if you're on a
    time budget and willing to invest more in potions (and not adverse to a
    few reloads, if something goes wrong), you can skip the grinding in
    Chapters 1 & 2, tough it out through the harder fights, and just grind
    in Chapter 3. You'll need to respect the Cockatrices a little more, but
    it'll go absurdly quickly-in any event, I still recommend hitting level
    35, at least. Not because the levels will be required to muscle your way
    through the game, but simply because this is a great opportunity to
    level up, and those gold talents are worth more than a dozen potions.
    
    Chapter 4 and beyond.. (Level 41+)
    <---------------------------------------------------------------------->
    You'll soon stop getting Bronze talents entirely, but by the time you no
    longer obtain anymore, you've long since purchased everything decent. My
    advise for the bottom-of-the-barrel abilities? Focus on the Igni and
    Aard signs, as they are by far the best. Ignore sign upgrades like
    'Student', 'Apprentice', etc, as they are rarely worth the talents.
    Also, ignore all upgrades that activate only when your Vitality is low.
    The Vitality thresholds are too low to be useful, and ideally we'll be
    trying to avoid getting hurt.
    
    Storage								{INT016}
    o======================================================================o
    At any Inn in the game you can store inventory and alchemical 
    ingredients. Innkeepers all have secret tunnels beneath their taverns
    which transcend time and space and allow you to store any and all
    equipment you find and access your loot from the same storage regardless
    of which establishment you originally stored it at. Bad for reality,
    good for pack rats. Huzzah! Kudos to CDProjekt here, really. I've said
    it before and I'll say it again, I don't play RPGs for the thrill of
    inventory management, and I've wasted more time on Oblivion and Fallout
    trying to cart around all the loot I want to collect than I care to
    recall. I just don't see the point in making a game world about dragons,
    demons, undead, and magic.. and then being a hard-ass about encumbrance.
    Don't make storing loot a project, dammit! Ahem..
    
    The Witchers Three						{INT017}
    o======================================================================o
    This is a story-based game. Did that scare anybody off? Good, we didn't
    like those people anyways. Not just a story-based game, but one where
    there is rarely much black-and-white. What's the use of a deep, story-
    based game with complex moral issues that doesn't allow you to make
    choices? None, it's a contradiction in effect. On that note, there will
    be choices, you will have to pick sides, and there is rarely a clear
    right-or-wrong choice to make. It's a major part of the game, and
    hence, it must be a major part of any guide written about this game
    that's worthy of your time.
    
    To manage to cover all sides, I played through the game with three
    different Witchers, ideologically seperated from each other. The
    division starts out simply. Early on, when you're getting your feet
    wet, there are two choices to make-whether you're a moral Witcher, or
    a consumate Witcher. The moral Witcher strives to be good (being evil
    isn't so much of a possibility, but perhaps you could be morally
    ambiguous, with darker shades). He will help those in danger, and views
    the term 'monster' loosely. A Ghoul is as much of a monster as a
    rapist, and both deserve the same fate-to feel the edge of a Witcher's
    sword. 
    
    The consumate Witcher, however, stays true to the Witcher code-it is
    nearly impossible to implement, in effect, but all good codes are. That
    doesn't mean it's not worth trying to adhere to, whenever possible. This
    code is simple-Witchers kill monsters and stay out of politics. Beasts,
    undead, and magical aberations are all fair game-the local crime boss
    is not. Of course, self-defense is always allowed.. and I don't mean
    pre-emptive strike, Bush-doctrine self-defense, I mean real self-
    defense. He won't necessarily be an unfeeling husk, either, but if
    given the choice to fight a horde of insectoids to help some misguided
    rebels escape after their caper or fighting those rebels, he'll kill
    the monsters. Of course, if he has to choose between fighting somebody
    else's political battle or running and earning the ire of both sides,
    he'll avoid the conflict entirely and lose friends.
    
    The moral Witcher will not stay simple, either. Two competing factions
    drive the politics of the game, and without getting into details, they
    aren't friends. And by that I mean they're fundamentally opposed to one
    another. Both factions have good and bad sides, and neither is wholly
    worthwhile of our support, nor incapable of evoking some sympathy. The
    representatives of either side are flawed, but interesting characters
    who genuinely feel they're in the right, and that their causes are
    worth fighting-and dying for. The two moral Geralts will divide in
    their support for either faction.. although perhaps out of loyalty to
    one friend or the other, or because they agree with the benevolent
    aspects of the ideology, rather than because they agree with the
    larger (messier) political aims of the organization as a whole.
    
    These three Geralts will be refered to often in the guide-more
    frequently as we progress further into the story and plotlines diverge
    more and more. The consumate Witcher will be synonymous with the
    'neutral' Geralt, who avoids both factions and remains politically
    neutral. The other two 'moral' Geralts will bear the names of their
    respective factions, as they are introduced into the story and as 
    events force us to pick sides.
    
    Localization							{INT018}
    o======================================================================o
    Here's another section of the FAQ where I talk about things I have no
    business talking about. Normally I'm not too fond of using mods on
    games.. except in Baldur's Gate 2, where numerous mods exist to enhance
    the gameplay experience by correcting bugs. Yes, fixing broken things
    and making the game more enjoyable is just about the only reason I can
    see for using mods. Unfortunately, I happen to be an American, which
    means my government wants to protect me by dictating what I should-and
    should not-be exposed to. For example, I was legally able to join the
    military three years before I could legally get drunk enough to induce
    me to wish to do so. Because drinking is dangerous, and getting shot at
    in a desert isn't quite so bad. In the face of this crazy logic, my
    games come pre-censored, and even though I could go to any public movie
    theatre and pay to see nudity in nearly any R-rated movie, some digital
    nipples might cause my eyeballs to explode. I'm a 27 year-old adult
    male, certainly old enough to buy an M-rated game. When I found out that
    the Witcher had been censored, it became my immediate goal to uncensor
    it. No, I don't need nudie patches in games to make them worth playing,
    but the sheer fact that it was done in the first place I found
    insulting. After all, thousands of gamers in other places were able to
    withstand the mind-blowing shock of playing the Witcher uncensored, why
    couldn't I? If you're of appropriate age, maturity, and inclination,
    I suggest you find a censorship fix for this game. It just uncensors
    the sex cards and a few skins (like for Morenn and some monsters.) Yeah,
    it's not a big deal, and I don't see why it was censored in the first
    place. It's not like there wasn't nudity in the God of War games, which
    was more widely distributed on a 'family-friendly' console!
    
    Of course, I'm not in the habit of providing links unless I'm getting
    paid for it.. and despite my indignant front, I'd like to keep posting
    FAQs on GameFAQs, which might look down upon me putting links to
    censorship fixes in my FAQs. If I found it, you can find it. It's out
    there. If you bought a mature-rated fantasy RPG, and you want to play
    a mature-rated fantasy RPG, and don't like censorship being dictated
    to you, by all means. Maybe by the time I'm officially a dirty old man
    we Americans will be more worried about violence than nipples.. or 
    better still, we'll realize that the same people who are influenced by
    fantasy to commit crimes in reality will do so regardless of ESRB
    ratings or censorship. After all, books have inspired people to kill
    each other far more conspicuously and in greater numbers than any
    video game ever will, and even failing that, we can't censor
    imaginations.
    
    As a later note, kudos to CDProjekt on the Witcher 2-there is no
    censorship of any kind on either the original PC release, or the
    Enhanced Editions for both the Xbox 360 and the PC.
    
    DRM								{INT019}
    o======================================================================o
    And since I already blew all objectivity out the window earlier when I
    decided to whine about localization, here's another sample of my
    unnecessary political ranting about another issue that brings my piss to
    a boil in the world of PC gaming. That's right, that scourge called DRM.
    Apparently since I wish to buy the retail version of the game off a
    store shelf, (I'm a materialist, sue me) I'm some sort of criminal and
    can't be trusted to make such commercial transactions without having
    the internet to check that I'm not pirating my games. Ironically enough,
    this has made it so that the only way I can play games I would gladly
    pay for is through piracy. However, since I don't have any real way to
    download such immense files, and since I don't care to play a game with
    the inherent instability piracy brings, my only recourse is to wait
    until the day when I have the internet so I can validate the mindless,
    spineless, moronic, authoritative, consumer-unfriendly DRM that plagues
    all PC games.. or to just buy the game when it comes out on a console..
    which will likely be my response for the Elder Scrolls V: Skyrim and
    the Witcher 2. Oh yeah, and the.. uh.. morality involved.. it just 
    makes me cry to think of such a heinous crime being commited by
    hardened digital pirates.. Honestly, however, who came up with this
    limp-dicked idea? Anybody pirating the game has been thwarting CD-Keys,
    codes, and other primitive forms of copy protection for years. Does
    anybody think that forcing honest gamers to validate their copies has
    affected a single pirate one bit? No, it hasn't. If anything, this
    asinine restriction has just caused grief for honest gamers like myself.
    Whether it's restricting the number of computers-that you own-upon
    which you can install a game-that you own-or if it's some spyware
    installed upon your computer that actually makes the game unplayable
    for honest consumers unless you download a patch (something the Witcher
    itself is conspicuously guilty of on Windows 7) or whether it requires
    online security checks and hence makes the game unplayable for folks
    without an internet connection, I can only imagine that all modern DRM
    has done for the PC gaming world is to alienate consumers and force
    otherwise eager, paying gamers to pirate games. The solution? There
    really isn't one, I'm just ranting about this because I'm indignant.
    And if you think that DRM is the scourge of PC gaming, or if you're
    just irate about the fact that you're being monitored because you were
    actually an honest consumer and bought the game, then you're in good
    company.
    
    Again, I have to give kudos to CDProjekt on the Witcher 2, as they have
    removed their DRM for the PC version of the Witcher 2. This is one of
    the reasons I purchased the Enchanced Edition of the Witcher 2 for both
    the Xbox 360 and the PC, making it the first PC game I've purchased
    since Fallout 3 GOTY. If you hate DRM half as much as I do, it's worth
    noting that we vote with our wallets, and buying the Witcher 2 is a
    great (if not the only meaningful) way to voice your support of
    CDProjekt-who has flown in the face of convention and sided with the
    consumer (that's you and I). Plus, you get a pretty neat RPG out of it,
    so what have you go to lose?
    
    o======================================================================o
    |								       |
    |			   General Tips {TIP001}		       |
    |								       |
    o======================================================================o
    In this section I'll give you random, unorganized tips about the game.
    This is where you find most of the brute information in the entire FAQ,
    and frankly, I think most FAQs should probably just be a collection of
    tips from gamers. Seriously, how much would that help most gamers to 
    just know some of the shortcuts and do's-and-dont's? This part of the
    
    guide serves two important purposes for me: first, it allows me to put
    down suggestions that I don't feel like putting in the walkthrough,
    frankly it's a pain in the ass to organize when I should tell you some
    of this information, and it saves you the trouble of having to remember
    when I told you a random bit of information. Second, I can reiterate
    the main themes of the guide here-telling you when to grind, and bits of
    'duh' information that every RPGer should know but for some reason
    seems to forget, like save often.
    <---------------------------------------------------------------------->
    I hate to say it, and you hate to read it, but I need to assume most of
    you are moronic, short-sighted children (despite the rating and subject
    matter of the game) so I don't get people whining that they-through 
    great skill and dedication-managed to screw up their game. That said,
    save your game often. If you keep several save slots you can prevent
    file corruption, losing hours of gameplay due to death or crashes, or
    resolving a quest in a way that-in retrospect-you wish you did
    differently. There. I gave the obligatory RPG 'save your game' tip. I
    now have no sympathy for you if you manage to mess up your game. You
    were warned. This is a PC game made with a Bioware engine. Remember
    how stable the first two Neverwinter Nights games were? Right. This 
    game will probably crash on you at some point.
    <---------------------------------------------------------------------->
    At the start of every chapter (or at least the first three) be prepared
    to grind. Monsters give you less experience as your level increases, so
    grind first, then complete quests second. Quests give static experience,
    so grinding first allows you to level up higher and easier. A stronger
    Geralt is a good thing. I know, I've said this before (and I say it
    again in the walkthrough, trust me) but I think it's important to note.
    <---------------------------------------------------------------------->
    On that note, be up to date with your books and journal entries. Whether
    it's knowing your monsters so you can skin them for more loot, or
    knowing your plants so you can grab alchemical ingredients from sources
    along the way, the more you collect, the better off you'll be when you
    want to create potions.
    <---------------------------------------------------------------------->
    Boxing is one of the best ways to earn Orens in this game. You can do
    it daily and earn good Orens in a short amount of time. You'll want
    Orens to buy books and alcohol, among other things, and aside from
    quests, I dont think there's a better way to earn Orens.
    <---------------------------------------------------------------------->
    If you're a masochist and want to play poker for money, keep in mind
    that the pot established at the beginning of the game goes to the
    winner. To maximize the Orens gained per game played, play against
    players with a higher starting wager to guarantee bigger wins. For
    example, playing against Thaler in Chapter 2 is a good idea, since he
    bets a minimum of 110 per game, and even though he raises in small
    increments, he's better to play than Munro, who bets 40 Orens per game
    and raises big.
    <---------------------------------------------------------------------->
    Selling weapons is a great way to make Orens, provided you can be
    bothered to actually sell them. Some low-quality weapons you'll find by
    the dozen-Temerian Steel Swords and Torches, for example, sell for 40
    Orens each. It might be a pain to trek all the way to a blacksmith to
    sell them, and items left on the ground have an uncanny way of vanishing
    when you leave the area, but if you remember-from time to time-to sell
    the excess crap gear you pick up your wallet will thank you. By the
    time you hit Chapter 3 and can sell Ceremonial Swords of Deithwen for
    300 Orens each, you'll be glad you trained yourself to haul weapons
    around.
    <---------------------------------------------------------------------->
    Talk to every NPC in the game that you encounter. As far as I can tell,
    the color of their name means nothing. Yeah, some important characters
    have green names, but so do all the kids. Some characters with mundane
    names like 'townsperson' actually have something to say. It's an RPG,
    talk to people. You might be surprised what responses you get.
    <---------------------------------------------------------------------->
    Sometimes NPCs get moody and won't talk to you. Most of the time this is
    in response to something you said or did. If a normally chatty NPC
    starts responding with floating text, leave the area they are in and
    try talking to them again. This should get them to be chatty. Some NPCs
    are specifically untalkative (Shani in Chapter 2, for example). It's
    nothing you did wrong, she's just not in the mood to talk most of the
    time when she's going to or coming from work. Who can blame her? Then
    again, some NPCs just won't talk because they don't have anything to
    say.
    <---------------------------------------------------------------------->
    NPCs like gifts. What kind of gifts? A whole slew of crap throughout
    the game-from food, to clothing, to more traditional things, like
    gems, jewelry, flowers, and alcohol. You'll find this crap polluting
    boxes, chests, barrels, crates, and all other manner of lootables
    throughout the world. You should store everything you find. Sure you
    can get a few Orens for most things, but you have an infinite stash,
    and you never know when you'll be sent on a late-game hunt for bread, or
    when a horny peasant girl will try to jump your bone-if only you have
    a ring handy. It'll be cheaper and easier in the long run if you just
    store loot as you find it-even if your stash becomes an over-grown
    nightmare.
    <---------------------------------------------------------------------->
    If you played Oblivion, Fallout 3, or pretty much any good RPG within
    the last five years you'll be familiar with the following mechanic.
    Some NPCs have lives too, and they go different places during different
    times of the day. At night, some tavern patrons are sleeping and can't
    be bothered. Shani works at the hospital during the day. And so on.
    Just be aware that some NPCs won't be around for you to bother all 24
    hours of the day.
    <---------------------------------------------------------------------->
    On that note, most reputable NPCs go indoors at night. Why? Nighttime
    is dangerous! Even in cities, at night you're much more likely to get
    attacked, and in most 'civilized' areas of the game you'll only be in
    danger of getting attacked by random enemies at night. Note the little
    circle attached to your minimap, it tells you what time it is and 
    whether your location is safe or dangerous. Just because it's 'safe'
    doesn't mean you can't provoke a fight in some circumstances, but when
    it's 'dangerous', enemies might spawn and attack you.. like Ghouls
    crawling up from the ground, Drowners emerging from murky water,
    Barghests materializing out of thin air, or Assassin's coming out of
    buildings.
    <---------------------------------------------------------------------->
    Again, a note on the above topic, you can only perform offensive acts
    when under attack, or when in a dangerous area. This includes drawing a
    weapon or using a sign. What does that mean? Well, if you're drunk, you
    can draw a weapon to move faster, but more importantly you can't use the
    Igni sign to start fires unless it's a dangerous area.
    <---------------------------------------------------------------------->
    Combat is fairly simple, you have three combat styles and two main
    weapons. Each attack can go up to five-hit combo before restarting, and
    really, it's just clicking at the right time. It's not too hard. So
    twitch reflexes aren't going to get you too far in battle. If there's a
    difficult fight, you might need to use some strategy to win. Bottleneck
    enemies, use the appropriate combat styles and signs, and when that's
    not enough you'll need to use potions, oils, bombs, and places of power
    to give yourself a boost. This shouldn't be required too often at the
    normal difficulty setting, but keep tools on hand for when you need
    them. Since 'skill' isn't an issue, preparation is everything.
    <---------------------------------------------------------------------->
    Powering up Igni can turn Geralt into a phenom, able to destroy a dozen
    trash mobs in a cast or two. Against stronger enemies it's a nice way to
    whittle them down a bit before engaging, but it's really the best answer
    to crowds of enemies. I'll admit it, sometimes I'm lazy and I don't want
    to draw my sword to smite everything in detail. By Chapter 3, you'll be
    sick of bothering with Drowners, too. Taking care of the situation with
    a simple right-click is good fun.
    <---------------------------------------------------------------------->
    Following directions in this FAQ shouldn't be too much of an issue. You
    have a very handy tool built right into the game-a map. Many important
    locations come marked on the map before you've even explored an area 
    fully, and running through an area will dispel the 'fog of war' on your
    map and make navigation that much easier. Therefore I can get away with
    just telling you to go 'to Thaler's House' in Chapter 2 without having
    to worry too much about telling you where, exactly Thaler's House is.
    First, I expect you to explore (and indeed, in most chapters I narrate
    a run-through at some point before I start just telling you to go 
    places), and second, I expect you to be able to find your 'm' key once
    in a while to look for things on your map. It does everything a map
    should do-it has markers for important locations, it lets you place
    custom markers, it has a compass by which I can navigate general 
    directions.. the only thing it lacks is the ability to quick-travel.
    To add to the amount of minutae shown on the map, hold down the left
    mouse button over an area to get a text bubble describing where, 
    exactly, this is. When I tell you to go to the Slums, and I tell you
    the Slums are in the south-western corner of the map, you should be able
    to tell-generally-where the Slums are thanks to this feature. When I
    tell you that an Antiquary is at the corner of Peddler Street and
    Mechant Street, you should be able to find where in the Temple Quarter
    this is. And even if you can't, the Antiquary should be marked on your
    map already!
    <---------------------------------------------------------------------->
    This might be a minor nuisance, but it happens often enough that it's
    worth mentioning. From time to time, the remains of fallen foes will
    be.. testy, when it comes to looting them. The name of the critter will
    disappear, and you'll find it impossible to loot them. It's just the
    Aurora Engine being retarded. Move Geralt around, click a bunch, and
    be persistent, and eventually the game will decide to let you loot it.
    Of course, be mindful that you can't loot while in combat-sometimes the
    game likes to throw both situations at you at once.. it can be somewhat
    annoying trying to loot a dead Gravier that's clipping with Ghouls
    popping up out of the ground to harass you..
    <---------------------------------------------------------------------->
    The Walkthrough assumes that you'll complete a few tasks on your own-
    namely the gathering of alchemical ingredients and boxing and/or poker
    for Orens. Every time a full day has passed, I make it a habit to go
    fight for Orens. I'll constantly need to buy books, alcohol, and random
    quest items, which I'll assume you have the Orens for. When you run from
    place to place, grab ingredients from any sources you might find along
    the way-after Chapter 1 there should never be an instance where you
    have an insufficent supply of Celandine (as a random example). These
    are just habits I have that keep me above water as far as the economy of
    the Witcher is concerned, and I'm passing them onto you.
    
    o======================================================================o
    |			       Prologue			       	       |
    o======================================================================o
    |								       |
    |			 Defending Kaer Morhen			       |
    |								       |
    o======================================================================o
    One must admit, the game doesn't start too promisingly for Geralt. 
    Chased through the woods and ultimately dragged to Kaer Morhen on a
    shoddy cart by people he no longer knows, it's an intro that just begs
    explanation. You'll be introduced to the various characters inhabiting
    Kaer Morhen, including your fellow Witchers Vesemir, Lambert, Eskel,
    the prospective Witcher, Leo, and the sorceress, Triss. Life isn't
    easy, however, not even for Witchers, and before too much exposition
    can occur a band of human bandits attacks. And so it begins..
    
    Kaer Morhen, Exterior
    o======================================================================o
    Sequence of Events:						{WLK000}
    		1) Assault on Kaer Morhen
    		2) No Mere Bandits
    		3) Combos and Coup-de-Graces
    		4) Combat Styles
    		5) The Upper Courtyard
    		6) Into the Citadel
    		7) Dodging and Group Style
    		8) Learning the Aard
    		9) Two Ways to Lose
    		10) The Frightener
    		11) Savolla
    
    1) Grab the Rusty Sword from the training dummy and promptly use it to
    smite some Salamandra Bandits. Too much isn't expected of Geralt as this
    instant, and whatever your proficiency with the sword, you can rely on
    your allies to pick up the slack. Once the bandits are dead some more
    talking will ensue. 
    <---------------------------------------------------------------------->
    2) Follow your companions until they reach a gate for more dialogue and
    a cutscene. Apparently, despite seeming like pissant bandits at first,
    they've come with a mage named Savolla and his pet monster-a Frightener
    which provides the muscle the bandits clearly lack. Behind you, more
    Salamandra Bandits led by an unknown Sorcerer and a notorious murderer
    named the Professor casually walk into the un-guarded citadel. Even
    without your memories, your allies are confident enough to send you-
    alone-up to the upper courtyard to secure passage for them while they
    hold off the more immediate threats of Salamandra, Savolla, and the
    Frightener.
    <---------------------------------------------------------------------->
    3) Now begins the games' combat tutorial. Follow the enemies and kill
    them, and as you go the game will introduce you to its combo system.
    Every attack after the first your 'attack' icon will turn into a 
    flaming sword, prompting you to wait for that moment to attack again.
    It's reminiscent of the timed-combo system in Summoner.. as I imagine
    it would be utilized if it were a PC game, and not a PS2 game. Right
    now there's not too much use for the combos aside from the fact that
    it keeps your enemies off guard and largely incapable of responding to
    your assaults. Later on, however, higher combos will deal considerably
    more damage. The game will also introduce you to coup-de-graces, by
    which Geralt and kill a stunned or prone enemy in a single attack. The
    game is fairly generous with them now, but once the tutorial is over,
    you'll pretty much only get to enjoy these brutal finishers when the
    Aard sign is used.
    <---------------------------------------------------------------------->
    4) Keep following the enemies. In all honesty this party is pretty
    self-explanatory, and there's little chance of losing all of Geralt's
    250 Vitality to mere bandits. The next lesson is the all-important
    combat styles. Essentially, use the strong style to kill heavily
    armored opponents and use the fast style to kill agile opponents. If
    you find that the enemy is dodging or parrying too many attacks, you
    need to switch to the fast style. Note that changing your style will
    interrupt whatever combo you might be performing, so pick the right
    style before you start swinging.
    <---------------------------------------------------------------------->
    5) After cutting your way through the enemies up on the battlements
    you'll come across several enemies armed with ranged weapons which you
    cannot reach. Run past them to the stairs, where a cutscene will ensue.
    Once you're back in control of Geralt, proceed to cut your way through
    the enemies in the upper courtyard. Ignore the 'Siege Cauldrons' and
    'Bells' for now, but be sure to loot the barrel along the walls of the
    citadel. Work your way down to the gate opposite the doors to the
    citadel, kill all the Salamandra Bandits, and activate the 'Winch'.
    <---------------------------------------------------------------------->
    6) After the cutscene you'll be sent on another mission-to explore the
    citadel and try and prevent the Salamandra Bandits from obtaining the
    Witcher's mutagens within. In addition to the Witcher with amnesia,
    they'll send Leo, the understudy, while the real Witchers guard the
    courtyard with Triss. I suppose when you're this short-handed, there
    really are no good options. You'll be given two potions-Thunderbolt and
    Swallow. The former increases your damage output, but takes away your
    ability to dodge and parry. In the rest of the game, this potion is
    only really useful against enemies that are difficult to dodge and
    parry anyways. Swallow is less of a mixed blessing, Vitality
    regeneration is always good. It might be a good idea to talk to
    everybody for a bit of background, but as for useful information.. they
    won't tell you anything I haven't. Drink your potions and enter the
    citadel.
    
    Kaer Morhen, Citadel
    o======================================================================o
    7) Leo will babble for a bit about his progress as a Witcher's 
    apprentice. I suppose striking even a distracted Witcher is something of
    a feat for a normal human. Continue on and smite some Salamandra 
    Bandits. The game will helpfully tell you about dodging, something 
    which won't really come in handy for a while. Continue and you'll 
    encounter a rather large group of Salamandra Bandits, and the game will
    prompt you to use the group style-a real life saver, and Geralt's only
    real way of providing crowd control with his sword. Loot any dead
    Salamanders that can be looted, and a barrel near the kitchen door
    before following Leo to some stairs.
    
    Kaer Morhen, Witcher's Laboratory
    o======================================================================o
    8) Head into a new area and watch a cutscene. The mysterious sorcerer
    leading the assault on Kaer Morhen will taunt the Professor's waning
    bravado before creating a magical barrier that impedes our progress-
    and causes a partial cave-in that blocks the stairs back up. Leo
    implores you to learn the Aard sign, which will clear the debris.
    Follow Leo to the 'Circle of Whispering Stones', looting a crate along
    the way, and another within the room containing the elemental circle.
    Click on the circle to learn the Aard sign-a telekinetic blast which
    is probably the best sign in the game. Head back to the blocked stairs
    and right-click on the debris (while standing fairly close) to clear
    the way.
    
    Kaer Morhen, Exterior
    o======================================================================o
    9) Once done you'll automatically return to the courtyard. Triss is
    needed to take down the mysterious sorcerer's magical barrier, but
    Savolla and his Frightener return to cause a dilemma-and your first
    real choice in the game. Accompany Triss, or fight the Frightener.
    The Frightener itself is worth more experience, but for heading into the
    citadel you'll get 2000 quest experience that you won't get from the
    Frightener, making the citadel more lucrative in both experience and
    loot. Your decision will have a minor impact on the next chapter, but
    it's not too monumental one way or the other. Step #10 will cover the
    Frightener, and Step #11 will cover the Citadel. Either way, you get a
    Tawny Owl potion to help with your upcoming fight. My neutral Geralt
    will decide to fight the Frightener-he is, after all, a Witcher, and
    Witchers fight monsters. The other two 'moral' Witchers are more
    pragmatic. Evil is evil, and the laboratory must be defended.
    <---------------------------------------------------------------------->
    10) If you decide to fight the Frightener, you'll be joined by all your
    Witcher buddies. Start out by eliminating the Salamandra Bandits
    running around, as they'll get in your way, and try to avoid engaging
    the Frightener for now-it can't be effectively hurt, and it-unlike most
    everything else in the Prologue-is capable of taking Geralt down,
    especially if it knocks him down. Once the Salamanders are dead, go to
    the two 'Siege Cauldrons' and hit them with Aard to get them
    reverberating. Once both of them are vibrating, go ring the 'Bell'. All
    this noise will harm the Frightener, and leave it vulnerable to more
    abuse. Head into melee combat with it and use the Strong Style to deal
    as much damage as possible before it recovers. Repeat as necessary until
    it dies. Once it falls, Triss will teleport back to the courtyard,
    injured, and inform the Witchers that she underestimated the sorcerer
    currently ransacking the laboratory.
    
    Kaer Morhen, Citadel
    o======================================================================o
    11) After Triss is done talking head up into the larger room to
    trigger another cutscene. Despite Savolla's bluffs, Triss is confident
    that the mage is mostly spent. Triss will run off to deal with the
    barrier, while Savolla will conjure a magic circle around you, himself,
    and his goons. Some rather inappropriate music will start up to let you
    know that this is, indeed, a boss battle. Kill the four Bandits first,
    as they make Savolla invulnerable while they're alive. Savolla will,
    for his part, hit you with a fire spell that can cause inceneration if
    you're unlucky and use an electrical nova that is considerably less
    threatening. Once the Bandits are dead, Savolla can be injured, but 
    after taking a few combos he'll teleport somewhere else. Use the Strong
    Style and keep up the pressure, and hit him with Aard whenever he
    appears-provided you have the Endurance. It's not impossible to stun
    him and leave him prime for a coup-de-grace, but more likely you'll
    have to hack him to death. When he dies he'll leave behind a Sapphire,
    Goose Fat, Flint, Saltpeter, and 10 Orens. Head over to the Laboratory,
    and en-route you'll find an injured Triss, who apparently underestimated
    the Sorcerer currently ransacking the laboratory.
    
    ***REWARD***
    (For defeating Savolla and reaching the laboratory)
    EXP	2000
    
    o======================================================================o
    |								       |
    |			   A Potion for Triss			       |
    |								       |
    o======================================================================o
    No matter what you did earlier, the end results are the same. Triss has
    been wounded, the Witcher's mutagens have been stolen, and Leo was
    killed by the Professor. Vesemir will chat for a bit, and the game will
    introduce you to meditation, during which you can create potions, bombs,
    and oils, level up, or just pass time. Right now the game requires that
    we meditate, so we might as well spend our talents while we're at it.
    No matter what course you took, whether you fought Savolla or the
    Frightener, you've got enough experience to reach level one, which gives
    us three bronze talents to spend. At this point in the game, I buy the
    first two ranks of Intelligence, and then get Herbalism. This ensures
    that as soon as Chapter 1 starts, I can begin picking herbs. I'll
    admit, it's a complusion of mine.
    
    Kaer Morhen, Laboratory
    o======================================================================o
    Sequence of Events:						{WLK001}
    		1) Vesemir's Decision
    		2) Kitchen
    		3) We Don't Need Prisoners
    		4) The Armory
    		5) Vesemir's Lesson
    		6) A Potion for Triss
    		7) The Best Bed in Kaer Morhen
    		8) Lessons from Lambert and Eskel
    		9) Abandoning Kaer Morhen
    
    1) Once you're done meditating talk to Vesemir, who is now ready to
    tell you what needs to be done. Kaer Morhen serves no purpose now, as
    everything of value has been stolen. We need to hunt down the bandits
    who robbed us, and avenge Leo's death. First, however, we need to 
    concoct a potion for Triss-a sorceress who is ironically allergic to
    magic. Head upstairs and see Lambert, who will tell you to head
    upstairs to find some Calcium Equum and some White Gull-the former 
    being a component we need for the potion, and the latter being a base-
    itself a potion which is used to make other potions.
    <---------------------------------------------------------------------->
    2) Head through the kitchen door, where you can grab a variety of food.
    Also, you can meditate at any time at the fire. Head west to find some
    stairs going up. There will be a few Salamandra Bandits lurking around,
    but nothing threatening. Head up the stairs until you find a door
    leading to the upper floor.
    
    Kaer Morhen, Citadel Upper Floor
    o======================================================================o
    3) In this area you'll find a handful of Salamandra Bandits lurking
    around, waiting to be disposed of. Murder the push-overs and thoroughly
    search the level, as loot abounds. In the Evening Hall you'll find a
    crate that contains-among other things-Calcium Equum and a book called
    'The Frightener'. This is our first encounter with books, so a brief
    description is necessary. Whenever you find books, scrolls, pamphlets,
    or some other reading material, be sure to read it. This can give you
    quests, recipes for potions, bombs, and oils, or journal entries which
    will allow you to find more loot on monsters or harvest plants for
    alchemical ingredients. Very useful stuff.
    <---------------------------------------------------------------------->
    4) In the armory you'll find some crates with alternate weapons in them,
    in this case, a Temerian Iron Dagger and an Axe, which will just take up
    space in Geralt's inventory. On the plus side, however, they can be sold
    or stashed in Chapter 1, so you might as well take them. Honestly, I
    never tend to use anything other than swords, but it's nice that so many
    different weapons were included for the sake of variety. Another crate
    contains White Gull and a book, 'Monstrum, or a Portrayal of Witchers'.
    <---------------------------------------------------------------------->
    5) Head back downstairs and report to Lambert, who tells you that you'll
    further need the claw of a mighty beast, and some Celandine. After
    telling you this, he refers you back to Vesemir. You might as well talk
    to Eskel as well, although he only tells backstory, it's still 
    interesting stuff. Vesemir for his part will just give you Celandine
    when you talk to him, and he'll teach you the 'Flaying' ability and
    tell you to go skin the Frightener for the component you need to make
    the potion for Triss. Vesemir will also give you some modest equipment,
    so you're not stuck wearing a shirt and fighting with a Rusty
    Sword. Now you at least look like a Witcher. The Red Meteorite and
    Frightener's Vision scroll are also worthy of appreciation.
    
    Note: On meteorite and runes, these items (Blue Meteorite, Red
    Meteorite, and Yellow Meteorite) upgrade Steel Swords (Earth Rune,
    Moon Rune, and Sun Rune) and Silver Swords, respectively. All you need
    is a sword, three pieces of meteorite or three runes, and a blacksmith
    willing and able to forge your sword. You can mix and match different
    types of meteorites and runes to get different results. Forging costs
    money, on top of whatever runes and weapons you also have to provide.
    Frankly, I just don't find it worth the effort. You'll find a great
    Steel Sword in Chapter 2, and as for Silver Swords.. well, I just tend
    to make do. You'll find the different mixes and matches of this weaponry
    in the Item List, so you can see just what every combination can do,
    should you be interested in making one of these weapons.
    <---------------------------------------------------------------------->
    6) So, head outside and search the Frightener's remains for a
    Frightener's Claw and a Frightener's Eye. Once you've obtained them,
    head back inside and meditate near the fireplace. Click the Alchemy
    menu and click on the 'Potion for Triss' option and the game will
    automatically allocate the appropriate ingredients into slots. It
    won't always be this easy, however. Sure, the game will always move
    the right components for the potion you've selected, but it won't
    necessarily put the most common ingredients in, which can be wasteful.
    After all, why use Quicksilver for a potion when you can just use
    Drowner Brain Tissue? Another note about alchemy is the fact that the
    computer will not bother to take into account secondary elements, so
    if you want to create a potion with secondary benefits, you'll need to
    do that yourself, too. Anyways, you can only mess this one up if you
    try, have the computer do it and it'll mix the Calcium Equum, Celandine,
    Frightener Claw, and White Gull to make.. a potion for Triss.
    
    Note: You can make the 'Frightener's Vision' potion in the next chapter
    when you obtain the proper ingredients, which will score you another
    Bronze Talent. You'll need an ingredient with Vitriol, an ingredient
    with Rebis, an ingredient with Quebrith, and of course, the Frightener's
    Eye.
    
    Kaer Morhen, Triss' Room
    o======================================================================o
    7) Head up to Triss' Room and do the gentlemanly thing-loot the room.
    After you've searched around, talk to Triss. Now you'll get a hint on
    giving gifts. Click on the gift icon in the conversation screen and 
    double-click on the 'Potion for Triss' in your quest items. Triss will
    recover in record time and chat with Geralt for a bit. You can now
    obtain your first sex card from Triss, if you're so inclined.. and I
    can't see a reason why anybody wouldn't be.. unless you have an intense
    hatred for Triss. In any event, to persue Triss romantically, pick the
    first dialogue option twice. Once that's done you can talk to Triss a
    bit more. Don't go meet with Vesemir yet, as there's still a few things
    to do in Kaer Morhen. Instead, tell Triss that you "need to do
    something."
    
    ***REWARD***
    (For providing a Potion for Triss)
    EXP	1000
    <---------------------------------------------------------------------->
    8) Return to the upper level of the Citadel and talk to Lambert and
    Eskel. The former will describe the combat styles a little more, giving
    them a little context for the game world, rather than just leaving them
    as gameplay devices. The latter will offer to give you a tutorial in
    fist-fighting.. which in this case means boxing with you and allowing
    you to figure it out for yourself. Of course, if you get snippy with
    Eskel he won't bother giving you a second chance, and since you get
    experience for beating him, you might as well give it a go. And no,
    it doesn't matter if you win or lose.
    
    ***REWARD***
    (For boxing with Eskel)
    EXP	1000
    <---------------------------------------------------------------------->
    9) Before you go talk to Triss or Vesemir and continue on with the
    game, you would be well-served by heading downstairs and leveling up
    again. It'll help during the next chapter when the difficult ramps up.
    This time I buy Strength (levels one and two) and Regeneration, which
    should help out considerably at the beginning of Chapter 1. When that's
    done talk to Vesemir and tell him to proceed with the funeral, or talk
    to Shani and tell her "We shouldn't keep Vesemir waiting." Either way,
    the Prologue ends, and Chapter 1 begins.
    
    ***REWARD***
    (For attending Leo's funeral and abandoning Kaer Morhen)
    EXP	4000
    
    o======================================================================o
    |			      Chapter 1				       |
    o======================================================================o
    |								       |
    |		      The Outskirts of Vizima			       |
    |								       |
    o======================================================================o
    The Witchers have scattered to the four winds to search for the
    bandits who stole their mutagens and killed Leo. Hopefully they fled to
    a conspicuous location along the cardinal directions. Geralt's
    destination is Vizima, the capital city of Temeria, whose king, Foltest,
    owes Geralt a favor after he saved his daughter, princess Adda, from her
    curse. Remember the intro movie?
    
    Nothing is ever simple for Geralt, however, as the city is currently
    under quarantine due to an outbreak of the Catriona plague. Worse still,
    the outskirts of Vizima is plagued by a terrible Beast, whose Barghests
    we are about to become all too familiar with..
    
    Outskirts of Vizima
    o======================================================================o
    Sequence of Events:						{WLK002}
    		1) Barghest Attack
    		2) Speaking with Shani
    		3) First Things First
    		4) Stashing Loot
    		5) Boxing
    		6) Tome of Fear and Loathing, Volume I
    		7) Sleeping it Off
    		8) Crinfrid Oil
    		9) Enroute to the Reverend
    		10) An Old Debt
    		11) Easing the Pain
    		12) People of the Outskirts
    		13) Speaking to Strangers
    		14) The Reverend's Ring
    		15) Exploring the Village
    		16) Racists
    		17) Mistrusting Mikul
    		18) Ghoul Bait
    		19) The Igni Sign
    		20) Grinding Dogs and Drowners
    
    1) This chapter starts with a fight, so don't get too complacent during
    the cutscenes. You'll have to deal with four Barghests as soon as you
    gain control of Geralt again, and although you'll initially have help,
    don't expect them to last too long.. and be careful not to attack your
    allies. Even though the Mercenaries suck at dealing with Barghests, they
    can sure as hell cause Geralt enough trouble. Just switch to the Group
    Style and you shouldn't have any trouble taking the Barghests down. When
    most of them are dead, deal with any stragglers by switching to the
    Fast Style.
    
    ***REWARD***
    (For fighting off the Barghests assaulting the Country Inn)
    EXP	500
    <---------------------------------------------------------------------->
    2) Once they're dead, the redhead in green we saw earlier will talk to
    us, and the now-orphaned boy who escaped the Barghests will start
    glowing and uttering the prophecy of Itlina. As mysterious as that is,
    his outburst of magical energy seems to have driven off the Beast.. for
    now. Shani-the redhead-will tell us that the Reverend, the community
    leader here, might know about some men with Salamander badges.. and he
    might be worth talking to about the Beast. Seems kind of like a monster
    Witchers should deal with, doesn't it? Continue talking to Shani and
    she'll tell you a bit about herself, Alvin (the creepy magical boy),
    and Salamander activity in the outskirts.
    <---------------------------------------------------------------------->
    3) Now you're free to go do whatever you wish, and for the first time in
    the game it's starting to feel like an RPG. You have plenty of quests to
    persue in a fairly non-linear fashion, you can grind, you can run around
    and loot, or you can just talk to NPCs. Sounds fun, right? If it seems
    like you've been thrown head-first into a game which has suddenly 
    expanded into a directionless monster.. well, then you're not alone, but
    fortunately for you, you were wise enough to get a FAQ, right? The first
    thing I like to do when I get to a new area is find the biggest monsters
    and kill them-repeatedly. That's right, the good old grind. No, it's not
    necessary, but since quests give static experience, and monsters give
    less experience each level, it's a good idea to grind first, then
    complete quests. Before we begin grinding, however, there are a few
    things we must do first.
    <---------------------------------------------------------------------->
    4) Head into the Country Inn, and ignore the Notice Board for now. Yes,
    we'll get to it eventually, but for now it'll start quests we don't
    need to start yet. Inside the Inn, talk to Innkeeper Olaf, who after a
    rather unfriendly introduction will finally speak with you. Ignore him
    for now and instead click on chest to the left of the text options to
    bring up the storage screen. This is where you can-and should-store all
    the crap you're carrying which you do not need to walk around with..
    which is pretty much everything.
    <---------------------------------------------------------------------->
    5) Once everything is stored, head over to the corner of the Inn where
    boxing matches are being held. Not only is there loot to be stored,
    but you can engage in some boxing matches. I prefer to wait before I
    fight Fat Fred, but that still leaves two Fist Fighters and a Wimpy
    Fist Fighter for me to box with. Most boxers will go up to at least
    double their inital wager, and for this collection of thugs it means
    we can score 50 Orens each visit. It's going to be one of the few ways
    to earn money until we start doing quests, so get used to it.
    
    Note: You typically have to wait 24 hours before you can box again.
    It's obvious that at first the other boxers are too injured to fight
    again immediately after losing, but after a while they have full life,
    which makes it tricky to tell when you can box them again. The game
    doesn't do us any favors, either, when it makes them talk as if you can
    box them again-but after paying up the bet, they decline to box you and
    steal your money! This is certainly a glitch, so either save before you
    start a new round of boxing, or be sure to have waited long enough. I
    don't recall this problem occuring before the latest patch, but I'm no
    expert. Or am I? Well, either way, I don't know, but you've been 
    warned.
    <---------------------------------------------------------------------->
    6) Once you're done fighting, go talk to a 'Drunkard' who should be
    sitting around one of the tables. When the beer mug icon appears to the
    left of his text options, click it to start a drinking contest with him.
    There are quite a few characters you can drink with in this game, and
    some are pretty heavy hitters. For this guy, however, just be sure to
    have some Kaedwenian Stout or Viziman Champion in your inventory. 
    Whenever possible, you should ensure that you use weak alcohol when you
    try to out-drink somebody, to avoid passing out yourself.. and to cut
    down on costs. After downing five mugs of Viziman Champion, he'll
    concede defeat and give you 'The Tome of Fear and Loathing, volume I.'
    This book would have cost you 250 Orens if you have to buy it at an
    Antiquary.
    <---------------------------------------------------------------------->
    7) Now that we've stashed our loot, fought for some Orens, and got
    drunk for a book, it's time to rest. Either pay Innkeeper Olaf five
    Orens to sleep, or head outside and attempt to mooch off somebody else's
    fireplace, if one's lit. If not, you can always use some Flint to start
    a fire up. Rest and distribute more talents. Everybody should be level
    three, closing on level four right now. This time I pick Monster Lore,
    in the Intelligence tree, Strong Steel (level 2), and Stun, in the
    Aard tree.. all for a very specific endeavor upon which I am about to
    embark. Rest until the afternoon.
    <---------------------------------------------------------------------->
    8) Once you wake up, head over to the Dwarven Blacksmith who is lurking
    to the north of the gate. Listen to him rant about discrimination and
    when he's done whining, ask him about weapons and he'll offer to sell
    you some oil for 35 Orens. At that price, it's a steal, and it'll not
    just give you some oil, it'll give you the recipe so you can make it
    at will.
    <---------------------------------------------------------------------->
    9) Head out the gate of the palisade around the Country Inn. It's time
    to go see the Reverend.. and loot abandoned houses along the way. There
    are two major routes to the Reverend's House, either by going north
    from the Country Inn, or by going west. In order to complete some minor
    encounters along the way, take the western route-past the Royal
    Huntsman, rather than past Abigail's Hut. Search at your own
    disgression along the way. Note that, for future reference, the 
    directions I give are in relation to the mini-map on the top right of
    your screen-which is itself aligned with the map you can bring up by
    hitting the 'm' key. North is up, south is down, west is left, and east
    is right, just pay attention to the direction the little arrow
    representing Geralt is facing.
    <---------------------------------------------------------------------->
    10) Along the way you might find a 'Traveller' who will recognize you if
    you talk to him. Recognizing you as the legendary Witcher Geralt who
    helped him out in the past, he decides to repay you for services 
    rendered. It's a nice-and unexpected-way to score 100 Orens from a
    stranger.
    <---------------------------------------------------------------------->
    11) Near some of the houses along the way (or perhaps in town) you'll
    find a 'Beggar', an old lady who will ask you to provide a White Gull
    Potion so her dying grandson can expire less painfully. If you provide
    one she'll give you an 'Eternal Fire Signet Ring' she stole from the
    Reverend-who refused to help. This is an item we'll obtain at less cost
    to ourselves later, but hey, it's always nice to make note of
    alternatives.
    <---------------------------------------------------------------------->
    12) Also along the way you might encounter a blonde 'Peasant Woman' with
    a green and yellow top. You'll know it's the right lady because she'll
    greet you with "Greetings, handsome traveler." Give her some Tulips
    (which can be found in one of the houses, or obtained from a 
    'Townswoman' wearing white by giving her some other flowers) and she'll
    ask if you find her fetching. Suggest that you find a nook somewhere to
    get the 'People of the Outskirts' sex card. If you're having trouble
    finding flowers, the Viziman Herbalist near the Country Inn sells
    Daisies (10 Orens) and Orchids (50 Orens) which might work to get you
    some Tulips from the Townswoman in white. Or if all that's too much for
    you, Declan Leuvaarden, a merchant staying at the Country Inn (find him
    during the day, usually around noon) will just sell you some Tulips
    (20 Orens).
    <---------------------------------------------------------------------->
    13) Lastly, along the way you can find an 'Old Woman' who insists she
    doesn't talk to strangers. What she really means is that she doesn't
    talk to strangers unless they pay her about 20 Orens, first. She'll
    only tell you one thing, either she'll tell you about a random herb,
    I've seen Hellebore Petals, Sewant Mushrooms, Celandine, Verbena, and
    Beggartick Blossoms come up, or she'll tell you a story about plagues
    and cannibalism. Frankly, you'll get all these herbs from other sources,
    most of them can be obtained by reading the book 'Field Plants', and
    the last two mentioned won't even come up until Chapter 2. Still, if
    you want to bribe some info out of her, here you go. Note that you can
    do this multiple times, after leaving the area anyways. She seems to
    give you new plants every time, even plants that you won't encounter
    until Chapter 3 or later.
    <---------------------------------------------------------------------->
    14) Finally, when you reach the outskirts of the..outskirts village,
    you'll be harassed by some Village Militia, who ultimately decide that
    you're not worth messing with. Continue past them to find the Reverend,
    who is most likely outside of the Chapel. He's not too friendly, and he
    tells you that to earn his trust you'll need to light to fires at the
    five 'Eternal Fire Shrines' around the outskirts. Of course, this has to
    be done at night while it's most dangerous.. but we're not here to do
    his stupid quests. Pick dialogue option #1 and he'll tell you to solve
    the problems of Mikul, Haren, and Odo, three prominent residents of the
    outskirts before he'll tell you more about Salamandra. To prove that he
    sent you, he'll give you the 'Eternal Fire Signet Ring', which is what
    we came for. Equip it now and prepare to do some more running around.
    <---------------------------------------------------------------------->
    15) Since we're at this village, we might as well loot it, too. There
    are several books to find, but more importantly there are some 'Old
    Townswomen' who complain about not having any food. Give them some and
    they'll tell you old stories-one tells you about a Miller's daughter
    killing herself and becoming a Drowned Dead, another tells you about
    Barghests, a third will tell you about Fleders, and a fourth will tell
    you about Werewolves, and gives you journal information about Werewolf
    Fur. What morbid people. On the other hand, if you talk to a
    'Townswoman' clad in white she'll ask for some flowers. Give her some
    and she'll give you Tulips in return, and tell you about some
    Salamanders lying in wait for you. Lastly, talk to a Stall-Keeper and
    she'll tell you about another Witcher who talked to Reverened, which
    the Reverend himself talked about. You can also buy food from her, if
    you're so inclined.
    <---------------------------------------------------------------------->
    16) We're done with the village for now, so head north east past the
    Stall-Keeper and head down to the riverside. There are more houses to
    loot, but most importantly you'll find Zoltan Chivay, who is being
    harassed by several human racists. Getting close (and I use the word
    'close' here very loosely) will start the quest 'Racists', one of the
    few quests I do before grinding-to clear the way for said grinding
    runs. Get close to the encounter and a human will question your intent,
    or wait around and a fight will start. If you're playing a strictly
    neutral Witcher, you might want to sit this one out.. but since it
    doesn't affect any quests and is solely beneficial to help Zoltan out,
    I always jump in. After the racists are dead, Zoltan will talk to you
    (and be understandably upset if you just sat back and watched), where
    he'll reveal that he's yet another old friend of yours. The two hot
    redheads I could understand, but a Dwarf? Anyways, exhaust all of 
    Zoltan's dialogue options and he'll leave. He'll stay at the Country
    Inn for the rest of the Chapter, and we'll have more to do with him
    later, but for now, let him leave.
    
    ***REWARD***
    (For helping Zoltan Chivay fight off the racists)
    EXP	2000
    <---------------------------------------------------------------------->
    17) Loot the bodies for some Dice Boxes, which will start the quest
    'A Game of Dice'. You can also pick up a Rusty Sword, if you missed
    your old one. Loot the rest of this fishing village, just avoid talking
    to Haren Brogg for now.. although don't be afraid to loot his house.
    Continue north east along the river bank until you reach a bridge.
    Cross the bridge to reach the Merchants' Gate, outside of which you'll
    find Mikul. Talk to him and he'll tell you that there's a quarantine in
    effect and that only folks with passes are allowed in. He's not too
    bright, and before he really gets chatty he demands proof that the
    Reverend sent you. So show him the ring you were given (if you have it
    equipped you can click on the 'hand' icon to the left of the dialogue
    options) to get him to open up. Pick dialogue option #1 and he'll tell
    you that he was supposed to kill some 'dead'uns' in the crypt down the
    road. Offer to kill the undead for 200 Orens and he'll give you a key,
    which will open the door to the crypt.
    
    Crypt
    o======================================================================o
    18) From the Merchants' gate, cross the bridge again and continue down
    the road to the east, again, looting houses as you go. Eventually you
    will come to a fork in the road near an 'Eternal Fire Shrine'. From this
    shrine (which should be marked on your map with an obvious red circle)
    head along the eastern road until you reach the Crypt Entrance. Save
    your game and head inside. Once inside you'll get a custcene showing the
    body of a dead girl, who obviously poisoned herself. The troublesome
    Ghouls Mikul was supposed to kill were drawn to her corpse. The game
    also helpfully tells you to drink a Cat Potion.. which we'll do when we
    come back here to full explore this place, but until then, setting the
    gamma up to 2.00 in the options/video options menu will work fine for
    now. Anyways, grab the Glass Vial off the floor before you do anything
    else.
    <---------------------------------------------------------------------->
    19) Head deeper into the Crypt until you stumble upon a Ghoul. Ghouls
    are fairly tough at this point in the game, but a single Ghoul isn't
    much of a threat. Get used to fighting it, then continue to the east
    until you reach some branching tunnels. Very carefully head into the
    room to the north. Once you're inside enough, three Ghouls will pop out
    and attack you. Run back to the entrance and hopefully you'll lose some
    of them-three Ghouls can be a hell of a fight at this level. If not,
    with a little luck your Aard sign will stun one of them, which you can
    then coup-de-grace. Two Ghouls shouldn't be too much trouble, but three
    at once are lethal. Use the Strong Style (you won't deal enough damage
    with the Group Style to defeat them, most likely) and use Aard whenever
    they group up. With some tactics, a little luck, and patience you should
    be able to win this fight, even at level three. And if you fail, try,
    try again-after all, you saved, right? In the room where the three
    Ghouls spawned you'll find a corpse with some goodies worth looting, but
    best of all is the 'Circle of Inner Fire'. Activate it the learn the
    Igni sign. It's a handy sign, but for our present purposes, we'll use it
    to rest between grinding runs without needing to use any Flint, or
    without having to pay the Innkeeper five Orens to rest.
    
    ***REWARD***
    (For killing the Ghouls in the Crypt)
    EXP	1000
    <---------------------------------------------------------------------->
    20) Finally, after all that work we can begin to grind. If you didn't
    talk to Vesna Hood in the Country Inn (and hence don't have her in
    your Journal under the Characters section) her quest 'She's No Early
    Bird' won't start. How do I grind? I typically run circuts around the
    map at night, killing Barghests and Drowners (near the river) and the
    occassional Ghoul lurking around. If there's more than three enemies,
    use the Group Style, against Barghests and Drowners use the Fast
    Style, and against Ghouls use the Strong Style. After I've done a full
    circut, I try to rest near the Country Inn. If I have enough time I'll
    go box before resting to bring in some extra Orens. Just don't stay
    out too long or else the area will become safe during the day-which
    means you can't use your Igni sign to start fires. If that's the case,
    you'll have to run around hoping to bum a fire off of others, or you'll
    have to light one yourself with some Flint, or you'll have to pay the
    Innkeeper to rest. To make these runs extra worthwhile, you might
    consider buying the book 'Field Plants' from the Viziman Herbalist
    who stays outside the Country Inn. It's 200 Orens, but if you start
    collecting the herbs growing around (Celandine, Berbercane, Balisse,
    Hellebore) you can stock up quite a horde while grinding. It'll come
    in handy later. Also, keep some of the Barghest Skulls you'll find, as
    they'll be needed in an upcoming quest, as well as in a quest much
    later. I tend to grind until I'm about level six or so, after which
    point Barghests just aren't giving enough experience anymore. Sure, you
    can still focus on the Drowners near the river, but it's more tedious,
    and really, just not worth the time. As I level up, I buy ranks in
    Dexterity (levels one and two), Fast Steel (level two) and Group Steel
    (level two) to make my leveling easier. After that I bring Igni and
    Aard up to level two, then I focus on the damage boosting talents within
    the combat style trees.
    
    Note that this leveling session is pretty optional. I suggest getting a
    few levels just running around killing things-Geralt is pretty
    vulnerable right now, and a level or two wouldn't take too long, and
    would go a long way. If you can't be bothered, the fight at the end of
    the chapter will be harder, but if you're willing to invest in Specter
    Oil, a Swallow Potion, and a Willow Potion, you'll be fine.
    
    o======================================================================o
    |								       |
    |			 Questing the Country Inn		       |
    |								       |
    o======================================================================o
    It might take a while, but when I'm level six, I'm done grinding. My
    intermitent boxing has left me with 500 Orens (after purchasing the book
    'Field Plants', too), and I have over a hundred Barghest Skulls, Death
    Dust, Beast Fangs, Ectoplasm, Drowner Brains, and I have picked plenty
    of Celandine, Hellebore Petals, Balisse Fruit, White Myrtle Petals, and 
    Berbercane Fruit. Needless to say, as far as alchemy is concerned, I'm
    set for a while. On that note, it's time to start questing in Chapter 1.
    From now until the end of Chapter 1 this will actually resemble a
    somewhat composed FAQ. You know, doing things in a sensible sequential
    order, starting, persuing, and completing quests, and all that fun
    stuff. I rest outside the Country Inn until morning, and we'll start
    from there.
    
    Country Inn, Exterior
    o======================================================================o
    Sequence of Events:						{WLK003}
    		1) Viziman Herbalist
    		2) Notice Boards, Chapter 1
    		3) Dwarven Dice
    		4) Antiquary
    		5) Talking to Vesna Hood
    		6) Declan's Job
    		7) Miscelleny in the Tavern
    		8) Fistfighting Fat Fred
    		9) Dwarven Drinking
    
    1) Lets talk about some of the characters that we've been ignoring for
    a while. First, you can find a Viziman Herbalist hanging out near the
    Country Inn. Talk to him and he'll tell you about the plague and other
    useless information. He will, however, sell you various alchemical
    ingredients (at a monstrous mark-up), but more imporantly he'll sell
    flowers (if you still need to give them to the white-clad lady for some
    Tulips), and he also sells two books-Field Plants, and Subterranean
    Plants. The former is immensely useful in this chapter.
    <---------------------------------------------------------------------->
    2) Now head over to the Notice Board and grab the notices-along with
    the 'Arrest Warrant'. Read the three notices to get the following
    quests: 'The Barghest Contract', 'The Drowner Contract', and 'The Ghoul
    Contract'. We've completed all three of these quests by now-at least
    you should have killed enough Barghests, Drowners, and Ghouls by now-we
    just need to turn them in. Reading the Arrest Warrant starts the quest
    'Wanted'. Anyways, head on into the Country Inn.
    
    Country Inn
    o======================================================================o
    3) If this is the first time you've entered the Country Inn since
    helping Zoltan, he'll talk to you. Ask him about the dice you found and
    he'll offer to play a game with you. Play a game with him (and hopefully
    win), and talk to Zoltan again when the conversation ends and ask about
    playing the game for serious money, which will start the quest
    'Dice Poker: The Novice', and allow you to play with Odo, Haren, and
    Mikul. It'll give us something more to do when we go to help with their
    problems, and save us some trouble running back and forth.
    
    ***REWARD***
    (For defeating one Novice player)
    EXP	100
    <---------------------------------------------------------------------->
    4) Sitting around one of the tables during the day you'll find an
    Antiquary. What's an Antiquary? Normally I'd think it meant a dealer in
    art or something, but in the Witcher, it means a book seller. I usually
    make a point of buying every book each Antiquary has, which means a
    lot of boxing.. The good news is, at least we've obtained some of his
    more expensive books from other sources.
    <---------------------------------------------------------------------->
    5) Talk to Vesna Hood, the local day-time bar wench. She doesn't have
    too much to say, but just talking to her gets you her Journal entry,
    which will allow the quest 'She's No Early Bird' to start. You can also
    buy various alcohol from her, should you need to outdrink somebody or
    make a potion.
    <---------------------------------------------------------------------->
    6) By now you should be able to find a merchant named Declan Leuvaarden
    somewhere in the bar. Unlike most of the folks here, he's got a job for
    you, a paying job, at that. He wants you to explore a cave near the
    city walls and rescue his friend-or failing that, provide him with a
    decent burial. Accept his offer to start the quest 'Dead Hand of the
    Past'. This is one we'll save for later. You can also buy jewelry from
    Leuvaarden, which is mostly worthless right now. He also sells Flint
    (we have the Igni sign, so who cares?), Mettina Rose (if you don't have
    any, get one, but we should have found a bottle of this by now), and
    Tulips (if you still need to seduce the green-and-yellow-clad lady to
    obtain the 'People of the Outskirts' sex card.)
    <---------------------------------------------------------------------->
    7) Now for the less noteworthy folks. You can talk to Shani again to
    find out that Alvin-whom had been in her care-she sent to go stay with
    Abigail, the local witch. Who knows better how to handle a mage than
    another mage, right? Near one of the tables you'll find a Gambler, who
    talks about an unlucky hunter. You can play very, very, very low-stakes
    Poker with him. There's also a Bard you can chat up, who knows of
    some 'Geralt of Rivia', whom you resemble. If you pay him five Orens
    he'll sing a rather awful little song-but you'll get a Journal entry
    about Dandelion, presumably a much better bard. Lastly, you can chat up
    the Innkeeper. For five Orens he'll tell you about the plague and the
    always ineffective religious response to it, but it's really just a 
    waste of money.
    <---------------------------------------------------------------------->
    8) Since all that's out of the way, lets go deal with Fat Fred. Talk to
    him and put up 25 Orens to get him to fight. He's stronger than the
    other fistfighters, but he'll still fall to the same tactics we've been
    using to abuse the others. When you win you'll get a choice of prizes,
    money-which turns out to be 100 Orens, which we could win in two rounds
    of boxing the lesser fighters, a ring-which turns out to be a Gold
    Diamond Ring (sells for 120 Orens) or vodka and chaser, which means two
    bottles of Zerrikanian Spirit, a loaf of bread, a mutton leg, and
    cheese. All the prizes suck, as Zerrikanian Spirit isn't so potent as
    to be worth notice. I tend to take the ring, which is worth the most,
    and keep it for a rainy day. Now that Fat Fred has been beaten, we'll
    need to wait until Chapter 2 to continue with this quest.
    
    Note: I'm not sure why, but I've had my boxers glitch on me before.
    I've never had it occur here, and I don't remember it occuring at all
    in earlier versions of the Witcher.. but I could be wrong. Starting at
    the Hairy Bear, the next tavern in the game, I've occassionally had
    an NPC boxer get killed while doing the background boxing they tend to
    do. They'll randomly die, disappear, and Geralt will get some
    experience. This glitchiness can affect you-and other boxers, too.
    After it happens the first time, there's a chance that participating
    boxers will get killed-sometimes after a single punch! This even applies
    to Geralt-that's right, I've had a game over screen pop up after getting
    hit once in a boxing match. I haven't had this happen in the New
    Narakort (Chapter 3's tavern), but it has happened in the Country Inn in
    Chapter 4. I don't know what causes it, but it's something to keep an
    eye on.
    
    ***REWARD***
    (For defeating Fat Fred)
    EXP	2000
    Orens	100
       ---or---
    Item	Zerrikanian Spirit x2
    	Bread
    	Mutton Leg
    	Cheese
       ---or---
    Item	Gold Diamond Ring
    <---------------------------------------------------------------------->
    9) We're almost done with the bar, there's only one thing left to do. I
    stash my loot earned from Fat Fred and withdraw ten mugs of Kaedwenian
    Stount. Talk to Zoltan and engage him in a drinking contest. Down seven
    mugs and Zoltan will admit defeat, and present you with a Diamond for
    winning (worth 60 Orens). I keep it as a momento. Now that we're
    trashed again, find somewhere to rest and sleep until midnight. I'll
    admit, I didn't bother to look for a place to crash, being still fairly
    early, I just went to the Innkeeper and paid five Orens.
    
    o======================================================================o
    |								       |
    |			 Questing the Outskirts			       |
    |								       |
    o======================================================================o
    Now that we've collected a fair number of quests in and around the
    Country Inn (and completed a few) it's time to start finishing off some
    of the more important quests in the chapter-and that means heading into
    town. We'll do several runs of the village 'loop', as I like to call it,
    and when we're done, we'll be ready to plough headlong into the terminal
    quests for this chapter.
    
    Country Inn, Exterior
    o======================================================================o
    Sequence of Events:						{WLK004}
    		1) Witcher's Work?
    		2) Saving Vesna Hood
    		3) Escorting Vesna Hood
    		4) Vesna's Gratitude
    		5) Haren Brogg's Job 
    		6) Drowners, Squirrels, and Hawkers
    		7) Salamandra Ambush
    		8) Kalkstein's Contract
    		9) Moaning Mikul
    		10) Abigail's Contract
    		11) Stashing and Stocking
    		12) Royal Huntsman
    		13) The Reverend's Contract
    		14) More Work from Haren Brogg
    		15) Haunting the Mill
    		16) Recovering Declan's Friend
    		17) Nadir
    		18) Bounties and Candles
    		19) Impotent Rituals
    		20) Ozzrel
    		21) Odo's Garden
    		22) Sleeping it Off
    		23) A Decent Burial
    		24) Nature of the Beast
    		25) King of the Wild Hunt
    		26) Declan's Reward
    
    1) Once Geralt wakes up-fresh and sober-leave the Country Inn and take
    the road north to find Vesna Hood being bothered by some 'Bandits'.
    If you're playing a 'consummate' Witcher-or a neutral one, as the case
    may be-you'll realize that this incident really has nothing to do with
    you, nor your profession. Still, it's hard not to step in, given the
    circumstances. Regardless of how you feel about politics later on, it's
    hard to play a Geralt that would leave somebody in this predicament-
    especially a pretty lady. As far as gameplay goes, if you don't step in,
    Vesna's dead. No quest, no experience, no sex card. So, presented with
    morality and an unrewarding alternative, I always help out poor Vesna.
    <---------------------------------------------------------------------->
    2) Approach Vesna and her 'friends' and they'll tactfully tell you to
    shove off. Threaten them and a fight will ensue. Despite acting tough,
    they'll all die from two combos of the Group Style. When they're dead,
    Vesna will ask you to escort her home, seeing as how unsafe the world
    clearly is for a bar-wench in the Outskirts. Again, it has nothing to
    do with Witchering-save for the fact that you'll be protecting somebody
    from monsters.. wait, that DOES sound like Witcher's work. And of
    course, you get experience for helping her. I see no reason to refuse
    her, so accept. Save your game now, in case something goes wrong 
    during the escort.
    
    ***REWARD***
    (For rescuing Vesna from the Bandits)
    EXP	500
    <---------------------------------------------------------------------->
    3) Take the western path to town, past the Royal Huntsman. Stay close
    to Vesna so you can protect her-she's got more health than a normal
    Townsperson (at least, she shouldn't die in two-or-three hits) but she
    still has virtually no chance of fending for herself. She makes it
    difficult by staying a screen away from you most of the time. Just take
    it slow. When you reach the second 'Eternal Fire Shrine' along the road
    two Barghests will appear and attack. Dispatch them and Vesna and Geralt
    will have some very short dialogue. At the third 'Eternal Fire Shrine'
    you'll encounter another group of Barghests-this time three of them. You
    know, it seems like these shrines are doing the exact opposite of what
    they're supposed to be doing. A religion whose militant branch fights
    monsters has shrines that draws Barghests! It's like a religion that
    adores poverty having its own country and private bank! Wait..
    <---------------------------------------------------------------------->
    4) Anyways, you're almost there now. In fact, make a dash for her house
    (which is conveniently the first house of the village strip approaching
    from this direction) and wait near the door. When Vesna catches up she
    will chat with you, asking how she can repay you. Pick the first option
    to ask for a date, or the second option to be a boner and leave without
    getting a reward. If you pick the first option she'll tell you to meet
    her by the Mill at dusk tomorrow-and bring some wine. If you pick the
    second option.. well, nothing happens, she just leaves.
    
    ***REWARD***
    (For escorting Vesna safely home)
    EXP	1000
    
    Haren Brogg's House
    o======================================================================o
    5) Now, lets do some things along the way back. Head down to the 
    riverside and enter Haren Brogg's House. Talk to him and present the
    ring the Reverend gave you to get him to open up. Ask him about dice
    and get him to play. Beat him in a match to secure yourself your second
    Novice victory. When that's done, ask him what he sells, and be sure
    to buy the Blue Meteorite off of him if you have the 300 Orens. Lastly,
    ask about Witcher's work and he'll tell you about some Drowners that
    come out of the river and threaten his goods. This starts the quest
    'Strangers in the Night', which we'll conclude shortly. Note that once
    you have gained Haren's trust (by showing him the Reverend's ring) you
    can rest here, free of charge.
    
    ***REWARD***
    (For defeating a second Novice player)
    EXP	100
    <---------------------------------------------------------------------->
    6) After you're done talking to Haren, head outside and continue east,
    as if you were heading to the Merchants' Bridge.. which you are, just
    not yet. Along the way you'll be attacked by numerous Drowners. Kill
    about eight of them and the quest will update. Don't dread the numbers,
    eight sounds like a lot, but you'll probably only have to deal with
    three or four at a time, tops. Once their dead an elf-a member of the
    Scoia'tael-will show up and demand that you hand over the goods-or
    rather, allow them to take what belongs to them. Apparently Haren is a
    Hawker, a merchant who illegally sells goods to nonhuman rebels.
    Regardless of whether I intend to favor nonhumans or humans later, I
    tend to refuse to hand over the goods. Not really for any moral reason-
    giving aid to partisans or letting them starve-either way, people are
    going to die-but because letting those goods go with the non-humans gets
    an NPC in the next chapter killed (see the note below for guaranteed-
    but useful-spoilers). Granted, not a hugely important NPC, but still. On
    the other hand, my consumate Witcher doesn't care what happens to
    Haren's goods now that the Drowners are dead, and gladly pockets the
    extra 200 Orens the Scoia'tael will give you for letting them take the
    goods. If you refuse them, you'll have to fight the Scoia'tael leader,
    a Dwarf, and two Elven archers, which is a sadly easy fight. Use Fast
    Style on the leader and the archers, and Strong Style one the Dwarf.
    Either way, report to Haren when you're done for your reward.
    
    ***REWARD***
    (For killing the Drowners near Haren's goods)
    EXP	500
    
    ***REWARD***
    (For allowing the Scoia'tael to take the goods)
    Orens	200
    
    ***REWARD***
    (For reporting your success to Haren Brogg)
    EXP	3500
    Orens	200
    
    Note: Depending on how you resolve 'Strangers in the Night', the NPC
    Coleman in the next chapter might suffer from an assassination-induced
    case of deathitude. He's a Fisstech dealer, and an all-around slimy
    individual, but he does have a quest attached to him. If you kill the
    Scoia-tael here, Coleman won't be troubled later, but if you don't,
    he'll get assassinated. No big deal, either way, especially as I don't
    intend to be overly kind to him, myself. Just be sure to deal with
    Coleman and his minor quest 'The Rat' before you go visit detective
    Raymond and set in motion the quest 'The Crown Witness'. It'll make
    more sense later, and if you just follow my guide like a good little
    minion, you'll be fine.
    <---------------------------------------------------------------------->
    7) During our stay in the Country Inn earlier, you might have noticed
    that a man named 'Kalkstein' was at the tavern when we first reach
    Chapter 1, but no longer can be found there. Head to the Merchants'
    Bridge, where we met Mikul earlier. There you'll find Kalkstein trying-
    unsuccessfully-to gain entry into Vizima. Talk to him and you'll be
    interrupted by Salamandra assailants. If you fought the Frightener, this
    group will include a 'Mutated Hound'-signs that the fact Geralt delayed
    in reaching the laboratory allowed Salamandra to steal more than they
    otherwise would have, and have since progressed with their stolen
    mutations. If you went with Triss you'll only fight some regular
    Salamandra bandits. I must admit, this fight is more interesting if you
    attacked the Frightener earlier. Use the Strong Style to dispose of the
    Mutated Hound and the Mage that comes with it-hopefully you'll get lucky
    and be able to stun the Mage with Aard. If it's just normal Salamandra
    thugs, the Group Style works just fine to kill most of them. When you're
    done Kalkstein and Mikul will both comment.
    <---------------------------------------------------------------------->
    8) Once that threat has been dealt with, talk to Kalkstein, who will
    babble on about alchemy, and be just a bit too forward with Geralt.
    Give him his Ghoul Blood to finish that quest. He might be absentminded
    and annoying, but it's hard to hate NPCs who reward you well.
    
    ***REWARD***
    (For bringing Kalkstein three vials of Ghoul Blood)
    EXP	3000
    Orens	100
    <---------------------------------------------------------------------->
    9) Now talk to Mikul and ask him about dice. Get him to play with you,
    and then challenge him to a round of Dice Poker. Beat him, and finish
    the final leg of the 'Dice Poker: The Novice' quest, then tell him
    about the crypt. Mikul seems distraught about the dead girl, whom he
    calls 'his Ilsa'. The reason we did these quests in this order is 
    because Mikul will now just whine about Ilsa. We're done with him,
    anyways.
    
    ***REWARD***
    (For defeating a third Novice player)
    EXP	100
    
    ***REWARD***
    (For becoming a Novice at Dice Poker)
    EXP	500
    
    ***REWARD***
    (For telling Mikul about the Ghouls)
    EXP	3000
    Orens	200
    
    Abigail's Hut
    o======================================================================o
    10) Now head back to the Country Inn, and along the way pay Abigail a
    visit. She'll tell you about the man outside her hut at the beginning
    of the chapter, who apparently was a bit too forward with her. Talk to
    her again and exhaust her dialogue options. She'll offer to sell you 
    the recipe to Specter Oil for thirty Orens. Considering what we're up
    against, it's a good investment. You can also ask her about Alvin, for
    what good that does us. Turn in ten Barghest Skulls to complete the
    quest 'The Barghest Contract', and then see what Abigail has for sale.
    She's got several books, various alcohols, greases, and powders (the
    bases required to create potions, oils, and bombs), and a Red Ribbon,
    which repels Drowners. The latter is an uncommon item, but you can just
    wait until the next chapter to purchase it, if you wish. Drowners will
    cease being a threat shortly, no matter their numbers, but they're still
    annoying enough that having an item that just makes them run away might
    come in handy. Needless to say, if you have any alchemical needs,
    Abigail is the one to see-although she'll rip you off if you're buying
    completed potions or oils, or if you buy any Alchemical Ingredients.
    Consider buying some alcohol and some grease, then leave.
    
    ***REWARD***
    (For bringing Abigail ten Barghest Skulls)
    EXP	2000
    Orens	100
    Items	Mandrake Root x2
    <---------------------------------------------------------------------->
    11) Return to the Country Inn and stash the loot you've gained. I take
    out a bottle of Mettina Rose or Toussaint Red, and any three strong
    Alcohols-that's right, it's almost time to make some Potions. If you 
    want to be a little ahead, grab some grease, too. It should be morning
    now, or at least nearly so. If not, it doesn't really matter, it's
    time to take our second lap around the Outskirts, which mostly just
    sets up tonight's activities.
    <---------------------------------------------------------------------->
    12) Leave the Country Inn and head along the western path to town. Along
    the way, stop and talk to the Royal Huntsman. He'll tell you about two
    unique monsters-a Drowned Dead near the old Mill, and an Alghoul that
    haunts the crypts. This doesn't offically start any quests, but it
    should give you a good idea what I intend to do tonight.. Anyways, you
    can also talk to him about his trade.. and find out that Witchers get
    screwed on bounties.
    <---------------------------------------------------------------------->
    13) Continue to town and talk to the Reverend (if it's still early, you
    may have to go into his house to find him). Feel free to talk to him
    about everything now-we're not grinding, we're questing. The most
    important thing to do here is give him the Drowner Brain Tissue we have
    to complete the quest 'The Drowner Contract'.
    
    ***REWARD***
    (For bringing the Reverend three Drowner Brain Tissues)
    EXP	2000
    Orens	100
    <---------------------------------------------------------------------->
    14) Return to Haren Brogg's House. Talk to him and accept another quest,
    this time he wants you to deliver a question to a man named Coleman in
    Vizima-no questions asked. Accepting starts the quest 'Hot Potato'.
    What we really came here for, however, is his free resting. I click on
    the Alchemy tab and create two Cat potions and a Swallow potion. I don't
    really worry about secondary ingredients at this point, as we just don't
    have a versatile enough selection of ingredients to try and make
    ingredient-dominant potions. If you brought some grease, consider making
    some Specter Oil. Finally, if you really want to be ahead of the game
    and to play things as safe as possible, make a Wive's Tears Potion,
    consisting of one measure of Rebic, Quebrith, and Aether (Cadaverine,
    Balisse  Fruit, and Hellebore Petals are common ingredients that work
    fine for this potion). When that's done, meditate until dusk.
    <---------------------------------------------------------------------->
    15) When you wake up, leave Haren's House and cross the Maribor Gate
    Bridge (the bridge opposite the town) and go down the stairs at the
    far end of the bridge to reach the Mill. Outside you should find Vesna
    Hood. Give her the wine and watch a very amusing cutscene, after which
    you'll obtain Vesna's sex card.
    
    Cave
    o======================================================================o
    16) When you're done frolicking, return to the Maribor Gate Bridge and
    go down some stairs on the opposite side of the bridge (to the west)
    and continue along the river bank until you find a 'Cave Entrance'.
    Geralt comments on the bones outside of the cave, and he's right-nothing
    friendly waits for us within. You don't really need a Cat potion to
    navigate the cave, but it'll help. Inside you'll find Echinops-plant
    monsters that emerge from the ground and attack. They're strong at
    this point in the game, and can attack at a range, but we're not weak
    Witchers anymore. Use the Strong Style and Igni whenever possible. If
    you're lucky, you'll manage to incinerate them, which will deal a great
    deal of damage. Take it slow, and try to fight as few Echinops as
    possible. They have one weakness-they can't move. If you're getting
    beaten up try to find some cover and allow yourself to heal. At the
    far western end of the cavern you'll find a Sated Echinops, which is
    stronger than normal, but by no means unbeatable. Use Igni on it and
    smite it-hopefully with as few Echinops fighting you as possible. When
    all Echinops are dead, search some remains near the Sated Echinops to
    find some Human Remains. This is what's left of Leuvaarden's friend.
    
    ***REWARD***
    (For recovering the remains of Leuvaarden's friend)
    EXP	500
    <---------------------------------------------------------------------->
    17) When you have the remains leave the cave and head east past the
    Mill. It should now be night-time, and ahead of you should be a group of
    Drowners led by a unique Drowned Dead named 'Nadir'. Try to avoid
    engaging too many enemies at once, as Nadir is honestly pretty strong.
    It can do upwards of fifty damage per hit, which is no joke. If you're
    lucky, however, one good Aard can knock Nadir prone and leave it open
    for a coup-de-grace. If that's not working, whittle it down with the
    Fast Style. Once it's dead, search Nadir's remains for the Drowned
    Dead's Head.
    <---------------------------------------------------------------------->
    18) Now, lets kill two birds with several candles. We have the remains
    of Leuvaarden's friend, but in order to continue with the quest we'll
    need to light the flames of each of the five Eternal Fire Shrines. Since
    we also need to head back to the Royal Huntsman to cash in on Nadir's
    head, we might as well light as many of the shrines as we can. Go back
    through the village and light the shrine opposite the Chapel, then light
    the two along the path leading to the Royal Huntsman. Finally light the
    fourth Shrine near the Royal Huntsman before turning the trophy in. Note
    that after placing the first 'Holy Flame' in an Eternal Fire Shrine, a
    Barghest will appear to challenge you at the second shrine you approach.
    At the third shrine you'll have to fight two Barghests, and so on. This
    is why we didn't bother with this quest while we were escorting Vesna-
    we surely didn't need more trouble while escorting a vulnerable bar
    wench.
    
    ***REWARD***
    (For giving Nadir's Head to the Royal Huntsman)
    EXP	1000
    Orens	200
    <---------------------------------------------------------------------->
    19) Once you've lit the four shrines and have turned in Nadir's head to
    the Royal Huntsman, take the northern road away from the Country Inn
    (past Abigail's Hut) until you reach the fifth and final Eternal Fire
    Shrine. Once here you'll be challenged by a pair of Barghests, and a
    few more will spawn after placing the 'Holy Flame', but it's nothing
    you can't handle. Once done, return to the Crypt where we found Ilsa's
    body.
    
    Crypt
    o======================================================================o
    20) No turning up the gamma this time, you need a Cat potion to safely
    explore the depths of this crypt. So chug a potion and continue east
    from the entrance, past the bodies of two dead guards and into some new
    tunnels. On the way, it might be a good idea to use the Place of Power
    before the dead guards. Perform the 'Ritual of Magic' and enjoy a 100%
    boost to sign intensity for five hours, which is more than long enough
    to clear this Crypt. Take the first left and use the Aard sign to
    destroy the wall to the north west to access a room with a trunk that
    contains fourty Orens, Stammelford's Dust, Goose Fat, and Quicksilver
    Solution. In the first room on the right you'll find a body with twelve
    Orens on it. Continue down the main tunnel until it forks again, and
    once again take a left, use Aard to knock down a wall to the north west.
    Beyond are a pair of Ghouls who can be easily dispatched with our
    boosted Aard sign. Wait for your Endurance to replenish and head back
    to the main tunnel and continue until you find another wall that needs
    to be knocked down. Beyond this last wall is the unique Alghoul, Ozzrel,
    which like Nadir is pretty damn strong. Not only does it do a fair
    amount of melee damage, but it can knock you down. On our side, however,
    we have an empowered Aard, which can likely stun Ozzrel and give us the
    cheap win via a coup-de-grace. When Ozzrel is dead, loot its body for
    the Alghoul Head, then loot the room it was guarding. There's a trunk
    with thirty Orens inside, and another trunk containing a Ham Sandwich,
    Suet, Stammelford's Dust, a Chicken Leg, a piece of Flint, a Torch,
    a Red Meteorite, and seventy Orens. There's nothing shabby about that
    loot.
    
    Odo's House
    o======================================================================o
    21) Return to the Royal Huntsman and claim your due reward for disposing
    of Ozzrel. Now we're done with most of the side quests in this chapter,
    but there's still one more thing I'd like to do before returning to the
    Country Inn and resting. Head down the road as if you were returning to
    the Country Inn, but instead of entering the palisade, head south to
    reach Odo's House. Talk to Odo and in addition to making you show him 
    the Reverend's ring, he'll make you drink with him.. since spies don't
    drink, you see. At least he's kind enough to provide the liquor. He'll
    also play Dice Poker with you, if you haven't defeated three opponents
    yet. Since you're following this guide, however, I'll assume you have.
    Ask him what task he needs done and he'll tell you that some blood-
    thirsty vegetation has grown from his garden. We've face Echinops
    before, so this shouldn't be a problem.. except for the fact that Odo
    forces you to drink while you negotiate prices. Once you settle on
    100 Orens he'll send you outside-quite drunk-to deal with the plants.
    If you made a Wive's Tears Potion earlier, drink it now and cure your
    drunkenness so you can fight safely.. or be lazy like I tend to be and
    just tough it out. Immediately grab your sword and run to the gate of
    his property so only one of the Echinops can strike at you. When it's a
    one-on-one fight, use the Igni sign and the Fast Style (usually you'd
    use the Strong Style, but being drunk you're more likely to hit with the
    Fast Style). Once the first plant is dead, wait until your Endurance
    recovers before attacking the second, and repeat the same process. Note
    that the Echinops earlier spawned due to the presence of a corpse
    (Leuvaarden's friend), and also note that Geralt comments on the armor
    in Odo's house-armor that apparently belonged to Odo's brother, who is
    nowhere to be seen. Why would Odo's brother have left his armor-his
    livelihood as a soldier-in a house occupied by his brother? It doesn't
    really matter at this point. Return to Odo and collect your reward.
    
    ***REWARD***
    (For giving Ozzrel's Head to the Royal Huntsman)
    EXP	1000
    Orens	200
    
    ***REWARD***
    (For killing the Echinops in Odo's garden)
    EXP	4000
    Orens	100
    <---------------------------------------------------------------------->
    22) Once you leave Odo's House you'll see Odo's dog howling at
    something. Honestly, the dog is probably just trying to call attention
    to Odo's garden.. the developers really, really, want you to suspect
    something is wrong with Odo's yard. We get it, guys, that's not Odo's
    armor, and the Echinops are symptomatic of dead bodies being buried.
    After leaving Odo's yard you'll probably get attacked by some Barghests,
    including a cameo by the Beast. This has doubtlessly happened before,
    and you know by now that when the Beast arrives, you'll have to fend off
    several Barghests. This can be tricky because of the.. ah.. drunkeness,
    but stick to the Fast Style (as the Group Style can be unreliable when
    drunk) and you should be able to overpower the Barghests. Of course, if
    you drank a Wive's Tears potion earlier, you're fine. Also, you can just
    rest at Odo's House after clearing out the Echinops, free of charge.
    Now just rest at any fireplace nearby until morning. With the loot we
    got from Ozzrel's lair, you should make some Specter Oil now, if you
    haven't already.
    
    Country Inn
    o======================================================================o
    23) Return to the Country Inn and tell Leuvaarden about his friend. In 
    a rare case of sloppiness on Geralt's part, he forgets that the deal was
    to rescue Leuvaarden's friend or provide for a 'decent' burial. Instead
    of getting our pay, he insists that we accomplish the latter, first. In
    this case 'decent' means we need to inter his remains in the crypt
    underneath the chapel in town. Seems all signs are pointing to the
    Reverend.
    <---------------------------------------------------------------------->
    24) Go and speak to the old nutter and tell him about your successful
    candle-lighting. He'll naturally blame the ineffecacy of his ritual on
    the potency of the Beast-not the inadequacy of his god, and blame 
    Abigail for the existence of the Beast. Geralt plays the more neutral
    angle and suggests that they speak to the witch before assuming anything
    sinister. The Reverend will agree and offer to pay you 200 Orens, should
    you discover the Beast's origins. You can also tell the Reverend about
    your other successes, namely those of dealing with Haren, Mikul, and
    Odo's problems. He seems genuinely impressed, but before he'll tell you
    anything about Salamandra he insists you exterminate the Beast.
    
    ***REWARD***
    (For returning to the Reverend after lighting all five shrines)
    EXP	500
    
    Chapel
    o======================================================================o
    25) Now talk to the Reverend again and ask to bury Leuvaarden's friend
    in the Chapel. He'll offer you a crumbling sarcophagus, since you were
    nice enough to light the Eternal Fires. Given the state of Leuvaarden's
    friend, it doesn't really matter that the accommodations are shabby.
    Head into-and loot-the Chapel before heading downstairs. Put the
    remains into the sarcophagus and you'll be bothered by the 'King of the
    Wild Hunt' a rather corny-looking wraith that has been hounded Geralt.
    He'll speak of prophecies unfulfilled, and other typicial nonesense. The
    only way to avoid a fight here is to deny that destiny exists, and call
    the wraith's bluff by promising to 'give him what I have, but do not
    expect.' Of course, everybody knows better than to make impetuous 
    promises to a crafty specter, and I don't really want to avoid a fight,
    in any case. With any other response the ghost will conjure up the 
    apparation of Leo, who accuses us causing the death of others-since
    death cannot catch us, it satiates itself on those around us. After
    speaking, Leo's ghost attacks. Use the Strong Style and Leo will prove
    easy to dispatch-he might have been promising, but he was no Witcher.
    When he dies, loot him for a piece of Red Meteorite.
    
    Note: With the meteorite pieces we've found so far, we can create a
    Meteorite Sword, which is significantly stronger than our Witcher's
    Steel Sword. It is, however, expensive, and honestly, we'll find a
    better sword for free in the next chapter. Good things come to those
    who wait.
    
    ***REWARD***
    (For interring the remains of Leuvaarden's friend in the Chapel)
    EXP	500
    <---------------------------------------------------------------------->
    26) Once that's done, return to the Country Inn and report to Declan.
    Again, remember that he wakes late and goes to bed earlier, so try to
    find him around noon. Talk to him and get your well-deserved reward.
    Now we're ready to head into the final phases of this Chapter, so we'd
    best prepare while we can. If you want to play it safe, make some more
    Swallow Potions.. but as long as you have one you should be fine. To
    be really well prepared, create a Willow Potion-it's easy to make, and
    can be created out of cheap Temerian Rye (or some similar quality
    alcohol). Mix one measure of Quebrith and two measures of Aether 
    together (use Balisse Fruit and two Hellebore Petals to make a Potion
    that is Rubedo-dominant.) In fact, make two while you're at it.
    
    ***REWARD***
    (For reporting to Leuvaarden after burying his friend)
    EXP	1000
    Orens	200
    
    o======================================================================o
    |							  	       |
    |                     The Monsters of the Outskirts		       |
    |								       |
    o======================================================================o
    Now it's time to discover the nature of the beast, and to uncover the
    real monsters stalking this community. These quests lead us headlong
    into the climax for this chapter, and once started, there's really no
    point in turning back. Make sure you've got all your loot stashed, all
    your potions prepared, and generally, ensure that you're ready to go.
    It might be wise to make a safety save here, just in case you don't
    like how something played out, or in case you later want to make more
    potions, stash some loot, and so on. You're the only one who is going to
    regret it later if you don't.
    
    Abigail's Hut
    o======================================================================o
    Sequence of Events:						{WLK005}
    		1) Born of Sin
    		2) Saving Shani
    		3) Sacking the Salamandra Base
    		4) Rapists and Murderers
    		5) Abigail's Plea
    		6) The Lesser of Two Evils
    		7) Battling the Beast
    		8) Letter of Safe Conduct
    		9) Entering Vizima
    
    1) Now that you're prepared, return to Abigail's Hut and talk to her
    about the Beast. She confesses that the Beast is beyond her, but Alvin,
    the little dork we rescued at the beginning of the chapter, might be
    able to divine the Beast's origin. To make a potion that will allow
    Abigail to get this information out of Alvin, however, we need to bring
    her five White Myrtle Petals. If you haven't been keeping up with your
    books, here's where the game demands that you do so. Pay Abigail 200
    Orens for the book 'Field Plants', or, if you've been following this
    FAQ you should already have it-and the White Myrtle Petals. If not,
    they're all over the place, just go outside and search for them. Once
    done, return and she'll take some time to brew the Potion. Leave and
    return and she'll have it done. Alvin will do his job admirably-enough
    so that Geralt decides to pull the plug on the divination when it starts
    to sound like a possession, rather than a divination. After ending the
    spell, Abigail will give us 'Berengar's notes on the Beast'. Now it's
    time to return to the Reverend, but who's willing to wager he won't
    like what we found?
    
    Note: After talking to the Reverend, all of the activities in and around
    the Country Inn are no longer possible. Be sure to box, complete all
    quests, and stash/retreive loot as necessary before you talk to the
    Reverend.
    
    Country Inn
    o======================================================================o
    2) Return to the Reverend, who will seem to accept what Geralt has to
    say rather stoicly. Even better, he'll pay you, and tell you about 
    Salamandra. Apparently they've taken over the tavern, and you need to
    get a key to their hideout from the Innkeeper. Ignore the fact that the
    more prominent villagers have been harboring Salamandra for now, and
    head over to the Country Inn. Inside you'll find that the Innkeeper has
    been murdered, but more importantly, Shani is being harassed by a band
    of 'Troublemakers'. Don't people in this village have anything better to
    do than try and rape women? Anyways, head over there. For this 
    encounter, you don't have a choice, you're going to pick a fight and
    rescue Shani. Use the Group Style and you shouldn't have too much
    trouble putting them down. Once they're dead Shani will chat with you.
    Grab the Key off the Innkeeper and loot the bodies of the slain before
    leaving the Country Inn.
    
    ***REWARD***
    (For telling the Reverend about the origins of the Beast)
    EXP	500
    
    ***REWARD***
    (For killing the troublemakers at the Country Inn and rescuing Shani)
    EXP	500
    
    Salamandra Hideout
    o======================================================================o
    3) It's time to deal with the Salamanders in the outskirts. Head past
    the Royal Huntsman and go down the path that leads to the southern cave.
    Near a house you'll find two Salamandra Lackies, who will demand tribute
    in the form of children. Not having any in his pockets, Geralts instead
    decides to pick a fight. Use the Strong Style to take them down and
    loot their bodies. Switch to the Group Style and enter the house they
    were guarding. Inside you'll get attacked by four Salamanders. The
    Group Style will kill off the weaker ones quite quickly, then switch
    to the Strong Style and finish off the heavier two, including the
    Salamandra Boss. Loot and allow yourself to recover any lost Vitality
    and Endurance before going down the trapdoor in the corner. Before
    Geralt complies he makes a note about the frustratingly familiar goods
    in the Salamandra abode-apparently Haren isn't just a Hawker, he trades
    with Salamandra, too.
    
    Cave
    o======================================================================o
    4) If you fought the Frightener in the Prologue, the cave will contain
    some equipment stolen from Kaer Morhen. If not, it'll just contain the
    Salamanders and their abducted children-including Alvin. Somebody has
    some explaining to do, but we'll get to that later. Move forward and the
    Salamandra Boss will chat with Geralt and inform him that he's working
    for rapists and murders, and spills the beans on Odo's fratricide. The
    conversation appropriately ends in a fight, and if you repeat the
    tactics used upstairs you'll be fine. Once they're dead Alvin will talk
    to you and tell you that the Reverend sent him into the clutches of the
    Salamanders. Apparently his idea of dealing with the Beast didn't
    include getting the villagers to repent for their sins. Alvin also 
    suggests that we break down a nearby wall with the Aard sign. First,
    loot the dead, the crates, the coffers.. just about anything that can
    be interacted with. You'll score two Books of the Tawny Owl and a chunk
    of Blue Meteorite.
    
    ***REWARD***
    (For killing the Salamanders in the cave and rescuing Alvin)
    EXP	500
    <---------------------------------------------------------------------->
    5) Go find Alvin and smash the wall near him, then continue down the
    newly opened corridor to find Abigail brewing something. Geralt's
    initial accustations are confirmed when Abigail outright admits that
    she's casting a spell against the Villagers, but in her own defense,
    the Villagers have gathered outside the cave, forming an angry mob eager
    to murder her in a vain attempt to blame others for their crimes. She
    now gives you the whole story, Mikul raped Ilsa, who killed herself.
    Odo murdered his brother. Haren sold a Squirrel to the guards for gold.
    And the honest Reverend banished his daughter for getting pregnant. And
    of course, he led this mob of rapists and murders against Abigail and
    sold Alvin to Salamandra. Abigail benefited from their misdeeds, but
    who's the greater criminal, the one who supplies the means for mischief,
    or those who have the desire to seek out and use those means? She
    attempts to seduce Geralt and prove her innocence. My emotional Geralt
    has no trouble siding with Abigail, but the consummate Witcher knows
    well enough to avoid a desperate witch. Either obtain Abigail's Sex
    Card or not, then head outside. Honestly, there's no reason not to
    obtain it-just because you allow yourself to be seduced here doesn't 
    mean you can't side with the villagers shortly. 
    <---------------------------------------------------------------------->
    6) Once outside the Villagers have gathered, and the worst of the
    perpetrators-Odo, Haren, and the Reverend, will spin their tales in such
    ways as to blame Abigail for their crimes. It's really quite a stretch
    to believe that all their actions were under the duress of magical
    compulsion, but the consummate Geralt has no desire to get involved in
    politics. On the other hand, these savages, murderers, liars, rapists,
    and thieves, have already managed to conjure one supernatural evil by
    their actions. Should they be allowed to live to conjure another? No
    matter what Witcher I play, it's difficult for me to side with the
    Villagers. Geralt's no paladin, but at the end of the day he doesn't
    like being screwed over, and while politics later in the game seem
    safely outside the bounds of the Witcher, this kind of evil is the sort
    of thing that should be stopped. If you side with the Villagers, Geralt
    will get Abigail and leave her to her fate. If you stick up for Abigail
    and condemn the Villagers, Geralt will threaten the townsfolk and 
    escort Abigail away. If you help the Villagers, they'll aid you in your
    fight against the Beast, if you save Abigail, she'll help you instead.
    Only my neutral Witcher leaves Abigail at the mercy of the mob.
    
    Note: If you let Abigail die here, a few things will be changed in
    Chapter 4.. namely, Abigail will not be there, and the quest 'The Heat
    of the Day' will be effected.
    <---------------------------------------------------------------------->
    7) After deciding Geralt goes to confront the Beast, which shows up
    presumable either because the sinners have been exposed, or because
    Abigail was killed, and another atrocity drew its ire. Tactics vary
    slightly depending on who you sided with earlier. If you sided with the
    Villagers, go right after the Beast and use the Strong Style to take it
    down. The Villagers should distract the rest of the Barghests. If you
    sided with Abigail, run to defend her by killing the Barghests near her
    with the Group Style. After they're dead, focus on the Beast. Abigail
    will heal you during the fight, provided she isn't knocked out by the
    Barghests or Beast. Either way, with the Potions and Oils we have, 
    killing the Beast should be a breeze. The Beast can inflict Stun and
    Pain, but with Willow, we don't have to fear the worst of its attacks.
    
    ***REWARD***
    (For slaying the beast)
    EXP	2500
    <---------------------------------------------------------------------->
    8) When the Beast dies, the Villagers will show up and attack you (if
    you sided with Abigail.) Kill them and loot them for gold and the
    'Letter of Safe Conduct' we need to enter Vizima. If you sided with the
    Villagers, the Reverend will thank you for defeating the Beast, and pay
    you 300 Orens and give you the 'Letter of Safe Conduct'. Or you could
    attack him and kill him for the money and the 'Letter of Safe Conduct'.
    If you let him live, Geralt warns him not to squander his second chance,
    and chastises him for selling the children to Salamandra. Be sure to
    loot the Beast before you go to obtain the ingredient 'Trace of the
    Beyond'. In any event, head back to the Country Inn to get Shani. It's
    time to leave the Outskirts for good.
    
    Note: In the next chapter, be sure to mix up a 'Hellhound's Soul'
    potion, consisting of the following ingredients: Vitriol/Rebis/Rebis,
    and the 'Trace of the Beyond'. This will get you a Silver Talent to
    spend.
    <---------------------------------------------------------------------->
    9) Talk to Shani and Geralt will tell her how the Beast was created,
    and express his disdain for the outskirts. With Shani following us, all
    we need to do is make our way to Vizima and talk to Mikul, who is near
    the Miller's Gate. Mikul will apologize, and Geralt misconstrue's
    Mikul's apology as a sign of repentence. When we get to the gate, it
    becomes clear that Mikul set us up, and nothing more. Chapter 1 ends
    with us surrendering ourselves at the gates of Vizima. If only we knew
    that to gain entry into Vizima all we had to do is get arrested..
    
    ***REWARD***
    (For entering Vizima)
    EXP	3000
    
    o======================================================================o
    |			        Chapter 2			       |
    o======================================================================o
    |								       |
    |			    Grinding Chapter 2			       |
    |								       |
    o======================================================================o
    As this chapter starts we'll be exposed to corrupt guards, whiney
    thieves, fat jail bullies, and a despicable miscarriage of justice.
    After the Professor walks free, find the Elven Convict in the corner and
    play Dice Poker with him.. or just enter the screen for it and exit.
    After winning, losing, or backing out Vincent-the captain of the guard-
    will offer the prisoners a pardon for exterminating a Cockatrice
    stalking the sewers.
    
    Vizima, Dungeon
    o======================================================================o
    Sequence of Events:						{WLK006}
    		1) Miscarriage of Justice
    		2) A Brother in Arms
    		3) Killing the Cockatrice
    		4) Assassins in the Sewers
    		5) Stashing our Loot
    		6) Reclaims What's Ours
    		7) Con Man's Caper
    		8) Grinding Graviers
    
    1)  Unfortunately our fat friend has decided to volunteer, under the
    delusion that he can defeat such a monster with his hands. Vincent
    decides that letting us fight it out is more humane than first-come-
    first-served, so talk to the 'Muscleman' and fistfight him. If you
    somehow manage to lose, talk to Vincent Meis, who will suggest that-
    since so much time has passed-you should go check out what happened as
    the honored runner-up. Either way, you're given the Witcher's Silver
    Sword and some Potions.
    
    ***REWARD***
    (For defeating the Muscleman in a fist fight)
    EXP	500
    
    Vizima, Sewers
    o======================================================================o
    2) Geralt will expertly skewer a Drowner to introduce us to the sewers
    of Vizima. Wee. Shortly into the sewers we'll be bothered by a Knight of
    the Flaming Rose named Siegfried, who will display impressive knowledge
    of the Cockatrice, and is in general a pretty cool guy. He'll offer to
    team up to dispatch the Cockatrice, and your decision will have very
    minor impact later on in this chapter. Practically, however, he'll
    distract enemies and make your job easier.
    <---------------------------------------------------------------------->
    3) Take Siegfried along or not, and explore the Sewers as much-or as
    little-as you wish. It's not too important right now, and you can't
    really stash anything you find yet. You'll have to fight Drowners and
    the odd Ghoul along the way, but if anything they're easier than ever
    now that we have a proper monster-slaying sword. The location of the
    'Cockatrice Lair' is already marked on your map, so make your way there.
    Along the way you'll find the dead Muscleman if you lost the fight
    against him, although all he offers up is a Rusty Sword. When you reach
    the Cockatrice's Lair the beast will pop up via a cutscene and attempt
    to ambush you. Use the Fast Silver Style and it shouldn't really be able
    to respond effectively. Despite what the game warns, I've never been the
    subject of an enemies' coup-de-grace, but if you're alone and it knocks
    you down it can deal a good bit of damage to you. 
    
    ***REWARD***
    (For killing the Cockatrice)
    EXP	1000
    <---------------------------------------------------------------------->
    4) Once it's dead, loot it for its head, a trophy for which we'll be
    rewarded by Vincent Meis, and the 'Maal'kad Sephirah', which is part of
    another quest, later in this chapter. Siegfried will compliment your
    skill and offer to show you a way out of the sewers, so follow him.
    When you near the exit a pair of Salamandra Assassins will show up and
    attack. Dispatch them and Siegfried will talk to you about the 
    unexpected assassination attempt. Few enough people knew we would be in
    the sewers, and Siegfried will refer us to a detective he knows in town
    who might help us figure out who is informing Salamandra of our 
    movements. With that Siegfried will give us the key to the sewers and
    depart.
    
    ***REWARD***
    (For defeating the Salamandra Assassins)
    EXP	500
    <---------------------------------------------------------------------->
    5) Now it's time to go find the Hairy Bear Inn, where we can store our
    crap. I'd rather do this before we go recover our loot simply so I won't
    have to return to the Dungeon more times than necessary. You can find 
    the Hairy Bear Inn along the south-western corner of the Temple Quarter
    map. If you didn't read my tips before the beginning of the walkthrough,
    I'll reiterate some pertinent advice: Your map is an invaluable tool for
    getting around. Not only does it show where things are in relation to
    each other, but most of the important buildings, places, and characters
    are already marked! For even more precise direction-following, hold
    down the left mouse button over an area and a text bubble will pop up
    and show you the name of the location. When I tell you to go to
    Peddler Street, Roper Street, Merchant Street, Little Mahakam, or the
    Slums, I'm not just making up names for things-it's all there on your
    map, and if I feel it's a pretty obvious location, I'm not giving
    detailed directions for it. Intimate knowledge of the map wasn't 
    necessary in Chapter 1, since the entire location was just a big loop
    anyways and all the locations were distinct, but in a city with
    multiple districts, it might be worthwhile to know that the hospital is
    in the middle of the area, the slums are to the south-west, the dike is
    to the west, the non-human district is to the north, the dungeon is to
    the south-east, and the merchants line up on merchant street-to the
    north-east. Notice how your map comes with a little compass? Wonder of
    wonders-they want you to be able to find things!
    
    Anyways, it's the beginning of a new chapter, so the first thing I want
    to do here is grind, and everything I do is with that immediate goal in
    mind. So don't talk to people, start up quests, or go exploring yet. Of
    course, you shouldn't be afraid to loot containers you see around town,
    and boxing for some extra cash is also recommended from time to time.
    The good news? Our preparations for grinding take much less time in
    Chapter 2 than they did in Chapter 1. 
    <---------------------------------------------------------------------->
    6) Stash your loot, head back to the Dungeon and talk to Jethro to get
    your pardon. Now open the bars and loot the 'Depository' for your
    confiscated equipment. If you're astute you'll notice that the package
    we were supposed to deliver to Coleman is gone. You may be tempted to
    talk to Jethro about the package, or Vincent about the Cockatrice
    reward, but we can save that for later.
    
    ***REWARD***
    (For reporting to Jethro and obtaining your pardon.. and your gear)
    EXP	1500
    <---------------------------------------------------------------------->
    7) Go store your newly reclaimed loot (or what's left of it, anyways)
    and head into the sewers. Kill whatever Drowners are nearby, then rest
    at a Fireplace until 7:00 in the morning. Once done, head back to the
    Temple Quarter to find a 'Con Man' near the entrance to the Sewers.
    Talk to him and he'll ask you to retreive an heirloom ring of his from
    a nearby crypt, and provide you with a key that will give you access.
    You get to keep all the other loot you find, and he gets the ring, which
    will allow him to claim his inheritence, pretty fair, right? Of course,
    you know he's full of shit because of his name, but that doesn't matter.
    
    Crypt
    o======================================================================o
    8) Agree to help him, obtain the key, and head back into the sewers.
    Go through the bars right near the exit to the Temple Quarter and enter
    the Crypt. Inside you can find groups of Graviers-essentially third-tier
    Ghouls (above Alghouls and Ghouls). They can knock you down, which is
    annoying, and really, it's just something you'll have to endure for now.
    They also deal pretty good damage and have lots of health. Three of
    them wander around down here, along with random Ghouls that'll spawn
    from time to time. Turn your gamma up to 2.00 in the video options menu
    so you can navigate the darkness-it's hideous as all hell, but it works,
    and it saves you the bother and expense of using Cat Potions. You'll get
    over 200 experience per Gravier, so leveling is actually pretty quick-if
    a tad dangerous-at first. Try to avoid fighting all three at once, and
    if you kill two of them and get pretty beaten up, just rest and ignore
    the third. There's a fireplace down here and everything, so you don't
    even need to return to town. Kill all three Graviers (if possible), then
    return to the fireplace, rest an hour, and kill them again. Every day
    or so I return to the Hairy Bear and box some more to obtain 90 Orens-
    you're going to need money in this Chapter.. doing this also gives me
    the opportunity to stash the hordes of Gravier Bones I'll be finding
    while I'm grinding. Use the Strong Silver style and grind Graviers until
    you're level 15-this will put you ahead of the curve in terms of power,
    and with some Silver Talents, your Geralt will easily be able to handle
    the rest of the Chapter. And because of static questing, he'll only get
    stronger as the Chapter goes on.
    
    While leveling, I first spend my Bronze Talents on strengthening the
    Strong Silver Style, since it is what we're using to kill these
    Graviers, after all. Once you hit level 15 you'll start getting Silver
    Talents. I immediately purchase Strength (levels 3 and 4), which will
    make Geralt significantly stronger. If you plan to level up past 15th
    level, you might want to consider getting Intelligence (level 3)
    so you can purchase Ingredient Extraction. It's not a necessary
    purchase, but it does speed up your rate of ingredient accumulation. Of
    course, you could just kill more and scavenge more, but it's your time.
    When-during the questing and killing that will occupy us for most of
    this chapter-you level up past level 15, consider some of the more
    useful Strength-tree talents, like Vigor, Stone Skin, and Aggression.
    Finally, there's Dexterity (levels 3 and 4), which won't make you quite
    as much stronger as Strength did, but the bonuses to Dodge, Parry, and
    Attack will help. Past level 20, I prefer to focus on the Aard and Igni
    signs (levels 3 and 4) before I bother with Endurance and Intelligence
    (levels 3 and 4). Being able to deal a large amount of fire damage to
    groups of Graviers and Ghouls with the Igni sign can make fights go
    faster-especially if they get Incenerated. After all that, consider
    spending some Bronze Talents on the secondary talents within the Group
    Steel and Group Silver trees, like Precise Hit, Critical Hit, Trip, and
    Knockdown. After all, except for the odd strong monster we'll encounter
    in this chapter (like Wyverns), most of the dangerous encounters
    involve multiple, lesser, foes. For variety, with my neutral Witcher, I
    decided to focus more on signs. After Strength (levels 3 and 4) I
    purchased Endurance (levels 3 and 4), Intelligence (levels 3 and 4) and
    Igni, rather than Aggression, Stone Skin, and Vigor. So long as you get
    Strength (levels 3 and 4) and use up your Bronze Talents strengthening
    your styles, you'll do fine.
    
    Again, this is another optional grinding session, but as always, if you
    don't bother with it, you may actually struggle with some fights during
    the chapter. Any group of humans can be dangerous to a low-level Geralt,
    and you might find my simple 'use the Group Steel Style' advice to be
    insufficient to emerge victorious. Some people use potions to augment
    their Geralt.. I just prefer to grind. You should at least hit level 15,
    to boost your Strength with a Silver Talent. If you do this, you'll be
    in good shape at the end of the chapter. As for fighting groups of
    armed assailants.. Swallow is always useful, but boosting with Wolf or
    Blizzard might be a good idea, too, as well as coating your blade with
    Crinfrid Oil.
    
    o======================================================================o
    |								       |
    |			   Questing the Slums			       |
    |								       |
    o======================================================================o
    Once you're done leveling to your hearts' content, it'll be time to
    start tentatively questing in Chapter 2. It's a big city, so to give
    this guide a sense of direction and focus, we'll start out by questing
    in the Slums. Just like Chapter 1, we'll head to our local Tavern, chat
    around, gain quests, beat people up, play some dice, flirt with wenches,
    and then head off to complete said quests. Our main priority right now,
    however, is to finish the quest 'Hot Potato', and generally do
    everything we can do with Coleman-he may not be long for this world,
    depending on how you handled 'Strangers in the Night' in Chapter 1.
    
    Crypt
    o======================================================================o
    Sequence of Events:						{WLK007}
    		1) Heirloom Heist
    		2) Eric's Unfinished Errand
    		3) Looting the Lionhead Lair
    		4) Con Man's Confession
    		5) Pardon and Payment
    		6) Tight-lipped Jethro
    		7) Temple District Merchants
    		8) Chapter 2 Blacksmiths
    		9) Siegfried's Post
    		10) Gabbing with Gossip
    		11) Drunken Oldies
    		12) Carmen's Request
    		13) A Haunted House
    		14) Nobodies in the Hairy Bear
    		15) Conrad's Vintage
    		16) Catching Up with Zoltan
    		17) Bruys the Bouncer
    		18) Beating Up Butter Bean
    		19) Coleman's Confiscated Contraband
    		20) The Messenger's Master
    		21) Calling Out the White Wolf
    		22) Well-Stocked Wraiths
    		23) Gravier Guardians
    		24) No Jink, No Drink
    		25) Language Lessons
    		26) Enemies in the Night
    		27) Mutt Murder
    		28) Resucing Little Girls
    		29) Salamander Slum Slaughter
    		30) Gratitude
    		31) Smells Like..
    		32) Dike Access
    		33) ..A Rat
    		34) Bad for Business
    		35) Dealing with the Detective
    		36) Vincent's Exoneration
    
    1) Before leaving the Crypt, loot the crate in the room in the north-
    eastern corner of the map (the same room where the Fireplace can be
    found). You'll get a small experience reward for looting the crate, but
    better awaits when you return to the Temple Quarter and talk to the
    Con Man again.
    
    ***REWARD***
    (For recovering the ring from the Crypt)
    EXP	500
    
    Sewers
    o======================================================================o
    2) First, however, it might be worthwhile to search the Sewers, now
    that we're operating under our own time, that is. If you've already
    done so, great, but what you need to make sure to find is a Knight's
    Corpse. You'll find it down a small side-tunnel at the opposite end of
    the tunnel that leads up to the Temple Quarter. On his body is a Key
    and a 'Letter for Knight Eric'. The latter allows you to enter the
    'Cultist's Crypt', and the former give you an indication of what you'll
    find there. After grinding, and with our Steel Sword back, we can
    handle the cultists within with no real difficulty. Just keep in mind,
    you'll need a Cat potion to excavate the Cultists' lair. There's also
    another little lair here, guarded by a pair of Thugs, but we can't
    access it in this chapter.
    
    Lionhead Cultist's Crypt
    o======================================================================o
    3) After preparing (and using) a Cat Potion, you can feel free to
    explore the cultist's crypt. While it's not necessary to do so now,
    it's also not necessary to refrain. If you want the smug satisfaction of
    knowing that the Sewers have been cleared before moving on to Vizima-
    well, then you have all the excuse you need to explore this crypt.
    Inside you'll find several groups of Lionhead Spider Cultists, some
    armed with Axes, some armed with Temerian Iron Daggers, and a handful
    armed with Two-Handed Morning Stars-all easily disposed with the Group
    Steel Style. They guard two major sources of treasure-the first is a 
    Trunk in the central room which contains 50 Orens, Stammelford's
    Dust, a Gold and Diamond Necklace, a Gold Diamond Ring, a Diamond, and
    a King and Queen Bomb. The second is another Trunk in the room with the
    'Circle of Lifeless Air' which contains.. well, a whole bunch of 
    alchemical ingredients. There's a 'Circle of Lifeless Air' and a
    'Circle of Elements', the former boosts your Aard Sign +50%, and the
    latter boosts your Igni Sign +50%, allowing you to further decimate
    the Lionhead Spider Cultists with any sign you please. When all is said
    and done, it's a fine haul of loot.
    
    Temple Quarter
    o======================================================================o
    4) Head back to the sewers and rest outside the Crypt until 7:00 A.M.
    Once that's done, fight your way to the Temple Quarter and talk to the
    Con Man. Keep everything but the ring, and he'll let slip that he's
    a thief, and that the goods you retrieved were stolen. Regardless, we
    get a nice experience reward. Sometimes crime does pay.
    
    ***REWARD***
    (For returning the ring to the Con Artist)
    EXP	4000
    
    Dungeon
    o======================================================================o
    5) Before we run off to the Slums, lets go report back to Vincent and
    get this ugly Cockatrice head off our belts. Talk to Vincent and he'll
    tell you about some 'bloodthirsty vegetation' killing people in the
    swamp-more paying Witcher's work. He'll also kindly take that Cockatrice
    off our hands and give us Orens for the work. Talk to him again and
    he'll reward you for exterminating three monsters-that's right folks,
    monster hunts have benchmark rewards.. very good ones, in fact, so be
    sure to hunt down all the beasties in the game (which you'll do if you
    follow this FAQ.) This time he hands you a Svarog Rune Stone. Ask him
    about the Salamandra investigation while we're here and he'll tell you
    to avoid the Warehouses in the Slums at midnight-which is of course 
    little more than an opportunity for us to ignore him and do just the
    opposite. It advances the quest 'Suspect: Vincent Meis', and it'll
    provide a decent way for us to end this Sequence of Events later.
    
    Note: The 'Suspect' quests are somewhat of a nightmare from my
    perspective, and they really make it difficult to manage an ideal
    chronological order walkthrough around them. There are many bits of
    evidence to gain, and they can be done in quite a few different orders.
    Short story, your goal with these quests is to gather as much evidence
    about the person indicated as possible. As far as the Walkthrough is
    concerned, it's easier to just lump alot of these together into one
    Step when it's convenient (for example, I pretty much start the quest
    'Suspect: Thaler' in [WLK009], Step #1, and end by Step #3, which
    condenses things quite a bit. Most 'Suspect' quests aren't this neat,
    however, and you'll pick up bits and scraps of information over many,
    many Steps. Follow this walkthrough word-for-word and you should get
    them all, or look at the Quests Section of the FAQ to learn all the
    bits of information you need to exonerate somebody. And like I mention
    in the Tips Section, talk to everybody! You never know when a random
    mercenary, dwarf, or thug will give you some useful information that
    advances one of these quests. And also note the 'invisible' experience
    you'll gain as you gather evidence. It's too much of a hassle on my
    part to record it all-and I blame the game, it's just not consistent
    with what gives experience and what doesn't. Just something to keep in
    mind. Last but not least, when you're dealing with a 'Suspect' case
    and talking to somebody, you might have to bring the issue up more than
    once to resolve it-often their own testimony will give you evidence
    that can prove them innocent. And do not play 'bad cop' with Geralt,
    you won't scare a testimony out of anybody, you'll just piss the person
    off, and you could complete the quest unsatisfactorily. Play nice with
    them, believe them at every turn, and don't make enemies if you don't
    have to.
    
    ***REWARD***
    (For giving Vincent the Cockatrices' head)
    EXP	3000
    Orens	400
    <---------------------------------------------------------------------->
    6) Again, while we're here you might as well talk to Jethro and ask
    about the Professor's release. He'll reveal that the money for the
    Professor's 'bail' was transfered from a Dwarven bank in this quarter.
    This starts the quest 'Suspect: Vivaldi', which we'll ignore for some
    time. Ask him about his sneezing habit, and he'll refer you to
    Coleman at the Hairy Bear for some Fisstech. If you inquire about the
    bounty on the Professor's head, he'll reveal that it wasn't the crown
    that paid for the bounty-it was a private individual whose
    representative can be found at the Hairy Bear. This updates the quest
    'Wanted'. Finally, ask him about your missing package and it'll become
    obvious where it went and what it was. This updates the quest
    'Hot Potato'. If Jethro starts mumbling nonesense about stopping a
    cavalry charge, just leave the Dungeon and return to get him to start
    talking again.
    
    Temple Quarter
    o======================================================================o
    7) Now to familiarize ourselves with the Temple District before we
    actively start questing in the Slums. Leave the Dungeon area (marked as
    the 'Guardhouse' on your map) and take a right. Head up past the
    Hospital and take another right to find Merchant Street. Here you'll
    find a Dwarven Antiquary who will sell you all sorts of good books, a
    Peasant Trader who will sell you food of dubious origins, a Peddler
    who sells flowers, jewelry, and garments, and an Herbalist who sells
    a few books, flowers, and alchemical ingredients. The first thing you
    should notice is that it's going to require a small fortune for you to
    get all those books. The second thing, you can give the Herbalist a
    Red Shawl as a gift and she'll tell you where she gathers her herbs.
    <---------------------------------------------------------------------->
    8) As for blacksmiths, you have two options. First, there's a blacksmith
    in 'Little Mahakam', and then there's an Order blacksmith right across
    from the stairs leading to the Slums. One will trade with you, depending
    upon which faction-the nonhumans (Scoia'tael) and the humans (Order of
    the Flaming Rose) trusts you at the moment. Either way, they both sell the
    same loot; two pieces of Blue Meteorite, some weapons we don't need,
    and an 'Excellent Leather Jacket', which is an improvement over what
    you're wearing now. It's also one of the two other suits of armor in
    the game, and since the next suit of armor can't be obtained until
    Chapter 5.. it's worth picking up at some point. The only problem is
    that it costs a whopping 5,000 Orens. No matter how you slice it, that's
    alot of boxing and poker. If you want to switch which merchant favors
    you, you'll get a chance to do so later, depending on how you resolve
    the quest 'Force Recon'.
    <---------------------------------------------------------------------->
    9) Anyways, that's it for the Merchants, now for random folks worth
    talking to. Your old buddy Siegfried can be found, either near the
    Dike (if you allowed him to join you) or near the Hospital (his
    punishment post if you didn't let him join you.) Approach him and he'll
    allow you to access one place or the other for free-otherwise the guards
    will have to be bribed to gain access. You'll also get to see a neat
    little cutscene. Wee.
    <---------------------------------------------------------------------->
    10) Walking around town is a lady named 'Gossip'. Talk to her repeatedly
    and exhaust every dialogue option and Geralt will reveal his identity.
    The lady will excitedly ask for some gift or another to show her friends
    (she's called a Gossip, after all). Give her some Red Women's Gloves
    (which can be purchased from the Peddler for 100 Orens, or found in the
    Hospital, if you're willing to wait) and she'll decide that she needs to
    see more of the 'White Wolf', thus granting you the 'Poor Townsfolk'
    Sex Card.
    <---------------------------------------------------------------------->
    11) Finally for the random folks, there's an 'Old Woman' wandering
    about who will talk to you for a bit, before insisting that her throat
    is too dry. She'll accept alcohol readily enough, but no matter how
    much of your booze she guzzles, she's never sated. I don't know what's
    up with this, either she's not getting what she wants (although she
    does take your alcohol, regardless) or she's just a conniving old bitch
    trying to scam you out of beer. I'm assuming the latter until somebody
    proves otherwise.
    <---------------------------------------------------------------------->
    12) Now head down into the Slums. The first figure that should strike
    you as interesting is Carmen. Talk to her, and she'll flirt with Geralt
    a bit before backing off. Ask if she has any work for you, and she'll
    give you the quest 'Working Girls. It's not much of a job for a Witcher,
    but the money will help. Carmen also plays poker at the Novice level,
    if you still need to defeat three Novice players, or just if you want to
    score some Orens.
    
    Thug's House
    o======================================================================o
    13) Go to the unmarked house across from the Warehouse. It's on the
    north-facing end of the same building block as the Hairy Bear. Inside
    you'll find a Thug who'll give you a job if you talk to him. Seeing your
    obvious prowess, he offers to tell you about a haunted house. You clear
    the house, and split the loot with him 50/50. Agree to get the quest
    'A Ghost Story'.
    
    The Hairy Bear Inn
    o======================================================================o
    14) It's finally time to head over to the Hairy Bear Inn. You may as
    well search the notice board while you're here. Doing so will start
    the quests 'The Alghoul Contract', 'The Dogcatcher of Vizima', 'The 
    Drowned Dead Contract', 'The Echinops Contract', and 'The Wolf 
    Contract'. Inside you'll find the typical bar features-an Innkeeper who
    will store your loot, a Waitress who will flirt with you-but will
    ultimately only peddle beer, and a two-bit Gambler who plays strictly
    low stakes poker. There's also a Boozer who will drink with you, but no
    prize is forthcoming, so save the seven beverages it takes to win for a
    real opponent.
    <---------------------------------------------------------------------->
    15) Now for the interesting folks. Talk to a man named Conrad, who will
    be drinking during the day. He'll wine about the quality of the alcohol
    here, and ask if you'll do a job for him. Accept and he'll give you
    the quest 'A Most Uncommon Wine' ask where this house is to get it 
    marked on your map. You can also drink with him-if you provide some
    wine, but like the Boozer above, he offers no reward.
    <---------------------------------------------------------------------->
    16) While you're here, talk to your old friend Zoltan Chivay. You can
    get philosophical with him, if you want to hear some Dwarven wisdom.
    More importantly, ask him about work to start the quest 'Safe Haven'.
    Tell him about your dice poker successes (if you've completed Dice
    Poker: The Novice) and he'll tell you that you'll need to beat four
    Professional players to become a Professional yourself. Lastly, ask him
    about Vivaldi's bank and he'll tell you that Vivaldi no longer actually
    owns the bank. It won't update the quest 'Suspect: Vivaldi', but it's
    useful to know, nonetheless.
    <---------------------------------------------------------------------->
    17) Talking about Dwarves, you can find Munro Bruys nearby. He's another
    old friend of yours, but he's not quite as prominent of a pal as Zoltan
    is/was. Talk to him about dice poker and he'll admit to being a 
    Professional, and will offer to play you at any time. This officially
    starts the quest, 'Dice Poker: The Professional' and completes the quest
    'Dice Poker: The Novice'. Even though you can't find two Professional
    players in Chapter 2, you might as well play Munro Bruys.
    <---------------------------------------------------------------------->
    18) While we're in this corner of the bar, lets do some boxing. Beat up
    all the lesser boxers and earn yourself some money (you should have been
    doing this already), and challenge Butter Bean. This time you can get
    150 Orens, two Bottles of Mandrake Cordial, or a Golden Necklace.
    Honestly, the 150 Orens is probably the most valuable reward, but it
    seems like a shame to grab Orens when you can just box twice for more.
    
    ***REWARD***
    (For defeating Butter Bean)
    EXP	4000
    Orens	150
       ---or---
    Item	Mandrake Cordial x2
       ---or---
    Item	Golden Necklace
    <---------------------------------------------------------------------->
    19) Now it's time to deal with Coleman. Head into the back to find him-
    he'll usually be drinking with Ramsmeat. First, ask him about Witcher's
    work to get the quest 'The Rat'. Next, tell him about the parcel that
    vanished up Jethro's nose. The best option is to tell him the guards
    took it-he'll forgive you, and you'll get some nice experience out of
    the deal. If you're confrontational, he'll send some thugs after you.
    After you kill them, he'll make peace. You can also ask him about the
    Salamandra sign, which will get you a journal entry about Ramsmeat, but
    it'll also piss Coleman off for a little while. You can also drink with
    Coleman, but unless you want to hear him sing, there's no point. You
    could also talk to Ramsmeat, but he doesn't really have anything 
    interesting to say right now.
    
    ***REWARD***
    (For telling Coleman about the package)
    EXP	2500
    
       ---or---
    
    ***REWARD***
    (For telling Coleman about the package and compensating him 100 Orens)
    EXP	1500
    
       ---or---
    
    ***REWARD***
    (For killing Coleman's thugs)
    EXP	2000
    <---------------------------------------------------------------------->
    20) Go find the 'Messenger' near the bar. Don't bother trying to bribe
    him, just ask to drink with him. Five bottles of cheap beer later and
    he'll be ready to talk. Ask him about work, and he'll tell you that he
    works for Leuvaarden, our old friend from the outskirts. Seems like
    we'll have to pay him a visit for more than just Drowners. This updates
    the quest 'Wanted'. There's still a lot to do before midnight, so talk
    to the Innkeeper, shell out five Orens, and sleep off the insobriety.
    
    ***REWARD***
    (For getting the Messenger to reveal his boss)
    EXP	500
    
    Abandoned House
    o======================================================================o
    21) Once done, leave the Hairy Bear and head to the 'Abandoned House' in
    the north-western part of the Slums. Once inside, we'll discover that
    this haunted house was no more than a ruse to lure adventurers. Our
    friendly Thug apparently has a mind to rob us, although Geralt wisely
    critiques their choice of victims. Use the Group Steel Style to easily
    smite them. When they're all dead, you'll get a small experience reward.
    Loot the lead Thug for a Key, then talk to the Half-Elf, another victim
    of theirs, it seems. She'll struggle to thank you, but ultimately she'll
    just invite you to visit her home later so she can give you a proper
    reward.
    
    ***REWARD***
    (For killing the Thugs)
    EXP	500
    
    ***REWARD***
    (For saving the Half-Elf)
    EXP	2000
    
    Well-Stocked Cellar
    o======================================================================o
    22) All in good time. Leave the house-and the Slums-and enter a house
    west of 'Detective Raymond's House'. It'll be marked on your map as a
    'Well-Stocked Cellar'. On the first level you'll be assaulted by a pair
    of Wraiths. Normally, they could be problematic, but at our level, we
    should be too strong to be affected by their sonic attack. Use the
    Fast Silver Style to dispose of them, updating the quest 'The Rat'.
    
    ***REWARD***
    (For killing the Wraiths)
    EXP	500
    <---------------------------------------------------------------------->
    23) Now, if you took a beating upstairs, wait for your Vitality to
    recover a bit before heading downstairs, and have the Group Silver
    Style ready. Four Graviers await, and for a lesser Witcher, this might
    be a problem. We, however, have been grinding four Graviers for about
    seven levels or so now, so it should be no big threat. Soften them with
    Igni, then smite them with the Group Silver Style. When done, grab the
    three bottles of 'Very Old Wine' from the cellar and leave.
    
    ***REWARD***
    (For acquiring the wine)
    EXP	500
    <---------------------------------------------------------------------->
    24) Return to the Hairy Bear, where you should find Conrad waiting-at
    least, if it's after 17:00. Tell him that you were successful, and he'll
    give you the good news that he drank all of his money away. He seems to
    think that somehow he's still entitled to one of the bottles. Give him
    his booze, or better yet, tell him that he doesn't get any wine if you
    don't get any Orens. You can sell each bottle for 80 Orens, for a grand
    total of 240 Orens, if you so desire.
    
    ***REWARD***
    (For reporting to Conrad after recovering the wine)
    EXP	1500
    <---------------------------------------------------------------------->
    25) If there's still time before night, head over to the Half-Elf's
    house. It's the isolated building north of the Hospital, separated from
    the rest of the nonhuman district by a wall. Find your Half-Elven lady
    inside and talk to her. She'll try to teach you the Elven language.
    Humor her, and you should set up getting the Sex Card 'Half-Elves'. If
    you still have time left before nightfall after all that, go find
    somewhere to rest until night.
    <---------------------------------------------------------------------->
    26) Now, to briefly discuss some of the enemies you may find in Vizima. 
    Near the Cemetary (south center of the map) you may encounter some
    Ghouls. Fleders (a type of Vampiric undead) rarely spawn in the slums
    outside of the Hairy Bear, in the garden outside of the Hospital, and
    in a dead-end alley in the nonhuman district (north-west of the 
    Blacksmith). More usefully, however, several assassins spawn in the
    nonhuman district. Not only do they carry some useful loot, but they
    drop weapons that can be sold. Best of all, they'll drop Fisstech.
    Getting some here beats having to make some, or worse yet, buy it. All
    of these encounters only occur at night. 
    <---------------------------------------------------------------------->
    27) Of course, since it's dangerous out, you can attack things at 
    night-this is the time to start randomly killing Dogs and collecting
    their juicy, juicy Tallow for the quest 'The Dogcatcher of Vizma'. Don't
    bother hunting them intentionally, it's a while before I bother to turn
    this one in, but throughout your travels in Vizima by night, just keep
    your eye out for pooches to pummel.
    
    ***REWARD***
    (For collecting six units of Dog Tallow)
    EXP	500
    <---------------------------------------------------------------------->
    28) Now lets go save Carmen's 'little girls'. Their locations are marked
    on your map-there's one in front of the Hospital, another in the middle
    of Little Mahakam, between Vivaldi's and Kalkstein's, and the last is
    just off Merchant Street. Here's how it works, we approach, and exchange
    mean words with a group of Assassins. They get mad, we kill them with
    our Steel Sword, we loot them, and we go on to the next group. Some of
    them drop interesting weapons, so it might be worth your while to store
    what you find after each fight.. if you're into collecting weapons, that
    is. Make sure you keep all the Salamander Pins you find in your
    inventory.
    
    ***REWARD***
    (For saving the three prostitutes)
    EXP	500
    
    Warehouse
    o======================================================================o
    29) Head over to the Warehouse-it shouldn't really matter what time it
    is, so long as it's night-time and around midnightish (it was 1:30 one
    of the times when I did this.) Inside you'll find Vincent dealing with
    a group of Salamanders. Either play along with Vincent's ruse or not,
    either way, a fight is inevitable (although Vincent is much more
    friendly the next time you talk if you play along). Dispatch the
    Salamanders with the Group Steel Style, then loot for what meager
    possessions they'll leave behind. Don't bother talking to Vincent just
    yet, either, since we don't have enough evidence to condemn or exonerate
    him. Now that our nocturnal activities are over, lets return to Carmen,
    where we can rest and claim our reward.
    
    Eager Thighs Brothel
    o======================================================================o
    30) You can find Carmen at the Eager Thighs Brothel-during the day she
    stands outside, and at night she's inside sweeping. Pay her a visit and
    tell her you completed her task. as a reward, you'll get some decent
    experience and your choice of either 200 Orens, or the gratitude of the
    prostitutes. If you choose the gratitude, you can hire any prostitute in
    the city by just providing them flowers (a significant discount). Or,
    if you get the 200 Orens.. well, money is always nice too. If you want
    the Sex Card 'Prostitutes' you'll either have to pay a prostitute, and
    they cost anywhere between 140 and 340 Orens, depending on their mood.
    Just keep propositioning them until their price is something you're
    willing to pay. If you get the 200 Orens, there's a chance to obtain
    the Sex Card and still end with a profit, but chances are we still have
    some flowers in our inventory from Chapter 1, which will allow us to get
    the Sex Card for free. In any event, once you're done here talk to
    Carmen, who will allow you to rest. Meditate until noon so we can
    finish up the quests we've started in the Hairy Bear.
    
    ***REWARD***
    (For reporting to Carmen after rescuing the prostitutes)
    EXP	1500
    Orens	200
       ---or---
    Gratitude
    
    Hairy Bear Inn
    o======================================================================o
    31) Go talk to the Innkeeper and ask where Coleman is. The Innkeeper
    seems amused-but not surprised-that Coleman ran off after your job
    with him. He'll tell you to go look for him by the dike. He'll also ask
    you to go find out what Coleman is up to. Apparently we're not the only
    ones Coleman has crossed.
    
    The Dike
    o======================================================================o
    32) Time to go visit the Dike, the gate to which can be found to the
    north west, down the road upon which 'Detective Raymond's House' lies,
    quaintly named 'Harbor Street'. If you let Siegfried hunt the Cockatrice
    with you, you'll be able to pass freely to the Dike. On the other hand,
    if you didn't, you'll have to bribe the guards to get past.
    <---------------------------------------------------------------------->
    33) Once you make it to the Dike you'll find Coleman singing to the
    guard. When he realizes that he's been spotted, he'll tell you that he's
    been helping Vincent dismantle the Salamandra organization, and he'll
    beg you not to turn him in. The decision is, in my opinion, fairly easy.
    Coleman is a pretty useless NPC by any stretch of the imagination, the
    only thing he's good for is buying and selling Fisstech. Since many
    Assassins drop Fisstech in Chapter 2, you should be able to get all the
    Fisstech you need.. and Fisstech doesn't sell for nearly enough to make
    Coleman a worthwhile vendor The 500 Orens you'll get from the Innkeeper
    is more than worth the trade-off.. . If you let the Scoia'tael walk away
    with Haren's goods in Chapter 1 you have even more incentive to turn
    Coleman in, as his aforementioned uselessness as an NPC is about to be 
    exacerbated by a slight case of death. All in all, it's more rewarding
    to just turn Coleman in. If it seems like you're hurting an enemy of
    your enemy-again, I wouldn't worry too much about it, as Coleman isn't
    long for this world, and him squealing to the guards is just as harmful
    to the established criminal underworld resisting Salamandra's incursion
    as it is to Salamandra itself.
    
    ***REWARD***
    (For finding Coleman on the dike)
    EXP	500
    Orens	100
    
    ***REWARD***
    (For turning Coleman in to the Innkeeper)
    EXP	1500
    Orens	500
    
       ---OR---
    
    ***REWARD***
    (For lying to the Innkeeper about Coleman)
    EXP	1500
    
    Note: Be sure to return to the Innkeeper at the Hairy Bear to collect
    on Coleman before you go visit detective Raymond, in Step #35. After you
    have talked to Raymond and set the appropriate quests in motion.. well,
    you know how it is, quest triggers, events, a Coleman ends up dead, and
    the Innkeeper has no more reason to pay you for ousting a dead snitch..
    unless, of course, you killed the Scoia'tael in Chapter 1.. in which
    case, there duration for snitching on coleman is a lot more generous.
    <---------------------------------------------------------------------->
    34) While we're here, we might as well talk to Leuvaarden. Ask him
    about the creatures and he'll offer up 400 Orens for you to get rid of
    them. More than a fair price to exterminate some Drowners! Ask him about
    Salamandra, and he'll tell you to bring him three Salamander Pins to 
    prove you're on the same side.. pins that you should already have in
    your inventory. Offer them up and he'll pay you 200 Orens per pin!
    That's 600 Orens! He'll admit that he wants Salamandra gone, stating
    that they're 'bad for business, but other than confessing that he'd
    enjoy hearing of Azar Javed's demise (and that of Salamandra as a whole)
    he doesn't have too much more to say.
    
    Detective Raymond's House
    o======================================================================o
    35) After all that, it's finally time to talk to the detective. Head
    back to the Temple Quarter and continue up Harbor Street until you find
    his house. Talk to him and ask him about Salamandra. When he asks you
    what your interest in the organization is, throw out the name Azar
    Javed and he'll contribute to your investigation for free (if you're
    elusive with him, he'll charge 100 Orens.) You'll learn about the
    extent of Salamandra's power in the city, and talking to Raymond starts
    the quests 'The Crown Witness' and 'Vizima Confidential'. At the end
    of the conversation, Raymond will inform you that he thinks you're being
    followed. Geralt opts to make his would-be assailants wait until
    midnight. When he leaves, you'll hear Azar Javed and the Professor
    talking-showing that Geralt's caution was indeed very wise. Eventually
    the powers-that-be leave, and when only the henchmen are left Geralt
    makes his entrance. Use the Group Steel Style to take these assassins
    down without too much trouble.
    
    Note that your medallion-if set to detect magic-actually responds near
    Raymond's House. Normally it only activated near Triss or Places of
    Power. Interesting..
    <---------------------------------------------------------------------->
    36) Now we have all the evidence we need to exonerate Vincent Meis. Go
    talk to him and tell him that you have irrefutable proof that he's not
    connected to Salamandra. In return, Vincent will tell us that Azar Javed
    is trying to take over the Fisstech trade, and that the sorcerer is an
    addict, himself. He'll also give you the 'City Guard Signet Ring', which
    we can use to get into the Hospital (if you haven't already bribed the
    guard, or if Siegfried hadn't let us pass already.) Asking Vincent about
    the Salamander prisoner is a dead end, which leaves us with one option..
    
    ***REWARD***
    (For proving that Vincent Meis is innocent)
    EXP	4500
    Item	City Guard Signet Ring
    
    o======================================================================o
    |								       |
    |			Questing the Temple Quarter		       |
    |								       |
    o======================================================================o
    If you let the Scoia'tael take Haren's goods last chapter, Coleman is as
    good as dead the next time you enter the Hairy Bear-assassinated by
    Squirrels using some nasty weapons. In any event, we've done quite a
    few quests, and have explored the Slums rather thoroughly. Most of all,
    we've proven that Vincent Meis is innocent. Still, we've been neglecting
    the obvious signs pointing at Thaler-we still haven't looked into where
    he got that Silver Sword, after all. Also, there's the Salamander
    Prisoner. It doesn't matter how you slice it, we need to go talk to
    Jethro-and we should bring some Fisstech with us.. as a peace offering,
    you understand. Also grab some weak alcohol. If we can't solve a problem
    with our swords, chances are we can solve it with dru.. er.. diplomacy.
    
    Dungeon
    o======================================================================o
    Sequence of Events:						{WLK008}
    		1) Greasing the Guard
    		2) Meeting Mysterious Men
    		3) Thaler's Exoneration
    		4) The Gambler's Story
    		5) Berengar's Belongings
    		6) The Gardener's Story
    		7) Reunited with Shani
    		8) Silencing the Witness
    		9) Grouchy Grandma
    		10) Shani's Story
    		11) Regrouping with Raymond
    		12) Kalkstein's Task
    		13) Vivaldi in Shambles
    		14) Vivaldi in Shackles
    		15) Vivaldi's Exoneration
    		16) A True Silver Sword
    		17) Things Thugs Say..
    		18) Ramsmeat's Exoneration
    		19) 101 Uses for Dead Dogs
    		20) Hildegard's Harrassment
    		21) The Prophet's Ring
    		22) Squelching Slanderous Spirits
    		23) Hildegard the Hold-Out
    		24) The Second Sephirah
    		25) Rescuing Raymond
    		26) Raymond's Lead
    		27) Autopsy Advice
    		28) Read to Succeed
    		29) Moving the Corpse
    		30) The Cemetery Key
    		31) Azar Unveiled
    		32) Trio of Sephirot
    		33) Dealing with the Doppleganger
    		34) Setting the Trap
    		35) Baiting the Trap
    		36) Searching the Cemetery
    		37) Discovering the Detective
    		38) BYOB
    		39) Party People
    		40) Reminiscing
    		41) Gabbin' with the Gravedigger
    		42) Declan's Exoneration
    		43) The Ferryman's Fare
    
    1) Head over to the Dungeon and ask Jethro about the Salamander
    prisoner. He'll outright ask for some powder in exchange for
    information. You should have acquired some Fisstech by now, either from
    Assassins that wander the nonhuman district at night, or from other
    Salamandra stooges. If not, you can buy some from Coleman (if he's
    still alive) for 100 Orens, or better yet, you can make some through the
    magical goodness of Alchemy (see the Potions section of the FAQ for the
    recipe). If you had to choose, making the stuff yourself is probably
    cheaper than buying it from Coleman. Once you have some Fisstech, give
    it to Jethro and ask him about the Silver Sword to start the quest
    'Suspect: Thaler'. Then ask him about the prisoner and he'll tell you
    that he can be found in the Hospital.
    
    ***REWARD***
    (For bribing Jethro with Fisstech)
    EXP	500
    <---------------------------------------------------------------------->
    2) Lets ignore the prisoner for now, as that's a little deeper into the
    plot than I care to bother with. Instead, lets go talk to Thaler, our
    meeting has been long overdue. His house is nearby, just east of the
    Hospital. If he's not in his house, he's out wandering the streets
    somewhere-he should certainly be home by nightfall, however. If you want
    to finish up the  'Suspect: Thaler' quest, it's pretty easy to do. Any
    time after 21:00 you might run into a 'Mysterious Man' standing just
    outside of-or inside of-Thaler's House. Talk to him and he'll run away,
    but you'll get some evidence of Thaler's extensive list of contacts.
    
    Thaler's House
    o======================================================================o
    3) Head into Thaler's House and chat with him. You can listen to him
    gloat about being untouchable, and you can buy some books off of him
    (both of which are pretty useful), as well as a piece of Blue Meteorite.
    As for business, however, he's not as tight-lipped about what he knows as
    other folks. He'll tell you that the Silver Sword didn't belong to
    Berengar, but will drop the name Coleman as the middleman he bought
    Berengar's gear from (never fret, if Coleman is dead, he wasn't too
    helpful anyways.) He'll also say that Berengar was working for
    Kalkstein. As for the sword, he'll tell you that he won it from a 
    gambler at the Hairy Bear. Asking him about Salamandra will update the
    quest 'Suspect: Thaler' but it doesn't really provide any leads. Once
    you're done talking business, challenge him to a game of dice. If you
    win, you've defeated your second Professional player. Last but not
    least, drink with him. This is why you brought weak alcohol, and you'll
    have to down eight mugs to put Thaler away. For winning he'll give you
    the book 'Shadow People, or the Story of His Majesty's Secret Service'.
    Fortunately, you can leave and re-enter Thaler's House and rest here,
    to sleep off the hangover. Depending on what evidence you've gathered
    and what order you select conversation topics, you might have to talk
    to Thaler several times to complete 'Suspect: Thaler'. This is
    especially true because Thaler himself gives some evidence you need to
    exonerate him. If he gets pissy with you and starts saying "Not now."
    just leave his house and re-enter to get him talking again. Once you
    complete the quest 'Suspect: Thaler' the quest 'What Lies Beneath'
    begins.
    
    ***REWARD***
    (For asking Thaler about the Witcher's Sword)
    EXP	100
    
    ***REWARD***
    (For finding out where Thaler acquired the Silver Sword)
    EXP	350
    
    ***REWARD***
    (For proving that Thaler is innocent)
    EXP	2500
    
    ***REWARD***
    (For defeating a second Professional player)
    EXP	200
    
    <---------------------------------------------------------------------->
    4) After talking to Thaler, we have plenty to do. Why not start by
    returning to the Hairy Bear and questioning that Gambler? He's rather
    forthcoming with the information, and flat-out tells you that he won it
    from the Gardener at the Hospital.
    
    ***REWARD***
    (For finding out where the Gambler acquired the Silver Sword)
    EXP	250
    <---------------------------------------------------------------------->
    5) While you're at the Hairy Bear, if it's late enough talk to Ramsmeat
    and ask him what he knows of Berengar. After all, whatever Coleman
    knew, his boss certainly knew-and more. He'll tell you that the items
    were found by the Brickmakers in the swamp, who sold the gear to
    Coleman.
    
    ***REWARD***
    (For asking Ramsmeat about Berengar's equipment)
    EXP	3500
    <---------------------------------------------------------------------->
    6) So, head over to the Hospital and talk to the Gardener. If you ask
    about his mercenary days, you'll have to placate him with some food
    before he'll chat. You can also trade some food for roses. If you don't
    have any, trade some useless food for Red Roses-they'll come in handy
    later. If you ask him about the Silver Sword he'll tell you that he
    obtained it from a fallen Witcher named Coen at the Battle of Brenna.
    He'll suggest you talk to Shani, who also knew Coen. Finally, you can
    play dice with him, if you want some spare change, or if you still need
    to beat some Novice opponents.
    
    ***REWARD***
    (For finding out where the Gardener acquired the Silver Sword)
    EXP	250
    
    Saint Lebioda's Hospital
    o======================================================================o
    7) Despite my best attempts at procrastination, it's time to check out
    the Hospital now-we need to move the chains on the quests 'Vizima
    Confidential' and 'The Crown Witness'. We can only do this at night,
    but the place bears exploration during the day, anyways. First, however,
    you have to get in, which involves snubbing Siegfried at the beginning
    of the Chapter, or bribing a guard. Or, since we already got the 'City
    Guard Signet Ring', you could just flash that and save some Orens.
    Inside you'll find that there's stuff to loot, a 'Novice Nun' to talk
    to, and of course, Shani. Talk to her to start the quest 'Old Friend of
    Mine'. She'll be a little more chatty at work than she is walking to or
    from. About the Prisoner, she'll suggest coming back at night, as that's
    the only time you'll get to talk to him. Ask how you can help her and
    she'll tell you to get five units of Celandine-a plant extract that
    helps retard the progress of the plague. After Chapter 1, you should
    have plenty just sitting in your alchemy pouch waiting to be used. Give
    her some to update the quest 'Old Friend of Mine'. You can ask for a
    monster anatomy lesson in return, but I can't imagine why anybody would
    need information on a Drowned Dead at this point in the game.
    
    ***REWARD***
    (For giving Shani five doses of Celadine)
    EXP	500
    <---------------------------------------------------------------------->
    8) Talk to Shani again and, wonder of wonders, you can rest here! Wait
    until night-time and when you wake up, go bother the Prisoner. The
    Guards will stop you, forcing you to bribe them to gain access to the
    Prisoner. 10 Orens later, the Prisoner will cough out the name
    'Kalkstein' before a group of thugs will attack, courtesy of Ramsmeat.
    Kill them and leave the Hospital.
    
    Shani's House
    o======================================================================o
    9) Before we bug Kalkstein and Vivaldi-two folks that have as of yet
    proven immune to our scrutiny-lets go visit Shani at her house. You can
    find her house in the north-eastern section of the Temple Quarter, near
    the 'Gate to Royal Castle', just north of where the merchants gather on
    Merchant Street in the daytime. Once you enter you'll encounter one of
    the most amusing-yet least important-NPCs in PC gaming. 'Grandma' will
    approach you every time you enter the house and randomly chat with you,
    usually trying to get you to give her some gift or another. Fail to
    fork what she wants over and she'll throw a tantrum and kick you out.
    Sometimes she'll just be in a bad mood an kick you out. And if you're
    the slightest bit drunk (even if you got drunk drinking with her!)
    she'll kick you out. Other times, she'll be ambiguous and kick you out,
    or she'll be ambiguous and let you stay. Then again, she can be sweet as
    pie and leave you alone. There's a way to get her to leave you alone-
    which we'll discuss shortly-but I wanted you to experience the random
    terror of this old lady before we bypass her crazy. If she kicks you
    out, just re-enter and try again until she lets you pass. While you're
    here, try to grab 'Grandma's Cordial' and 'Grandma's Pickles and Lard'.
    It'll save you some trouble at the end of the Chapter.
    <---------------------------------------------------------------------->
    10) Once upstairs talk to Shani. You can listen to her whine about the
    Battle of Brenna (a significant part of Temerian history which you
    should be acquainted with by now), but what we're really here for is
    information about Witcher Coen. She will-at length-refer you to Zoltan
    Chivay, who has an eye for swords.
    
    ***REWARD***
    (For talking to Shani and learning more about Coen's sword)
    EXP	250
    
    Detective Raymond's House
    o======================================================================o
    11) Now, being night-time, we can probably find Zoltan Chivay at
    Vivaldi's House, but it'll much more productive if we visit Raymond
    first. So head over to Raymond's House and tell him about your meeting
    with the Prisoner. He'll tell you the obvious-that we need to keep an
    eye on Kalkstein and Ramsmeat, although both seem unlikely suspects.
    Kalkstein seems more interested in advancing the field of alchemy than
    hiring out his services-a truly useless intellectual, through and
    through. Ramsmeat, on the other hand, is Salamandra's competition in
    the Fisstech market. Still, Raymond suggests that we earn Kalkstein's
    trust, do a job for him, and learn his secrets. Fortunately, Kalkstein
    seemed a little too friendly with Witchers in our first encounter, so
    it shouldn't be much trouble working with him. This completes the
    quest 'The Crown Witness', updates 'Vizima Confidential', and starts
    the quests 'Suspect: Kalkstein' and 'Suspect: Ramsmeat'. Now lets go
    pay Kalkstein a visit, to get his quests rolling-it'll also make our
    visit with Vivaldi more interesting, if we attacked the Scoia'tael in
    Chapter 1.
    
    ***REWARD***
    (For telling Raymond about the Prisoner's words and Ramsmeat's attack)
    EXP	3000
    
    Kalkstein's House
    o======================================================================o
    12) Enter Kalkstein's House and talk to him. He'll start to tell you
    about a job before he gets lost in thought. Ask him about it to spur
    his memory and the quest 'A Mysterious Tower' will start. The highlight
    of this quest? You'll get 1000 Orens for helping Kalkstein out, which is
    a tremendous reward by any standards. First, however, you'll need to
    find two books for him, named "Ain Soph Aur", and "The Secret Gates".
    You can talk to Kalkstein about Salamandra, if you wish, but you don't
    have enough evidence to make a decision right now. All you'll learn is
    that the wounded Salamander at the Hospital was hired by Kalkstein-and
    Kalkstein swears he had no clue that the rogue was part of a secret
    organization. Fair enough. To find out where we can get "The Secret
    Gates" or "Ain Soph Aur" we could talk to the Dwarven Antiquary, but
    insider information: Vivaldi owns them, so lets just skip the middleman.
    
    Vivaldi's House
    o======================================================================o
    13) Finally, it's time to pay Vivaldi a visit. While you're here, talk
    to random Dwarves wandering around and one might tell you that Vivaldi
    is a person of interest around here. This updates the quest 'Suspect:
    Vivaldi'. Head inside Vivaldi's House and you'll notice that this is
    definately not the home of a wealthy, political affluent banker. Talk to
    him, and you'll find that-like everybody who has been the subject of
    racism (real or imagined)-he can't help but project his prediction of
    racism upon every 'human' he meets. Anyways, ask him about "The Secret
    Gates" and he'll initially refuse to sell them, but will capitulate and
    sell you "The Secret Gates" for 100 Orens, and "Ain Soph Aur" for 300
    Orens. There's a cheaper (read: free) way to get the latter later, if
    you're feeling frugal.
    
    ***REWARD***
    (For reading "The Secret Gates" and "Ain Soph Aur")
    EXP	500
    <---------------------------------------------------------------------->
    14) Or.. If you killed the Scoia'tael in Chapter 1, Vivaldi should be
    arrested now, for being assocaited with Scoia'tael. Yeah, racism sucks,
    but in this case, it's helpful for you. Head over to the Dungeon and
    talk to Jethro. Offer to bail Vivaldi out and fork over 200 Orens. To
    show his gratitude, Vivaldi will give you "The Secret Gates" and
    "Ain Soph Aur" for free.
    
    ***REWARD***
    (For reading "The Secret Gates" and "Ain Soph Aur")
    EXP	500
    <---------------------------------------------------------------------->
    15) Either way, talk to him about Salamandra and-with the evidence we
    have collected-you should be able to exonerate him. He'll tell you a
    bit about Azar Javed if you're polite with him. Like every truly
    dangerous person in the world, he's a college drop-out.. I wonder if
    HIS college wasted his time and money by forcing him to meet a foreign
    language requirement that had absolutely nothing to do with his overall
    degree? Anyways.. black magic, dangerous renegade, personal issues aired
    by the FAQ-writer, yada-yada. Vivaldi is innocent.
    
    ***REWARD***
    (For proving that Vivaldi is innocent)
    EXP	3000
    <---------------------------------------------------------------------->
    16) Now if you're lucky, you can find Zoltan Chivay in Vivaldi's House.
    If not, you'll have to go to the Hairy Bear, or wander around town until
    you find him. In any event, when you do find the elusive little runt,
    ask about your Silver Sword. He'll tell you a little more than you'd
    really ever care to know about it-including one thing-it is indeed a
    genuine Witcher's Silver Sword. Thanks Coen. This completes the quest
    "Memory of a Blade". You'll also get an 'Earth Rune' for your trouble.
    
    ***REWARD***
    (For learning where your Silver Sword came from)
    EXP	1000
    Item	Earth Rune
    <---------------------------------------------------------------------->
    17) If you wasted your time going to the Hairy Bear looking for Zoltan,
    good news-it wasn't a waste of time. It's our next destination. It's
    time to settle up with Ramsmeat, see. On your way there, talk to
    whatever Thugs are wandering around. If none are around, you might have
    to rest up-the Brothel makes a good enough place to sleep until noon,
    or use the Igni sign on the fireplace outside of the Hairy Bear. Either
    way, talk to enough Thugs and one will rather rudely remark that he
    hopes you end up like Berengar. Good to know.
    
    Ramsmeat's House/Hairy Bear Inn
    o======================================================================o
    18) Rest until noon and head over to the Hairy Bear-after hearing what
    the Thugs have to say-and talk to Ramsmeat. Ask him about Salamandra,
    and pick options #2 (to ask him more about Salamandra, after he
    threatens you) and #2 again (pointing out that his henchmen get shifty.
    He'll tell you that he-and his henchers-don't like Salamandra. Geralt
    will follow up by asking him about Berengar. Avoid provoking him and
    he'll spill the beans-Berengar was working with Salamandra, and so
    Ramsmeat was keeping tabs on him. Both Berengar-and an agent Ramsmeat
    sent after Berengar-vanished into the swamp. You'll get a nice bit of
    experience for getting this much information. Talk to Ramsmeat again and
    proclaim him innocent. This will clear the air with Ramsmeat-the crew he
    sent over to the Hospital were there to rescue the Prisoner-one of
    Ramsmeat's boys, not a Salamander. Since Berengar-a Witcher-was working
    with Salamandra earlier, he assumed you did, too. Hence the outward
    hostility. Now that things are in the clear and you both are on the
    same side, he'll reveal some more about Azar Javed. Namely that the
    mage, though 'civilized' by schooling and Temerian society, has a taste
    for women-and a fetish for fire. This explains why Salamandra was
    causing Carmen and her girls trouble earlier. It appears the Fisstech
    trade isn't the only business Azar Javed wants to take control over.
    
    Note: If you can't find Ramsmeat at the Hairy Bear, he'll almost
    certainly be at his house. You'll have to bribe one of the Bouncers
    outside 20 Orens, however.
    
    ***REWARD***
    (For proving that Ramsmeat is innocent)
    EXP	2500
    <---------------------------------------------------------------------->
    19) We hardly ever do anything in this guide for one reason-I usually
    try to by sly (lazy) and knock several things out at once. So lets go
    pay the Gravedigger a visit. He hangs out in the south-eastern corner
    of the Temple Quarter, near the gate to 'Vizima's Cemetery'. Talk to him
    and turn in your six jugs of Dog Tallow. He uses Dog Tallow on the
    caskets? Really? There has to be a cheaper way to do this.. or he really
    has it in for dogs.
    
    ***REWARD***
    (For giving the Dog Tallow to the Gravedigger)
    EXP	2000
    Orens	100
    <---------------------------------------------------------------------->
    20) When that's done, you'll notice a lady named 'Hildegard Zollstock'.
    She's only around the gates to the Cemetary near noon-what a way to
    speak to Ramsmeat and pick up a new quest over here at the same time!
    She'll whine about her husband haunting her and Geralt will make a sorry
    attempt at humor. She'll elaborate that her husband haunts her at night,
    but worst of all, his ghost is spreading nasty rumors about her. You can
    get her to promise you 200 Orens for ridding her of this embarassment.
    <---------------------------------------------------------------------->
    21) Before we wait until nightfall to find this ghost, lets do one more
    thing around town-we're actually running short on things to do! Find
    the 'Bootblack' who stands around during the day by the stairs just
    north of Raymond's House. Talk to him and pay him two Orens for a 
    shoeshine. Ask him about various things for backstory, but be sure to
    say #6 "You don't talk like a shoeshine." last (except for #7 and #8,
    of course) and he'll refuse to elaborate on his past. Leave the area by
    entering a location (Raymond's perhaps?) and talk to him again. You can
    now offer him a gift. If you give him the book you won from Thaler in
    the drinking contest "Shadow People, or the History of His Majesty's 
    Secret Service" he'll give you 'The Prophet Lebioda's Signet Ring',
    which he claims is revered by the elderly. Now we have a sure-fire way
    to get past 'Grandma' at Shani's House.. which will be useful later on.
    Make sure you've read the book before you give it away.
    <---------------------------------------------------------------------->
    22) Once you're done, waste time, grab weapons from houses and sell
    them, box, place dice, whatever. Failing that, just rest until night.
    When you're ready head over to the Cemetery Gate to find a Wraith
    wandering around. Talk to it and listen to some of the interesting
    things it has to say about its widow. To kill it, select the Silver
    Sword-Fast Silver Style-and initiate combat with it. It should die
    easily enough.
    
    ***REWARD***
    (For killing the Widow's wraith)
    EXP	500
    <---------------------------------------------------------------------->
    23) Return to the Cemetery Gates at noon and report your success to
    Hildegard. She'll reluctantly hand over the gold you're due-but only
    after fussing a bit about depriving a widow of her pittance. Now, before
    we tread off into the Swamp Forest head over to Kalkstein with
    "The Secret Gates" and "Ain Soph Aur"-unless, of course, you plan to get
    the latter for free in the Swamp Forest (see [WLK010], Step #24.) For
    the sake of continuity, however, it's more convenient to assume that you
    have obtained these already-talked to Kalkstein-and then traveled to the
    Swamp Forest.
    
    ***REWARD***
    (For returning to Hildegard and demanding your fair pay)
    EXP	2000
    Orens	200
    
    Kalkstein's House
    o======================================================================o
    24) Travel to Kalkstein's House and tell him about the information
    you've gained from "The Secret Gates" and "Ain Soph Aur". You'll find
    out that you need to find ten Sephirah Stones (plural Sephirot) and
    place them in Obelisks scattered throughout the Swamp Forest. We
    already have the 'Maal'Kad Sephirah' (which we obtained when we slew
    the Cockatrice) and Kalkstein will give us the 'Chocc'Mah Sephirah' to
    help us on our way. This updates the qeusts 'A Mysterious Tower' and
    'Vizima Confidential'.
    
    Raymond's House
    o======================================================================o
    25) Return to Raymond with the news and you'll discover that he's under
    attack by a group of Salamanders. Slay them (Group Steel Style) and
    Raymond will tell you that he was only a small step away from solving
    the case. He seems rather shaken up (understandably so), but who did
    he think he was messing with? He'll give you his list of suspects-most
    of which we've exonerated by now-and decide to lay low for a while. This
    updates the quest 'Vizima Confidential' and starts the quest 'Suspect:
    Leuvaarden'. Of course, we've already found evidence for Leuvaarden's
    innocence by now, so there's really little to do as far as 'Vizima
    Confidential' is concered. Loot the Assassins and leave. If you have
    your medallion set to detect magic, note that it goes crazy while
    you're near Raymond now..
    
    ***REWARD***
    (For saving Raymond from the Salamandra Assassins)
    EXP	1500
    <---------------------------------------------------------------------->
    26) Leave Raymond's House only to have a child come up and tell you
    that Raymond needs to meet with you again. Normally you'd have to go
    bother with all the 'Suspect' quests now, giving this a more proper
    sense of timing-but since we already solved most of the 'Suspect'
    quests all in one go.. Anyways, head back in and talk to Raymond. He'll
    tell you that the Prisoner was moved from the Hospital recently-and
    didn't survive the transfer. He cites natural causes, but suspects
    foul play. The only way to know for sure is to recover the body from
    the Gravedigger and perform an autopsy. This starts the quest 'Anatomy
    of a Crime' and updates 'Vizima Confidential' again.
    
    Shani's House
    o======================================================================o
    27) Now, successfully conducting an anatomy is no simple matter-even in
    the Witcher. Geralt is admittably better at the butcher's work than he
    is at anything that could be called a scientific pursuit. If we rush in
    to this, we'll likely end up missing vital clues, so we need to consult
    a few experts for advice on how to conduct a professional autopsy.
    Perhaps a doctor would know more? Bonus points if it's a female,
    red-headed doctor. Head over to Shani's House at night and talk to her
    about it. She'll lay out your immediate goals quite clearly-read any
    books on the subject that you can get your hands on, and talk to Vincent
    Meis. Chances are he's handled an autopsy or two. Rest until morning and
    head out.
    <---------------------------------------------------------------------->
    28) Since we're nearby, talk to the Antiquary and purchase from him the
    following books; 'Forensic Medicine' (150 Orens) and 'Zerrikanian
    Insects and other Vermin' (110 Orens). These are by far the most
    relevent pieces of information we'll need to get a good result from this
    autopsy.
    <---------------------------------------------------------------------->
    29) Skip Vincent Meis for now and go talk to our friendly neighborhood
    Gravedigger, instead. Ask him about getting into the Cemetery to start
    the quest 'A Gravedigger's Gratitude'. We'll need to get Vincent's
    permission to enter the Cemetery, or we'll need to clear the
    Gravedigger's debts with Thaler. Now ask about moving that corpse and
    he will demand some Dwarven alcohol for the favor. Your mind should
    instantly jump to Kaedwenian Stout, the cheapest solution, but the
    Gravedigger will turn his nose up at it. Instead give him a bottle of
    Mahakaman Mead and he'll promise to drop the corpse off by evening.
    
    ***REWARD***
    (For giving the Gravedigger some Dwarven alcohol)
    EXP	500
    <---------------------------------------------------------------------->
    30) Now go talk to either Vincent Meis or Thaler. Since we've completed
    both 'Supsect' quests for them, either one will gladly help us out. You
    could even go to both, if you wanted to help the Gravedigger out and
    follow the law-but there's no reward for excessive questiness. Go tell
    the Gravedigger of the completion of his request(s) and he'll give you
    the Key to the Cemetery. You'll also get the scroll 'Petri's Philter
    Formula', which teaches you how to create a potion that intensifies all
    your Signs.
    
    ***REWARD***
    (For gaining access to the Cemetery)
    Item	Petri's Philter Formula
    
    Saint Lebioda's Hospital
    o======================================================================o
    31) We'll deal with the Graveyard shortly-first, lets take care of this
    autopsy business. Find somewhere to rest until night, by now you should
    have enough buddies in town to find somewhere to sleep with ease. To
    kill two birds with one stone, bring a piece of fruit with you. When 
    you're ready to cut someone up-for science, this time-head over to the
    Hospital. Inside you'll find Shani. Talk to her to start the autopsy.
    Now, there are multiple ways to do this autopsy-and most of them will
    give you the wrong answer. If you've read 'Forensic Medicine' and
    'Zerrikanian Insects and other Vermin', however, you have a chance at
    getting the right results. First pick dialogue option #3 to suggest that
    the bone marrow has been sucked out, indicating that scavenging undead
    caused the external trauma, not the actual murder. Pick option #3 again
    to point out that the neck muscles and palms look tense. This will
    prompt Shani to look for internal signs, which leads quickly to poison.
    Choose dialogue option #1 to dismiss the idea as being too obvious. This
    prompts Shani to go for the last resort-opening the skull. Inside you'll
    find the larval forms of Zerrikanian Tsetse flies-which you may have
    heard about if you shared some food with the Gardener outside at some
    point. Geralt will do a good job explaining the story up until now, so
    I need not bother. This updates the quests 'What Lies Beneath', 'Vizima
    Confidential', 'Suspect: Kalkstein', 'Old Friend of Mine', and completes
    the quest 'Anatomy of a Crime'. Azar Javed underestimated Geralt, and
    it's going to cost him.
    
    ***REWARD***
    (For completing a successful autopsy and discovering the killer)
    EXP	3500
    <---------------------------------------------------------------------->
    32) Before you leave go to the Altar of Melitele and put a piece of
    fruit on it. In return you'll obtain no fewer than three Sephirah-the
    'Oth Sephirah', the 'Ghe'Vrath Sephirah', and the 'Veen'Ah Sephirah'.
    Why so many from one place? Maybe they ran out of ideas, or perhaps
    they wanted to show that Melitele does have some power? I guess it
    doesn't make any more sense for a Cockatrice to have one, does it?
    
    Raymond's House
    o======================================================================o
    33) Head over to Raymond's House and tell him about the autopsy. Geralt
    makes up a story about botching the autopsy-probably trying to make
    himself look foolish to play into Azar's expectations. Leave and come
    back to talk to him again and he'll tell you that he figured out the
    case-Kalkstein and Ramsmeat were working together. Since Azar wants
    these two dead, we can assume that we should try our best to do the
    opposite. Now, there are a few things you can do here, I'll discuss
    something you should not do-but that's interesting nonetheless. Talk to
    him and ask him about the commander of the Royal Guards to get a story
    different from the one we heard Raymond telling us ealier-just
    confirming what we already know. If you pick dialgoue option #2 you can
    call Azar's bluff, or more interestingly, you can have a candid little
    conversation with 'Azar', even getting Azar-as-Raymond to 'pretend' to
    be Azar so you can practice your confrontation with him. It's a cool
    scene, to be sure, if you want to nerd out on it. Be careful, however,
    as you can push the scenario too far and actually get the controntation-
    you-think-you-want-but-don't. If you provoke Azar, he'll attack you, and
    call upon squads of 'Salamandra Executioners' to take you down. Granted,
    with our grinding my Geralt (level 20) could dispatch the Salamanders by
    the dozen, but every little hit stacks up, and eventually I went for the
    coup-de-grace by using Aard on Azar-only to have him cutscene-kill me.
    It's best if you stop your little game with him by playing dumb and
    fingering Kalkstein as the perfect person for 'Azar' to impersonate.
    Tell Azar-as-Raymond that you're ready for Ramsmeat. He'll implore you
    to kill him-the leader of Salamandra's forces. With that, leave. 
    
    Note: If you get too free with your words, the quest 'What Lies Beneath'
    will update, essentially telling you to watch your ass. If you talk to
    Azar-as-Raymond at all, the quest 'Vizima Confidential' will update.
    
    ***REWARD***
    (For chatting with Azar)
    EXP	600 (multiple values totaling this amount)
    <---------------------------------------------------------------------->
    34) Now go pay a visit to Ramsmeat, either at his house or in the Hairy
    Bear, wherever he's lurking. Tell him about Azar's attempt to get you
    to kill him, and request that he lie low for a while. He'll point out
    the obvious danger in fighting Azar alone. To that end, lets talk to
    Kalkstein. First, tell Kalkstein that he's innocent to complete
    'Suspect: Kalkstein'. For this we'll learn that Azar practices fire
    magic-something inherently incompatible with order, and hence, something
    that an intellectual like Kalkstein cannot tolerate. Tell Kalkstein that
    Azar is posing as Raymond and he'll tell you to set up an ambush
    somewhere magically unstable and surrounded by the element opposed to
    fire-near the tower in the Swamp Forest. This completes 'What Lies
    Beneath'.
    
    ***REWARD***
    (For proving that Kalkstein is innocent)
    EXP	3000
    
    ***REWARD***
    (For discovering an appropriate place to make a stand against Azar)
    EXP	2500
    <---------------------------------------------------------------------->
    35) Return to Azar-as-Raymond and tell him that Ramsmeat is dead. Geralt
    will ask his friend 'Raymond' to come to the Swamp Tower with him, where
    together they can head off Azar and Kalkstein, who have been defanged
    now that Ramsmeat is dead. Azar-as-Raymond bites, and gives you the
    'Keth'Aar' Sephirah to help you access the tower. There's only a few
    more things left to do before we head off to the Swamp Forest.
    
    Vizima's Cemetery
    o======================================================================o
    36) Now that it's night, head over to the Cemetery. We should finish
    this area up, if for no better reason than for experience and to
    resolve the quest 'A Gravedigger's Gratitude'. Nobody likes failed
    quests in their journal, right? Inside you can find various plants
    like Celandine and Crows Eye, some loot, and of course undead-at least 
    at night-including Drowners, Drowned Dead, Ghouls, and Alghouls. When
    you're done looting and killing in the exterior, head inside a Crypt
    along the northern edge of the Cemetery.
    
    Vizima's Cemetery - Crypt
    o======================================================================o
    37) Inside you'll find plenty of undead, including Ghouls, Alghouls,
    Graviers, and Fleders.. but you will also find plenty of loot, so it's
    worth it. Better yet, if you don't want to brew up a Cat Potion you can
    just turn the gamma up again, it's not too dark in here. Once you're
    done looting and killing, there is a wall you can knock down with the
    Aard Sign. Enter the tunnel opposite the exit and take a left to find
    it. Beyond you'll find plenty of undead to kill, but most importantly,
    you'll find Raymond's body. Examining it will update pretty much
    every active main-story quest in the chapter-especially if you haven't
    completed 'Anatomy of a Crime-including the 'Suspect' quests, 'What 
    Lies Beneath', 'Vizima Confidential' and 'Anatomy of the Crime'. If you
    have already completed 'Anatomy of a Crime' (like this guide suggests)
    you'll get more modest results.
    
    ***REWARD***
    (For discovering the body of Raymond)
    EXP	500
    
    Shani's House
    o======================================================================o
    38) Lets take a break from conspiracies and power-plays and visit Shani
    at her house. Talk to her and she'll mention that she's trying to get
    you and Dandelion together to reminisce. She happens to be missing the
    most important supplement for such gatherings, however-the booze. She
    needs you to obtain some Cherry Spirit Cordial for Dandelion, Mettina
    Rose for her.. and something for you, too.. which in this case means
    Temerian Rye. Head over to the Hairy Bear Inn and buy or retrieve the
    required alcohol and return to Shani. She tells you to bring a friend.
    
    ***REWARD***
    (For giving the party alcohol to Shani)
    EXP	500
    <---------------------------------------------------------------------->
    39) Now, there are three people we can bring-and two of them are rather
    silly choices, but they fit into the three Witcher builds.. well enough.
    First, there's Siegfried, who can accompany a Witcher if you plan to
    side with the Order. Second, there's Zoltan Chivay, who can accompany
    you if you plan to side with the nonhumans. Lastly, you can pay Carmen
    100 Orens to come with you. Granted, Carmen makes no sense to bring
    with you-unless you want to antagonize Shani-and Zoltan is by far the
    best choice, since he gets along with everybody there. I'm making too
    big of a deal out of this and over schematizing things, so just bring
    whoever you want. It's also a good idea if you have the food from
    downstairs, and bring some Red Roses along for good measure.
    <---------------------------------------------------------------------->
    40) With a guest due to arrive, return to Shani's House. Grandma will
    complain about the debauchery upstairs, and complain about Dandelion's
    reputation and the results she fears will occur in nine months. Head
    upstairs to 'chaperone' them, and talk to Dandelion while you're there.
    You'll discover that he's another one of your past friends who saw your
    death. Talk to Dandelion again and he'll pose to you a sort of moral
    dilemma, and you should respond accordingly. Is every supernatural
    monster deserving of death? Ponder it for now, it'll come up later.
    Talk to people and eventually you'll end up having to go downstairs to
    get something from Grandma. Since you're somewhat drunk by now, it's a
    good idea to already have looted her house. If you have the 'Prophet
    Lebioda's Signet Ring' on you don't have to worry about it, however.
    Return with what you've been sent to fetch and the party will proceed
    in due course to its ultimate conclusion-varying depending upon who
    you brought with you. Once it's over talk to Shani and give her some
    Red Roses. In return, you'll get her Sex Card.
    
    ***REWARD***
    (For having a party with some friends)
    EXP	2000
    <---------------------------------------------------------------------->
    41) Talk to Shani and rest until morning. Now that the quest 'Old Friend
    of Mine' is completed, lets finish up 'A Gravedigger's Gratitude'. Talk
    to the Gravedigger and tell him what you discovered. I have no clue why,
    but Geralt feels oddly compelled to tell every peasant in the city about
    Azar-as-Raymond. Isn't he worried that somebody with loose lips will
    allow the fact that Geralt knows about Azar to get back to him? Anyways,
    get your experience and head to the Dike-that's right, it's finally
    time to head to the Swamp Forest. Before you go, you might want to grab
    a Honeycomb-it can be given to a character in the Swamp Forest in
    exchange for some juicy knowledge. It's also a good idea for you to make
    sure you've read pretty much every book available to you by now. You're
    going to want to be able to loot those Wyverns, Echinops, and other
    critters that inhabit the Swamp Forest.
    
    ***REWARD***
    (For telling the Gravedigger of your discovery)
    EXP	1000
    
    The Dike
    o======================================================================o
    42) Return to the Dike after our long absence and talk to Leuvaarden.
    A lot has changed, but we still need to exonerate him. Present your
    evidence and you'll learn another bit of information about Azar Javed
    and his machinations-Redanian politics might be involved. Apparently,
    Declan belongs to a secret organization as well-Temeria is rife with
    them, it seems-that seeks to dismantle Salamandra. Unlike most of the
    other 'Suspects' Leuvaarden gives you 500 Orens for your time-no matter
    what we're doing, we always seem to leave Leuvaarden quite a bit richer.
    A richer Witcher? I kill myself. Ask him about the Sephirot and he'll
    admit to possessing one. Unfortunately, he'll take 500 Orens from you
    for the stone. With the addition of the Tipperath Sephirah we have seven
    of the ten Sephirot.
    
    ***REWARD***
    (For proving that Declan Leuvaarden is innocent)
    EXP	2500
    Orens	500
    <---------------------------------------------------------------------->
    43) Go find the Ferryman and talk to him. You'll need to fork over five
    Orens to get him to take you to the other side. It's time to head to
    the Swamp Forest and leave Vizima behind.
    
    o======================================================================o
    |								       |
    |			Questing the Swamp Forest		       |
    |								       |
    o======================================================================o
    We have three major objectives now-to complete various monster hunt
    quests, like the ones we got off the notice boards and 'Bloodthirsty
    Vegetation', to deal with Azar Javed, and of course, to settle any new
    quests that may pop up while we're exploring. Dealing with Azar Javed
    ends this chapter, so we'd better do everything else before we bother
    with that. To that end, we're going to avoid the tower in the swamp
    like the plague. Then there's the quest 'Force Recon', which introduces
    you to the struggle between the Order of the Flaming Rose and the
    Scoia'tael and the two antagonists leading either side-Siegfried and
    Yaevinn, respectively.
    
    Swamp Forest
    o======================================================================o
    Sequence of Events:						{WLK009}
    		1) Drowners by the Docks
    		2) A Run-Down of the Swamp Forest
    		3) Pruning Coccacidium
    		4) Exploring with Gramps
    		5) Ba Ba Ba..
    		6) Vaska's Request
    		7) The Clay Pits
    		8) The Lightning Rod
    		9) Preparing for the Swamp Cave
    		10) Clearing the Swamp Cave
    		11) The Lumberjack's Discount
    		12) Beggartick Business
    		13) Druid Discourse
    		14) The Birds and the Bees with Morenn
    		15) Yaevinn's Letter
    		16) Wyvern Island
    		17) Reporting to Vaska
    		18) Vivaldi or Vincent?
    		19) Alghoul Assault
    		20) Flower Fairness
    		21) Yaevinn's Ambition
    		22) Racism is a Double-Edged Sword
    		23) Picking Sides
    		24) To Kill a Cannibal
    		25) Clearing the Way
    		26) A Peaceful Solution
    		27) Summon the Thunder
    		28) Starting the Sentry
    		29) Sephirot and Obelisks
    		30) Springing the Trap
    
    1) As soon as you get off the boat talk to the Ferryman, who will tell
    you that somebody named 'Yaren Bolt' has a job for you. Nearby there's
    a bounty hunter named Jean-Pierre, who will tell you about some human
    named Leo Bonhart who was supposedly skilled enough to dispatch
    Witchers. No Leo we ever met was quite so impressive, and he had the
    benefit of training from Witchers. While you're here, if you want to
    use Igni on the nearby Fireplace and rest until night, you can kill the
    Drowners near the Dock for Leuvaarden. If it's already late, you'll
    probably end up having to fight them off anyways, just to get by. Either
    way, kill the annoying non-threats and return to Leuvaarden at your
    leisure.
    
    ***REWARD***
    (For killing the Drowners by the dock)
    EXP	500
    
    ***REWARD***
    (For reporting your success to Leuvaarden)
    EXP	2000
    Orens	400
    <---------------------------------------------------------------------->
    2) Now, before we get into exploring the Swamp Forest in depth, I
    figure I had better mention some of the features here. In the south-
    eastern corner are the Docks-where we presently stand. To the north
    is a Brickmaker's Village, and to the west are some Clay Pits.
    West-and-south of the Clay Pits is a Cave, near which are Echinops.
    Further west you'll find a Lumberjack Camp (where you can find Yaren
    Bolt.) North of the Lumberjacks, in the north-western corner of the map
    is a Druid Grove, which contains a few interesting characters, and near
    which you can find Wolves to hunt. South-East of the Druid Grove is a
    Golem Clearing, and east of that is our Mage's Tower. North-east of
    the Druid Grove is a clearing where you can find Wyverns-by far the
    most difficult normal monster we've yet encountered. In the north-
    eastern corner of the map is Gramp's Hut, and south of it is the
    Brickmaker's Village. That's more or less how I plan to explore this
    area, coming full circle. In most areas where specific enemies aren't
    mentioned, you can expect to find Bloedzuigers, Drowers, and Drowned
    Dead. There are also plenty of plants to harvest around. I'll put the
    reward for the monster hunt and fetch quests when they've likely been
    fulfilled and expect you to return to town to claim the reward on your
    own time.. or you could just wait until the quest 'Worth its Weight
    in Gold' forces us to return to town. Since there's so many Drowned
    Dead around, you're likely to complete 'The Drowned Dead Contract'
    just wandering around, so its rewards are noted here. Oh, and lest I
    leave anything out, there's a 'Nosy Dog' that will follow you around
    for a while.. I don't know what purpose this mutt has, but he tends to
    become monster food fairly quickly in my game. 
    
    ***REWARD***
    (For collecting ten Drowned Dead Tongues)
    EXP	500
    
    ***REWARD***
    (For giving Siegfried the Drowned Dead Tongues)
    EXP	2000
    Orens	150
    <---------------------------------------------------------------------->
    3) Before you do anything else, head to the north-west until you find
    a unique Archespore named 'Coccacidium'. This critter can be downright
    unpleasant, especially if you get poisoned by it-an unlucky Geralt can
    lose half of his life to is poison alone (over time) and that's with a
    leveled Geralt. Use the Igni Sign and the Strong Silver Style to take it
    down. The good news? It gives you over 2,000 experience at any
    reasonable level in this chapter, and more rewards are forthcoming from
    Vincent if you bring back its head.
    
    ***REWARD***
    (For bringing the Archespore Head to Vincent Meis)
    EXP	3000
    Orens	400
    <---------------------------------------------------------------------->
    4) Near the Docks you'll spot an old man named 'Gramps'. Talk to him and
    ask for work and he'll ask you to escort him to the shrine for his
    prayers. Might as well accept, for the experience and all. If you want
    to milk this quest for as much dialogue and experience as possible, take
    Gramps to the following sites around the Swamp Forest; the Clay Pits,
    Three Islands (take him near the Oth Obelisk, north of the Clay Pits),
    the Swamp Cave, the Druid Grove, and the Mages' Tower. He'll talk about
    the Vodyanoi and the crazy Brickmakers who worship them near the Clay
    Pits, he'll give you two recipes* at Three Islands, he'll talk about the
    treasures of a dead Vran warrior in a cave and the pack of Wolves that
    inhabit it near the Swamp Cave, he'll talk about Places of Power and the
    types of rituals that can be performed at them near the Druid Grove, and
    finally, he'll mention the Sentry Golem and the Sephirot and Obelisks,
    near the Mage's Tower. respectively. The reason we hunted  Coccacidium
    earlier was to prevent having that critter show up while we were
    escorting Gramps.. even though Gramps can't die, it's just one more
    nuisance we don't need. Once you reach the shrine he'll tell you about a
    Circle of Elements guarded by the Druids (in the north-western corner of
    the level) and he'll mention another Witcher who was haunting the swamps.
    Our missing Berengar, perhaps?
    
    ***REWARD**
    (For taking Gramps to the Clay Pits)
    EXP	200
    
    ***REWARD**
    (For taking Gramps to Three Islands)
    EXP	200
    
    ***REWARD**
    (For taking Gramps to the Swamp Cave)
    EXP	200
    
    ***REWARD**
    (For taking Gramps to the Druid Grove)
    EXP	200
    
    ***REWARD**
    (For taking Gramps to the Mage's Tower)
    EXP	200
    
    ***REWARD***
    (For escorting Gramps safely to the Shrine of Melitele)
    EXP	1500
    
    *The two recipes he'll give you are for the King and Queen bomb
    (Rebis/Rebis/Aether), and the Maribor Forest potion (Rebis/Aether/
    Quebrith). Just hearing about them from Gramps is enough to get their
    entries in your journal.
    
    Note: Do not actually enter the Swamp Cave while escorting Gramps, as
    it can cause the quest to freeze. Gramps will return back to the docks,
    and will repeat his dialogue concerning the cave. Worst of all, he will
    not follow you anymore. So.. no area transitions while escorting Gramps.
    <---------------------------------------------------------------------->
    5) Lets backtrack to the Docks and head up to the Brickmaker's Village
    to see what they might know. Like always, talk to everybody, you never
    ba ba ba... know who has something to say and who doesn't. Talk to the
    'Old Brickmaker' to get a brief rundown of the Swamp. In one of the
    houses there's a female Brickmaker who'll offer to teach you how to
    recognize swamp plants for 50 Orens. She will, however, also accept a
    Honeycomb instead, or a Shawl. The former is by far the cheapest way to
    get her information, which is useful, especially if you haven't been
    keeping up on your book reading. Above all else, there's plenty to
    loot in and around the houses.
    
    Vaska's House
    o======================================================================o
    6) Like the Old Brickmaker said, the Eldress is the one you need to see,
    so enter Vaska's House and talk to Vaska. Ask about monster problems
    and she'll tell you that some critters have made nests in the clay pits
    where they make bricks. She'll offer you 50 Orens to clear out the
    beasts, which Geralt identifies as Drowners. Accept to start the quest
    'Clay Pits'. Ask about Berengar and she'll tell you that he was indeed
    around, probably working for Kalkstein. They found his gear in the
    Clay Pits-and it didn't look like he parted with it peacefully. This
    updates 'Berengar's Secret'. Finally ask her about the Mage's Tower to
    get a fairy tale about the builder, but more importantly, she'll tell
    you about the Golem guardian-the Sentry-which apparently needs to be
    reactivated before we can enter the tower. She'll give us the 'Tower
    Tarot Card' and the quest 'The Sentry' begins. A most productive
    conversation, indeed.
    <---------------------------------------------------------------------->
    7) Once you're done talking to Vaska head to the south west to find the
    Clay Pit. Outside you'll find a 'Little Boy' who babbles about the
    'Water Lords' if you talk to him, but mostly he's there to get in your
    way when the Drowners attack. There's about ten of them, give or take.
    Kill them and the quest 'Clay Pits' will update. Before heading off to
    the Brickmaker's Village explore the south-western corner of the Clay
    Pits to find a pair of Mutilated Corpses. Search them to come to the
    conclusion that Berengar is dead, updating the quest 'Berengar's
    Secret'. Now return to Vaska to claim your reward for clearing out the
    Clay Pits. She'll stiff you on the Orens, but instead she'll fork over
    the 'Kezath Sephirah', a good enough substitution by any standards.
    
    ***REWARD***
    (For clearing the Clay Pits of Drowners)
    EXP	500
    
    ***REWARD***
    (For reporting to Vaska after clearing out the Clay Pits)
    EXP	2000
    Item	Kezath Sephirah
    <---------------------------------------------------------------------->
    8)Now, I know it's a bummer, but lets return to Vizima to talk to
    Kalkstein. Before you go, make sure you've gathered enough Drowned Dead
    Tongues to complete the quest 'The Drowned Dead Contract'. We're going
    back to town anyways, and if you complete the quest now, you won't have
    to worry about messing it up later. Anyways, Kalkstein will tell you
    that to awaken the Golem we need a lightning rod, which a smith can
    forge for us. Head over to whichever smithy will service you-either the
    Dwarves in Little Mahakam, or to the Order blacksmith and ask them to
    forge you a lightning rod (this time you'll need to talk to the
    smith/armorer, not the trader/merchant). Agree to pay 50 Orens upon
    completion of the rod, leave the area, re-enter, and claim your
    lightning rod.
    
    ***REWARD***
    (For having a lightning rod forged)
    EXP	500
    
    Note: If you don't want to pay the 5 Orens to travel back to Vizima,
    you can always use a Place of Power to teleport back to Kalkstein's
    lab. Of course, it's a one way trip, so you'll always have to pay to
    get back.
    <---------------------------------------------------------------------->
    9) Our next goal in the Swamp Forest is to explore the Swamp Cave, which
    lies to the west of the Docks, along the southern edge of the area.
    Before we explore, however, ensure you have a Cat Potion ready. You can
    buy alcohol from Vaska, and if you return there during the day you'll
    find her leading prayer services to the 'Water Lords'. Regardless of
    their troglodyte worship, talk to Vaska and ask her about a job to start
    the quest 'A Lost Lamb'. Oh, and of course, be sure to buy some alcohol
    if you desire. We now have all sorts of reasons to venture to the Druid
    Grove.. in time.
    
    Swamp Cave
    o======================================================================o
    10) Now head over to the Swamp Cave, west of the Clay Pits-Geralt will
    comment on it to let you know that it's there. It's along the southern
    path that leads to the Clay Pits, up, over, and around the Oth Obelisk,
    past the Shrine of Melitele, and finally south to reach our Cave. You
    may encounter Echinops near the Swamp Cave or along the way-they seem
    to enjoy lurking along this southern path. If so, all the better, as it
    completes another quest for us. Drink a Cat Potion or turn up the gamma
    and head inside. Within, you'll find plenty of Wolves-which we can
    skin to complete 'The Wolf Contract'. Also, in the northern chamber
    you'll find a Wraith which is guarding 'Vran's Sarcophagus'. Dispatch
    it (Fast Silver Style) and loot the corpse for some loot including the
    'Y'Esath Sephirah'. Nearby is a 'Circle of Hanging Stones' which you
    can activate to obtain the Quen Sign.
    
    ***REWARD***
    (For collecting three Echinops Rootstocks)
    EXP	500
    
    ***REWARD***
    (For giving the Gardener the Echinops' Rootstocks)
    EXP	2000
    Orens	100
    <---------------------------------------------------------------------->
    11) When you're done exploring the cave, leave and head to the north-
    west.. or you could just follow the trail. Either way, you should reach
    the Lumberjack Camp, marked on your map as merely a 'Clearing'. Talk to
    one of the Lumberjacks and he'll tell you his kids have fallen sick,
    but if he doesn't secure enough money from the logging season, they'll
    starve. His solution? You buy some crap off of him, and he gets to go
    home to stay with his kids. Even if you're a materialist, this is a good
    trade. He originally wants 200 Orens, but you can talk him down to 150.
    In return, you'll get a piece of Red Meteorite (worth 300 Orens), a jug
    of Sodden Mead (10 Orens), and a Silver Ring (80 Orens). He'll also
    throw in a recipe for Wive's Tears.. which is invaluable, unless you
    have a super awesome FAQ that tells you how to make it anyways.
    <---------------------------------------------------------------------->
    12) Talk to Yaren Bolt and ask about the various activities of the
    lumberjacks. Best of all, ask him for work and he'll give you the quest
    'Flowers and Gold', which requires you to pick five Beggartick flowers,
    located primarily in the north-eastern corner of the Swamp Forest,
    near the Nonhuman Camp. You can learn more about the Beggartick plant
    by talking to folks around the swamp, which you might as well do, seeing
    as how it gets you experience. 
    <---------------------------------------------------------------------->
    13) Rest until morning-if it's night out-and head to the Druid Grove.
    The lazy Druids won't talk to you at night. Talk to the random Druids
    wandering around to talk to them about various things, including
    Beggartick Blossoms and the missing Brickmaker boy. They deny that
    any boy was abducted, saying that a child would get in the way. To the
    ludicrous claim that the Druids are trying to turn the child into a
    Dryad.. the Druid will invite you to ask the Dryad about it in person.
    All in good time. You can purchase some books from the Elder Druid, and
    he's the guy we need to talk to in order to get a storm started, but
    we'll start that up later. Before we deal with any of the named
    characters go touch the Circle of Unwanted Power to obtain the Yrden
    Sign. Despite the name, I can't imagine why anybody wouldn't want the
    power.
    
    ***REWARD***
    (For asking the Druids about the Beggartick Blossom)
    EXP	100
    <---------------------------------------------------------------------->
    14) Now that we've talked to the unnamed folk, lets talk to Morenn.
    What is it with people here and double nn's? Maybe it's just because
    I'm crude and speak English, but it's completely unnecesseary. Oh wait..
    Anyways, talk to Moren-nuh, who has a lot to say about Dryads. I guess
    she'd be an expert, right? Ask her about the missing boy, and Geralt
    will-as usual-persue the conversation along lines that lead towards
    perversion. He might be sterile, but that doesn't mean he's not frisky.
    Maybe it's the glowing green nipples? Oh.. for you censored folks..
    maybe it's the, uh.. uncanny hair that hangs just low enough to cover
    her shame and keep your eyeballs from bleeding? But I digress. She'll
    ask for a Wolf Pelt as proof of Geralt's prowess. Since we just
    exterminated a pack of wolves in the Swamp Cave, you should be able to
    provide her with one. If not, there are several Wolves north of the
    Druid Grove. Regardless, furnish her with a pelt and she'll complicate
    matters by getting cold feet. Apparently, Dryads are Catholic-no sex
    without procreation. Geralt, however, is more therapeutic about the
    whole matter. Pick option #2 to insinuate the intimacy without
    procreation can be good, then pick option #2 again. Morenn will
    concede and see your point.. and I'll avoid any crude and vulgar double
    entendre. Anyhow, spend the day with Morenn to obtain the 'Dryads' Sex
    Card.
    
    ***REWARD***
    (For talking to the Druids about the missing boy)
    EXP	500
    
    Note: When Morenn asks for a Wolf Pelt, do not enter the gift screen
    unless you actually have a pelt to give her. If you give her nothing, or
    give her the wrong thing, I'm not entirely sure how to get that offer
    back. If you want to ensure that you obtain Morenn's Sex Card, have a
    Wolf Pelt in your inventory and ready to go before you talk to her about
    the missing Brickmaker boy.
    <---------------------------------------------------------------------->
    15) There's also an elf named Yaevinn wandering around. Be sure to have
    completed the quest 'The Drowned Dead Contract' before you talk to
    Yaevinn. He's one of the local leaders of the Scoia'tael around Vizima,
    and if you ask him for work you'll start the quest 'Worth its Weight in
    Gold'. He wants you to deliver a letter to the Dwarf Vivaldi in Vizima,
    which we'll get to after we finish our circut of the Swamp Forest.
    <---------------------------------------------------------------------->
    16) Head to the north-east until you find an island shaped like a 
    question mark-affectionately known as 'Wyvern Island'. Wyverns are
    probably the most difficult non-unique enemy in this chapter, and you
    would be wise to approach them with caution. While a level 20 Geralt
    could probably kill three at once if he had to (with astute use of the
    Aard Sign and a little luck), it's better if you don't force such luck.
    Try and lure them away one at a time, and be wary, as more will spawn
    when you approach the island. Use the Fast Silver Style on them, and
    if you're dealing with more than one, use Aard and attempt to score a
    coup-de-grace. Once they're all dead, loot the Messenger's Corpse to
    find a 'Blood-Stained Letter' which sheds some light on Leuvaarden's
    allegience as far as Salamandra is concerned. This would matter if the
    'Suspect' quests were still active, or in particular, if I didn't tend
    to advanced 'Wanted' before coming here. Best of all, you'll find the
    sword Harvall, which is far superior to the standard Witcher's Steel
    Sword you've been using-it's even stronger than a Meteorite Sword, 
    hence why we never bought one.
    <---------------------------------------------------------------------->
    17) Now is a good time to head back to town, stash loot, and deliver
    Yaevinn's Letter. First stop by the Brickmaker's Village and talk to
    Vaska about the missing Brickmaker boy. Tell her that the Druids don't
    have him for a small quest reward. Unfortunately, that's all we can do
    with this quest for now. Also, if you talk to one of the Brickmakers
    you can learn more about the Beggartick Blossom-which is always a good
    thing. Once you're done around the Brickmaker's Village, head over to
    the Docks and pay to go back to Vizima.
    
    ***REWARD***
    (For asking the Brickmakers about the Beggartick Blossom)
    EXP	100
    
    ***REWARD***
    (For telling Vaska the Druids don't have the missing boy)
    EXP	500
    <---------------------------------------------------------------------->
    18) Go pay Vivaldi a visit and hand him Yaevinn's Letter.. Or 
    alternatively you could pay Vincent Meis a visit and turn the letter
    over to the proper authorities for a meagre reward. Decide which you'd
    rather do depending on who you wish to side with-if you want to help out
    the nonhumans, give the letter to Vivaldi. If you want to get on the
    good side of the authorities, give it to Vincent. If you're neutral..
    I just deliver the letter as a favor to Yaevinn, without any implicit
    political goals in mind. Don't forget to pick up the letter from Vivaldi
    before going back.
    
    ***REWARD***
    (For giving Yaevinn's Letter to Vincent Meis)
    EXP	500
    Orens	25
    
       ---or---
    
    ***REWARD***
    (For giving Yaevinn's Letter to Vivaldi)
    EXP	500
    <---------------------------------------------------------------------->
    19) Return to the Swamp Forest and head back to the Druid Grove to find
    Yaevinn.. only to realize he's not there. Talk to a Druid and he'll
    inform you that Yaevinn went to go hang out with some other Elves in
    the area. Although the Druid can't tell you where he is, your quest
    marker will, if you bother to have the quest tracked. In any event,
    there are a few things left to do in between the Druid Grove and the
    Nonhuman Camp, so don't worry too much about getting there just yet.
    North-east of the Druid Grove you'll find the 'Chocc'Mah Obelisk', and
    east and slightly south of that you'll find the 'Kezath Obelisk'. Near
    this last Obelisk is a Fireplace near two corpses. If it's night-time,
    you'll find several Ghouls and Alghouls-the latter being a stronger form
    of Ghoul (although not as strong as the Graviers we fought at the
    beginning of the chapter). If not.. rest at the Fireplace until it is.
    This is a great place to get the Alghoul Marrow you need for 'The
    Alghoul Contract'. Loot the corpses too, for some extra goodies.
    
    ***REWARD***
    (For collecting the marrow of three Alghouls)
    EXP	500
    
    ***REWARD***
    (For giving Kalkstein the Alghoul Marrow)
    EXP	2000
    Orens	150
    <---------------------------------------------------------------------->
    20) To the east of the 'Kezath Obelisk' you'll find a 'Collapsed Tower'.
    Don't worry, it's not the one we're avoiding. The only thing unique
    about this tower is that plenty of Beggartick grows around it. Harvest
    the five blossoms and take them to the Ferryman to gain the monetary
    reward for the quest. Afterwards, you can give Yaren his fair share-
    which loses you some Orens, but gains you some experience, or you can
    keep the whole reward, which pisses Yaren off for a while. If you stiff
    him, he supposedly pays you less during the quest 'A Long Way Home',
    but I've never failed to get the full reward for that quest, regardless
    of whether I share the profits in 'Flowers and Gold.' Speaking of which,
    while you're here rest a bit and talk to Yaren again. By now he'll have
    calmed down if you stiffed him, and generally be ready to give you more
    work. Apparently some monsters and Vodyanoi-the 'Water Lords' the
    Brickmakers worship-are getting in the way of their supplies. Yaren
    needs you to deal with both. We'll put this quest on the back-burner
    for now.
    
    ***REWARD***
    (For giving five Beggartick Blossoms to the Ferryman)
    EXP	500
    Orens	400
    
    ***REWARD***
    (For giving Yaren his share of the profits)
    EXP	1500
    Orens	-200
    
       ---or---
    
    ***REWARD***
    (For refusing to give Yaren his share)
    EXP	1000
    <---------------------------------------------------------------------->
    21) Now we're ready to deal with Yaevinn. Continue east past the 
    'Collapsed Tower', near which you found the Beggartick Blossoms. You'll
    also find a Scoia'tael Scout who guards the bridge leading to the island
    upon which the Nonhuman Camp is situated. Note that there are a few more
    nonhumans walking around then there were last time.. Talk to Yaevinn and
    he'll admit to organizing a training camp, and whatever he's up to, we
    can assume it's not good for the humans of Vizima and its environs.
    Pick dialogue option #3 and he'll lay out his goals rather plainly-he
    plans to attack Vizima, and soon. Continue along this line and Yaevinn
    will ask which side you choose to be on. Your answer here doesn't
    matter, actions will determine you allegience, not words. It will,
    however, clearly illustrate the three sides Geralt can choose. He can
    side with nonhumans-creatures he feels no connection to as a mutant. He
    can side with the humans (and by extension, the Order of the Flaming
    Rose) since, as Geralt puts it, his job is to slay monsters-moral
    monsters, or monsters with 'tentacles and scales'. Then there's the
    neutral response-Geralt will be on his own side. Hence the three Witcher
    'builds' this FAQ is based around. Just something to consider for the
    very near future. Give Yaevinn his letter, or tell him that you failed
    to deliver to finish up 'Worth its Weight in Gold.' Yaevinn will
    respond accordingly.
    
    ***REWARD***
    (For telling Yaevinn you failed to deliver the letter)
    EXP	1000
    
       ---or---
    
    ***REWARD***
    (For giving Yaevinn Vivaldi's reply)
    EXP	1500
    <---------------------------------------------------------------------->
    22) Before you begin 'Force Recon' talk to a female elf simply named
    'Scoia'tael' at the Nonhuman Camp. Most of the time she'll just insult
    you (although at night she'll just tell you to come back tomorrow).
    Once in a while, she'll bother to talk to you, however. She spends the
    time insulting you, claiming that you can't identify Faeinnewedd. If you
    pick option #2, she'll give you the book 'Lara's Gift'. If you tell that
    you've picked Faeinnewedd, she'll demand to see some. Show her, and you
    can change her perspective on humans-albeit slightly.
    <---------------------------------------------------------------------->
    23) Remember the paragraph above when I told you to ponder the direction
    in which to take your Geralt, because it'll come up in the very near
    future? Yeah, that means now. You have two choices-either go talk to
    Yaevinn, or go talk to Siegfried. We know where the former is, but you
    can find the latter in the camp just south of the Druid Grove.
    Regardless of which one you speak to, the story is the same-some 
    Hawkers are supposed to meet the Scoia'tael at the Golem Cemetery.
    If you side with the Scoia'tael, you're supposed to meet these Hawkers,
    if you side with the Order, you're supposed to find and kill them, and
    their nonhuman customers. Pick your side and you'll be assigned a squad
    to lead to the Golem Cemetery. When you arrive, you'll be attacked
    by the opposing side. This fight can be kind of rough if you didn't
    level up earlier, so having potions handy might not be a bad idea. If
    you leveled up like I did at the beginning of the chapter.. well, with
    Harvall and a level 20ish Geralt, these guys can't do much. Use your
    styles depending on the situation, both sides will have archers and
    melee combatants. This fight always seems easier when fighting for the
    Order, but it's probably just due to the fact that the heavily armored
    humans present more of an obstacle. My Geralts polarize politically on
    who they side with, since the reward is the same. Neutral Geralt sides
    with the Order, since he ignored the Scoia'tael earlier (during the
    quest 'Strangers in the Night'), he had been on good terms with the
    nonhuman blacksmithy. No longer. But now he can purchase new loot from
    the Order blacksmith. Regardless of who you side with, return when you
    are victorious to gain a decent reward. Siegfried/Yaevinn will also
    tell you that Berengar is alive-although he is in the hands of
    Salamandra. This updates the quest 'Berengar's Secret' once more.
    
    ***REWARD***
    (For speaking to Siegfried after routing the Scoia'tael)
    EXP	3500
    Orens	200
    
       ---or---
    
    ***REWARD***
    (For speaking to Yaevinn after routing the Order)
    EXP	3500
    Orens	200
    
    Note: After you complete (or really, I should say after you start)
    'Force Recon' the opposing side's leader-either Siegfried or Yaevinn-
    will not be available for the rest of the Chapter. Be sure to have
    completed 'Worth its Weight in Gold' and 'The Drowned Dead Contract'
    before starting 'Force Recon'. Also, whomever you side with in this
    mission will favor you, and the other side will be less friendly. Or in
    other words, who you side with will determine which blacksmith will
    trade with you for the rest of this chapter, and in the start of
    Chapter 3.
    
    Gramp's Hut
    o======================================================================o
    24) After all that, it's finally time to pay Gramps a visit. Head back
    to the Nonhuman Camp and go south along some bridges. When the bridges
    end, turn east until you find Gramps House (alternatively you can head
    north from the Brickmaker's Village). Either way you get there, head
    into Gramp' Hut and loot it-this is where you can obtain a copy of 
    'Ain Soph Aur' for free, if you've been really, really frugal. When you
    approach the table and see what Gramps is eating the quest 'The
    Cannibal' will start. It's pretty much self-explanatory, isn't it? The
    game has Geralt (and the quest log) react the same way regardless of
    whether you've completed 'A Pilgrimage' earlier-as if there's any
    question as to who the cannibal is. Talk to Gramps and he'll openly
    admit to being a cannibal-he apparently has no qualms about, although
    he does have standards-he never kills children. He really doesn't help
    himself out as he talks, but you can spare him as you wish. Of the three
    paths, only the neutral Geralt will consider keeping him alive-as he's
    a rather indiscriminate feeder. The neutral Geralt has to ponder,
    however. Gramps might be monstrous, but he's not technically a monster.
    It's not a Witcher's job to hunt down every criminal and murderer-no
    matter how heinous. Then again, it's being murderous man-eaters that
    make the monsters Geralt hunts worthy of extermination. In the end, I
    kill Gramps regardless. If you spare him, you'll get a Blade Coating
    recipe-but you can always just look it up below to get it, or get it
    later. In the end, he's just expendable, and it's more rewarding to
    kill him. Threaten to do him in and Gramps will bolt outside. Follow him
    outside, draw your Steel Sword (Harvall is ideal by now) and go down the
    narrower path to the south. Immediately after clearing Gramps' Hut
    you'll see that Gramps has company-five Echinops and an Archespor-which
    is probably too much trouble to deal with all at once. Immediately run
    down the path away from the house and the monsters. Gramps should see-
    and follow you. This allows you to cut down Gramps while staying out of
    the range of the Echinops and Archespores. Kill Gramps and then attack
    the rest of the monsters. This is another fight which shouldn't be too
    hard if you leveled, but if you didn't could require the use of potions.
    Make extensive use of the Igni Sign to burn down the plants, and chop
    them up with the Strong Silver Style. This is, of course, a great spot
    to score Echinops Rootstocks, if you still need any.
    
    ***REWARD***
    (For discovering who the cannibal is)
    EXP	500
    
    ***REWARD***
    (For sparing Gramps)
    EXP	1000
    Item	Formula for Hanged Man's Venom
    
    ***REWARD***
    (For killing the cannibal)
    EXP	4000
    <---------------------------------------------------------------------->
    25) Now it's time to deal with Yaren's monster problem. Although it's
    tempting to talk to Vaska since she's closer, save the Vodyanoi
    discussion until after the mosnters are cleared out-it tends to make
    the quest markers fickle. First, kill a trio of Bloedzuigers near the
    Swamp Cave. Next, smite three Drowners east of the Altar of Melitele.
    Lastly, mulch a pair of Echinops east of the Drowners. You'll gain a
    tid-bit of experience for eliminating each group, and a slightly smaller
    reward for destroying all three totaling 500 experience-plus whatever
    the monster give.
    
    ***REWARD***
    (For killing the Bloedzuigers)
    EXP	100
    
    ***REWARD***
    (For killing the Drowners)
    EXP	100
    
    ***REWARD***
    (For killing the Echinops)
    EXP	100
    
    ***REWARD***
    (For clearing out all the monsters)
    EXP	200
    
    Note: Before starting this quest, ensure your large weapon slot is free.
    You'll need to transport Yaren's Axe to the Vodyanoi Altar to get the
    most out of this quest. After you start this quest do not go back to 
    Vizima. If you waste too much time some of the Lumberjacks will be
    killed by the monsters in the swamp (even if you already killed them)
    and you'll fail this quest.. and of course, by wasting too much time
    they mean traveling to Vizima, you seem to be able to mess around
    within the confines of the Swamp Forst as much as you wish.
    <---------------------------------------------------------------------->
    26) Go talk to Vaska after the monsters are dead. You can just kill the
    Vodyanoi, but it's slightly more rewarding to take the peaceful route,
    so lets do that. Vaska will tell you about the Vodyanoi, how they
    communicate with them, and how to appease them. To obtain safe passage
    from the Vodyanoi, the lumberjacks will have to demonstrate peaceful
    intent and humility-both can be served by having Yaren Bolt offer up
    his axe as a sacrifice at the Vodyanoi Altar near the Clay Pits. Talk
    to Yaren and get him to agree to give up his axe, then place it on the
    altar. Rest until midnight and return to the altar and grab the
    Vodyanoi Amulet from it. With the Amulet, return to Yaren Bolt to
    claim your reward.
    
    ***REWARD***
    (For killing the Vodyanoi near the altar)
    EXP	500
    
       ---or---
    
    ***REWARD***
    (For obtaining the Vodyanoi Amulet)
    EXP	1000
    
    ***REWARD***
    (For dealing with the monsters and Vodyanoi)
    EXP	1000
    Orens	400
    
    Note: Despite what the game guide says, I recieved 400 Orens from Yaren
    Bolt even after screwing him out of the reward in the quest 'Flowers and
    Gold'. 
    <---------------------------------------------------------------------->
    27) Go complete whatever side-quests have yet to be completed. It's time
    to plunge head-long towards the end of the chapter. Rest until daytime
    and return to the Druid Grove. Talk to the Elder Druid and ask about
    conjuring up a storm. He's modest, but capable, although the storm you
    need will cost you 500 Orens. I think it's fair to say you've wasted
    more money helping Kalkstein out than this quest reward is worth..
    anyways, the Elder Druid will tell you several things before you run
    off. First, there are three Pylons near the Golem. If you activate all
    three you can call down lightning-just be careful not to hit yourself.
    Second, he blatantly tells you to bring potions with you. If you didn't
    level up earlier, this is a good suggestion.
    <---------------------------------------------------------------------->
    28) Head over to the Golem Cemetery and drink whatever potions you
    might need-Swallow is recommended for low-level characters. At level 25,
    however, I'm fairly confident in my strength. Activate the Golem to have
    Geralt place the lightning rod. Predictably, lightning strikes and the
    Golem reanimates.. and it doesn't look too friendly. You can damage it
    somewhat with the Strong Steel Style.. but even at my level I was only
    doing between 2-5 damage per hit. Igni fares a little better, doing
    about 30 damage per cast (Igni Level 3). What the game wants you to do,
    however, is to activate the three Pylons to call down lightning, which
    will strike anything within the 'triangle' formed by the Pylons. This
    includes Geralt, and a single lightning strike can deal about 350 damage
    to him-more than enough to kill an unleveled Witcher. Do this several
    times and the Golem will fall. Note that there is an element of 
    timeliness involved-if you take too long to activate all three Pylons,
    you'll have to try again. Once it's dead, grab the 'Neh'Tza Sephirah'
    from it, as well as the 'Golem's Obsidian Heart'. This completes the
    quest 'The Sentry', updates the quest 'A Mysterious Tower', and starts
    'Monoliths'.
    
    Note: Mix up a 'Golem's Pith' potion with the following ingredients:
    Vitriol/Aether/Quebrith/Hydragenum, and the 'Golem's Obsidian Heart'.
    Consuming it will get you the 'Rising Moon' talent.
    
    ***REWARD***
    (For slaying the Golem)
    EXP	2000
    
    ***REWARD***
    (For obtaining the Sephirot)
    EXP	100 (per Sephirah)
    <---------------------------------------------------------------------->
    29) Now that we possess all ten Sephirot and our trap is set, there's
    not much to do but put the Sephirah in the Obelisks scattered through-
    out the Swamp Forest. If you've been placing them as you explored, just
    as well, if not, head to the Obelisks still on your map, place the
    Sephirah in the Obelisks with the same name.. you really can't mess this
    up. Ideally you'll end with the recently acquired 'Neh'Tza Sephirah',
    near the Mage's Tower. Once done, proceed to the aforementioned tower.
    
    ***REWARD***
    (For placing the Sephirah into their Obelisks)
    EXP	100 (per Sephirah)
    
    Mages' Tower
    o======================================================================o
    30) Talk the Azar-as-Raymond and he'll implore you to enter the tower
    before the murderous Kalkstein can appear. Right.. Geralt will display a
    little innuendo, then head inside. Loot the tower to obtain the 'Tower
    Mages' Book, and while you're here, activate the 'Gate of Water' to
    learn the Axii Sign. Once done, head back out and Geralt will confront
    Azar, finally coming face-to-face with no illusions. Naturally, a
    fight ensues, and to buy himself time Azar conjures magical flames to
    hide behind and summons an Ifrit-a weak fire critter that can cause
    pain. Use the Fast Silver Style to kill it, after which Azar will gate
    in the Professor and they'll both attack. If you're lower level, use
    potions to help you out-Willow will prevent you from being stunned, and
    Swallow will boost your Vitality regeneration during the fight. Even if
    you didn't grind, if you're near level 20 by now, you shouldn't have too
    much trouble with them on the normal difficulty setting. Use the Strong
    Steel Style and pummel them until one is low on health, at which point
    they'll flee.
    
    ***REWARD***
    (For defeating Azar and the Professor)
    EXP	2500
    
    o======================================================================o
    |			       Chapter 3			       |
    o======================================================================o
    |								       |
    |			   Grinding Chapter 3			       |
    |								       |
    o======================================================================o
    Azar and the Professor both barely escaped our grasp, but we sent them
    running. After recovering from the Professor's assault we'll find
    ourselves in Triss' care-after getting an update about the escalation
    of the fighting between the Order and the Scoia'tael. Triss talks
    ominously with a figure in the mirror and mentions things we shouldn't
    hear-but do. If you were hoping for some kind of resolution to the last
    chapter, you're surely sorely disappointed.
    
    All is not lost, however, as we have access to a new quarter of Vizima,
    and if that weren't enough, there's new things to see, people to talk
    to, quests to do, and stuff to loot in all the old areas, too. The 
    first thing I intend to do, however, is grind, which can be done with
    less fuss in this chapter than in any previous chapter, and this time
    we're hunting Cockatrice. Although they're a bit more dangerous than
    the Graviers were last Chapter, our Strong Silver Style should serve
    us well. Best of all, they're worth many times more experience-at level
    25 they'll be giving an even 700 experience per kill.. which is about
    three times more than a Gravier would give.
    
    Another goal of ours in this chapter is to obtain a sizable fortune-we
    still can buy that Excellent Leather Jacket (which will set us back
    5,000 Orens), and we'll have to cover the typical new-chapter expenses-
    bribes, books, gifts, and other pocket-emptiers. Fortunately, we're
    getting paid more than ever for most jobs (both monster hunts will get
    us 600 Orens each, and Kalkstein still owes us a whopping 1000 Orens).
    Also, we'll be fighting more Salamanders in this chapter than
    previously, and they always drop weapons-some of which sell very well-
    if you're willing to drag them back to a blacksmith. If that's not
    enough, boxing at the New Narakort can be pretty lucrative-there are two
    Tough Fist Fighters who will bet up to 50 Orens a fight, and two Fist
    Fighters who will bet up to 20 Orens. That's a potential 140 Orens per
    visit. I'll leave the specifics of money gathering up to you-with notes
    provided whenever a particularly profitable situation is at hand.
    
    Triss' House
    o======================================================================o
    Sequence of Events:						{WLK010}
    		1) Recuperating with Triss
    		2) Teleporting to the Tower
    		3) The Wyvern and the Wolf
    		4) Crushing Cockatrices
    
    1) Triss will come over and make sure Geralt's got his strength back in
    a most pleasant way. Afterwards, she'll tell you that-because of your
    reactions while unconscious-she decided to read your mind to see what
    was going on. She'll suggest that you establish your personality more
    firmly by taking a stance on local politics. She'll also babble on about
    magical auras, something which she wants you to investigate, and a
    banquet which will attract high-rollers, which we really should
    attend. Then there's the matter of martial law restricting movement in
    the Trade Quarter, and.. long story short, we've got a whole new quarter
    of Vizima to explore, and more things to do-even though we haven't
    exactly resolved everything we started earlier. Such is life. Talking to
    Triss starts 'A Posh Reception', 'Identity', 'All the Kings Men', and
    'The Source'-a new batch of quests for a new chapter.
    
    Mage's Tower
    o======================================================================o
    2) Of course, our first goal is to grind. Grinding is good, and in this
    chapter we'll make our Geralt even more stupendously strong. In Triss'
    House you'll find a Teleporter, with which you can return to the Mages'
    Tower in the Swamp Forest (you can also go to Kalkstein's House, but
    there's not really any point.) Teleport to the Swamp Forest and ignore
    Kalkstein for now-he owes us a lot of money, and talking to him will
    complete 'A Mysterious Tower', but we might as well save that stable
    experience reward for after grinding, right?
    
    Swamp Forest
    o======================================================================o
    3) You'll notice the Swamp Forest has changed. Insectoid critters called
    Kikimores roam about in packs, and Kikimore Warriors are imposingly
    large-but not terribly dangerous. You might be excited to see the great
    experience they give-but they're small game. At night you'll be more
    likely to encounter Archespores than you were in Chapter 2, and where
    the Alghouls were last chapter you can now encounter Cemetaurs.
    Ultimately you'll want to head to the Swamp Cave-that's where we'll be
    hunting this chapter, but some obstacles are in your way. Namely, on
    Wyvern Island you'll find that the old Wyverns have been replaced by
    'Royal Wyverns', led by a unique beastie named Moa. Below that, near the
    Fireplace where we hunted Alghouls last chapter, you'll find a pack of
    Wolves led by another critter named Voref. Since we want to add that
    stable experience onto our leveling gains, you'd have to try and steer
    between the two.. or you could just head east to Gramps' House, and take
    the long way down to the Brickmaker's Village, then head west to the
    Swamp Cave. Then again, considering the experience you'll get from the
    Cockatrices is so good, jumping the gun and killing one of the beasties
    might just be worth the time-saver. Voref is painfully easy, gives no
    noteworthy experience (at least, not from killing) and is by far the
    more annoying of the two. Just don't kill both before turning one in-you
    can only carry one trophy at a time.
    
    Swamp Cave
    o======================================================================o
    4) Regardless of how you get there, inside the Swamp Cave you'll find a
    diminished supply of Wolves being decimated by an encroaching pack of
    Cockatrices. The Wolves are just a nuisance-you're hunting Ornithosaurs.
    Each Cockatrice gives 825 experience, and even adjusted for your level,
    they're still giving you more experience per kill than the next most
    rewarding creature (Kikimore Warriors) in this chapter-before the latter
    is even adjusted. If you were modest last chapter and grinded Graviers
    until you were level 15, you should have at least reached level 20 by
    the end of Chapter 2. If so, you'll be getting around 700 experience per
    Cockatrice, and even if you wanted to level up until you were level 50,
    you'd still be earning 575 experience per Cockatrice upon reaching your
    goal. Best of all, there can be as many as ten Cockatrices in this cave
    at once-although you should only have to deal with three or four at a
    time. Of course, there could be as few as five or six, depending upon
    how diligently you hunt them, and how much time you wait between runs.
    Frankly put, you can get some great experience very quickly, and really,
    your imagination is the only limit to how high you can level.. but
    keep in mind, there's an even better grinding spot in Chapter 4.
    
    When you hit level 30 you'll start earning Gold Talents, with which you
    should immediately purchase Strength (Level 5), Dexterity (Level 5),
    Fast Silver Styles, and anything else you think might speed up your
    grinding. To this end, I whole-heartedly suggest getting a decent Igni-
    while still being diverse. If you get Intelligence (Level 5) and 
    Endurance (Level 5), Intensity, Mental Endurance, Added Endurance,
    and Added Efficiency for Igni, you can destroy groups of Cockatrices in
    two castings-which will take up less than half of your Endurance. I
    prefer the sword, but really, there's no faster way to obilerate a group
    of Cockatrices. Even if you scoff at 'wasting' so many Gold Talents on
    Signs, if you spread your points amongst the top-tier Intelligence and
    Endurance talents you'll be devastating with all Signs-that's the
    beauty of diversification, and why it comes so highly recommended.
    
    Decide what you absolutely must have-whether you want to turn
    yourself into a melee meat grinder, power up your Signs, or whatever
    else strikes your fancy-and purchase those talents. To make a strong
    Witcher, I suggest you hit at least level 35, which isn't nearly as 
    painful as it sounds.. it'll get you a handful of wonderful, wonderful
    gold talents, which will significantly boost your power.
    
    Our grind this time works like so-enter the cave, kill the Cockatrices,
    and whatever Wolves remain to annoying you-and leave. The Cockatrices
    don't respawn as fast as the Graviers, and there's no Fireplace inside
    the Swamp Cave, so after killing the Cockatrices head outside and rest
    at the nearby Fireplace for twenty-four hours. You'll probably be
    harassed by Drowners, Bloedzuigers, Drowned Dead, and Kikimores outside,
    and Wolves will spawn in the cave somewhat regularly, all of which will
    bother you and generally waste your time. If you set your rest schedule
    so that you wake in the morning, you'll have to face less swamp
    monsters in between runs, which is a good thing. As an added bonus, if
    you're diligent in looting your enemies, you can obtain a number of
    alchemical ingredients-Beast Liver and Sewant Mushrooms, in particular,
    have Rubedo as a secondary ingredient, which will allow you to make
    potions that speed up Vitality regeneration.
    
    Of course, as you collect loot and fill up your inventory you'll need
    to travel back to town to drop stuff off. The cheapest way back to town
    is via the Teleporter in the Mage's Tower. If you leave Triss' House
    you'll have a minor encounter with the guard (see Step #3 in the next
    part of the walkthrough) which updates 'All the King's Men.' So long as
    you don't talk to anybody, you won't start any quests out of order.
    Stash your loot at the New Narakort, box once in a while, and all that
    fun stuff. If you want to ensure you don't run into anything new, you
    can always teleport to Kalkstein's Laboratory and store your loot at the
    Hairy Bear. Do yourself a favor and grab some Fool's Parsley while you
    grind-one plant of it is located on the island north of the Swamp Cave,
    which is easily obtained between runs. Get yourself at least five units
    of it, as we'll need some in a quest later.
    
    o======================================================================o
    |								       |
    |          The Bleinheim Brothers and Everything in Between	       |
    |								       |
    o======================================================================o
    When you're done leveling to your hearts' content, it's time to proceed
    as usual. I want to avoid doing anything overly important as far as the
    main story is concerned for a while and tackle side quests. Of course,
    that's not entirely possible, since Geralt can't seem to sneeze without
    drawing Salamanders to him. We'll deal with some minor Salamandra
    operations and extensively re-explore the old areas from last Chapter,
    namely the Temple Quarter, the Dike, and the Swamp Forest.
    
    Swamp Forest
    o======================================================================o
    Sequence of Events:						{WLK011}
    		1) Whomping the Wolf
    		2) Kalkstein's Reward
    		3) Martial Law
    		4) More Monster Rewards
    		5) The Marketplace
    		6) Trade Quarter Notice Board
    		7) Wasting the Wyvern
    		8) Enslaved
    		9) Carmen's Cure
    		10) Liberating the Swamp Cave
    		11) Another Heirloom
    		12) Liberating the Lumberjack Camp
    		13) To Banish the Beast..
    		14) Liberating the Collapsed Tower
    		15) Freedom
    		16) One-Man Army
    		17) The Hierophant's Herb
    		18) Ambushing Salamandra
    		19) Returning the Ring
    		20) Re-Looting the Temple Quarter
    		21) The Dwarven Dentist
    		22) Medic's Mission
    		23) Medic Impressed
    		24) Powder Problems
    		25) Asking Angus
    		26) A Thorn in Salamandra's Side
    		27) Exploring the Hideout
    		28) Exterminating the Hideout
    		29) Just in Time to be Late
    		30) Trade Quarter Sewers
    		31) More Work from Yaevinn
    		32) Siegfried Cemetery Suspicions
    		33) An Uncommon Ghoul
    		34) Punishing the Guilty
    		35) Protecting the Innocent
    		36) Siegfried's Reward
    		37) Butchering Bleinheim
    		38) Ren's Tale of Terror
    		39) Battling the Bruxa
    		40) Jethro's Reward
    
    1) Since we're already here in the Swamp Forest, we might as well deal
    with the two monster hunts in this chapter. Voref-a unique Wolf-is
    north-west of the Mage's Tower, and Moa is a Royal Wyvern on Wyvern
    Island. Be sure to only kill one at a time, as Geralt can only carry
    around one trophy. Kill whichever one you find the most annoying (I
    always kill Voref just to get it out of the way during my grinding
    sessions here) and head back to the Mage's Tower.
    
    Mage's Tower
    o======================================================================o
    2) While we're here, talk to Kalkstein to claim your reward for getting
    him access to the tower, and finish up the quest 'A Mysterious Tower'.
    That gold will help out shortly. You can also talk to Kalkstein about
    his research to discover that he's apparently on the verge of
    discovering that all things are made of atoms. Groovy. Activate the
    Teleporter in the tower and travel back to Triss' Laboratory. Once
    there, exit out into the Trade Quarter.
    
    ***REWARD***
    (For talking to Kalkstein after granting him access to the Mage's Tower)
    EXP	2000
    Orens	1000
    
    Vizima, Trade Quarter
    o======================================================================o
    3) When you leave Triss' House you'll immediately be confronted by a
    Guard Officer who demands to see your pass. Although of little
    consequence, it does update the quest 'All the Kings Men', so it's
    worth mentioning.
    <---------------------------------------------------------------------->
    4) From Triss' House head south east until you come to an intersection
    past the 'Workshop'. From there, head south until you find the Royal
    Huntsman. Talk to your old buddy from the Outskirts to find that there
    are two monsters lurking around, a Wolf and a Wyvern. Big surprise. Turn
    in Voref's head to gain a surprisingly large reward. A new standard of
    rewards for a new chapter, eh? Talk to the Royal Huntsman again to get
    another reward-a Perun Runestone-for slaying a total of five monsters. 
    
    Note: To get the Royal Huntsman to give you your well earned-reward for
    brutally murdering five beasties, you may have to leave the area and
    return.. enter any house, another district, whatever. Just get a loading
    screen and talk to him again.
    
    ***REWARD***
    (For bringing the Wolf's Head to the Royal Huntsman)
    EXP	5000
    Orens	600
    <---------------------------------------------------------------------->
    5) Now, I don't want to explore the Trade Quarter yet, but before we
    return to the Swamp Forest there's one place we should check out-the
    Marketplace. It's surrounded by buildings south-east of Triss' House,
    and it can be easily identified by the swarm of green circles denoting
    the various merchants. Speaking of which, there's a Bookseller who will
    swallow vast amounts of your Orens if you buy the new books he sells.
    There's also an Arms Dealer who sells new weapons you don't need, a
    Booze Merchant who doesn't sell any alcohol, a Zerrikanian Trader who
    sells alchemical ingredients, food, drinks, flowers, and a few books, an
    Alchemist who sells a wide variety of alchemical ingredients and books,
    a Blacksmith who will trade with you if you give him a precious stone
    (any sort will do, but there's no need to waste your resources, since
    he doesn't do anything that the blacksmiths in the Temple Quarter don't
    do), and several Merchants who sell gems, jewelry, clothes, and flowers.
    There's also a Merchant who will brazenly threaten you on behalf of
    Salamandra. Brave guy. I'll leave it up to you what to buy, but being
    able to gather ingredients from Kikimores will come in handy.
    <---------------------------------------------------------------------->
    6) And of course, since we're here we might as well grab the Notices off
    the Notice Board by the New Narakort, which is south-west of the 
    Marketplace. We'll complete these jobs as we interact with the quest-
    givers, but you might want to collect the Notices now so you'll know
    what you need beforehand. Many of the contracts can be fulfilled by
    killing critters in the Swamp Forest, and we should have incidentally
    completed more than a few before we've actually started the quests.
    Telling you about them now puts the burden of collecting the components
    required on you, although as a nice FAQ-writer, I'll tell you to collect
    Archespore Juice in the Swamp Forest at night, Wyvern Meat can be
    obtained from the Royal Wyverns and Wyverns on Wyvern Island, Kikimore
    Workers can be found in the Swamp Forest as well, and we should already
    have obtained plenty Cockatrice Feathers from grinding.
    <---------------------------------------------------------------------->
    7) After shopping as much or as little as you'd like, return to the
    Swamp Forest and dispatch Moa. The Royal Wyverns that surround her can
    be tough if you get too many on you at once, but if you're patient you
    can lure them away so you'll have to fight them singly or in pairs. As
    for Moa herself.. she's no stronger than the rest of the Royal Wyverns.
    Kill her and take her head, but don't bother returning yet. We've got
    some Salamanders to deal with before we go back to Vizima. Head over to
    the Brickmaker's Village.
    <---------------------------------------------------------------------->
    8) Talk to Vaska to learn that new trouble has beset the Brickmakers-
    this time more interesting to Geralt than just some Drowners. Men with
    Salamander Badges have driven off the Lumberjacks and have been forcing
    Brickmakers they capture to gather herbs. They are led by an evil man
    named Roland Bleinheim. Our job? Find the enslaved Brickmakers, drive
    off the Salamanders, and save the day. But first..
    <---------------------------------------------------------------------->
    9) Head south to the Docks to find Carmen, of all people. Given Carmen's
    profession, she can't be out here for the work-there just isn't any
    worth mentioning. Since she's a pretty lady, and she's obviously got
    something to say, talk to her and she'll tell you that her man is a
    Werewolf. She came here to get a cure from the local Druids, but her
    chances of making it through the swamp-and more importantly, its
    monsters-are slim. Be a good gentleman and Witcher and offer to talk to
    the Druids for her. This will start the quest aptly named 'Beauty and
    the Beast'. It is, for once, a job entirely suited to Geralt's
    profession.
    
    Note: If you're playing a hard-line, consummate Witcher (the 'neutral'
    Geralt as far as this guide is concerned) and think that the only
    good lycanthrope is a dead lycanthrope, you might not want to start
    this quest at all. If you plan to 'cure' Carmen's lover with death,
    there is no way you can complete this quest.. and having a ghastly red
    mark in your quest-log.. it's just incomprehensible! On the plus side,
    killing the Werewolf is the only way you can obtain the 'Werewolf Fur'
    reagent, and hence, the only way you can make the 'Werewolf's Wrath'
    potion.. and hence-hence, the only way you can obtain the 'Predator'
    talent.
    
    Swamp Cave
    o======================================================================o
    10) Now to kill two birds with one stone-we'll head over to the Druid
    Grove, stopping at various locations inhabited by Salamanders along the
    way. First stop is the Swamp Cave in which we spent so much time
    productively turning Geralt into an unstoppable killing machine.. er..
    more of one. Inside the Swamp Cave you'll find an Overseer and several
    of his attendents, who are laughably weak. Dispose of them and
    afterwards a Brickmaker will tell you that some of his fellows are being
    held at the Lumberjack's Camp. There's also a 'Boy' in the cave that you
    should talk to, and when you do Geralt will recognize him as the missing
    Brickmaker kid we've been looking for. Instead of being captured by
    Druids or Dyrads, he was apparently an early Salamandra abductee. Geralt
    will tire of his mindless cult ramblings, but at least we found him, eh?
    
    ***REWARD***
    (For finding the lost Brickmaker boy)
    EXP	500
    
    ***REWARD***
    (For freeing the Brickmakers in the Swamp Cave)
    EXP	1000
    <---------------------------------------------------------------------->
    11) Leave the Swamp Cave and head north, north-east to find a small
    island north-west of the Altar of Melitele. It's distinct because it's
    absolutely swarming with Bloedzuigers. Kill them, and loot a corpse on
    the island to find a 'Family Ring', amidst other goodies. It's a new
    chapter, so you should know a few things by now-there's new people to
    sleep with, new people to box, new people to play poker with, and a new
    character who has lost a ring you need to gather. We're doing this quest
    backwards-getting the ring before we get the quest to get the ring-but
    it all works out in the end, and cuts down on the running around we have
    to do. The experience listed below is technically incorrect-you won't
    actually get this experience yet (you have to start the quest to get
    the experience for getting the ring as part of the quest) but since it's
    fresh in our minds, I'll record it here. You'll get it when the quest
    actually starts. Honest.
    
    ***REWARD***
    (For recovering the Family Ring)
    EXP	500
    <---------------------------------------------------------------------->
    12) Now it's time to deal with more Salamanders. Head south-west to the
    Lumberjack's Camp to find that, while the Lumberjacks have indeed been
    displaced, there are plenty of guilty Salamanders about. Same deal as
    before, several 'Overseer's Helpers' and an 'Overseer' need to be slain,
    which is cake. Afterwards, a Brickmaker will chat with you and tell you
    that the Salamanders are based in the old Nonhuman camp.. which you
    probably already noticed running around between grind sessions.
    
    ***REWARD***
    (For freeing the Brickmakers in the Lumberjack's Camp)
    EXP	1000
    <---------------------------------------------------------------------->
    13) Before we eradicate the last group of Salamanders in the swamp, go
    to the Druid Grove and talk to the Hierophant. Not surprisingly, he
    seems to remember Geralt, too. Everybody knew Geralt! You can get him to
    whine about pollution and defend his defense of the Scoia'tael by
    picking dialogue option #3, and you can find out that he plays poker at
    a professional level by picking dialogue option #2. Most importantly,
    ask the Hierophant about cures for lycanthropy, and after he chastises
    you for not knowing them yourself, he'll make three suggestions, which
    we'll follow in order; have a shirt made of Fool's Parsley (which we
    should have already gathered), get an alchemist to craft a cure, or..
    true love.
    
    ***REWARD***
    (For defeating three Professional players)
    EXP	200
    <---------------------------------------------------------------------->
    14) After enduring the gambling Druid's hippy crap, it's time to kill
    some politically dissident drug dealers. See? The Witcher isn't a
    fantasy game-it's a commentary on modern society-except for the Druid
    part. Anyways, head over to the Collapsed Tower, which is east of the
    Druid Grove to find the third and final group of Brickmakers. Once the
    Salamanders are dead, one Brickmaker will uselessly tell you that one
    group is being kept in the Swamp Cave, and that Salamandra was forcing
    them to manufacture Fisstech. Why Geralt is surprised after Chapter 2 is
    beyond me.
    
    ***REWARD***
    (For freeing the Brickmakers near the Collapsed Tower)
    EXP	1000
    <---------------------------------------------------------------------->
    15) Now that the Salamanders are dead and the Brickmakers are liberated,
    return to Vaska for your reward. She'll give you a book for your
    trouble.. and after dealing with the Bookseller in Vizima, we know how
    valuable those can be. As for tackling the Salamandra base, she'll
    refer you to the Hierophant, who may be willing to help us in our
    endeavor. Be sure to talk about the missing boy while you're here and
    finish 'A Lost Lamb'.
    
    ***REWARD***
    (For reporting to Vaska after freeing all the Brickmakers)
    EXP	3000
    Item	Hymns of Madness and Despair
    
    ***REWARD***
    (For telling Vaska you found the missing boy)
    EXP	2000
    <---------------------------------------------------------------------->
    16) We were warned earlier that we'd need an army to storm the
    Salamandra camp. If that's the case, Geralt is clearly an army. Storming
    the camp is actually easier than the route the game wants you to take,
    which is to complete the quest 'Diplomacy and Hunting' by the letter.
    It is, however, more rewarding to complete the quest. The Salamanders
    in the camp can be easily dispatched by luring them one or two at a
    time away from the rest of the camp, then slaughtering them. You can
    then take their gear and sell it (Illegal Swords sell for 70 Orens
    each.) Or, if you don't care to painstakingly carry swords back to town,
    you can set up a Yrden Sign on the bridge and lure the Salamanders unto
    it. It's a natural bottle-neck, and despite their numbers, you'll only
    have to fight one or two at a time (although the Salamandra Mage might
    summon an Ifrit to harass you, it's not a serious threat). So long as
    you don't kill Roland Bleinheim, there's no problem.. although to this
    end, it's easier to just do the quest first, then clear out the
    stragglers at the Salamandra camp.
    <---------------------------------------------------------------------->
    17) Head over to the Druid Grove again and talk to the Hierophant. He'll
    ask you to gather a Psilocybe for him, from which he can brew a potion
    to entice the Salamanders. This ingredient is found in the Swamp Cave,
    in the furthest room where we spent plenty of time killing Cockatrices.
    If you got it earlier during your runs, great. If not, go grab it now.
    On the plus side you'll get to kill more Cockatrices. Bring it back to
    the Hierophant and he'll elect to set out when you're ready. Be
    prepared. If you don't have an uber Geralt, brew up some potions like
    Swallow, Blizzard, Wolf, and Petri's Philter, depending on what sort of
    leveling scheme you've pursued.
    
    ***REWARD***
    (For convincing the Hierophant to help you ambush Salamandra)
    EXP	1000
    <---------------------------------------------------------------------->
    18) Tell the Hierophant when you're ready and follow him south to the
    ambush spot. He walks painfully slow, stay a good distance away from
    him, and when he stops save the game. This way if anything goes awry
    you don't have to follow his slow ass again. When ready, approach him
    and he'll warn you-belatedly-that you had better be ready. After the
    conversation is over, the Salamanders will show up, and since Geralt is
    near, they don't even bother chatting with the Hierophant. They come in
    two groups, and accompanying them are a pair of Kikimore Warriors-which
    more or less serve as tanks for this fight, and break up your tactics.
    On your side you have the Hierophant (who sucks in combat, but can heal
    you) and some Wyverns. With a 35th-level Geralt, this fight is cake,
    just blast them with a high-powered Igni a few times to reduce their
    numbers, and cut up the survivors. If you're lower-leveled, drink your
    potions before approaching the Hierophant at the ambush site, and use
    the Group Steel Style with Harvall to reduce the number of Salamanders.
    Ignore the Kikimores since they'll be difficult to kill without
    switching to the Silver Sword, and the crowd of Salamanders are just
    more dangerous. When the Salamanders are dead (or at least severely
    reduced) switch to the Silver Sword and use the Strong Silver Style to
    kill the Kikimores. After the slaughter is over, loot Roland's body
    (which can be rather difficult to find) for the 'Scroll of Werewolf's
    Wrath', a 'Royal Letter of Safe Conduct', and an 'Encrypted Message.' 
    Talk to the Hierophant again and tell him that the job's over to
    complete 'Diplomacy and Hunting'. This also updates the long-running
    quest 'Witcher's Secrets'. These documents don't hold any signifigance
    for us now, but they'll streamline a few quests later on. The Letter of
    Safe Conduct should be especially worrisome for Geralt, as it just
    stinks of political intrigue. At best they have a very good forger, or
    at worst Salamandra is in league with the as-of-yet absent king.
    
    ***REWARD***
    (For killing Roland Bleinheim)
    EXP	4000
    
    Vizima, Dike
    o======================================================================o
    19) It's time to return to Vizima-and I prefer to head to the Dike and
    work my way back through the Temple District. If you're incredibly cheap
    you can teleport to Kalkstein's Laboratory and walk-or you could just
    take the ferry. Ferryman's got to eat too, right? Once there, talk to
    the 'Desperate Merchant' and inquire about his curiosity. He'll
    ultimately ask you to recover a Family Ring that was lost in the Swamp
    Forest-which we already did. Hand over the ring to resolve this quest,
    nice and painless like. Note that at night the Dike is all but
    abandoned, so make your trip here during the day.
    
    ***REWARD***
    (For returning the Family Ring to the Desperate Merchant)
    EXP	2000
    Orens	100
    
    Vizima, Temple Quarter
    o======================================================================o
    20) Put your loot-detecting goggles on and head to the Temple Quarter.
    There's all kinds of new things to loot-pretty much every container is
    refilled, so searching all the buildings again comes highly recommended.
    Sure, most of it's junk, but it could be your junk. In general, however,
    it's not as busy in this chapter as it was in the last one. Most of the
    recurring characters don't have much to say right now, and we'll leave
    Siegfried alone for now and deal with his quest later.
    <---------------------------------------------------------------------->
    21) What does that leave us, then? During the day we can find a new
    figure on Merchant Street, a Dwarven dentist named 'Zahin Schmartz'.
    Talk to him and he'll ask you to find him rare teeth-monster teeth work,
    but he prefers 'teeth with a story'. This starts the quest 'Won't Hurt a
    Bit'. Here's how it works-you find some tooth, jaw, or fang, and you
    bring it to the Dwarf for some Orens and experience. Just look at the
    rewards in the 'Quests' section of the guide for the various things you
    can give him. We should already have a few of them-a Barghest Skull from
    Chapter 1, Beast Fangs we obtained in vast quantities while grinding,
    and by now we've certainly fought a Fleder or two. If you went by the
    Fireplace near the Collapsed Tower in the Swamp Forest, chances are you
    happened upon a Cemetaur and obtained a Cemetaur Jaw. This is, of course,
    assuming you've kept up with your reading and can actually obtain these
    components from enemies. If not, then you really need to visit the
    Antiquary in the Temple Quarter and the Book Seller in the Trade
    Quarter. It's a little late in the game not to have journal entries for
    most monsters. I'll list new things to give Zahin as we find them
    later, and leave the delivery up to you.
    
    ***REWARD***
    (For giving the dentist Beast Fangs)
    EXP	1000
    Orens	50
    
    ***REWARD***
    (For giving the dentist a Barghest Skull)
    EXP	1000
    Orens	50
    
    ***REWARD***
    (For giving the dentist Fleder Fangs)
    EXP	1000
    Orens	100
    
    ***REWARD***
    (For giving the dentist a Cemetaur Jaw)
    EXP	1000
    Orens	150
    <---------------------------------------------------------------------->
    22) If it's near 12:00, head over to the Hospital, outside of which
    you'll find a 'Distressed Nurse'. Talk to her, and she'll complain about
    her Grandmother, who is acting strange, and warding folks away from the
    cellar. Geralt will offer to look into it for 50 Orens, and because of
    Shani's recommendation, she'll trust Geralt. This starts the quest
    'Medic in Distress'.
    <---------------------------------------------------------------------->
    23) If you bug the old lady now, you'll probably just get thrown out. 
    Never fear, however, as this Grandma isn't as potent of an obstacle
    as the Grandma who attempted in vain to preserve Shani's chastity. She
    actually sleeps at night, so pay Vivaldi a visit, or Shani in the
    Hospital and rest until midnight. Now that all respectable folks are
    asleep, head into the house south from the 'Gate to Royal Castle' on
    the southern end of Merchant Street. Once inside, loot, then head into
    the cellar where you'll find a Fleder. Slay it and leave-if you talk to
    Grandma before you go, she'll accuse you of murdering her son and
    unceremoniously kick you out. Ah well. Next noon find the 'Distressed
    Medic' again outside of the Hospital and tell her what happened. She'll
    pay the agreed upon pittance, and everybody leaves a little happier.
    Except perhaps Grandma. Oh, and the Fleder.
    
    ***REWARD***
    (For killing the Fleder in the cellar)
    EXP	500
    
    ***REWARD***
    (For reporting to the medic)
    EXP	2000
    Orens	50
    
    Dungeon
    o======================================================================o
    24) Before we head off to the Trade Quarter, lets step on Salamandra's
    toes some more. This quest is related to the quests we did in the
    Swamps-it involves weakening Salamandra's grip on the local drug trade.
    Talk to Jethro and he'll try to bully Geralt into doing his job for him.
    Geralt-perhaps emboldened by gaining some levels, reuiniting with a
    powerful political friend in Triss, or because he just doesn't have the
    patience to deal with the petty corruption of the city guards anymore-
    refuses until Jethro wisely chooses a more amicable approach. Jethro
    doesn't like Salamandra being in control of the drug trade-perhaps it
    makes his habits too expensive, and puts him under the sphere of
    Salamandran influence. Either way, he's getting squeezed and wants to
    set you loose against their operations. You get to kill some
    Salamanders and foil more of their schemes, and he gets to sleep easier
    at night knowing his pocket is heavier. The 'evidence' he wants you to
    confiscate for him is certainly a bonus. If you have the Archespore
    Juice with you, you might as well turn it in and complete 'The
    Archespore Contract'.
    
    ***REWARD***
    (For bringing Jethro three units of Archespore Juice)
    EXP	5000
    Orens	200
    <---------------------------------------------------------------------->
    25) To find out more information we'll need to put some pressure on a
    local dealer named 'Angus'. So lets return to the Slums, our favorite
    pit of disease and depravity. While we're here, we might as well talk to
    Carmen to update 'Beauty and the Beast'. It doesn't meaningfully advance
    the quest, but it will save us the trouble of doing it later. Angus
    hangs out near the Hairy Bear during daytime. If you're rough with him,
    or you tell him the wrong contact he'll run off. If you tell him that
    Kalkstein told you he sells Fisstech, he'll offer to put you directly in
    contact with his suppliers for 1500 Orens. That's no typo, and it's an
    ludicrous amount of money to pay for an object that can be obtained
    with a little violence. Provoke him and follow him home-he'll lead you
    to the house north of the Hospital. Once inside, he decides to get rid
    of you in a more bloody fashion. He's a wimpy drug-dealer, you're a
    genetically mutated Witcher with untold amounts of training and
    experience. This isn't a fight. Kill him and loot him for 'The Letter of
    Recommendation' and 'Angus' Key'. One less drug-dealer in Vizima, and
    Geralt keeps 1500 Orens.
    
    ***REWARD***
    (For obtaining a 'Letter of Recommendation' from Angus)
    EXP	1000
    
    Sewers
    o======================================================================o
    26) Read the 'Letter of Recommendation' and it'll point towards the
    Sewers as the location of the Salamander base. Where else? Head to the
    Sewers and spelunk your way to the 'Transfer Point' on the map, which
    is north-east of the Gravier Crypt. Outside are two moronic bandits who
    will demand a password if you mention Angus-obviously his 'Letter of
    Recommendation' isn't worth the paper it's printed on. Good thing you
    didn't pay for it, right? Give them the correct password, "Thorn" if
    you don't want the Salamanders within to be immediately hostile.
    
    ***REWARD***
    (For giving the Bandits the correct password)
    EXP	500
    
    Salamandra Hideout
    o======================================================================o
    27) Now, if you gave the Bandits outside the correct password, Geralt
    will bluff his way past an Assassin. This lets you freely roam this area
    without being interrupted. Practically this allows you to loot to your
    heart's content before you actually get to business. While you're
    exploring you'll run across the 'Chief Chemist', a Dwarf who unwillingly
    oversees the Fisstech production. Pick dialogup option #1 to be kind to
    him and he'll give you a scroll of Petri's Philter in return. When 
    you're ready to get bloody, loot the crate in the room marked 
    'Salamandra Den' to provoke the Salamanders, or just draw a weapon and
    attack somebody, if you don't like how deep into the complex the former
    option puts you.
    <---------------------------------------------------------------------->
    28) There are plenty of Salamanders down here, but fortunately they're
    mostly low-quality combatants. Many of them died after two bursts of
    Igni-if you already completed 'Diplomacy and Hunting' you shouldn't have
    much trouble here. If you're lower-leveled, a Swallow Potion might help,
    and beyond that, just use the appropriate sword style for the situation
    and you'll be fine. If you're eager to earn some Orens, each Assassin
    carries two Temerian Steel Swords and a Temerian Steel Dagger, which if
    collected can be sold for a total of 100 Orens. Granted, this involves a
    lot of running through the sewers, but it's worth noting. In addition
    to their weapons, the Assassins also carry a variety of food, alcohol,
    greases, powders, and weapon upgrades that are worth picking up. 
    <---------------------------------------------------------------------->
    29) In the room marked 'Salamandra Den' you'll find the information
    you're looking for inside a crate. Grab the Key and the 'Letter from
    Gellert Bleinheim' and leave the Salamandra Hideout. As you go you'll
    notice that members of the guard show up to secure the place-and kill
    the Dwarven Chief Chemist (but leave the human Chemists alone). More
    evidence of racism, or cutting the head off the serpent? Either way,
    once you reach the Sewers Jethro will reward you, and Geralt will
    respond typically tempermentally. This ends 'Following the Thread' and
    begins 'The Viziman Connection'.
    
    ***REWARD***
    (For obtaining the 'Letter from Gellert Bleinheim')
    EXP	500
    
    ***REWARD***
    (For clearing out the Salamandra Hideout)
    EXP	3000
    Orens	100
    
    Sewers
    o======================================================================o
    30) Now is as good a time as any to explore the newly opened Trade
    Quarter Sewers. There are a few corpses and barrels to loot.. and
    Drowners to kill.. always Drowners to kill. There's also an exit to
    the Trade Quarter, which is handy. The most interesting area, however,
    are the Elven Ruins. They're part of the 'Echoes of Yesterday' quest
    that Yaevinn will give us, but there's no harm in exploring it now.
    There are two Elven corpses to loot for minor gains, and two Trunks with
    more goodies in them. The ruins are guarded by lesser Vampires (Fleders,
    Alps) and some Necrophages, but this shouldn't be seen as an
    inconvenience-looking at it optimistically, it's a way to obtain new
    teeth to sell to Zahin Schmartz. There's even a new teleporter nearby,
    for easy access to and from this location. Just be sure to activate it,
    and you can come and go as you please. This is also another location
    where we can earn some money, as the Alchemist in the Marketplace will
    buy each Alp Fang for 5 Orens. If you have the 'Ingredient Extraction'
    talent you can obtain 10 Orens per Alp. Only one spawns at a time,
    but it will respawn every time you rest-and there's a Fireplace right
    in the same room. As a bonus, they occassionally drop Naezen Salts,
    which sell for 8 Orens. Near the entrance to the Elven Ruins you'll
    almost always find a Fleder, whose fangs sell for 10 Orens each. So,
    rest, kill the Vampires, and when you've got enough fangs, sell them
    for some decent cash.
    
    ***REWARD***
    (For giving the dentist Alp Fangs)
    EXP	1000
    Orens	150
    
    Swamp Forest
    o======================================================================o
    31) When you've killed as many Alps as you wish (at least one to appease
    Zahin) we can finally go do Yaevinn's quest. Or start it, at least. We
    avoided this earlier so we could kill undead in the Elven Ruins. Once
    you start 'Echoes of Yesterday' the normal undead that spawn there will
    be replaced by critters related to the quest. Use the nearby teleporter
    and use it to return to the Swamp Forest. Head to the Druid Grove and
    talk to Yaevinn. He'll shed some light on his past interactions with
    humans, and ask some political questions of his own. Ask if he has a
    job for you and he'll ask you to go see what happened to one of his
    squads he had operating in Vizima's sewers. He'll also tell you the
    Elven version of the Lara Dorren story.
    
    Vizima, Trade Quarter
    o======================================================================o
    32) Return to the Swamp Tower and teleport to Kalkstein's Laboratory-we
    could go right back to the sewers, but we'll pick up (and complete)
    another quest along the way. Also, Yaevinn's quest expects you to enter
    from the Sewers, so that's what we'll do. Once back in the Temple
    Quarter head to Siegfried's Post and talk to Siegfried. Ask him what
    he's doing here and he'll ask you to look into the disappearances in the
    Cemetery, promising pay-besides the Order's gratitude, that is. This
    starts the quest 'Six Feet Under.'
    
    Note: According to the game guide, you cannot complete 'Echoes of 
    Yesterday' if you start 'Six Feet Under', and vice-versa. It's wrong.
    The only way you can botch these quests is if you complete one after
    finishing 'A Posh Reception', since this sets 'Gold Rush' in motion. If
    we do them both now, we'll have absolutely no problems.
    
    Vizima, Cemetery
    o======================================================================o
    33) There's no reason not to go to the Cemetery now and give it a look-
    see. Right in front of you you'll find a Man's Corpse, which Geralt will
    identify as the work of Ghouls. Head to the pond in the south-eastern
    corner of the Cemetery to find a Woman's Corpse, which was most
    certainly not slain by Ghouls. Now head to the Chapel Ruins in the
    middle of the area to find a unique Ghoul named Vetala. Approach it and
    it will talk to you, of all things. While it can't hide it's nature or
    its diet, it will deny killing any living people. If you pick a fight
    with it, Geralt will pin it as the culprit, and killing Vetala will
    end the quest.. however, it's not the correct solution, and only my
    neutral Geralt is set on killing this Ghoul, regardless of its guilt.
    Get Vetala to tell you who the real culprits are and it'll tell you that
    Elves rob graves and kill anybody who gets in their way. The Ghouls
    leave them alone because of the food they bring. If you killed Vetala,
    skip to Step #36 for your reward.
    
    ***REWARD***
    (For killing Vetala)
    EXP	2000
    <---------------------------------------------------------------------->
    34) Head over to the Crypt and sure enough, you'll find a group of
    Scoia'tael loitering about. They might be savages who murder innocents,
    feed them to monsters, and loot graves, but they're not foolish enough
    to want to fight a Witcher. They'll pose Geralt with a conundrum-they
    left people down in the Crypt, in the dark, with Ghouls. If you chase
    after them, the innocents will die at the hands of the monsters, but
    if you save the people, the Scoia'tael will go free. In the end, I
    always choose to let the Scoia'tael go, whether I plan to side with the
    Order or the Scoia'tael later. You'll get a better reward for saving the
    people in the Crypt, and after all, Witchers were created to protect
    people from monsters-that should come first. Nonetheless if you kill the
    Scoia'tael, skip to Step #36 for your reward.
    
    ***REWARD***
    (For killing the Scoia'tael)
    EXP	2000
    
    Crypt
    o======================================================================o
    35) Ignore the Scoia'tael and enter the Crypt. Head east, down the
    tunnel opposite the entrance, and keep going until you reach the
    furthest room, where you'll find an Alghoul and some Ghouls about to..
    harass.. some peasants. Kill the monsters and one of the women will
    thank you for saving them before running off. Now it's time to go see
    Siegfried for our reward.
    
    ***REWARD***
    (For saving the innocents)
    EXP	2000
    
    Vizima, Trade Quarter
    o======================================================================o
    36) Report back to Siegfried, and he'll respond differently depending on
    your report. If you killed Vetala, he seems indifferent. If you let the
    innocents die, he'll be disappointed and dock your pay. If you saved
    the innocents, he'll be almost beside himself with giddy joy and
    admiration (as giddy as Siegfried gets, anyways). For being 'like a true
    knight' and performing the highest service, you'll get a bonus. Now lets
    head back into the Sewers and hunt down Bleinheim.. he's not too far
    away from the Temple Quarter entrance..
    
    ***REWARD***
    (For solving the Cemetery problem by killing Vetala)
    EXP	2500
    Orens	200
    
    ***REWARD***
    (For solving the Cemetery problem by killing the Scoai'tael)
    EXP	3500
    Orens	100
    
    ***REWARD***
    (For solving the Cemetery problem by saving the innocents)
    EXP	4500
    Orens	400
    
    Sewers
    o======================================================================o
    37) To reach the Transfer Point where we'll find Gellart, go south as 
    far as you can down the tunnel with the Temple Quarter exit along the
    northern end, then take a connecting tunnel to the east. You'll get a
    cutscene showing your prey, after which they will head towards you.
    Dispatch Gellart and his Salamander goons and search the second
    Bleinheim's body for another Royal Letter of Safe Conduct, and the 
    'Key to Salamandra Code'. 
    
    ***REWARD***
    (For killing Gellart Bleinheim)
    EXP	1000
    <---------------------------------------------------------------------->
    38) Now that we're back in the Sewers, lets finish up Yaevinn's little
    task. Head to the Elven Ruins in the Sewers to find a Dwarf named Ren
    Grouver out front with a couple of Elves. When you approach he'll
    converse with you, and tell you that some monster destroyed most of his
    squad. Head down into the ruins to find a Bruxa, victorious over a fresh
    kill. This thing is nothing more than a beefy Alp, and at a decent
    level it should go down without causing too much trouble.
    
    ***REWARD***
    (For slaying the Bruxa)
    EXP	2000
    <---------------------------------------------------------------------->
    39) Immediately after the Bruxa dies, Ren will thank you for the task.
    Yaevinn will then teleport into the area via the teleporter (which will
    go dormant from now until after 'Gold Rush' is complete.) He'll talk to
    you, reward you, and then promptly tell you to forget what you saw here.
    There are no artifacts to be found, so the Scoia'tael must need this
    location for another purpose. I'm sure we'll find out why soon enough.
    
    ***REWARD***
    (For talking to Yaevinn after killing the Bruxa)
    EXP	4500
    Orens	300
    <---------------------------------------------------------------------->
    40) We have both an encoded document and the cipher for the code. We've
    destroyed two related (pun intended) cells of Salamandra's drug ring,
    and have killed the Bleinheim brothers. We'll butcher the entire
    Bleinheim brood at this rate! All that's left to do is talk to Jethro
    and claim our reward. Geralt parts with one last threat, and we're out
    of leads.
    
    ***REWARD***
    (For reporting to Jethro after killing Gellart Bleinheim)
    EXP	4000
    Orens	200
    
    o======================================================================o
    |								       |
    |           	      Questing the Trade Quarter	               |
    |								       |
    o======================================================================o
    We've smashed Salamandra's drug trade, helped out Siegfried and Yaevinn,
    and did almost everything we could possibly do without entering the
    Trade Quarter. So now it's time to explore the new area of the city,
    rub elbows with VIPs, play politics at a much higher level than Geralt
    probably ever intended, and take a stand on the struggle between the
    Order and the Scoia'tael. Before any of that, however, we'll chat with
    peasants, explore, and start-and resolve-some secondary quests before
    we get too deep.
    
    Trade Quarter
    o======================================================================o
    Sequence of Events:						{WLK012}
    		1) Ever more Exploration..
    		2) Book Beneficiary
    		3) Casual Adultery
    		4) Big-Mouthed Butcher
    		5) Wool-Trader's Words
    		6) Gabbin' with Guards
    		7) Courtesan Card
    		8) A Royal Conspiracy
    		9) Alchemical Argument
    		10) Feathers and Frolicking
    		11) Drinks for Stories
    		12) The Worried Waitress
    		13) A Friendly Innkeeper?
    		14) Assaulting Andrew
    		15) Patrick's Problem
    		16) Dandelion's Dilemma
    		17) A Flusterd Father
    		18) Reasoning with Rozalind
    		19) Rockin' the New Narakort
    		20) Night in the Trade Quarter
    		21) Win-Win
    		22) The Gambling Den
    		23) Rubbing Elbows with Royalty
    		24) Boozing up Blunt
    		25) The Many Faces of Thaler
    		26) Visiting Velerad
    		27) Innuendo with Adda
    		28) Inquiring into Adda's Appetite
    		29) Stealthy as a Mule
    		30) A Miracle Steak
    		31) Adda's Infatuation
    		32) Declan's Plan
    		33) Thaler's Accusation
    		34) Thaler's Evidence
    		35) Cracking the Code
    		36) Bank Robbery
    		37) Accompanied or Alone
    		38) Negotiate or Fight
    		39) Yaevinn's Ultimatum
    		40) Into the Sewers
    
    1) Before we rush off to do anything questy, lets take care of some
    minor encounters. Exploration is the name of the game, and there's
    plenty of loot to be had in this quarter, and plenty of people to talk
    to. Although many of the upper-class citizens are unfriendly, there are
    still a few random encounters worth experiencing. And of course, now
    that we're back in the Trade Quarter we might as well drop off that
    Wyvern Head we've been carrying around..
    
    ***REWARD***
    (For bringing the 'Head of a Female Wyvern' to the Royal Huntsman)
    EXP	5000
    Orens	600
    <---------------------------------------------------------------------->
    2) A 'Townsman' will outright give you the book 'Physiologus' if you 
    talk to him-to aid you in clearing out the monsters plaguing the land 
    and to settle a debt with Leuvaarden. Score. Leuvaarden pays off even 
    when we're not working for him!
    <---------------------------------------------------------------------->
    3) One 'Townswoman' will tease Geralt, and ultimately prove that she's
    immune to his so-called charms. On the other hand, a 'Noblewoman' will
    seem quite postively disposed towards Geralt's ruggedness. She'll ask
    for a piece of a monster if you keep selecting dialogue option #1. Give
    her a Kikimore Claw in order to obtain the Sex Card 'Merchants'.
    <---------------------------------------------------------------------->
    4) As for peddlers, we've discussed the Marketplace in detail, but along
    the wall you'll find a few vendors worth talking to. There's an
    optimistic Fishmonger and an absolutely hilarious Butcher. The latter
    has quite a bit to say-mostly negative-about politics, prominent
    figures in the city, and of Geralt's bed-time reputation. You should
    especially ask about the courtiers to learn that-according to the
    Butcher-Foltest is incestuous and spoiled Adda into becoming a rotten
    whore, Velerad is an incompotent drunk, de Wett is a Nilfgaardian
    knight of the Order who is constantly in the company of Adda-and all
    that implies, Jacques, the Grandmaster of the Order of the Flaming Rose
    is a racist, and Triss is the biggest whore in Temeria.. after Adda.
    It's interesting backstory, at least.
    <---------------------------------------------------------------------->
    5) In the Marketplace there's a Wool Trader. If you talk to him, he
    won't sell you any clothing, but he'll suggest that he knows some
    secrets worth hearing. Pay him 25 Orens and he'll tell you that Foltest
    is meeting with King Radovid, either discussing the trade war, or
    discussing marrying off Adda.
    <---------------------------------------------------------------------->
    6) A few guards have something to say as well-generally the bigger,
    platemail wearing guards. One will seem to recognize you, and tell you
    to mind the law. Another will implore you to kill the monsters that
    roam the city.
    <---------------------------------------------------------------------->
    7) A higher class of citizen means a higher class of whore. If you want
    the 'Courtesan' Sex Card it seems like you'll have to pay hundreds of
    Orens to get it. The cost can be cut down somewhat by presenting the
    'House of the Night Signet Ring', but even so, it's still expensive.
    There is an alternative, however. If you give a Courtesan any gem stone,
    even a rather unexpensive piece of Amber, you'll get their card. Sex and
    savings rarely go together, but it's sweet when they do.
    
    Workshop
    o======================================================================o
    8) Once you're done talking to people outdoors, it's time to head over
    to the Workshop west of Triss' House. Inside, talk to a Townsman and
    question him about the factory-and particularly its clientelle. Geralt,
    with his magic powers of deduction will realize that the weapons being
    produced in this factory are being sold to a faction within the royal
    court. Obviously there's some political strife brewing.
    <---------------------------------------------------------------------->
    9) Talk to the Alchemist in the room and ask him about Zerrikanian
    masters and he'll offer to swap a book with you for a piece of Red
    Meteorite. It's mostly a lateral swap, and since you can obtain the
    book 'Zerrikanian Alchemy' from many book merchants, yet red ore is
    finite, you should probably just hang onto the ore. Pick dialogue option
    #1 until you get the option to mention Kalkstein. After this, he'll
    try and tear down Kalkstein's book, 'Metamorphoses'. If you've read it,
    you can refute his arguments.. or if you're reading along, pick options
    #2, #1, and #2 and the Alchemist will see his error. Afterwards he'll
    ask you a question he's certain will baffle you. Pick dialogue options
    #2 or #3 to get a positive response. For discoursing in Alchemy with
    him he'll give you the books 'Secrets of the Southern Masters' and
    'Samum.' Not bad for a bit of chatter, eh?
    
    Town Hall
    o======================================================================o
    10) Lets pay a visit to Town Hall while we're running around. It's
    surprisingly uninteresting considering it's one of the centers of
    Viziman government. You can turn in your Cockatrice Feathers to the
    Scribe in the back. When done, head upstairs to find numerous Clerks-
    many of which will flirt with Geralt. Call them naughty, and they'll
    eventually ask for a gift. Give them a Diamond and you'll get their
    Sex Card.
    
    ***REWARD***
    (For giving the Scribe five Cockatrice Feathers)
    EXP	5000
    Orens	200
    
    New Narakort
    o======================================================================o
    11) Now that we've given the area's less important people and locations
    a good visit, it's finally time to (officially) visit the New Narakort.
    Nothing moves until we get 'A Posh Reception' over with, after all.
    Inside you can find a 'Townswoman' who will trade tales for a mug of
    beer or a glass of milk (she means Cow's Milk). What she asks for will
    determine what tale she'll tell, but it's always a folk-tale about some
    monster or another.
    <---------------------------------------------------------------------->
    12) Talking to the Waitress can be worth your while as well. Most of the
    time she won't say anything useful. Once she'll gab on about her hideous
    witch of a grandmother, which she thinks Geralt would have gotten along
    with, for some reason. Another time she'll complain about spilling sauce
    on a patron's gloves. Offer to help her out by either paying for
    replacement gloves (100 Orens) or by giving her Red Woman's Gloves. They
    cost about the same, but if you have some lying around, you might as
    well just give them over. In return, she'll give you some Wive's Tears
    Potions.
    <---------------------------------------------------------------------->
    13) The Innkeeper is actually courteous-something we haven't seen in
    the entire game, until now. He'll refuse to talk about Leuvaarden's
    party upstairs, but for a measly 233 Orens he'll open up about the
    Salamanders who visit, and give you the password to their underground
    lair. This pertains to the quest 'Following the Thread', which seems to
    have wanted us to bleed Orens at every possible turn. Fortunately, we
    no longer need this password. If you've got it (and you should) turn in
    your Wyvern Meat for a decent reward.
    
    ***REWARD***
    (For giving the Innkeeper three portions of Wyvern Meat)
    EXP	5000
    Orens	200
    <---------------------------------------------------------------------->
    14) And of course, there's the boxing. It might seem a little out of
    place for an establishment like this, but in the day before electricity,
    folks had to amuse themselves.. by punching each other in the face. Now
    we do that on television. Anyways, the new quest fighter is Andrew
    Gablodda, a former professional boxer whose career lasted until he
    fought another boxer named the Lion. Pay up 200 Orens to fight him and
    win. Your prize this time is actually rather interesting. Don't be
    tempted by the gold, instead you can obtain a chunk of Red Meteorite,
    or an Earth Rune, depending on what you'd rather upgrade, your Steel
    Sword, or Silver Sword (respectively). Since we've got a handful of
    Red Meteorite, and only one Earth Rune, I pick the latter. Either way,
    you'll get a Svarog Rune Stone along with it. Much better than the 300
    Orens you'd get if you asked for cash.
    
    ***REWARD***
    (For defeating Andrew Gablodda)
    EXP	5000
    Orens	300
       ---or---
    Item	Red Meteorite and Svarog Rune Stone
       ---or---
    Item	Earth Rune and Svarog Rune Stone
    <---------------------------------------------------------------------->
    15) As for characters of obvious interest, there are two that can be
    found in the New Narakort-Patrick de Weyze and Dandelion. First up is
    Patrick de Weyze, who will ask you to investigate his sister-a beautiful
    blue-eyed girl who Patrick thinks is a Vampire.. or at least a Vampire's
    thrall. This starts 'Blue Eyes', a quest that appears to suit Geralts
    appetites and  profession just fine. Patrick will also bad-mouth
    Siegfried, if you ask about him. We'll do this quest after 'A Posh
    Reception'.
    <---------------------------------------------------------------------->
    16) Next up is Dandelion, our vagabond bard-friend has troubles. It
    seems that he misplaced his lute, without which he won't be able to make
    sweet, sweet music. Ask him about his lute and you'll learn a little
    more backstory, including some foreshadowing about a character who will
    be appearing later-the Elf Toruviel. Pour six mugs of cheap beer down
    his throat and he'll reveal-sheepishly-what happened to make this bard
    misplace such a cherished device. Apparently he got caught giving a
    local merchant's daughter some 'music lessons', and although he's coy
    about it, he means lessons of a somewhat naked variety. This starts the
    quest 'Dandelion's Lute'. We'll do this now, since unlike the Patrick
    quest, there's not a cheaper solution we can obtain later.. and
    because Dandelion is our old buddy.
    
    Merchant's House
    o======================================================================o
    17) Exit the New Narakort and head east to find the house marked
    'Dandelion's Lute'. Inside you'll find a very angry dad, who will leave
    us with two ways to get past him. First, you can bribe him. 50 Orens
    for 'pain and suffering' as he puts it. That restitution price makes
    his daughter cheaper than any whore or courtesan in the game thus far.
    But we've no need to throw Orens at him to satisfy his primitive anger
    over the fact that his daughter used her body to perform a natural
    function. Instead, expend all the meagre dialogue options and he'll
    insult Geralt one too many times. Geralt answers the threats of Hobbs
    Pankiera with his fists. Win the fistfight and Hobbs will concede to
    Geralt's superior strength.
    <---------------------------------------------------------------------->
    18) Head upstairs and approach Rozalind Pankiera to have her initiate
    dialogue with you. She's an easily bored girl, it seems, especially
    since she's been kept in her room since the Dandelion debacle-which
    she'll tell you about using heavy-and obvious-innuendo. And by easily
    bored, I mean she's a man-eater who takes a shine to Geralt almost
    immediately. It doesn't matter what you say, you can always obtain the
    lute, but to get to know Rozalind in a more intimate matter, tell her
    that if she gives up the lute it'll show that she doesn't care about
    Dandelion-that she dumped him, not the other way around. She'll respond
    positively to the idea-either encourage her, or tell her she's going
    just a bit outside the realm of believability. If you do the latter, ask
    if you can do anything to cheer her up. Either way, you'll end up with
    her talking about a Witcher's magical touch. Offer to show her to obtain
    the 'Townsfolk' Sex Card.
    
    ***REWARD***
    (For obtaining Dandelion's Lute)
    EXP	1500
    <---------------------------------------------------------------------->
    19) All that's left to do now is reunite Dandelion with his Lute. Return
    to the New Narakort and give it to him for a nice experience reward.
    He'll invite you to witness his performance, which occurs after 20:00.
    This just so happens to coincide with when 'A Posh Reception' starts.
    Two birds with one stone? You can now play dice with Dandelion, but
    there's no real point. Even though Dandelion is a Sharper, he will not
    bestow any quest progress upon you for playing him in this chapter..
    also, he seems to lose his desire to play anymore after giving his
    concert. Rest up until night-time, then exit the inn and return to
    witness Dandelion's 'concert'. Wee.
    
    ***REWARD***
    (For reuniting Dandelion and his lute)
    EXP	5000
    
    Trade Quarter
    o======================================================================o
    20) Now that it's night-time, lets go explore the Trade Quarter. It's a
    more dangerous place at night, that's for certain. Kikimores and
    Salamanders stalk the streets-and for some reason the two don't seem to
    be at odds.. certainly not a good sign. At least Kikimores are worth
    some experience, and Salamanders drop weapons that can be sold for
    modest gains.
    <---------------------------------------------------------------------->
    21) Wander the streets until you find a 'Flaming Rose Militia Sergeant'.
    He hangs out near the barricade north of Town Hall. When you approach
    he'll initiate conversation and will bust your balls about having a 
    pass, and inform you that your current pass allows you to enter Vizima-
    not to wander around after curfew. Thanks, Triss. Even with 5,000+ Orens
    I didn't have enough to bribe him, so as far as I'm concerned, it's not
    worth bothering with. Offer to kill any Kikimore you come across in
    return for a pass. The knight will realize it's a win-win and
    capitulate.
    
    Gambling Den
    o======================================================================o
    22) Along the alley along the southern wall of the district you'll find
    a Gambling Den.. At night, anyways, it's empty during the day. Inside
    you can find Koster, and if you talk to him you'll start 'Dice Poker:
    The Sharper'. Of course, if you haven't already become a Professional,
    he won't play with you.. and since we haven't done 'A Posh Reception'
    yet, you're not a Professional. If you talk to the Bar Wench who runs
    the place you can try to find out who owns it-but you'll only piss her
    off if you mention Salamandra. You can't do much here now, but I figured
    I'd mention it, and let you go deal with Koster when you are able.
    
    Note: Later in the chapter, a.. dominance issue will need to be settled
    between Shani and Triss. Without giving away too much-and because to do
    so would be irrelevent-if you prefer Shani over Triss, make sure you
    become a professional poker player in this chapter, and play Koster as a
    Sharper. Triss-lovers are advised to do the same, but they've got more
    people to play against in Chapter 4 than the Shani-lovers will.
    
    ***REWARD***
    (For defeating one Sharper)
    EXP	400
    <---------------------------------------------------------------------->
    23) Now it's finally time to stop screwing around and go to this party
    we've been avoiding. Before you go, grab some strong alcohol from the
    Waitress or from your stash and concoct a Wive's Tears potion. Rubbing
    elbows with VIPs always means drinking is involved. Head on upstairs to
    find pretty much everybody who is anybody in Vizima. Talk to Triss
    first and she'll encourage you to mingle-as well as to stop sulking.
    Before we can get into the messy politics, we need to talk to everybody
    of interest. Leuvaarden, Adda, Velerad, and Thaler all need to be
    spoken to. After you've talked to everybody and glutted your journal
    full of new entries Triss will leave you to your own devices.
    <---------------------------------------------------------------------->
    24) First thing to do is 'talk' to Erkyn Blunt. Under normal
    circumstances one would find his conversation boring, but Geralt doesn't
    seem to mind the silence. Drink with him and down three bottles of
    strong alcohol to get him to speak. He'll reveal that Thaler hired him
    to be there, rather than Thaler being his mouthpiece, as he claims.
    He'll ask you not to reveal Thaler's plans, and will give you the 'House
    of the Night Signet Ring.' We already learned from Shani that Thaler is
    the head of Foltest's secret police. He must be up to something at this
    party..
    <---------------------------------------------------------------------->
    25) Now talk to Thaler, who is obviously playing a different persona now
    than his 'Fence' role in the Temple Quarter. Geralt speaks straight, and
    Thaler will respond in kind, and warn Geralt that there's trouble
    coming, and when it does, Geralt must choose one side or the other-there
    is no room for neutrality. Thaler is, of course, refering to the
    intrigue within the royal court itself (the two factions we found hints
    of at the Workshop) but it's more than that-there's also the racial
    troubles brewing, which is a semi-related, yet distinct conflict in its
    own right. He's not just plying the tired 'you're either with us, or
    against us' routine, either. His observations are quite astute-our
    friends, Triss, Shani, Zoltan, Dandelion, Seigfried, among others, will
    fall on various sides of these struggles. Not to mention Salamandra's
    obvious political maneuverings. We're involved whether we like it or
    not, and clinging to our neutrality might be a good idea to stay out of
    trouble-but it's likely to cause more harm than good when we're already
    in trouble. It's as the saying goes, no answer is worse than no answer. 
    You can get information from Thaler about Leuvaarden-who heads a trans-
    national collection of merchants, bankers, and other high-rollers. He
    warns us not to trust Triss quite as much as we do, and tells us that
    de Wett is a Nilfgaardian with dick-envy that serves as Adda's stooge.
    Geralt points out that Adda might have her own game going, and Thaler
    responds that Adda might be another's pawn, as well. Whatever the case,
    his opinion on de Wett seems fair enough, in my opinion. Ask about
    Thaler himself, and he'll be surprisingly direct, and retort by
    questioning your vendetta with Salamandra. My neutral Geralt responds
    by saying his grievances with Salamandra are personal-the other two
    Geralts respond by saying 'both'. This answer does have some bearing on
    Geralt's identity, and suitably it updates the quest 'Identity'.
    
    ***REWARD***
    (For talking to Thaler about your personal and political motivations)
    EXP	2000
    <---------------------------------------------------------------------->
    26) Talk to Velerad. Geralt will question the status of Adda's curse,
    which honestly seems to be more dormant than dispelled. Velerad won't
    say much about the issue-he's obviously not as close to Adda as
    Foltest's right-hand man should be. He will, however, say that he thinks
    Adda needs a good lay. Whether he means she needs to get knocked up to
    put a proper heir in the picture, or whether he's saying somebody needs
    to fuck the crazy out of her is anybody's guess. Given the opinions of
    the Vizimans we've talked to around the Trade Quarter, the answer is
    probably both.
    <---------------------------------------------------------------------->
    27) We can now talk to Adda again, who is apparently in the mood to
    talk. She'll send her poodle away on an obviously meaningless errand to
    allow us to talk freely. She'll start out by comparing politics to sex,
    and it's obvious she's just angling for our disposition on both topics.
    It's a rather interesting conversation, no matter how you respond. It'll
    ultimately boil down to Geralt inquiring about Foltest's politics, at
    which point Adda will become pointedly bored and ask you to fetch her
    favorite meal.
    <---------------------------------------------------------------------->
    28) Talk to Velerad and ask what meal the Princess enjoys. He'll demand
    a stronger drink before speaking. Give him some strong alcohol and he'll
    tell you that Adda's childhood left her with a taste for raw meat.. one
    of it's many, obviously lingering effects. He also informs you that
    Thaler's agents scour the country looking for the source of this
    delicacy. Now talk to Thaler, who, as a spy and somebody generally in-
    the-know might know what Adda's appetite calls for. He'll tell you to
    obtain a letter from an adjoining room and he'll reveal what Adda
    fancies.
    <---------------------------------------------------------------------->
    29) Head into the room near the stairs and loot a chest to obtain a
    'Mysterious Letter'. When you do, a 'Wealthy Merchant' will barge in and
    demand to know what you're doing in here. When the privy excuse doesn't
    fly, Geralt can either say he's looking for superior booze, at which he
    will be prompted to share some.. although you can just exit out of the
    gift screen without giving anything and the Merchant will walk off. Or,
    you could just threaten to mutilate him horribly, which scares him off.
    Read the note before you return to Thaler to learn more politics you
    probably shouldn't. When you hand the letter over, Thaler will reveal
    that Adda enjoys a slab of rare Catoblepas steak. Rare in both senses of
    the word.
    
    ***REWARD***
    (For finding out Adda's favorite dish)
    EXP	500
    <---------------------------------------------------------------------->
    30) We'll need a miracle to score some Catoblepas here.. fortunately, we
    know Triss. Talk to her and ask her to conjure up some Catoblepas, and
    she'll grudgingly agree. Wait a moment, and after seeing Triss magic up
    some food, talk to her again. She'll derisively and crudely joke before
    giving you the steak.
    
    ***REWARD***
    (For getting Triss to conjure up some Catoblepas)
    EXP	500
    <---------------------------------------------------------------------->
    31) Present the meal to Princess Adda and she'll gleefully invite you to
    meet with her in several minutes. Follow her to the room where you
    scored the 'Mysterious Document' for Thaler, and talk to Adda. There's
    no second-guessing what she wants from Geralt, and in all honesty, her
    unwholesome eagerness almost drives me to turn her down. However, my
    desire to have a more complete journal ultimately compels me to
    acquiesce. She's somewhat more feral than either Shani or Triss, and
    the game can't help but foreshadow her nature by showing how Geralt's
    amulet reacts to the princess.. which Adda wisely tears off.
    
    ***REWARD***
    (For discussing "politics" with Adda)
    EXP	1000
    <---------------------------------------------------------------------->
    32) Afterwards you'll run into Triss again, who will tell you that
    Declan wants to speak with you. Return to the room where the high-
    rollers originally congregated and talk to Leuvaarden. Geralt is
    uncharacteristically snippy with Leuvaarden, and for no good reason, it
    seems. Perhaps all this socializing has put him in a foul mood? He'll
    ask you to help disrupt Salamandra by hitting them where it hurts-their
    Fisstech business. This ends the quest 'A Posh Reception' and begins
    'Lock and Key'. We'll also recieve the book 'Scroll of white Raffard's
    Decoction', a potent healing potion. Since we've already stopped
    Salamandra's drug trade (Declan's information clearly isn't up to snuff)
    we can progress 'Lock and Key' further by simply talking to Declan
    again.
    
    ***REWARD***
    (For scheming with Declan Leuvaarden)
    EXP	3000
    
    Trade Quarter
    o======================================================================o
    33) To get Declan talking again, however, we need to leave the Inn and
    return.. which is just as well, as there's something outside for us to
    do. Leave the Inn and you'll see Thaler confronted by de Wett and a
    number of guards. Count de Wett has produced an edict from Foltest that
    strips Thaler of his position. Thaler contends that the letter is a
    forgery. We have no room for neutrality here-this won't resolve until
    we resolve it. Since neutrality is out the window, we have two choices-
    side with Thaler, a dubious figure but genuine secret agent who has
    helped us in the past and whom we are certain is not part of Salamandra,
    or de Wett, a racist in cahoots with Adda whom we know despises us. If
    you have a partial stroke and side with de Wett, Thaler will fight back
    against the overwhelming odds arrayed against him. Afterwards, Count
    de Wett will tell you to forget what you saw here-hardly the response of
    an innocent man who was legitimately upholding the King's edict. If you
    side with Thaler, de Wett wisely chooses not to press the issue. Geralt
    tells Thaler to lie low for a while, but Thaler insists he has some
    information for Geralt. He'll be waiting in the New Narakort.. which is
    fortunate, since we intend to return there, shortly. As in now. Either
    way you resolve the matter, it updates the quest 'All the King's Men.'
    
    ***REWARD***
    (For resolving the issue between Count de Wett and Thaler)
    EXP	500
    
    New Narakort
    o======================================================================o
    34) Return to the New Narakort and have a chat with Thaler, who will
    show you proof that he was placed in charge of Vizima during the absence
    of Foltest. Velerad might be responsible for running the day-to-day
    affairs of the city, but Thaler is clearly in charge of the more
    important-and less visible-business. The absence of the King's signature
    on the recent royal edicts paints them as forgeries. Somebody is making
    a power play. Somebody who has de Wett in their pocket. Also keep in
    mind the 'Royal Letters of Safe Conduct' both the Bleinheim brothers
    had. Thaler is against Salamandra, and whomever has been forging these
    documents is giving safe conduct to Salamandra. The enemy of our enemy
    might not be our friend, but the friend of our enemy may just be our
    enemy.. 'All the King's Men' is updated again, and we're free to pursue
    other matters.
    
    ***REWARD***
    (For discovering the true depth of Thaler's role in Viziman politics)
    EXP	1500
    <---------------------------------------------------------------------->
    35) Head upstairs and talk to Leuvaarden again, who is finally willing
    to listen to you. Give him the 'Key to Salamandra Code' and the
    'Encrypted Message' we recieved from the Bleinheim brothers. Leuvaarden
    tells us it'll take a day to decipher, during which time, we'll be
    rather busy, ourselves..
    
    ***REWARD***
    (For giving Leuvaarden the notes obtained from the Bleinheim brothers)
    EXP	500
    
    Trade Quarter
    o======================================================================o
    36) Return to the Trade Quarter and run around until a Child runs up and
    tells you that the bank is being robbed, and that Velerad requested a
    Witcher. Head over to the bank and approach Velerad, who will initiate
    dialogue. He'll tell you that the bank is being robbed by the 
    Scoia'tael, and that Siegfried is leading the assaut. It's another fight
    between the Order and the Scoia'tael, and Geralt is caught in the
    middle.. and again there's no room for neutrality. You can't just walk
    away and let them settle matters themselves (the only possible neutral
    option) you'll either have to help the Scoia'tael or the Order. You're
    not yet being forced to pick one side or another, but if you help one,
    you cannot side with the other later on in the story. After this quest,
    you'll have two options-neutrality, or to side with the group you helped
    here. It's the biggest decision we've made so far in this game.. or
    rather, it's the biggest decision we can make where there's no wrong
    answer.
    
    The time has now come to pick your friend, and by extension, your stance
    on politics in general. So lets review. It's obvious from Geralt's past
    that he's a rather unconventional guy. He's got a thing for Sorceresses,
    for starters (and women in general), but he's also had a Vampire friend,
    and several Dwarven friends. He's associated with Elves before, but as
    of now we only have our turbulent relationship with Yaevinn, and
    apparently a past meeting with some Toruviel lady. Geralt's friends,
    however, are a diverse bunch, and many of them have very close relations
    with nonhumans, which threaten to complicate things for us. Siegfried is
    an upstanding and noble character who isn't pretentious, overbearing,
    or arrogant. He is self-sacrificing, hard-working, and loyal, and he is
    keenly devoted to protecting the innocent-from monsters, or from Elves.
    On the downside, his Order can be overzealous, and de Wett belongs to
    the same Order. De Wett is everything negative that Siegfried is not,
    and a racist and bigot to boot, and almost certainly involved-at least
    through his insatiable stoogery-in the political strife that is aiding
    Salamandra. The Scoia'tael, on the other hand, are rabid freedom
    fighters who are willing to engage is murder, robbery, and terrorism
    to obtain their ends. They've commited atrocities that almost place them
    on the same level as Salamandra, even if they do supposedly have nobler
    goals. It's another typically complicated decision. Like in reality, in
    the world of the Witcher there is almost no black and white, only shades
    of gray.
    <---------------------------------------------------------------------->
    37) Before you decide who to side with, you need to choose your
    approach. If you decide to assist Siegfried, you'll have to go in to
    the bank and tell your friend to pull out. You'll then go around back to
    City Hall, and take the back door to the Bank. If you go alone, Velerad
    will give you a key to an adjacent Warehouse that connects to Town Hall,
    which is supposedly haunted. Indeed, it's infested with Fleders, but
    it's a good opportunity to score some loot and Fleder Fangs. This seems
    like a bigger decision than it really is, hence why I'm not covering it
    in more detail. The big decisions are made when you reach the Town
    Hall, where both routes will lead. Neutral Geralt goes through the
    Warehouse-Witchers work alone, as does my Scoia'tael-aligned Geralt-it
    would certainly complicate reaching Yaevinn with Siegfried in tow. My
    Order-aligned Geralt, however, goes into the bank. More for the novelty
    of helping out Siegfried than any other reason.
    
    Town Hall/Vivaldi & Sons Bank
    o======================================================================o
    38) If you came with Siegfried, an Elf will ask if you came to negotiate
    once you enter Town Hall. Siegfried will resent any attempts to
    negiotiate with terrorists, and will abandon you if you try. Don't
    worry, however, Siegfried and the Order aren't adamant about this as
    long as you come down on their side in the end. On the other hand, if
    you attack the Scoia'tael at any point, you'll end up siding with the
    Order. Do not kill any Scoia'tael if you wish to side with them. If you
    came alone or if you chose to negotiate earlier you'll find Ren Grouver
    in the Bank, who will tell you to go downstairs and see Yaevinn if you
    want to negotiate. If you chose to fight earlier, you'll have to fight
    here, too. Of course, you could always decide to attack at this
    junction, if you wish.
    
    Vault
    o======================================================================o
    39) Head down to the Vault to meet Yaevinn. If you haven't attacked any
    Scoia'tael yet, Yaevinn will try to lure you to his side-or to at least
    help him. If you attacked any Scoia'tael earlier, you'll get a somewhat
    more hostile response from Yaevinn. If you have to fight the Scoia'tael,
    Siegfried will show up and help you put them down. If you side with
    the Scoia'tael, Yaevinn will ask you to help them kill some monsters
    in the tunnels behind them and make good their escape. It's obvious what
    my Order-aligned and Scoia'tael-aligned Witchers do, but as for my
    neutral Geralt.. he ultimately decides to help the Scoia'tael here. If
    he helps the Order, he'll have to kill people. If he helps the
    Scoia'tael, it is as Yaevinn says-nobody else needs to die-he'll just
    have to fight off some Kikimores. Isn't that what a Witcher is supposed
    to do, anyways? Save people by killing monsters?
    
    ***REWARD***
    (For picking a side)
    EXP	7000
    
    Note: If you decide to assist Siegfried and enter Town Hall with him,
    then decide to ditch him and negotiate with the Scoia'tael, and
    ultimately end up turning Yaevinn down and siding with with Order you
    will only recieve 6,500 Experience, instead of 7,000. Call it a penalty
    for flip-flopping.
    
    Sewers
    o======================================================================o
    40) Either way you go, you'll end up in the Sewers-either chasing
    Yaevinn (if you sided with the Order) or helping clear out Kikimores for
    the Scoia'tael. If it's the former, you'll have to fight groups of
    rather potent Scoia'tael. They can actually do some damage to a weaker
    Geralt, so Swallow might not be a bad idea if you're level-shy. On the
    other hand, if you're dealing with Kikimores you'll have plenty of
    backup, and Kikimores are rather mundane by now. If you want to score
    a Ceremonial Sword of Deithwen, but are too cheap to buy one, just
    let one of the Scoia'tael die fighting and loot the body later. Of
    course, if you're hostile to the Scoia'tael, you can just pick one up
    after killing its owner. Once the tunnel is clear of enemies, either go
    talk to Velerad (if you sided with the Order) or (if you sided with the
    Scoia'tael) Yaevinn will talk to you. Either way, this quest ends.
    
    ***REWARD***
    (For talking to Velerad or Yaevinn)
    EXP	3000
    
    o======================================================================o
    |								       |
    |			       Revelations			       |
    |								       |
    o======================================================================o
    After that party at the New Narakort, we've unveiled more of the
    political structure of Temeria. There's now no doubting that a faction
    within the royal court is aiding Salamandra, although who, exactly, is
    involved and why they are aligned with Salamandra remains a mystery.
    We've also burnt bridges with either the Scoia'tael or the Order. The
    further you walk, the deeper it gets. We've explored the Trade Quarter
    in detail, and have completed most of the side quests left in this
    Chapter. There's still some dice to throw, and a brothel to
    investigate sure, but uncovering more of the schism within the royal
    court, hunting down Salamandra, and helping Triss out are our primary
    goals.
    
    Watchtower
    o======================================================================o
    Sequence of Events:						{WLK013}
    		1) Dice and Bounties
    		2) A Friend of a Friend
    		3) Exploring the Blue-Eyed Lass
    		4) Updating Patrick
    		5) Good Witcher, Bad Rewards
    		6) Caught in the Middle
    		7) Setting the Sensors
    		8) Updating Identity
    		9) Love Triangle
    		10) One Happy Family..
    		11) Dandelion on Duty
    		12) Saving Alvin. Again.
    		13) Hell Hath No Fury..
    		14) Guy Talk
    		15) Bonding with Alvin
    		16) Password Fiasco
    		17) Witchers and Ladders
    		18) Breaking Contact
    		19) Reflection of Royalty
    		20) The Witcher and the Werewolf
    		21) Superhero Hideout
    		22) Fool's Parsley
    		23) A Virgin's Tear
    		24) True Love
    		25) Tracking the Telecommunicator
    		26) Monarch Behind the Mirror
    		27) Allies for the Assault
    		28) Calling in Favors
    		29) Vincent or Vengeance
    		30) Off to a Good Start
    		31) Linking Up
    		32) No One Man Army
    		33) Calling in the Cavalry
    		34) Last Line of Defense
    		35) Best Served Cold
    		36) Sniped by an Ant!
    		37) Crushing the Kikimore Queen
    		38) Coup-de-tected
    		39) One Last Kiss
    
    1) After all that heavy-handed politics, it's time to take a break from
    intrigue and do some honest Witcher's work. Now that 'A Posh Reception'
    is done, we can go find Velerad and turn in those bounties. Note that
    he'll be somewhat unhappy with us if we helped the Elves during 'Gold
    Rush', and won't play dice with us. Oh well, it's a necessary evil-if
    you don't complete 'Echoes of Yesterday' and 'Six Feet Under' before
    'A Posh Reception', you'll be unable to complete one or the other. And
    if you complete one (or both) before 'A Posh Reception' you'll be
    whisked away on 'Gold Rush' (tying up Velerad in the process). And of
    course, you can't talk to him before 'A Posh Reception'.. damned if
    you do, damned if you don't. It's no big deal, you can always play de
    Wett for that last Professional match, if you wish, and there are
    plenty of professionals in the next Chapter. You can find Velerad in
    the Watchtower-the same Watchtower where de Wett spends his time, in
    fact. De Wett is on the upper floor with the Order, while Velerad is on
    the lower floor, with the guards. Turning in all those bounties will get
    you a hefty 800 Orens and 20,000 Experience-very substantial boosts by
    any reckoning.
    
    ***REWARD***
    (For giving Velerad three Fleder Fangs)
    EXP	5000
    Orens	250
    
    ***REWARD***
    (For giving Velerad twelve vials of Ghoul Blood)
    EXP	5000
    Orens	150
    
    ***REWARD***
    (For giving Velerad five Gravier Bones)
    EXP	5000
    Orens	200
    
    ***REWARD***
    (For giving Velerad ten Kikimore Claws)
    EXP	5000
    Orens	200
    
    The House of the Queen of the Night
    o======================================================================o
    2) Now lets visit the House of the Queen of the Night and investigate
    Patrick de Weyze's sister. You can find this brothel west of Triss'
    House. First loot around, then talk to the 'Bodyguard' by the stairs.
    If you show him the 'House of the Night Signet Ring' he'll let you pass,
    but you could also just throw a lot of Orens at him. Head upstairs to
    find the 'Lady of the Night' and her 'Sisters of Mercy'. Our amulet
    starts going crazy, letting us know that Patrick was probably right when
    he suggested Vampires were involved with his sister. It's not like they
    are being terribly discreet. Talk to the Lady of the Night, who has
    apparently been keeping track of you. Ask more about it to learn that
    she was once the lover of Regis, our Vampire friend that Dandelion
    mentioned. Other than that, she doesn't have much interesting to say,
    besides foreshadowing a decision you'll have to make at the end of this
    quest.
    <---------------------------------------------------------------------->
    3) Return downstairs and talk to the 'Blue-Eyed Lass' and ask if she has
    a brother. She'll deny it, and the game will urge you to report to
    Patrick-but it's an unnecessary step. Proposition her, and she'll ask
    for a 'donation' of 500 Orens to the brothel. If you try to haggle,
    she'll raise the price to 750, and if you haggle some more, she'll jack
    it up to 1000. Alternatively, if you show her the 'House of the Night
    Signet Ring' she'll drop the price down to 300 Orens. Like all
    courtesans, however, she fancies gems-which means a significant discount
    for us. Give her a Sapphire and she'll give you the Sex Card
    'Blue-Eyes'. If you talk to her afterwards, you can comment on her
    scars, which Geralt apparently noticed during intercourse.
    
    New Narakort
    o======================================================================o
    4) Return to the New Narakort and update Patrick. He'll fervently deny
    that his sister would stoop so low until you mention the scars. After
    this, devoid of hope that it's not his sister, he'll blame the Vampires,
    and ask you to free his sister from their spell. 
    
    ***REWARD***
    (For telling Patrick of his sister's new profession)
    EXP	1500
    
    The House of the Queen of the Night
    o======================================================================o
    5) Go back to the House of the Queen of the Night and head upstairs to
    talk to the Lady of the Night. She'll outright admit to being the
    Vampire in question-but she'll inform us that Patrick is an abusive
    lout who was trying to sell his sister into the slavery we call an
    'arranged marriage'. She makes a convincing point-who wouldn't want to
    escape the bleak existence of a wife in a marriage-for-profit,
    especially in exchange for the easy life of luxury and eternal youth?
    You immediately have two options-let the Vampires go and enjoy the
    pleasures of the House of the Night, or kill them. Killing them is by
    far the least rewarding way to resolve this quest, and only my rather
    rigid neutral Geralt chooses this route-killing monsters is his job,
    after all. No exceptions. Well.. maybe a few exceptions.. Afterwards
    talk to the Blue-Eyed Lass and she will run off. When we report to
    Patrick he'll refuse to pay up. Typical.
    
    ***REWARD***
    (For killing the Vampires and getting stiffed by Patrick)
    EXP	2000
    <---------------------------------------------------------------------->
    6) My Scoia'tael-and-Order-aligned Witchers, however, have a more
    subjective view on the term 'monster'. One views himself as a mutant and
    sympathizes with nonhumans of all stripes, be they Dwarves, Elves, or
    apparently Vampires. The other considers himself a human dedicated to
    protecting humans from monsters, be they Drowners, Elves, or other
    humans. They both agree to ignore the Vampires, which obtains them the
    Sex Card, 'Vampiress'. After our rather creepy encounter, Patrick will
    burst in with his friends from the Order. A stand-off ensues, with
    Geralt in the middle. We now have three choices-to side with the Order,
    to side with the Vampires, or to side with neither, and have both turn
    against us. If you side with the Order here, it just makes you look
    like an indecisive fool. Patrick threatens you for hanging out with
    Vampires, you get stiffed, and the Blue-Eyed Lass ends up back with her
    abusive brother. If you decide to remain neutral, you'll have to fight
    both sides, and this can be quite a fight, considering the Vampires'
    scream attack, and the sheer durability of Patrick's Squires. Of 
    course, they're just as willing to cut each other up if you run to the
    far end of the room. This isn't a very satisfying solution, either.
    Although the moral monster and literal monsters are both dead, the
    Blue-Eyed Lass isn't happy, and Geralt is still an unpaid liar. Keeping
    your word and siding with the Vampires, then, seems to be the best
    policy. The Vampires might be monsters, sure, but they don't kill
    anybody, and don't take anything that their customers aren't willing
    enough to provide. On the other hand, the brother is.. just a rotten
    bastard, really. Both the Order-aligned Geralt and the  Scoia'tael-
    aligned Geralt are more interested in the morality of the issue. Even
    though Patrick is a knight of the Order, he doesn't exemplify any of the
    qualities that makes it an organization worth supporting, and for the
    same reason I wouldn't help de Wett, I won't help him. Tell him that his
    sister is under no spell, and he'll attack. Kill him, and the Lady of
    the Night will do something that Patrick would never do-well, besides
    that-she'll pay you. Even if you're just being practical, the best
    reward comes from siding with the Vampires-although Geralt feels slimey
    afterwards. Talk to the Blue-Eyed Lass near the stairs and she'll make
    things right by thanking Geralt-for his humanity.
    
    ***REWARD***
    (For killing both the Vampires and Patrick de Weyze)
    EXP	3000
    
    ***REWARD***
    (For killing Patrick de Weyze)
    EXP	5000
    Orens	250
    <---------------------------------------------------------------------->
    7) Well, that turned out more political than we thought it would-lets
    go deal with those those stupid 'Magic Sensors' Triss gave us. We've
    had them for too long-it's time to put them around the city and help
    Triss out. Surely some light-hearted delivery-boy caliber work will
    distract us from the monumental tasks before-and behind-us.. at the
    very least we can be certain that, unlike in 'Gold Rush' we won't be
    forced to choose between two friends and earn the ire of the side we
    don't favor, right? By now you know enough about the city to put the
    Sensors where they belong, without me having to hold your hand too much.
    You'll need to place the sensors in various 'Reliefs' throughout the
    city. There's one near the entrance to the Sewers in the Temple Quarter,
    there's another Relief on the exterior wall of the Chapel Ruins in the
    Cemetery-near where we talked to Vetala earlier, and the last one is in
    the Trade Quarter, on the Town Hall/Vivaldi & Sons Bank building, near
    the entrance to the Bank.
    
    Triss' House
    o======================================================================o
    8) Once you've placed all the Magic Sensors, return to the Triss' House
    and talk to Triss. If you want to chat with her about your Identity, you
    can do so, and tell her about the choice you made at the bank. As long
    as you don't tell her that you don't know why you chose the way you did,
    she'll compare your decision to what the old Geralt would have chosen.
    It updates the quest 'Identity', and is worth some experience, so you
    might as well.
    
    ***REWARD***
    (For talking to Triss about your personal and political motivations)
    EXP	2000
    
    Note: Remember that Triss will be at the New Narakort at night, upstairs
    somewhere in the vicinity of Leuvaarden. The next few steps will assume
    that you're talking to her at her house. Some more private matters she
    will be unwilling to talk about in the New Narakort.
    <---------------------------------------------------------------------->
    9) Now talk to Triss about the Magic Sensors. Triss tells us that as
    soon as they were placed she was able to locate the source of the
    anomaly-a boy named Alvin. That's right, our Alvin from Chapter 1. It
    seems that the source is a source. Triss tells us that to secure the
    safety of Vizima, we need to recover Alvin from Saint Lebioda's
    Hospital. Of course, there's a catch. Shani doesn't want to let him go,
    for whatever reason. Who wants to wager that this will get messy real
    quick-like? At least Triss will give us a scroll 'Formula for De Vries'
    Extract', which she says will help us against the critters that are
    attracted to sources like Alvin.
    
    Temple Quarter
    o======================================================================o
    10) Head over to the Temple Quarter, where you'll be ambushed by a very
    unhappy Shani. She really bares her fangs here, questioning your
    relationship with Triss, and demanding that you leave Alvin in her care,
    instead of turning him over to the machinations of a barren witch like
    Triss. Did I say something about not having to choose sides and burn
    bridges earlier? I lied. It should become abundantly evident that this
    conflict isn't so much about Alvin as it is about the love-triangle that
    has apparently formed.. at least in the imaginations of these women.
    Triss and Shani are more important than the other flings Geralt enjoys-
    if for no other reason than for the fact that they knew Geralt prior to
    his apparent death and subsequent amnesiac revival. In this whole
    equation Alvin serves as the symbolic token of Geralt's affection-and a
    stand-in child for the one that Geralt could never create with Shani or
    Triss. It doesn't matter what you do-Geralt is going to piss off an old
    friend (and making a redhead angry is never a good thing!) 
    
    If you have a personal preference for either one, go with that-it's your
    game and your Geralt, after all. As for the Geralts this guide revolves
    around.. there are points and counterpoints for siding with either of
    them. Clearly Triss is more familiar with the Witchers and the politics
    at play in Vizima-and unlike Shani, she can offer more than just
    superficial aid. Remember Kaer Morhen? She's bled for Geralt already in
    this game, while Shani seems to be more in danger from the association
    than anything else. The downside, however, is that since Triss is
    involved in the local politics, she's certainly capable (and guilty)
    of playing politics. Sure, she's on the same side with us as far as
    Salamandra is concerned, but we shouldn't forget the mysterious friend
    in the mirror we overheard her talking to at the beginning of the 
    chapter. Despite that, I find it very difficult to choose Shani. At the
    end of the day, Triss is a mage, and Alvin probably needs to be under
    scrutiny of a mage more than he needs a good mother-figure (if you're
    even willing to grant that Shani would make a better role-model than
    Triss.) Considering what we've seen with Alvin so far, and from the
    trouble loose mages can cause in general, it just seems irresponsible to
    leave Alvin with Shani. My Scoia'tael-aligned and Neutral Geralt both
    opt to favor Triss, and my Order-aligned Geralt hands Alvin over to
    Shani.. more for diversity than for any good reason. This choice will
    effect how either lady responds to you from now on-obviously the
    scorned party isn't going to be pleased with Geralt. It'll also effect
    where Alvin ends up during Chapter 4, and it will influence a few
    things in the epilogue, but nothing serious. It's more a personal-story
    choice than a gameplay one. Honest.
    
    Note: As of the time of this writing, the Witcher 2 Enhanced Edition
    has recently been released-and there is still no Shani in the sequel.
    If continuity is an issue for you, keep in mind that Triss is in the
    Witcher 2, and Shani is not. Just another reason to favor Triss over
    Shani-why bother with a girl who won't stick around? Or perhaps.. that's
    a reason to favor Shani. Fickle Geralt.
    
    Saint Lebioda's Hospital
    o======================================================================o
    11) But I'm getting ahead of myself.. pick your gal and head over to
    Saint Lebioda's Hospital, where you'll find Dandelion, of all people.
    He explains his presence with a typical tale of debauchery, and explains
    that Alvin was just whisked away against his will. Fortunately, however,
    Dandelion outdid himself-he was able to stop leering at nurses long
    enough to see where they took Alvin. The only catch? We have to take
    Dandelion with us. He senses an imminent ass-whupping, courtesy of
    Geralt, and like any good bard, he wants to witness it. Good story
    material and all that.
    
    Kidnapper's Hideout
    o======================================================================o
    12) Follow Dandelion out the hospital and he'll lead you into the
    nonhuman district, to a building across from the house next to the
    Blacksmith. One which we've previously been unable to enter, but have
    certainly seen Assassins exit from. Geralt succeeds in convincing
    Dandelion to stay out of the way, after which all there is to do is
    enter the building. Inside you'll find four Assassins that need to be
    introduced to Geralt's sword. After they're dead, Alvin (who has seen
    us fight at least three times by now) will talk to you. Dandelion
    follows him shortly, and when Geralt hears more enemies approaching
    will tell Dandelion to take the boy to safety. Direct Dandelion to take
    Alvin to either Triss or Shani. After he leaves, more Assassins will
    show up. They might be more diverse this time, but they're still
    terribly under-powered. Slaughter them, loot, then leave.
    
    ***REWARD***
    (For saving Alvin from the kidnappers)
    EXP	1000
    <---------------------------------------------------------------------->
    13) Now head to the house of the lady you told Dandelion to take Alvin
    to. Talk to Shani/Triss, and she'll tell you to go tell Triss/Shani
    about your decision with Alvin. That's right, now that they've 'won',
    they want you to go tell the scorned gal about it. Geralt is
    understandably reluctant, but to progress the quest it's got to be done.
    Tell the scorned girl about your choice and endure their anger. Then
    head back to the Alvin-gifted girl and talk to them. They want you to
    give them a ring as a show of affection.. although they try to play it
    cool. This is, in fact, extraneous to the quest itself, which is over
    regardless of what you do next.. but since we've cut loose either Shani
    or Triss, we might as well make the most of what we've got left.
    
    ***REWARD***
    (For delivering Alvin to Shani or Triss)
    EXP	4000
    <---------------------------------------------------------------------->
    14) As is clear from Geralt's words (not to mention from the journal
    entry about the quest 'The Source') Geralt has some reservations about
    the whole affair. Thankfully Dandelion shows up to check on the
    situation, and his keen bardic sense detects the woman troubles Geralt
    is having. Being a good friend, he decides that the only solution is to
    head to the New Narakort/Hairy Bear and get drunk (depending on whether
    you picked Triss or Shani, respectively) with Zoltan while trying to
    give Geralt relationship advice. Geralt is wisely unconvinced that
    either a man-whore of a bard or a scruffy Dwarven mercenary are good
    sources of wisdom on the subject, but off he goes. A lengthy sequence of
    talking will follow, where Geralt is asked about whether he wants a
    family, and general speculation about the unpredictibility of womenfolk.
    It ends with Dandelion trying to convince Geralt that a trip to the
    local whorehouse will clear everything up. It's mostly just good fun,
    so do what you will, and answer as you please, and when the guy-time is
    over, you'll be at your lady's house. Talk to her to get scolded if you
    wish-this seems more and more like a relationship every second!-and
    sleep off the ill-effects of your revelries.
    <---------------------------------------------------------------------->
    15) It's time to solidify our relationship with our chosen lady, and
    either way the same thing is expected by you. Sure, they asked for a 
    ring to show your commitment-but they both want you to build up a
    relationship with Alvin first. How does this work? Well, talk to Alvin
    and he'll make an inane statement, request, or complaint. Leave the 
    house and return and talk to Alvin again to get him to say something
    new. Do this over and over again until Shani/Triss is impressed. Note
    that it doesn't seem to be as simple as witnessing everything Alvin has
    to say-for example, while playing the over-indulgant 'parent' Triss kept
    telling me I was spoiling the boy. The solution? When he repeated
    himself, I picked another option, and Triss was satisfied. So when he
    repeats himself, respond differently-it seems that your lady is looking
    for unique responses. You'll know you've appeased Triss/Shani when
    they change the way they respond. When satisfied, Triss will say "You're
    so good with Alvin." and Shani will say "I'm happy you and Alvin get
    along. He treats you like a father, you know?" Once they're saying this,
    give Triss a Silver Ruby Ring or give Shani a Silver Amber Ring,
    and you'll get their second Sex Card. Below is a crude list of the
    various things Alvin will say, for reference. Once you've obtained the
    Sex Card, you're done appeasing Shani/Triss.
    
    -Shani-
    
    "I want a puppy."
    
    "She doesn't let me eat sweets!"
    
    "Geralt, teach me to swordfight."
    
    "I don't want to attend Oxerfurt University. And Shani said.."
    
    "Shani and I played pick-up sticks today! I won!"
    
    -Triss-
    
    "I want a puppy."
    
    "She doesn't let me eat sweets!"
    
    "Geralt, teach me to swordfight."
    
    "Triss has made me look at stupid pictures!"
    
    "Triss said it wasn't a nice shed anyway..."
    
    New Narakort
    o======================================================================o
    16) Now lets return to Leuvaarden, who certainly must be done
    deciphering those documents by now. Ask him what he learned, and he'll
    tell you that the documents disclosed the last Salamandra base in the
    Merchant Quarter. The bad news? It's beyond the supervised zone, and
    hence off-limits. Fortunately, however, we have a friend in the guards
    who will help us out. We need to go around the Trade Quarter and talk
    to various 'Guard Officers' (big guys in plate armor). Give the correct
    one the password 'The lily has yet to be engulfed by fire." to which
    he'll respond "Three lillies make one." The problem here is that we have
    no way to tell which officer is the correct one. So go bug random
    'Guard Officers' until you get the correct one. At least it's amusing
    when Geralt approaches the wrong one. You'll be told to meet in the
    sewers at midnight. By now, we're used to this kind of thing.
    
    ***REWARD***
    (For giving the password to the correct 'Guard Officer'.)
    EXP	500
    
    Sewers
    o======================================================================o
    17) Enter the Sewers via the entrance in the Trade Quarter and rest
    until midnight-if it's not already close. The meeting point is on the 
    opposite end of the tunnel from the door leading to the Trade Quarter.
    When you approach the Guard Officer and his Guardsmen, they'll set up
    a ladder and warn you that the Salamanders are vigilant. Head up the
    ladder to reach the area beyond the Supervised Zone.
    
    Salamander Hideout
    o======================================================================o
    18) Head north to reach the Salamandra Hideout.. it's really the only
    place you can go right now. Inside you'll see a group of Salamanders
    trying to use a scrying mirror to contact somebody. It seems that
    Salamandra is having difficulties, and are requesting funds from an
    outside source. They are disappointed, however, when the figure they've
    conjured turns them down, citing disgust with some of their endeavors-
    namely the Fisstech trade and their research into mutations. You'll
    be overheard shortly, and will have to fight a trio of potent Salamandra
    Officers and a Salamandra Mage-potions might come in handy if you're
    having trouble.
    <---------------------------------------------------------------------->
    19) Once the Salamanders are dead head over to 'Hartmann's Mirror' and
    talk to the figure projected therein, Radovid the Stern, King of
    Redania. He'll confess to contemplating using Salamandra as a political
    tool in the past, but has changed his mind. Geralt isn't very polite,
    and Radovid isn't very helpful, but he will mention Adda. This updates
    'All the King's Men'. Grab the 'Seeing Stone' nearby to update the quest
    'Lock and Key'. Head into the cellar and slaughter some low-quality
    Salamanders, then loot, and leave the building.
    
    ***REWARD***
    (For snatching the Seeing Stone)
    EXP	500
    <---------------------------------------------------------------------->
    20) Outside, Geralt will see a group of Salamanders worth slaying. He'll
    dispatch one who separates from the pack to take a piss, but he finds
    that the others have been mauled by a Werewolf. The Werewolf spares some
    peasant who just happens to show up at the wrong time, then Geralt and
    the Werewolf engage in a little cat-and-mouse.. or Witcher and
    Werewolf.. it's hard to determine who's the predator and who's the prey
    in this situation. After a rather lengthy cutscene, the Werewolf will
    talk to Geralt, revealing itself to be none other than Captain Vincent.
    This explains his disappearances at night-he's off playing vigilante
    supercop.. fantasy medieval style. Carmen and Vincent, huh? Anyways,
    you're left with two choices here-either you can spare Vincent, a
    monster who is using his curse to harm criminals, or you can take the
    hardline Witcher's stance-monsters are monsters and deserve to die. As
    far as this FAQ is concerned, my Geralt takes the same stance on Vincent
    as he did on the Vampires in the brothel earlier. My Order-aligned and
    Scoia'tael-aligned Geralts spare Vincent, but my neutral Geralt picks a
    fight. Either way, the quests 'Identity', 'Lock and Key', and 'Beauty
    and the Beast' are updated. If you kill Vincent, you'll fail the quest
    'Beauty and the Beast', obviously, and you'll also deny yourself some
    help later on. On the plus side, however, you'll get Werewolf's Fur,
    with which you can create the potion 'Werewolf's Wrath'. If you drink
    said potion you'll learn the 'Predator' talent. What an evil game,
    forcing you to choose between earning a talent and failing a quest.
    
    ***REWARD***
    (For sparing Vincent)
    EXP	2500
    
    ***REWARD***
    (For killing Vincent)
    EXP	1500
    
    ***REWARD***
    (For taking a stance on monsters, and thus solidifying your identity)
    EXP	1000
    
    Old Forge
    o======================================================================o
    21) Head into the Old Forge, where Geralt will become uneasy, and
    will suggest (to himself, apparently) that he check the cellar. Once
    down there he'll find the lair of Vincent the Werewolf. It's no
    exaggeration that Vincent considers himself a crime-fighting superhero.
    There are all manners of weapons, armor, and miscellany down here-but
    only a single barrel to loot. Ah well, head through the trap-door to
    the Sewers.
    
    Eager Thighs Brothel
    o======================================================================o
    22) Now, before we bother with this Seeing Stone we should see to every
    little unfinished bit of business in Vizima, as turning it in sets us
    heading towards the end of this chapter. Thankfully, we have little left
    to do-if you've been following this guide, we just need to deal with
    Vincent's lycanthropy. Head over to the Eager Thighs Brothel and talk to
    Carmen. When Geralt reveals that he knows who the Werewolf is, she'll
    beg you not to kill him. You can learn Carmen's real name, if you wish
    (I'm not sure why this now comes up as a dialogue option.. but it's
    Hela, if you care) but more importantly you can tell her about the first
    potential cure. Geralt tells her to make a shirt made of Fool's Parsley,
    and if you have some on you, you can go ahead and give it to her now.
    Leave and return and ask her how it went. Not surprisingly, a stupid
    shirt wasn't enough. Time for plan B.
    
    ***REWARD***
    (For attempting to cure Vincent with a shirt of Fool's Parsley)
    EXP	1500
    <---------------------------------------------------------------------->
    23) Travel to Kalkstein's House and use the teleporter downstairs to
    travel to the Swamp Tower, where you can talk to the alchemist. Ask him
    to make a potion to cure lycanthropy. He'd normally refuse, but since
    you're all awesome and stuff, he'll agree. Leave the tower and return
    and the potion will be done in record time.. minus one vital ingredient,
    the tear of a virgin. That Kalkstein assumed this 'maiden' we need the
    potion for is a virgin is rather amusing, given her actual occupation,
    but to be fair Geralt was vague when describing what he needed it for.
    Now, to find a virgin.. we know that none of Geralt's close friends
    (especially any female acquaintances) are virgins.. Still, there have
    to be some out there, and fortunately, there are. In the Temple Quarter
    you can get a Nurse from the Hospital to contribute, and Siegfried (if
    he's still on speaking terms with you after the bank heist.) In the
    Trade Quarter a Townswoman walking the streets will claim to be a
    virgin, as will a female Brickmaker. It might take a few tries, and
    some of these self-proclaimed virgins seem rather dubious, but once you
    have your tear, return to Carmen. Give her the potion, then leave the
    brothel-or enter another building-return, and talk to her again. Seems
    that this was a bust, too (nobody in this damn game is a virgin!). Time
    for the final, even laughable, attempt.
    
    ***REWARD***
    (For attempting to cure Vincent with a potion)
    EXP	1500
    <---------------------------------------------------------------------->
    24) Talk to Carmen again and mention that love can turn beasts into men.
    Carmen will air some of her relationship problems with Vincent. Have
    Geralt tell Carmen to tell Vincent she loves him. Instead, she'll ask
    you to go talk to him. Given how Geralt handled things with Triss and
    Shani, he's probably the last person who should be doing this.. but
    what can you do? Head over to Vincent's typical haunt-near or within the
    Dungeon-and chat him up. Once you're done talking, return to Carmen,
    who will happily report that not only are things better between her and
    Vincent, but he seems to be cured of his affliction. Will wonders never
    cease? A Witcher with a kid, and a Werewolf cured by love.
    
    ***REWARD***
    (For curing Vincent with true love)
    EXP	3000
    
    Triss' House
    o======================================================================o
    25) Now lets deal with this Seeing Stone and finish up Chapter 3. Head
    over to Triss' House and ask her about the stone. Apparently it's some
    kind of telecommunicator, which may have left a trace we can follow to
    Salamandra's headquarters. Triss will suggest that we talk to Leuvaarden
    about it. Talk to Triss again and she'll elaborate more about the stone,
    and tell you that she was able to trace a communication to a house in
    the Trade Quarter. Lets deal with that first, shall we?
    
    ***REWARD***
    (For showing Triss the Seeing Stone)
    EXP	2500
    
    Radovid's Hideout
    o======================================================================o
    26) Head to the house marked on your map as the 'Magic Trace'. It's
    along the northern end of the Marketplace. Inside you'll find-of all
    people-Radovid the Stern. We already learned that Geralt isn't much more
    personable when faced with nobility, but Radovid has interesting things
    to say about Triss-another person warning us not to trust the sorceress,
    and 'Foltest's' edicts, which he confirms are frauds. Thaler is-if he
    wasn't before-completely justified, and Foltest never declared martial
    law. Lastly, he'll ask for your opinion of Adda-whom he claims to be
    interested in marrying, what with the political benefits that would come
    from their union (which he'll bother to enumerate.) If he only knew..
    Anyways, once your little chat with Radovid is over with, it's time to
    pay Declan a visit at the New Narakort.
    
    ***REWARD***
    (For talking with royalty)
    EXP	500
    
    New Narakort
    o======================================================================o
    27) Before we talk to Declan, I must again reiterate-make sure you're
    done with this chapter. Store excess loot. Make potions. All that fun
    stuff. Mandatory warning aside, head upstairs and talk to Declan, who
    will inform you they've found out more about Salamandra. He wants to
    storm the Salamandra headquarters, but this is no simple affair. Their
    power and influence are greater than Leuvaarden had thought, and it
    seems we'll need a force of our own with which to attack. The army and
    the guard won't do a thing-whomever is issuing the royal edicts and has
    sided with Salamandra is effectively keeping the organs of the state
    paralyzed as far as Salamandra is concerned. That means it's up to us
    to recruit either the Scoia'tael or the Order to help us. One of them
    owes us a favor, and the other.. well, isn't an option any more. So
    begins the terminal quest of Chapter 3, 'The Unforgiven'.
    <---------------------------------------------------------------------->
    28) Head to the Temple Quarter and talk to either Siegfried or Yaevinn-
    whomever you sided with during 'Gold Rush' and ask for their help in
    destroying Salamandra. Siegfried can be found at his post, and Yaevinn
    is hiding out at Vivaldi's House, and whichever one you helped during
    'Gold Rush' will return the favor, here. Now that this little errand
    is out of the way, return to Triss' House and tell her you've found some
    allies. She'll respond by suggesting that you carry on with the plan-
    but even she will warn you to finish up any business you have in Vizima.
    Last warning.
    
    ***REWARD***
    (For enlisting aid against Salamandra)
    EXP	500
    
    New Narakort
    o======================================================================o
    29) Return to the New Narakort. What happens when you arrive is
    determined by what action you took regarding Vincent earlier. Long
    story short-a fight breaks out. If Vincent is still alive, he'll be
    here to assist you against a group of rather potent Salamanders-either
    as a Werewolf, or simply as himself. Whatever your disposition towards
    the guy, you can't say that he lacks for courage. If you killed Vincent
    earlier, his men will be out for blood, and will attack-assisted by a 
    Salamandra Mage. I must admit, the fight against Vincent's Guards is
    fairly rough, even for a Geralt that had over 800 Vitality at the time
    (those Halberds hurt, and letting that Salamandra Mage sit back and
    blast you is not a good idea.) If you can get to the mage, take him out
    quickly with the Strong Style, otherwise use the Group Style on the
    Masked Warriors or the guards, whichever you face. It's a battle that
    can be very worthy of a potion. After it's done, watch a little
    illustrated narrative about the whole Vincent matter, then head
    upstairs.
    
    Salamandra Base
    o======================================================================o
    30) Once upstairs you'll meet your fellow conspirators-Triss, Declan,
    and either Seigfried or Yaevinn. They'll bicker shortly over the
    details of the impending assault.. until Count de Wett shows up and
    decides the issue for them. The attack begins now, and Triss performs
    a risky teleportation to get us out of trouble. Two points to think
    about now. First, in Kaer Morhen, Savolla was almost impotent against
    a relatively weak Geralt after using a teleportation spell, so one has
    to wonder how much help Triss will be. Second, how did de Wett know
    where we were, and what we were doing? An anonymous tip seems unlikely,
    and the only toes we've stepped on so far have been Salamandra's..
    Anyhow, Geralt will appear-alone-in a tunnel. He'll complain about
    Triss, but there's little to do but carry on. So much for mister
    "Witchers work alone."
    <---------------------------------------------------------------------->
    31) Head to the east, where you'll find a group of Salamanders in a
    cavern, beyond some roots. Blast the roots with Aard, then proceed to
    slaughter the low-quality enemies. After slaughtering and looting the
    hapless Salamanders, loot the room and continue up a tunnel to the
    north. You'll eventually stumble across Yaevinn or Siegfried, who tells
    us that Triss stayed behind to deal with de Wett, and that we need to
    activate a portal to let our allies in. Fortunately, we have a way to
    do this, but unfortunately, this means fighting a mage. By now, it's
    something Geralt should be used to-consider it practice for if you ever
    come across Azar again. Oh, and apparently Triss was able to filch some
    of the information we uncovered in the Swamp Tower off of us. Peachy.
    <---------------------------------------------------------------------->
    32) Turn west to look into a large cavern. You can see plenty of
    Salamanders ahead, and the group near the curtain of lightning in the
    distance consists of some low-quality Salamanders, two mages, and some
    Commanders. It's quite possible to take them on and win, and beyond them
    lies the real prizes-the Professor and Azar Javed. Unfortunately, this
    entire area is just here to show us that Salamandra does indeed have an
    army, and that one Witcher cannot defeat them all. It's not as cheap as
    the insta-kill that Azar did if we called him out while impersonating
    Raymond last chapter, it's more like the Crisis Core cheapness-throw
    infinite hordes of enemies at you until you die or get bored enough to
    let them kill you. Note also that there's 'Alvaro's Portal' a safe
    distance between you and the Salamanders. This is the portal we're
    supposed to activate to summon our allies. If you look to the north,
    along the north-eastern edge of the chamber you'll find a lone
    Salamandra Mage who guards the Stone of Power we need. Kill him, and
    grab the Stone of Power. You can also read the book 'Prohibita, list of 
    forbidden artefacts, Ars Magica' on the stand nearby, if you want to 
    know more about Alvaro's Portal and the Stone of Power. Finally, loot
    the nearby crate for its various goodies, including a Sun Rune.
    
    ***REWARD***
    (For activating Alvaro's Portal with the Stone of Power)
    EXP	2500
    <---------------------------------------------------------------------->
    33) Head over to Alvaro's Portal with the Stone of Power in your
    inventory, and activate it. Once done, some allies will show up, and
    you can assault the Salamanders guarding Azar and the Professor. When
    the magical barrier around the two is gone, head up to them and Azar
    will start talking, rambling on about some grand plan. Literally, this
    is what he calls it. He complains about Foltest, Adda, Nilfgaard, and
    the Lodge of Sorceresses, and of course claims that Salamandra isn't
    evil. Endure his disappointingly cliche speech of grandoise delusion
    and conversation will thankfully yield to conflict. Azar claims to
    have learned better than to underestimate us, and prepares to crush
    Geralt with some spell or another-only to find that Geralt is (much to
    Geralt's own surprise) utterly immune to it. Alzur's Shield-some magic
    we found in the Swamp Tower that was taken from us by Triss-preserved
    Geralt. Azar wisely remembers what happened last time he decided to
    melee with Geralt, and flees, leaving the Professor behind. When we
    recover from Azar's foiled spell assault, our ally will check on us.
    It seems that whatever happened, we are on the right side of a magical
    barrier that now prevents our allies from reaching us. Just as well, we
    have a date long overdue with the Professor, and these affairs are best
    resolved alone.
    <---------------------------------------------------------------------->
    34) Go down a tunnel along the north western side of the room and follow
    it until you enter a room with the Professor. If you're at all uncertain
    about fighting him, drink some potions and continue forward. As you
    enter the chamber, some rocks will fall, conveniently blocking our way
    back, and some Salamanders will attack-the Professor's last line of
    defense. Note how Alzur's Shield continues to work its magic by zapping
    our attackers. Nice.
    <---------------------------------------------------------------------->
    35) Approach the Professor and he'll have some words for you-last words,
    as it were. He persists in calling you an abberation and a freak, and
    complains that you're trying to prevent the creation of new Witchers-
    obviously referring to some of Salamandra's plans with the stolen
    mutagens. If you indulge him, he'll reveal the supposed flaw of
    Witchers-they have emotions. According to the Professor, we should be
    mindless, emotionless, monster-slayers. The Professor's slip about the
    creation of new Witchers, and his ideaology of what a Witcher should be
    raises a worrisome question-what would happen if Salamandra were able to
    create their own Witchers? Mindless super-soldiers, as it were. Enough
    conjecture, however. After his speech the Professor attacks. If you
    were worried about him.. well, you were wrong to be. He'll die fairly
    quickly, obviously not having improved much since the swamp. He does
    summon some Kikimore Warriors to defend him, but just ingore them and
    go after the Professor. When you've put him down, a cutscene will
    ensue.
    
    ***REWARD***
    (For defeating the Professor)
    EXP	1500
    
    Note: According to the official manual he'll be capable of using some
    spells if you botched the confrontation with Azar at the end of
    Chapter 2. I didn't, you didn't, and it simply requires me to fail or
    inadequately complete too many quests in Chapter 2 to bother with.
    Remember how I said I wasn't putting in alternative solutions if they
    were wrong ones? This falls under that category.
    <---------------------------------------------------------------------->
    36) The Professor will beg for mercy, and when Geralt casually
    dispatches a wounded Salamander, he realizes his number is up next.
    He'll attempt to shoot Geralt with a hand-crossbow, only to witness that
    true Witchers CAN parry bolts in flight. In desperation, he'll shoot
    some nearby equipment and cause an explosion. When the dust settles, a
    superhuman regenerating mutant recovers faster than a douche with
    stupid glasses. Geralt heads over to dispatch the Professor, but a
    Kikimore Queen springs out of the ground and beats Geralt to the punch.
    That's right, an ant sniped our Professor!
    <---------------------------------------------------------------------->
    37) Save your game before continuing on. You noticed those giant eggs,
    right? Queenie will get mad when we try to make a break for it, and
    she doesn't fight fair. Here's how things work-you're going to make a
    mad dash to the east, and the Kikimore Queen is going to chase you. If
    she catches you, you are really going to wish she hadn't. She might not
    one-hit-kill you, but she can easily do over 800 points of damage a
    hit, which means she might as well kill you. Interestingly enough, Quen
    might protect you from a hit, but since it goes away if you use a sign
    or attack, it's not really useful here. Get the Aard sign ready, and
    head across the large chamber to the east. When you're near the small
    tunnel, a cutscene will show the Kikimore Queen emerging to defend the
    nest, and Geralt will comment on the supports holding up the tunnel
    walls and ceiling. The idea is to get past the supports, blast them with
    Aard, and hence buy yourself some time to make it to the next pillars.
    Don't get all worked up, take this methodically, move past each set of
    supports then blast them. Ignore the other Kikimores in the way-they'll
    just get you killed if you bother swinging at them (and you could run
    out of Stamina if you bother to use Igni on them too much). Instead,
    just double tap the movement button in their direction (with your sword
    out) to jump over-or-around them. Destroy three sets of supports on your
    way to a cavern full of support beams. This is where this encounter
    really gets assy. You need to knock out some of the supports and bring
    the roof down to crush the Kikimore Queen. As soon as you get into this
    room go around and blast.. say.. three support beams. Then you need to
    run to the tunnel to the west. You know the ceiling is coming down if
    you see it covered in a coat of white dust. The only problem is, there's
    no real indication if you've hit a support or not, and if you have, if
    you've hit enough. Added onto that, if you destroy them too fast and
    don't get into the tunnel quick enough, you'll be crushed by the
    collapse, too. On the other hand, if you're too conservative or 
    cautious, you could retreat to the corridor too early or without
    collapsing enough supports, and the Queen will follow and kill you.
    <---------------------------------------------------------------------->
    38) With that ordeal over with, there's only one thing left to do-search
    the Kikimore Queen. Apparently we're supposed to believe that it might
    have gobbled some important things off the Professor? Anyways, search
    it to find 'The Professor's Letter, Ready to Send', an interesting note
    that not only has the Professor berating Azar, but mentions Alvin-
    obviously an important part of Salamandra's plans, and the agent sent
    after him-Berengar. You'll also find a Scroll of Kikimore's Ire, the
    Kikimore Queen's Nerve (to be used in creating said Kikimore's Ire
    potion), The Book of the Wolverine, and the Professor's Report, which
    discusses Salamandra's alliance with Adda (and their subsequent
    displeasure at her incompotence) and their use of the stolen mutagens to
    control the Kikimores (if you were wondering why Kikimores and
    Salamanders seemed to be getting along so well.. except for the Queen,
    apparently.) There's no longer any need to wonder why de Wett showed up
    at the New Narakort, and the rival faction in court that has been
    issuing phoney edicts and working with Salamandra is-as you probably
    expected-Adda. Although Adda's coup was predictable, it doesn't make it
    any less inconvenient for us. Nothing left to do now but head up to
    the surface and do what we must.
    
    Note: Next chapter, mix up a 'Kikimore's Ire' potion with the following
    ingredients: Vitriol/Quebrith/Hydragenum/Vermillion and the Kikimore
    Queen's Nerve. Consuming it will get you the 'Mutation' ability.
    <---------------------------------------------------------------------->
    39) Once you surface you'll be greeted by a squad of guards led by
    none other than Adda. Sure, Geralt can parry bolts in flight, but unless
    he can parry several at once, this might be a problem. Adda questions
    Geralt about what he knows, and obviously it seems she prefers that he
    would know less than he did. Geralt, however, is in no mood to play
    meek, and spills the beans. Adda sentences him to death, but agrees to
    fulfill Geralt's last request-a kiss from Adda. Triss, watching Geralt
    remotely decides to deprive him of this pleasure and whisks him away.
    
    ***REWARD***
    (For killing the Kikimore Queen and thwarting Salamandra and Adda)
    EXP	5000
    
    o======================================================================o
    |			      Chapter 4				       |
    o======================================================================o
    |								       |
    |			     Murky Waters			       |
    |								       |
    o======================================================================o
    Another chapter, another post-chapter recap, without which I'm sure all
    my little fishies would be lost. (If you all knew Roman history, you'd
    realize how utterly inappropriate that is..) In any event, it's a new
    chapter, but the formula should be familiar. The events of the last
    chapter ended violently, and Geralt found himself rather abruptly
    transported to a new area. We've burnt a bridge as far as the Order-
    Scoia'tael conflict goes and we've found out that Salamandra is in
    cahoots with Adda.. Or rather, in all likelyhood Adda is being used by
    Salamandra to further their political aspirations in Temeria. Either
    way, we've got a young, impetuous, and frankly bestial princess who
    wants us dead. So much for that famous Witcher's neutrality. If
    anything, this scenario has to be the last thing Geralt wanted.
    
    If that's not enough, however, we've also found out that Alvin-the
    source-child from Chapter 1-is pratically overflowing with Elder Blood.
    Salamandra hasn't failed to notice this, and has tried to abduct him
    on two occassions-although fortunately thus far they've only managed to
    set a handful of guards against us to contend our possession of Alvin.
    Unfortunately, the two main women in Geralt's life have decided to use
    Alvin as the trophy in their Geralt tug-of-war. Another bridge was
    burned last chapter, as we had to send Alvin (not only a dangerous
    Source we need to protect, but a token of our favor) to either Triss or
    Shani. The loser is none too happy, and the winner views us as some
    distorted family unit.
    
    Considering that our ability to act in Vizima has been frustrated, we
    have no other recourse but to wait out the storm, as it were-hurricane
    Adda. When Foltest returns we should have the ability to counter Adda,
    as surely the king will be keen to put down his daughter's coup. Until
    then, we'll do what our journal advises-we take a break, lie low, and
    wait for things to calm down in Vizima. Of course, how much do you want
    to bet that things will get messy in this quiet back-water?
    
    Lakeside
    o======================================================================o
    Sequence of Events:						{WLK014}
    		1) Yearning
    		2) The Vodyanoi Priest
    		3) Gullible Geralt and Green Girls
    		4) Circles, Trunks, and Boats
    		5) Mhm
    		6) Zephyr's Lakeside Gang
    		7) The Elven Cave
    		8) Enroute to the Lakeside Crypt
    		9) Two Witchers, ten Vampiresses
    		10) Chatting with Berengar
    		11) Murky Waters
    		12) Alina's House
    		13) Adam's House
    		14) Blacksmith's House
    		15) Baker's House
    		16) Celina's House/Village Chief's House
    		17) The Blacksmith's Son
    		18) Peasant Encounters
    		19) Looting Around, and a Prized Cow
    		20) Celina's Proposal
    		21) Murky Waters Notice Board
    		22) Dealing with Dandelion
    		23) Dear Triss/Shani..
    		24) Tales Two Innkeepers Tell
    		25) The Rock
    		26) Julian
    		27) Absent Alvin
    		28) Elven Eats
    		29) Zephyr's Island Gang
    		30) Lady of the Lake
    		31) Basilisks and Wyverns
    		32) No Friend of Fate
    		33) Alvin and the Gambling Ghost
    		34) Alvin and the Stray Dog
    		35) Futility, Family, Fate
    		36) Zephyr's Riverside Gang
    		37) Alvin: On Witchers
    		38) Absent Alina
    		39) Damned Griggs!
    		40) Healer's Hut
    
    1) The chapter starts by showing you some yokels gawking at a submerged
    city. Geralt will unceremoniously fall from the sky thanks to another
    bit of expert teleportation from Triss. When he rises, he'll immediately
    be bothered by a nosy blonde girl who knows everything. You can ask her
    about your current location-the village of Murky Waters.. the place
    mentioned in the Professor's writings (good job, Triss!). She'll also
    talk about a love.. square.. between Alina, Celina, Adam, and Julian.
    It'll come up again.. and again.. trust me. You can also ask about the
    city, and she'll continue on about the fish people, some 'Lady', and
    silly adults and their constant 'yearning'. Once you're done talking to
    her, the 'Resolute Girl' will walk away, and Geralt will be left with
    more than a little unfinished political business we can't do anything
    about in Vizima, and a whole new area to explore.
    <---------------------------------------------------------------------->
    2) First things first, head across a bridge to the north-west to find
    a rather large statue carved into a cliff. Nearby is an altar and a
    Vodyanoi Priest. Previous experience would encourage us not to expect
    too much, and sure enough, as soon as we talk to the critter, it
    garbles at us in its incomprehensible language. Surprisingly, however,
    it switches to our langauge. Before it gets too chatty, however, it
    wants us to pay tribute to its pretty statue. Do so (everybody knows
    Geralt has no problem bending a knee to a pretty lady) and it'll have
    more dialogue options. Ask for work and it will-as most people seem to-
    have a task for us. Apparently the Vodyanoi aren't getting along well
    with the nearby humans, and a Witcher was hired to resolve the issue..
    in a decidedly unfriendly way. Fortunately, this Witcher is a
    procrastinator, and is instead busily slaying critters in a nearby
    crypt. To find out more about the matter, it seems like we'll need to
    hunt this Witcher down. This is but one of many ways to start the quest
    'Ripples', one of the main quests for this chapter.
    
    Note: The Vodyanoi Priest will be chased off by Dagon worshippers-other
    Vodyanoi-as you advance quests during this chapter. The game makes it
    seem like this is a random event, but as far as I can tell, it's not.
    You'll need to advance the quest 'Alvin' to be able to advance
    'Ripples', and the Vodyanoi Priest will not show up again until you're
    actually able to advance 'Ripples'. He'll be back when we need him,
    and that's all we need to care about.
    <---------------------------------------------------------------------->
    3) Head back across the bridge and explore to the south to find a Naiad
    hanging out between the island and the mainland shore. Looks a lot like
    our friend Morenn from the Swamp Forest, doesn't it? Talk to her and
    she'll tell you that she lost a precious necklace while swimming-stolen,
    apparently, by a Drowner named Zephyr. To lure Zephyr out, you'll need
    to provoke him by killing enough of his Drowner friends. She can't
    offer us much of a reward, but you know what? Naked green ladies don't
    have to. They are reward enough in themselves. You think I'm strange?
    Sure, I'll accept that, but when aliens invade earth, I'll be the one
    scoring hot green alien chicks, and you'll be the ones lifting heavy
    things. Anyways, this starts the quest 'Old Habits Die Hard', and we'll
    need to terminate three groups of Drowners-one group near the river,
    one near the village, and one on an island.
    <---------------------------------------------------------------------->
    4) Continue south to reach the mainland. If you head east from here,
    along the shore, you'll find a fireplace near a 'Circle of Waning
    Magic'. Keep heading east, past the circle, and you'll eventually find
    a trunk containing some goodies. To the west you'll find the boat you
    need to cross to 'Black Tern Island'. For some reason, Geralt has a 
    twinge of morality, and decides he should ask the boats' owner before
    sailing off with it.
    
    Fisher King's Hut
    o======================================================================o
    5) Head across a bridge and search the western side of the hut to find
    the door. Handy things, those doors. Enter the house and talk to the
    Fisher King (it should still be night, if so, he'll be in his bed, if
    not, he'll be outside, near his boat.) He's not very talkative.. but
    he will communicate well enough to allow Geralt to borrow his boat
    whenever we wish. Also, if you haven't started the quest 'Ripples',
    he will allude to the fact that the Vodyanoi and  the peasants of
    Murky Waters aren't getting along.. which merely invites you to talk to
    one side or the other. Loot his hut for some goodies and leave.
    <---------------------------------------------------------------------->
    6) Continue to the west, along the shore, to find the area marked on
    your local map as 'Lakeside - naiad's bathing spot'. Here you'll find
    the first group of Drowners you need to trounce to provoke Zephyr.
    Merrily do so. Killing Drowners should need no explanation at this point
    in the game. Once they're dead the quest will update. Head south up a
    hill to find a cave guarded by a lone Elf-provided he wasn't stupid
    enough to get killed by Drowners. He has nothing of interest to say to
    us, but a dark cave is always worth exploring.
    
    Elven Cave
    o======================================================================o
    7) What better to inhabit an Elven Cave than Elves? Nothing, of course,
    that's what makes it an Elven cave! Unfortunately the Elves within are
    not in good shape. Talk to Toruviel, the same Elf who gave Dandelion
    his lute-and who was probably somebody pre-amnesia Geralt would have
    called a friend. Ask about your past and she'll explain that you had
    previously made her doubt her hatred of humanity-a fact that might be
    amusing now, considering how Geralt often refuses to accept that he
    still counts as a human (a consideration that many humans themselves
    seem all too willing to grant.) Ask how you can help this sorry,
    suffering bunch of Elves and she'll give you twenty Orens, and request
    that you visit the nearby village to buy bread-an endeavor that the
    Elves themselves failed at. This starts the quest 'Daily Bread'. You
    can also find the elf Chireadan here, another sad-sack who failed at
    assimilation with humanity. He did, however, pick up quite a skill at
    dice poker in his tavern-owning days, and is a Sharper. No Elf is too
    poor and hungry to lose Orens at a game of dice, apparently. Lastly,
    there's an 'Elven Craftsman' here, who is not important just yet.
    
    ***REWARD***
    (For defeating two Sharpers)
    EXP	400
    <---------------------------------------------------------------------->
    8) Leave the cave and backtrack to the east, past the Fisher King's
    Hut, and follow a road to the south. I use the term 'road' here fairly
    loosely, at spots, but if you check your local map, you'll see what I
    mean. Along the way you'll find some Wyverns feasting on a corpse (if
    you follow the peasants who were watching the underwater city when you
    arrived here, they'd have casually walked by these two man-eaters. Brave
    folk.) Kill them and loot the corpse. Keep following the road until it
    forks-one path going east, the other continuing south. Take the eastern
    path to reach the Crypt. The entrance to the Crypt will be guarded by
    some Fleders, if it's still night. Loot a corpse north of the road
    leading to the Crypt, then enter the Crypt.
    
    Crypt at Lakeside
    o======================================================================o
    9) Immediately upon entering the crypt, Geralt will point out the man
    standing ahead as Berengar. Funny how he can so readily identify
    somebody he has never met.. then again, what other Witcher could it be?
    Walk forward to talk to him-Berengar can be summed up in two words-
    inferiority complex. We'll mix chatting with our long-lost Berengar with
    fighting off various mid-to-high level undead-Bruxae, Alps, and Wraiths.
    After the first bit of chatter, fight off three Alps and a Bruxa, then
    follow Berengar deeper into the crypt-he clearly doesn't care to wait
    to entertain your questions. Catch up to him again, he'll chat-and be a
    bit more aggressive this time-before more undead show up. This time
    you'll be entertaining a trio of Alps. Pursue Berengar a third and
    final time. He'll allude to Salamandra before a Wraith and three Alps
    interrupt you. Dispatch them and he'll agree to chat-back outside.
    Before you go, loot a trunk to the east, two sarcophagi and a mutilated
    corpse in the last room you and Berengar were in, and a crate in a room
    south of the stairs that exit the crypt. One of these sarcophagi
    contained a 'Piece of Armor'. It's a quest item, it's important, and it
    will be mentioned shortly in the game. Note that completing this Step
    began and significantly updated the quest 'The Paths of Destiny' and 
    'Berengar's Secret'.
    
    ***REWARD***
    (For helping Berengar fight off the first wave of undead)
    EXP	500
    
    (For helping Berengar fight off the second wave of undead)
    EXP	1000
    
    (For helping Berengar fight off the third wave of undead)
    EXP	2000
    <---------------------------------------------------------------------->
    10) Leave the crypt and follow Berengar to his campsite, which is along
    the road leading to Murky Waters. Combining his quips now and before,
    it's evident that Berengar is less than satisfied with his life of
    becoming a Witcher. Perhaps it's being a perpetual outcast, or perhaps
    it's the sterility.. either way, Berengar obviously would have prefered
    to remain mundane, and capable of reproducing-nothing like having the
    possibility of living vicariously through the next generation if you
    yourself are a fuck up. And that's exactly what Berengar is. If we take
    Vesemir's account seriously, Berengar ran away from Kaer Morhen
    repeatedly until finally completing his training. Becoming a Witcher
    isn't a simple process, so the thought that anybody could 'force' him to
    become one seems a little absurd. The diet, the trial, the mutation..
    these aren't things that can be achieved with thumbscrews, they have a
    low enough rate of success on willing participants. Then again, who
    knows? Maybe Witchers are less than honest about their methods. Our
    history with Berengar, however, has been one of a Witcher-apologist.
    How many times have we had our own progress impeded by Beregar's 
    clumsy diplomacy and lack of follow-through? His dealings with the
    people in the outskirts of Vizima tainted their opinion of Witchers,
    and it was Geralt who ultimately had to take out the Beast-a contract
    that Berengar skipped out on. Then he stumbled his way through Vizima,
    his complicity with Salamandra caused us to be burdened with suspicions,
    particularly from Ramsmeat. Ask about the conflict he's currently
    ignoring, and he'll simply hand off the quest to resolve the differences
    between the humans of Murky Waters and the Vodyanoi. This will update
    'Ripples'. Ask him about the armor he was looking for, and he'll hand
    this quest over to you, too. This starts the quest 'Armor', where we'll
    be looking for some light, durable armor that offered increased
    protection, while still being light enough to allow a Witcher to fight.
    We'll need to talk to the blacksmith in Murky Waters and the
    Elven Craftsman in the Elven Cave to advance this quest. Finally, ask
    about your faulty technique and Berengar will reveal you leave yourself
    open in combat-the lingering symptom of formerly having a crushed leg.
    After this, Berengar will no longer be talkative-your journal eludes to
    the fact that we'll need to give him time (read: do other things) until
    he feels like talking.. one question should be playing around in your
    head; how, exactly, did Berengar get away from Salamandra? A group that
    has gained political favor with Adda, made a serious attempt at taking
    control of the Viziman underworld, and with apparent ease robbed the
    Witchers of Kaer Morhen somehow can't apprehend an under-achiever like
    Berengar? Whatever, we've waited long enough, it's time to head into
    Murky Waters. Follow the road south to cross from the Lakeside to
    Murky Waters.
    
    Village
    o======================================================================o
    11) As soon as you cross from Lakeside to the outskirts of Murky Waters
    you'll run into Dandelion. He'll babble about how much he loves this
    area, the people (especially impressionable country women-folk), the
    upcoming marriage between Alina and Julian, and he'll inform us that
    Alvin-our Alvin-is here.. or rather, he's at Alina's House. Why did we
    think leaving him with Triss would make him safer? Oh right, the whole
    sorceress thing.. next time we should try to find a compotent sorceress.
    This starts the quest 'Alvin'. Hey, not every quest can have a catchy
    name. We might as well head to the village and check up on the boy-
    plus this will streamline a few more events. Gotta love being efficient.
    Immediately to the east you'll find another, smaller road heading to the
    village of Murky Waters itself. Head there, and check your local map,
    which will have changed to focus on the village, rather than the entire
    outskirts. Alina's house is the south-eastern most house.
    
    Alina's House
    o======================================================================o
    12) Enter Alina's House and you'll find yourself talking to the freckled
    bride-to-be. Oooh.. a unique face, she must be important. She'll ask
    about Witchers, chat about her marriage, and talk about Alvin. The
    latter is evidently a source of some friction between the not-yet-
    married couple, as Alina wants to adopt Alvin, but Julian, typically,
    wants to start his own family. Don't let the suffering of existing
    children get in the way of your desires to bring more children into the
    world. How is this even a topic? I thought Triss was using Alvin as a
    trophy to show off that she's in a 'relationship' with Geralt? He's our
    unwanted adoptee, dammit! Finally she'll ask you to check up on her
    fiance and her sister, Celina. This starts the quest 'The Heat of the
    Day'. Chat with Alvin, who will be sleeping nearby if it's still night-
    time, and he'll say some.. rather disturbing things. Seems we need to
    talk to folk around here, lest their racism rub off on Alvin even more.
    Talk to Alina and ask her about Alvin's behavior to learn that he was
    also talking about some morbid story-ghosts bound by unrequited love.
    The boy isn't just creepy, he's cliche. Talk to Alvin some more and
    he'll be more talkative. He'll tell you about how he got here, and you
    can also tell him to stop playing "Kill the elf", if your Geralt
    believes in that sort of thing. Loot and leave.
    
    Adam's House
    o======================================================================o
    13) Outside you'll run into Adam, Alina's beloved. Apparently a fiance
    isn't enough, she needs a lover, too. You can ask him about the progress
    of his rather awful poem (although almost every poem sounds awful to me)
    and about local elves to learn that despite being wounded and starving,
    the Elves apparently have too much pride to accept aid and food.. you
    know, the things that would stop them from being 'wounded and starving'.
    You can also ask about the impending marriage of his lover to another,
    which he dismisses as a trivial obstruction, and one not likely to stop
    their wanton fornication. Since he'll run off after talking about the
    Elves or the wedding, I feel this is an invitation to explore his house,
    finish the other diagloue option off, and loot the place.
    
    Blacksmith's House
    o======================================================================o
    14) And.. while we're in town, we might as well just visit everybody.
    Enter the Blacksmith's House to find him and his wife-in seperate beds,
    I might add. Talk to the Blacksmith's wife first. She's a nice lady,
    who will give you Pork if you ask about her cooking. She also has a bit
    of a problem. Her husband has recently come into the possession of a
    Succubus, of all things, and she understandably is tired of his
    philandering. She'll ask you to bring her nine handfuls of 'shimmering
    dust' collected from Noonwraiths out in the fields, in return, we'll
    get a book. She had me sold with the Pork. Talk to her husband, and
    he'll have a counter-offer for you. Bring him nine handfuls of 'shadow
    dust' obtained from local Devourers so he can quiet the Succubus down
    and rouse her again when his wife's annoyance has passed (and
    presumably, when Geralt himself has left the area, preventing her from
    hiring any more Witchers.) It doesn't really matter what you choose-
    the book you'll get 'Plants of Barren Lands' you should have already
    purchased, while the Blacksmith's offer of Red Meteorite, which we've
    long neglected, and 500 Orens, which we can get by boxing, is no more
    compelling. Admittably, keeping a Succubus around as a screw-toy is
    probably not the safest move, and the neutral Geralt is all for helping
    the Blacksmith's wife.. the other two, however.. eh.. Witcher's who
    slept with vampiresses really can't throw stones. Talk to the Blacksmith
    at length to learn that he has a variety of skills, including the hobby
    of attempting to build a flying machine. Try inventing the ICE first,
    buddy. Most importantly, ask him about the legend of Raven, and he'll
    babble about the properties of the armor, before he gets around to
    suggesting a useful course of action. Since most of the armor needs to
    be rebuilt, we'll need to find pieces of similar armor that can be
    used to recreate Raven's armor-he suggests looting the crypts of
    knights. Good news! We already did that. Because we're super awesome.
    
    Baker's House
    o======================================================================o
    15) Now head to the Baker's House, which can be found north of Alina's
    House. Talk to the Baker and ask about his 'secret ingredients' and
    he'll tell you he needs some 'White Honey' to make his secret recipe.
    If you give him a White Honey potion (Vitriol, Rebis, Aether), he'll
    give you.. a Sugar Doll, in return. Wonderful. He'll then waste your
    time whining about giving up the Sugar Doll. What a moron. Ask about
    the bread and he'll tell you that five loaves cost twenty-five Orens.
    Buy the five loaves of bread to make Toruviel happy (and you'll get to
    be happy in return!).. or note that the Baker keeps four loaves of
    bread in the nearby Wardrobe. Also, you can just grab any bread you
    might have stored in your stash.. it doesn't matter where the bread
    comes from, a rare lack of pickiness from the Elves this time.
    
    Celina's House/Village Chief's House
    o======================================================================o
    16) We might as well mention these houses.. is it cheap to group them
    up? Yes and no. Both have a bit of loot in them, but nothing to get
    excited over. We're really looking for Tobias Hoffman, the village
    chief. At night, he'll often be sleeping at Celina's House, during the
    day, he tends to be in the Village Chief's House. He'll tell you about
    some monster hunts in the area (apparently we're looking for a fish-man
    and a mother-in-law) which we won't complete for a while, but his most
    important function right now is as a professional dice poker player..
    should you need to get another professional win under your belt. If you
    are already a professional before you talk to him, he won't offer to
    play you. As for Celina, the only reason to seek her out is if you want
    to give her a ring later.. see Step #20.
    <---------------------------------------------------------------------->
    17) During the day you can find the Blacksmith outside, with his
    son. The Blacksmith's son will sell you weapons, runes, and other
    goodies. Gwalhir is a pretty good steel sword, that's a clear upgrade
    over Harvall-although it'll set you back 3000 Orens. We're nearing the
    end of the game, and should be expecting to find some of the best
    weapons available.. still, if you're a loot horder, you can pick up
    Gwalhir and the Mahakaman Rune Dagger, as well as three Sun Runes,
    three pieces of Blue Meteorite, an Earth Stone, and a piece of Red
    Meteorite.   
    <---------------------------------------------------------------------->
    18) And of course, random peasants will sometimes be rather talkative:
    
    An 'Old Peasant' will talk about the Vodyanoi.
    
    Another 'Old Peasant' will complain about Nightwraiths.
    
    An 'Old Peasant Woman' will offer to chat about Vampires if you give
    her some food. Do so, and she'll babble a bit.
    
    An 'Old Peasant Woman' will complain about the drought and mention some
    plants she grows. Giver her 'something sweet' (Honeycomb works) and
    she'll tell you about Verbana. You can also bribe her to tell you.. but
    it costs quite a bit of Orens.
    
    An 'Old Peasant Woman' with a head-dress will (apparently at Dandelion's
    behest) tell you about some plants-Ginatia, Berbercane, and Honeysuckle.
    
    An 'Old Peasant Woman' with a head-dress will ask if you know where she
    can get a Shawl for her soon-to-be-married daughter. If you give her
    one, she'll give you the recipe for White Honey she recently stole
    from the Baker. Heh.
    
    A 'Peasant Woman' will talk about seeing a Rusalka by the lake, and
    telling Berengar about it-only to have him reveal it to be a Bruxa.
    She'll then tell you some myths about Bruxas. Geralt is sarcastic, as
    usual.
    
    A 'Peasant Woman' will ask if you have any perfume, and will pay you
    100 Orens for some.
    
    A 'Peasant Woman' will babble about a poisoned relative in Vizima.
    
    A 'Peasant Woman' will outright proposition you when you talk to her.
    Give her a Sugar Doll and she'll give you her Sex Card.
    
    A 'Boy' will question Geralt about some of Alvin's claims.
    
    Finally, another 'Peasant' will complain about Noonwraiths. The
    Noonwraith-whiner will give you a Grindstone if you go out and kill some
    Noonwraiths in the fields and return to talk to him.
    
    Note: Try to do the most important of these early on, as some encounters
    seem to stop occuring after you progress the main quests of this chapter
    far enough ('Alvin', 'Ripples', and 'The Heat of the Day'). In
    particular, the 'Old Peasant Women' with head-dresses stop occuring at
    all, and the Sex Card encounter may not trigger later in the chapter.
    You have been warned.
    <---------------------------------------------------------------------->
    19) It's finally time to head over to the Inn, and deal with.. various
    people. Before you go, however, note that there's plenty of containers
    to loot, and random houses where you can find the odd bit of food,
    alochol, and books. You can also loot Celina's House and the Village
    Chief's House, although if you find Tobias, in either of the two houses,
    don't bother talking to him. You can also have an.. enlightening
    conversation with.. the Cow Guard.. about the.. Cow.. Ah, cows..
    hamburgers that have not yet found their true purpose in life..
    <---------------------------------------------------------------------->
    20) Return to the road leading to the Lakeside and follow it south. When
    it forks to the south-west, take the fork to reach the local Inn. I
    know, your inventory is probably overflowing with crap by now, but we
    got here eventually, right? Outside you'll see Julian and Celina
    arguing. When Julian walks off, approach Celina and she'll initiate
    dialogue in order to bitch about her sister getting everything-typical
    sibling stuff. Ask about the wedding and it'll be pretty obvious that
    she doesn't think her sister deserves Julian, and in a bout of bother,
    she'll offer herself to you if you merely provide her a ring capable of
    one-upping her sister's. Fortunately, she's not being picky-any ring
    will do, regardless of its value. Hand over the ring and she'll give you
    her Sex Card. This clear disfunctionality makes Geralt question the
    people Alvin is staying with-a bunch of jealous racists might not
    provide a suitable upbringing for what could potentially become a
    powerful mage. Geralt wisely resolves to ask Dandelion about these
    people.
    <---------------------------------------------------------------------->
    21) Before you head into the inn, examine the Notice Board outside to
    start the quests 'The Alp Contract', 'The Basilisk Contract', 'The
    Devourer Contract', 'The Giant Centipede Contract', and finally, 'The
    Royal Wyvern Contract'. We should have found plenty of Alp Fangs when we
    were clearing the Lakeside Crypt with Berengar, and the Basilisk and
    Wyvern Egg contracts can both be finished when we head over to Black
    Tern Island. Devourers (Stong Silver Style) and Giant Centipedes (Strong
    Silver Style) wander the outskirts and fields, and the former can be
    killed off while you're helping the Blacksmith continue with his
    affair, if you chose that path. I'll list the rewards here, and let you
    turn them in at your leisure.. although I'll be certain to note when you
    come across such beasts.. in case you have short-term memory problems.
    
    ***REWARD***
    (For turning in five Alp Fangs to Tobias Hoffman)
    EXP	5000
    Orens	250
    
    ***REWARD***
    (For turning in three Basilisk Hides to Julian)
    EXP	5000
    Orens	250
    
    ***REWARD***
    (For turning in four Citinous Carapaces to the Elven Craftsman)
    EXP	5000
    Orens	250
    
    ***REWARD***
    (For turning in ten Devourer Teeth to Abigail/the Healer)
    EXP	5000
    Orens	150
    
    ***REWARD***
    (For turning in three Wyvern Eggs to Innkeper)
    EXP	5000
    Orens	250
    
    Country Inn
    o======================================================================o
    22) That's right, it's another Country Inn. Lets hope the Innkeepers
    here fare better than the last one, eh? With our current quest-progress,
    Dandelion will bother us when we enter and give us a letter from our
    lover (either Triss or Shani) and a Dimeritium Amulet we're supposed to
    give Alvin. Sure. While we're dealing with Dandelion, chat him up. He'll
    ask you about the turmoil in Vizima, and my Witcher responds in kind-the
    Scoia'tael aligned Geralt has no trouble killing humans, the Order-
    aligned Geralt has no trouble killing bad humans, and the neutral Geralt
    insists he only kills humans in self-defense. No matter how you answer,
    it updates the quest 'Identity'. Also, if you've defeated four
    Professional poker players, you can ask the seemingly innocent quest
    "How do you like the country?" This prompts him to play poker with you-
    and this time, if you beat him, you'll get progress towards becoming a
    Sharper. This should be your third Sharper-if it's not, never fear,
    there is one more Sharper in this chapter to play (see the note below).
    If Dandelion is your third Sharper, congrats, you're now one of the best
    poker players in Temeria.
    
    ***REWARD***
    (For defeating three Sharpers)
    EXP	400
    
    ***REWARD***
    (For becoming a Sharper)
    EXP	1500
    
    Note: In the ruins along the southern end of the village area you'll
    find the 'Gambling Ghost', a Sharper poker player. He'll appear if you
    investigate the 'skeleton' in the middle of the ruins at night (he
    won't appear during the day). We'll be heading there during the quest
    'Alvin'.. at least if you sided with Triss last chapter. If you need
    another Sharper win, however, feel free to head there any time. Just
    keep in mind that if you kill the Gambling Ghost, you will not be able
    to play poker with it anymore.. obviously. See Step #33 for more
    information.
    <---------------------------------------------------------------------->
    23) As an aside, if you leave the Country Inn and return, you'll be able
    to talk to Dandelion again and get his help in composing a letter to
    Triss/Shani. Say whatever you feel is appropriate, then ask Dandelion
    how to send you letter. He'll suggest you speak to the Fisher King. Do
    so, and he'll.. well.. I suppose he agrees to deliver it. Geralt sure
    seems to think so, but he apparently is better at translating "mmmm"
    than I am.
    <---------------------------------------------------------------------->
    24) Talk to the female Innkeeper and she'll tell you about the sunken
    city, Tobias Hoffman, the vodyanoi, and the village's prize-winning cow.
    It doesn't get much stranger than rating animals, folks. Except tractor
    shows, but I'm pretty sure those two are related anyways. Talk to the
    male Innkeeper and he'll tell you a story about a princess-sorceress-
    witcheress.. and he'll also babble uselessly about the wedding, the
    mayor, and he'll make a jest about how everybody seems to have a quest-
    and a potent reward-for wandering, overly inquistive heroes. At least
    the game is self-aware, eh? You can store stuff by talking to the male
    Innkeeper, but note that he wants seven Orens for a place to rest.. the
    lady Innkeeper only requires five. It's that old Geralt-charm again.
    
    Note: To get the male Innkeeper to allow you access to your storage, you
    have the select the dialogue option "One thing." It's.. odd, but
    whatever. I'm sure you'd have found it out clicking his dialgoue options
    randomly.
    <---------------------------------------------------------------------->
    25) Don't be sated with idle chatter, however, there's boxing to do!
    And we can finally fight Professional Fist Fighters-nobody is going to
    spit on 100 Orens per match, are they? Alas, they're still not able to
    beat down a mutant with superior reflexes, strength, and regeneration,
    but at least we're becoming famous in the boxing world. You can duke it
    out with one Profession Fist Fighter, two Tough Fist Fighters, and if
    it's still worth your while, one Fist Fighter-that's 220 Orens. The
    quest fighter here is The Rock, and if price is any indicator, he
    requires a wager of 500 Orens to box. Smack him around and he'll tell
    you that one more fight awaits-we need to head into the Swamp Cemetery
    to find some 'nameless one'.. the guy from Planescape? We're in trouble
    now, he can't die either! It'll be an amnesiac retard-fight! I'll let
    you all make that sentence politically correct in your minds, I can't be
    bothered. Anyways as usual the gold seems to be the worst of the three
    rewards-especially when we can make 220 Orens per day boxing. Between
    the Meteorite and the Rune, however, it's a tough choice.. not because
    they're so awesome, we've been using Harvall and ignoring meteorite
    swords for over half the game by now, and since we're approaching the
    end, you can be we're going to find even stronger swords.. it's a
    tough choice just because it's hard to care about either, at this point.
    
    ***REWARD***
    (For defeating The Rock)
    EXP	5000
    Orens	500
       ---or---
    Item	Yellow Meteorite
       ---or---
    Item	Moon Rune
    <---------------------------------------------------------------------->
    26) While we're around, we might as well talk to Julian, who seems to
    sleep an awful lot near the boxers. He'll talk briefly about his
    upcoming wedding to Alina-the mayor's daughter-and not-so-briefly
    about his grandfather's business relationship with a Witcher. As of
    now, however, we cannot complete 'The Basilisk Contract' nor can we
    update 'Ripples' as his wedding has him too busy to bother with such
    trivial affairs. We can, however buy a variety of gifts and books from
    him, and he is a professional dice poker player. He's got a few
    interesting books-namely 'Disenchanting a Striga' which will update
    our journal entries on Geralt and Adda, and 'The Double Cross of Alzur',
    which will give us a beastiary entry on Skullheads-enemies that will
    become more important next chapter. Of course, you'll be able to get
    both books for free in the next chapter, so don't feel compelled to buy
    them early. Also ask him about Alvin, and he'll insist that Alvin needs
    caretakers who are more knowledgable about magic.. sensible, this guy.
    We're now done with the Country Inn.
    <---------------------------------------------------------------------->
    27) Now return to Alina's House and talk to the silly girl. Tell her
    that she has nothing to be worried about as far as Julian-Celina go and
    Alina will try to play it cool. Ask about Alvin and she'll tell you
    where to look for him, which varies depending on whether Triss or
    Shani was your favored lover in the previous chapter. If it was Triss,
    she'll tell you to seek Alvin out in some ruins near the village. If
    it was Shani he'll be near the riverbank. Why? If you left him with
    Shani, he'll have developed a taste for rivers-which he picked up due to
    his proximity to the Dike. If you left him with Triss he'll enjoy ruins
    becaUse.. he arbitarily decided he likes ruins and wants to be an
    explorer? Ah, kids.
    <---------------------------------------------------------------------->
    28) Now the logical thing to do would be to go hunt for Alvin, but this
    guide isn't about being logical-it's about completionism. Since
    advancing the quest 'Alvin' causes other quests to advance, lets clear
    out some side-quests while everything is calm. Calmish.  First, lets
    go help those poor, impoverished Elves. Return to the Elven Cave and
    give Toruviel her bread. If you're cheap and only give her four loaves
    for her money you'll lose out 1000 experience.. and the difference in
    one loaf of bread really makes a difference on her disposition towards
    humanity. Next talk to the Elven Craftsman, who will tell you more about
    Raven's armor-more specifically, its enchantments. The armor won't just
    need reforging, apparently it'll also need re-enchanting.. although the
    thought of singing armor.. just sounds annoying. Anyways, you're told
    to go find another tomb. Apparently we'll need to scavenge everything
    if we're to recreate this armor. Finally, talk to the 'Elven Woman'
    walking around and give her some food. She'll abuse you for your
    charity, even as Geralt attempts to be reasonable. When all is said and
    done, you'll end up with her Sex Card.. I suppose it's her way of
    saying 'thanks' without having to actually say it. You can also feed
    other Elves in the cave to learn about Mandrake Roots and Han Fibre-
    just keep in mind that they want meat (and fish apparently doesn't
    count). If you don't want to spend any money, Wyvern Meat will do the
    trick nicely.
    
    ***REWARD***
    (For giving Toruviel four loaves of bread)
    EXP	7000
    
       ---or---
    
    ***REWARD***
    (For giving Toruviel five loaves of bread)
    EXP	8000
    
    Black Tern Island
    o======================================================================o
    29) It's finally time to head to Black Tern Island. Go near the Fisher
    King's Hut and find his boat, which you can now take, if you asked for
    permission. From the small island you arrive at, head across some
    shallows to the north and dispatch a group of Drowners-Zephyr's island-
    bound buddies.
    <---------------------------------------------------------------------->
    30) Continue north until you find the Lady of the Lake. Yeah, I know
    it's terribly cliche to all of us of English-descent, but hey, in Poland
    it might be novel. Talk to her and, surprise, she knows who you are.
    Apparently a mermaid has been talking to other aquatic ladies about us..
    Ask about restoring your memory, and she'll ask if you believe in
    destiny.. answer in whatever way best suits your Geralt and it'll update
    the quest 'Identity' again. If you ask about her extinct knights, she'll
    tell you about the legend of the Holy Grail, and refer you to a hermit,
    who can tell you more. Tell her she looks pensive and she'll ask you to
    speak to Berengar-allowing us to progress the quest 'The Paths of
    Destiny'. Finally, ask if you can do anything for her, and she'll tell
    you to reconcile the humans of Murky Waters and the Vodyanoi, which
    updates the quest 'Ripples'. You can now advance this quest along the
    neutral path of reconciliation, but Julian will still insist that he's
    too busy with wedding preparations to persue the matter.
    <---------------------------------------------------------------------->
    31) While we're here, head south-west from the Lady of the Lake to find
    a pack of Basilisks guarding a 'Circle of the Last Drop' and two trunks.
    The one to the north contains a Moon Rune and 64 Orens, while the one
    to the south contains some Candy, two units of Stammelford's Dust, some
    Nilfgaardian Lemon, and 16 Orens. Best of all, search the Basilisks to
    get their hide, which will make Julian a happy man, and us richer.. and
    hence happier. Explore the eastern side of the island to find Wyverns
    and Royal Wyverns, the latter of which will drop us the Wyvern Eggs
    the Innkeeper wants. We've done all I care to do here now, time to
    return back to the mainland.
    <---------------------------------------------------------------------->
    32) Head south along the road towards Murky Waters, but stop along the
    way to talk to Berengar, like the nice, wet, naked lady told us to. Tell
    him about the Lady of the Lake, and Berengar will respond by allowing
    us to take the whole destiny thing and play hero. Are you surprised?
    You shouldn't be. He'll also reveal that he was full of shit earlier-
    he sold Witcher secrets to Salamandra willingly. Return to the Lady of
    the Lake and tell her about Berengar's response, and she'll state the
    obvious-that her vision pertained to you, and she'll promise to aid you,
    in time. Now is a great time to complete whatever contracts you may have
    unfulfilled and turn them in. When you're done, we'll have little else
    to do but to go find Alvin, where ever he may be. If you sided with
    Triss in the last chapter, see Step #33, if you sided with Shani, see
    step #34.
    
    Note: Regardless of which path you must take, the southern-end of the
    outskirts is a great place to find Devourers and Giant Centipedes..
    although the former will only appear at night.
    
    ***REWARD***
    (For helping clarify the Lady of the Lake's vision)
    EXP	1000   
    <---------------------------------------------------------------------->
    33) If you gave the boy to Triss last chapter, you'll find him near
    some ruins along the southern edge of the map, in between the 'Collapsed
    Bridge' and the 'Passage to Fields'. In this case, he'll be accompanied
    by a 'Gambling Ghost', a lonely spirit Alvin conjured. This same spirit
    professes to be harmless-he only wants somebody to play dice with. On
    that note, he offers to play dice over Alvin-winner takes the boy. You
    should definately play him if you need to get another Sharper player
    under you belt, because-as unlikely as it is-the Gambling Ghost is our
    third Sharper in this chapter. If you win, the Gambling Ghost goes away.
    What an honorable ghost! If you lose, Geralt obviously can't afford to
    capitulate-a fight ensues. If you kill the Gambling Ghost, he'll drop
    200 Orens and a Diamond.. he'll also stop respawning, and hence, playing
    poker. There's also a pretty juicy basket outside the ruins with a
    variety of goodies inside.
    <---------------------------------------------------------------------->
    34) From Alina's House head south out a gate, and proceed along the
    riverbank. If you sided with Shani last chapter, you'll find Alvin and..
    his dog.. precariously close to where the third group of Zephyr's
    Drowners are. All is fine, however, because as you approach a Devourer
    will show up and attack Alvin.. but the Drowners will safely excuse
    themselves. Slay the Devourer and Alvin will talk to you.
    <---------------------------------------------------------------------->
    35) No matter who you sided with last chapter, Geralt will berate
    himself for trying to be what he's not. A Witcher can't be a father, and
    to even try isn't fair to Shani/Triss and Alvin. Alvin will freak out
    and start mumbling in his Elven prophecy voice. He'll eventually calm
    down, however, and Geralt hands off the Dimeritium Necklace, for what
    good it will do. When Geralt was trying to foist Alvin off onto Alina
    and Julian, Alvin mentioned a dream he had-one that did note bode well
    for Alina. Geralt advises himself in his journal that he should warn
    Julian-and so I advise you to do the same. But first..
    <---------------------------------------------------------------------->
    36) Since we're up here and all, we might as well head to the river and
    deal with the third pack of Zephyr's Drowners. If you sided with Shani
    last chapter, the Drowners will have vanished, so as to not complicate
    your cutscenes with Alvin. Head back to Alina's House (any area
    transition will do) and return to the riverbank to get them to respawn.
    Kill the last group of Drowners (one Igni should do the trick) and
    Zephyr will show himself. He's pretty tough-for a Drowner-and that just
    means he'll take a few hits before dying. Kill him and loot him. He'll
    drop random Drowner bits, a Silk Scarf, a Silver Ring, and a Turquiose
    Necklace.
    
    Note: Your journal often refer to Zephyr as a Drowned Dead, but when you
    loot him, he'll drop Drowner Brain Tissue-not a Drowned Dead Tongue.
    
    ***REWARD***
    (For killing Zephyr)
    EXp	2000
    <---------------------------------------------------------------------->
    37) Now for some notes on Alvin. Since we've progressed the quest
    'Alvin' to this point, the annoying little brat will start bothering
    us when we venture into the Lakeside and the Fields. At this phase,
    he'll ask about becoming a Witcher. In response, Geralt has the
    following options:
    
    "We never get sick, but that costs us. And then there's pain... Would
    you like to hurt badly?"
    
    "It's not true that witchers are never afraid. Besides, none remain who
    can complete the mutation..."
    
    "Wouldn't you rather be a knight?"
    
    The only reason this is noteworthy is because it updates the quest
    'Alvin' and affects his viewpoints later on. My Scoia'tael Geralt picks
    option #1, my neutral Geralt picks option #2, and my Order Geralt picks
    option #3. He'll also bug you on subesequent visits-complaining about
    his dreams of Alina, and then by just being a clingy pest. You can also
    bug Berengar, who will talk a bit more. He confirms what we already
    know-that Salamandra wants Alvin, and that Berengar was sent here to get
    him. He states that he has no intention of taking Alvin, that he just
    wants enough Orens to get out of here.
    
    ***REWARD***
    (For telling Alvin about Witchers)
    EXP	1000
    <---------------------------------------------------------------------->
    38) Finally, go talk to Julian, who will be standing outside of the Inn,
    for a change. He'll tell you that Alina went for a walk in the fields,
    and has been missing since. He'll ask you to help him-and as a nice
    guy, agree. Now that his fiance is missing, you can pursue the quest
    'Ripples' fully. As explained earlier, you have three choices-you can
    side with the Vodyanoi, you can side with the humans of Murky Waters,
    or you can work for the Lady of the Lake and reconcile both sides.
    Since the completion of this quest is one of the main quests that will
    trigger the end of this chapter, we'll put it off in favor of
    completing 'The Heat of the Day' first. It'll give us an excuse to
    search the fields and complete whatever side quests still need doing.
    <---------------------------------------------------------------------->
    39) Speaking of side-quests.. Pretty much everything we've done up until
    now could be accomplished at night-time, without having to set a single
    step into the fields.. Both are changing. Rest until morning (10:00
    should do it) and head over to the Collapsed Bridge south of Murky
    Waters. You should find Pat and Mason Harn. The former has dreams of
    archery contests in Vizima, while the latter.. well, he has need of a
    Witcher, of course. It's his life's work to reconstruct this bridge-a
    calling from the river spirits. There's only one small problem-a band
    of Griggs are sabotaging his work. Strike a deal-he'll offer 400 Orens,
    two books, or the archery services of his son. Eh.. sure. If you're
    feeling frisky, head west along the southern boundary of the area to
    find a lootable corpse near a pond. It will yield a variety of
    treasures.. including an Earth Rune.
    
    Healer's Hut
    o======================================================================o
    40) Now that we finally have an excuse, lets check out the Healer's Hut.
    Inside is an old lady who wants the Devourer Teeth.. and she also sells
    books, ingredients, alcohol, greases, and powders. If you didn't get her
    killed in Chapter 1, instead of an old anonymous witch, you'll find
    Abigail. She'll play mischeivous, but she's really trying to turn over a
    new leaf. Instead of selling poisons to her neighbors, she instead
    peddles in more benign, cow-friendly crafts. See? What you do does have
    consequences. Anyways, tell her about the Mason's problem and.. well,
    she'll pretty much tell you everything you need to know. A rival tribe
    of Griggs living in the field stole a treasure from the Griggs living
    near the village-a Cat Harness, of all things. We need to enter the
    in the fields and recover it.. which should placate Harn's Griggs.
    And with that, we've pretty much run out of things to do here. Time to
    venture merrily to the fields.
    
    o======================================================================o
    |								       |
    |		     Sororicide, Deicide, Genocide		       |
    |								       |
    o======================================================================o
    Alright, for this section of the walk through we're going to explore the
    fields, finish 'The Heat of the Day', then finish any and all side-
    quests in Chapter 4 before finally finishing 'Ripples'. After that..
    we'll let ourselves get swept back up into politics, and back to Vizima.
    
    Fields
    o======================================================================o
    Sequence of Events:						{WLK015}
    		1) Enemies in the Fields
    		2) Harvall #2
    		3) Noonwraith, Nightwraith
    		4) Wedding's Over
    		5) Outside Help
    		6) Overview of the Fields
    		7) The First Shard
    		8) Teyu, and the Second Shard
    		9) Hermit's Hut, and the Third Shard
    		10) The Hunter, Hunted
    		11) The Lakeside Road, and the Fourth Shard
    		12) Ureus
    		13) Stealing the Cat Harness
    		14) The Fifth Shard
    		15) Alvin: On His Powers
    		16) Fixing the Mirror
    		17) Mirror, Mirror..
    		18) More Outside Help
    		19) Appeasing the Griggs
    		20) Suicidal Salvation
    		21) Post-Mortem Poetry
    		22) Saving Celina, and Julian's Reward
    		23) Naiad's Necklace
    		24) Before We Go..
    		25) Ripples
    		26) Julian's Path
    		27) The Vodyanoi Priest's Path
    		28) The Lady of the Lake's Path
    		29) Skinny Dipping
    		30) Destroying Dagon
    		31) Rippling Reward
    		32) Aerondight
    		33) Berengar's Confession
    		34) White Rayla
    		35) Asking for Aid
    		36) Alvin: On Elves
    		37) Treating with Toruviel
    		38) Decision
    		39) Consequence
    		40) Back to Vizima
    
    1) No sense putting it off any longer, it's time to travel to the
    fields. There's an exit south of the Country Inn. We know a few things
    about what we're looking for-Alina wandered into the fields to pick
    raspberries, and Alvin's visions have her wandering around in sunlight.
    Of course, we could find a missing girl at any time of day.. but
    something tells you it won't be that simple, right? (That something is
    either your intution, or me, whichever you prefer.) During the day you
    can find Wyverns and Noonwraiths (Fast Silver Style) here, which will
    allow us to gather all the Shimmering Dust we need for the Blacksmith's
    Wife. At night you'll find Devourers and.. more Wyverns. Point is,
    you'll be able to complete 'Temptation' either way you wish, and
    'The Devourer Contract' by exploring the fields.. so their rewards will
    be recorded below and left for you to turn in at your leisure.
    
    ***REWARD***
    (For giving nine units of Shadow Dust to the Blacksmith)
    EXP	8000
    Gold	500
       ---or---
    Item	Red Meteorite
    
       ---or---
    
    ***REWARD***
    (For giving nine units of Shimmering Dust to the Blacksmith's Wife)
    EXP	8000
    Item	Plants of Barren Lands
    <---------------------------------------------------------------------->
    2) Before we do anything momentous, first we need to collect something.
    After entering the fields, do not leave until you have completed this
    Step. Travel south along the eastern edge of the map until you come
    across some trees (north of the 'Small Farm on the local map). You'll
    find some Wyverns roaming about, and in their midst, an over-grown and
    long-abandoned camp. Nearby are two 'mangled corpses', and on the ground
    you'll find another 'Harvall' sword. If you enter the fields, then leave
    before grabbing this sword, it'll disappear.. like all weapons in this
    game are prone to doing. Now, lets get down to business..
    <---------------------------------------------------------------------->
    3) Head to the middle of the area to find the 'Raspberry Patch'. When
    you approach (if it's day-time) you should trigger a cutscene where a
    familiar-looking Noonwraith approaches Geralt. Alina-the-Noonwraith will
    babble about raspberries, her wedding, and other nonsense. When Geralt
    tries to tell her that she's dead, she'll attack. Put down Alina, and 
    when you go to leave, you'll witness Adam chasing down and murdering
    Celina, whom he blames for murdering Alina. Celina will rise as a
    Nightwraith (these girls seem to have an uncanny disposition for
    becoming wraiths, it seems) and talk to you. She'll have the audacity to
    whine about her fate-cursed by her own foul murder.
    <---------------------------------------------------------------------->
    4) That's all fine and dandy. Head back to Murky Waters to continue
    this quest. When you return to the village outskirts you'll run into
    Adam, who pretty much sums everything up. Alina was killed by Celina
    (accidently), and Adam killed Celina. Return to the Country Inn and talk
    to Julian, who takes the news rather stoicly. He'll offer to pay you to
    deal with the threat Alina now represents, and when Geralt mentions
    Celina's death, Julian will question that, too. You can either tell him
    the truth (that Adam killed Celina) or play dumb. If you tattle on Adam,
    he'll be arrested and placed under house arrest. If you play dumb, he
    obviously won't be arrested.. instead, he'll hang out at a fireplace
    north of the Raspberry Patch in the fields.
    <---------------------------------------------------------------------->
    5) Now, we're actually a bit out of Geralt's area of expertise here-
    that amnesia thing can be a real chore sometimes. We'll need to talk to
    various people who might know how to deal with the situation. The
    following folks have the information we seek-Berengar, Dandelion, the
    Healer/Abigail, the Hermit (a character in the fields we have yet to
    meet) and the Lady of the Lake. Berengar is aggravating to deal with as
    always, but he arguably gives some of the best advice-we need to find a
    magic mirror that Alina had obtained in life-Nehalennia's Mirror-a
    proverbial prophetic mirror. The characters in the game think themselves
    overly clever by putting these mirrors into two categories-the
    courteous, and the smashed.. I, however, just think of the magic mirror
    in Shrek being threatened.. anyways, Alina's mirror was apparently not
    one of the nice ones, and ended up smashed. Showing her ghost the
    mirror-an item she was familiar with in life-is a step on the road to
    getting rid of her, as we need to get her to realize that she is, in
    fact, Alina. Then we need to get her to understand that she's dead..
    which involves either reaching her through the arts, or by having 
    another deader tell her that she's dead.. but I'm getting ahead. What
    this immediately means is that we're going to have to search the fields
    for the pieces of the mirror.. which might sound tedious, but from a
    FAQ-writer's perspective, it gives us all a perfect excuse to explore
    the fields in detail.. and since you'll be collecting crap along the
    way, nobody can call the exploration arbitrary.
    <---------------------------------------------------------------------->
    6) So, head back to the fields (and make sure it's during the day!),
    which we're finally going to explore in detail. I'll assume you're
    entering from the village, not the Lakeside. We'll explore in the most
    logical fashion.. or rather, by heading around the edge of the map
    clock-wise. But first, a brief description of the major points of
    interest. In the middle of the map is the Crypt, where we have a
    'mother-in-law' to hunt and a stolen.. Cat-Harness to recover. To the
    north of the Crypt is the 'Ruined Mill'. South-east is a 'Small Farm',
    more south and less east is a 'Druid's Circle', and near the southern
    border of the map is the 'Hermit's Hut.
    <---------------------------------------------------------------------->
    7) Remember the overgrown campsite with the mangled corpses and the
    Harvall Sword from Step #2? Go back there. From here we'll start our
    circuit. Keep heading south to find the 'Small Farm'.. and 'small' here
    is probably too generous. You should encounter the 'Midday Bride' again.
    Kill her and loot her for a 'Shard of Alina's Mirror'. You'll also find
    a fireplace and a lootable corpse near the 'farm'. 
    <---------------------------------------------------------------------->
    8) Continue south until your way is blocked, then turn west and and
    follow a small body of water to the west. Along the way you should
    run across a Vodyanoi named Teyu, and some fellow Dagon Worshippers.
    By now, these critters are pathetically weak. Smite them and take Teyu's
    head. I'll put the quest reward here and leave it to you to turn it in..
    just be sure to do so before you enter the Crypt. From here, head south
    to find a 'Druid Lantern', near which you'll find the 'Midday Bride'
    again. you know the routine, kill it and loot it for another 'Shard of
    Alina's Mirror'.
    
    ***REWARD***
    (For bringing the Teyu's Head to Tobias Hoffman)
    EXP	7000
    Orens	800
    
    Hermit's Hut
    o======================================================================o
    9) Head west, past a 'Circle of the Walking Fire' until you reach the
    Hermit's Hut. Along the fence to the west you'll find the 'Midday
    Bride' again, and when you've killed her, a third 'Shard of Alina's 
    Mirror'. You can also find some Barrows near the hut, which contain
    Mandrake Roots. But really, why visit the Hermit's Hut if we're not
    going to talk to the Hermit? He'll be outside during the day, or inside
    at night.. how sensible! He sells a huge variety of bomb/oil/potion
    recipes, and books.. most of which we should have (in the latter case)
    or you shouldn't need (in the former case.) The only interesting thing
    here for you might be the 'Dagon Sap' scroll.. but we'll be getting it
    for free soon enough. He's also a professional-level dice poker player,
    if you need another win under your belt. He's also got a lot to say-
    pick "Can I ask you something?" to see a full variety of topics. Ask
    about the kurgans to learn more about the Lady of the Lake's past
    champions-from great knights to humble innkeepers, ask about the Lady of
    the Lake herself, the legend(s) of the Holy Grail, and the Lady's 
    skepticism over the search for said Holy Grail. Finally, he's got a job
    for you. He wants you to drive off the Wild Hunt, the king of which is
    trying to lure away the souls of his buried knights. In exchange for
    this boon, he'll offer you a book on vampires (Vampires: Facts and
    Myths), the ownership of a hut, or a 'Wreath of Immortelles'. If you ask
    him about the wreath, he'll just vaguely reply "You might find it
    useful..." What a jerk. No wonder he's a hermit.
    
    Note: The Hermit sells a scroll named 'Formula for Petri's Philter',
    which teaches you how to concoct the 'Petri's Philter' potion. Remember
    finding the scroll 'Petri's Philter Formula' earlier? They both do the
    same thing, although the 'Formula for Petri's Philter' one will not be
    listed as read even if you already read 'Petri's Philter Formula'. If
    you already know the potion recipe (or just don't care, because you have
    my super-awesome guide), there's no reason to buy this alternate
    version. A mistake made by the developers? Clearly. Keep it in mind in
    case somebody stops you on the street and asks you a trivia question
    about the Witcher. It could happen, and then who would look smart? You
    would.
    <---------------------------------------------------------------------->
    10) You know what? I feel frisky. Lets go do this quest now, since it's
    current and close. Rest at the nearby fireplace until night-time and
    head back to the 'Druid's Circle', where you'll find a trio of Wraiths.
    They woke up on the wrong side of the afterlife, and don't want to be
    friends. Kill them, and three more Wraiths will show up-accompanied by
    the King of the Wild Hunt. He's a pain in the ass, as he'll parry every
    attack you direct at him (and given Geralt's tendency to strike at
    exactly the target you don't want him to attack, he'll be even more
    bothersome than he should be.) He'll deal a good bit of damage, and is
    utterly untouchable. You can banish him by activating the 'Druid
    Lantern' near the totem and burning up a Mandrake Root, but if you're
    tough enough, you can just fight around him. After the three Wraiths
    with the King of the Wild Hunt are dead, three more appear. Defeat
    these final three, and the King of the Wild Hunt will vanish.. if he
    wasn't already banished. I should also note that there's a 'Shrine of
    the Walking Fire' nearby, if you're partial to signs. It'll give you a
    nice boost to your Igni sign, and make blasting the Wraiths back into
    the afterlife something of a trivial affair. Return to the Hermit's
    Hut, rest until morning, then talk to the Hermit. You can choose three
    rewards-first, the book 'Vampires: Facts and Myths', which we should
    already heave. Second, the ownership of a hut. The hut contains a
    few lootable, where you can find a Rattle (an item that repels Giant
    Centipedes) and the book 'The Rivian Pogram' which we should already
    have found at Triss's House last chapter. It also contains a fireplace,
    which I was never able to actually rest at, and despite what the Hermit
    says, it contains no storage. Screw the hut, Geralt isn't the type of
    guy to settle down anyways. The third option is vague, but trust me,
    it's the best of the choices.. if for no other reason than because the
    other two choices suck. Regardless of what reward you choose, he'll give
    you a 'Pouch of Salt', which repels Wraiths.
    
    ***REWARD***
    (For driving off nine Wraiths)
    EXP	1500
    
    ***REWARD***
    (For expelling the Wild Hunt)
    EXP	5000
    Item	Pouch of Salt (always)
    Item	Vampires: Facts and Myths
       ---or---
    Item	Wreath of Immortelles
       ---or---
    Home ownership
    <---------------------------------------------------------------------->
    11) Now continue west along the southern boundary of the area, then
    north along the western boundary. Loot a corpse along the way (just
    south of the western 'ridge' on the local map) and eventually you'll
    hit the road leading to the Lakeside area. Note that the 'road' only
    exists on the local map.. but the path I'm talking about should be
    pretty clear, considering it's a narrow route of passable land leading
    east-west to the Lakeside area. Kill another 'Midday Bride' and loot
    the fourth 'Shard of Alina's Mirror'. Our next target is the Crypt,
    which is east and slightly south of here.. or south and slightly east
    from the Raspberry Patch.. however you want to find it. Be sure to
    return to Tobias Hoffman with Teyu's Head, if you haven't already.
    Wouldn't want to leave behind any trophies, now would we?
    
    Crypt in the Fields
    o======================================================================o
    12) Another day, another crypt.. drink a Cat potion and explore. As soon
    as you enter you'll need to dispatch a Cemetaur.. no big deal at this
    point in the game. Use the Aard sign to blast down a shabby wall to the
    east, then dispatch a group of Alps. A crypt full of undead, who could
    have guessed? Continue into the room to the south, and up a rubble-ramp
    along the southern side of the room to reach a corridor along the
    southern edge of the map. The key word here is 'south', if you didn't
    guess. Along the way you'll find all kinds of Ghoul-type monsters,
    Ghouls, Alghouls, Graviers, and Cemetaurs. There's another destroyable
    wall to the south (there's that word again!) beyond which lies Ureus.
    At this point in the game, it took only a single Aard to set the
    hapless Cemetaur up for a coup'de'grace. I love Aard, and it loves me.
    Loot a nearby trunk and backtrack to the first wall we knocked down..
    again, I'll leave it up to you to turn this trophy in.
    
    Note: The guide that comes with the game claims you can further the
    quest 'Armor' by finding 'Notes of an elven minstrel' in a sarcophagi
    in these crypts. This is not true, as there simply are no sarcophagi
    to loot. However, in the room containing the 'Circle of Barren Lands'
    you can sometimes glimpse the red name-tag of a Bruxa beyond one of
    the walls. Perhaps part of this dungeon was cut at some point?
    
    ***REWARD***
    (For bringing the Cemetaur Head to Tobias Hoffman)
    EXP	7000
    Orens	800
    <---------------------------------------------------------------------->
    13) Head north until you reach a four-way branch in the tunnels. If you
    head south you'll find an empty room. If you head north you'll.. find
    another four-way. The room to the west holds a lootable corpse, and in
    the room to the north you can find a 'Circle of the Barren Lands'. Back
    at the first four-way, if you head east you'll reach a room containing
    a trunk, and the Grigg's Santon. Loot the latter to obtain the mighty
    Cat Harness.
    
    ***REWARD***
    (For obtaining the Cat Harness)
    EXP	2000
    <---------------------------------------------------------------------->
    14) Now it's time to recover the last piece of Alina's Mirror. Head over
    to the 'Ruined Mill' and, by taking advantage of a combination of
    stairs and wooden ramps, reach the roof. Here you'll find the 'Midday
    Bride' again, who holds the fifth and final 'Shard of Alina's Mirror'.
    There's also a lootable corpse to the east of the mill.. once the
    next little annoyance is dealt with.
    
    ***REWARD***
    (For obtaining all the parts of Alina's Mirror)
    EXP	2000
    <---------------------------------------------------------------------->
    15) Of course, nothing is ever easy. After you grab the fifth shard,
    Alvin will show up, and complain to Geralt about how people mistreat
    him. It's again up to Geralt to shape Alvin's outlook by responding:
    
    "Destiny isn't everything. We are masters of our own fate."
    
    "Your visions are a gift, not a curse. It's up to you to use them for
    good."
    
    "Keep your gift a secret. The lives of the gifted are rarely easy."
    
    Again, I vary my responses to suit the various Geralts I'm playing.
    The Scoia-tael-aligned Geralt advises the third option, while the Order-
    aligned Geralt picks the second option. My neutral Geralt picks the
    first.
    
    ***REWARD***
    (For giving Alvin advice about his gift)
    EXP	1000
    <---------------------------------------------------------------------->
    16) It's time to get this mirror fixed, and there are two people who
    can do the job. First, there's the Elven Craftsman in the Lakeside area,
    and then there's the Blacksmith, in Murky Waters. Both will do the job
    for 100 Orens. The official guide invites you to take the forging time
    as an opportunity to complete some side-quests.. this is so much bunk.
    Just go into any new area and return, and your mirror will be ready.
    The perk about traveling to the Lakeside area and letting the Elven
    Craftsman do it is.. we can travel to the Lakeside area from the
    fields, and hence we'll have a shakey excuse to explore the thus-far
    neglected western edge of the Lakeside area. From the fields to the
    Elven Cave you'll find a corpse to loot, and a basket near the lake..
    whichever you choose. 
    <---------------------------------------------------------------------->
    17) Get the mirror fixed, and with 'Alina's Broken Mirror' in your
    inventory, head back to the fields. Find the 'Midday Bride' at the
    Raspberry Patch and talk to it. Alina's personality will indeed come
    out, but (as Berengar predicted) will not realize that she's dead.
    Alvin will come up and state the obvious, then pester Geralt. Geralt
    will again resolve to consult others who may be more in-the-know than
    himself.
    
    ***REWARD***
    (For exposing the Midday Bride to Alina's Mirror)
    EXP	2000
    <---------------------------------------------------------------------->
    18) Your choices are more limited this time-either visit the Lady of the
    Lake or the Healer/Abigail. I suggest the latter, due to simple
    proximity.. and because we're about to deal with the former shortly
    anyways. No need to rush that Sex Card, kids. Also, if we talk to the
    Healer/Abigail we can advance 'Small Problems' by telling her we have
    the Cat Harness. We'll be told to put the Cat Harness in the Santon near
    the bridge, wait a day, then see if the Griggs accepted the gift. If
    so, they'll have left us a gift in exchange, which we need to give to
    Harn, so the Griggs will recognize him has a friend and leave him alone.
    As for the quest 'The Heat of the Day' our actions back in Chapter 1 are
    going to come back to haunt us. If we let Abigail die, we'll be told we
    can't put Alina's spirit at rest 'innocent blood' on our hands, and all
    that. We'll be left with one option-another dead person will have to
    tell Alina that she's dead. Otherwise, if we're not playing with a
    guilty Geralt, we can get Dandelion to assist us-apparently spirits are
    vulnerable to good, old-fashioned, poetry. If you let Abigail die in
    Chapter 1, see Step #20. If not, see Step #21.
    <---------------------------------------------------------------------->
    19) But before you bother with Alina and that nonsense, lets finish off
    'Small Problems'. Head over to the 'Collapsed Bridge', then search for
    the Santon to the north-east. Hand over the Cat Harness and-despite what
    the Healer/Abigail said-you'll immediately get a return gift-a Four-Leaf
    Clover. Take it to Mason Harn for your reward.. You can pick a book
    (Spectres, Wraiths, and the Damned), the services of the Mason's son,
    Pat, or 400 Orens. All these rewards suck so hard, I have no opinion
    of what you should pick.
    
    ***REWARD***
    (For giving the Cat Harness to the Griggs of Murky Waters)
    EXP	2000
    
    ***REWARD***
    (For giving Mason Harn the Four-Leaf Clover)
    EXP	4000
    Orens	400
       ---or---
    Item	Spectres, Wraiths, and the Damned
       ---or---
    Pat's Services as an Archer
    <---------------------------------------------------------------------->
    20) You let Abigail die, you're a bad person, you have blood on your
    hands. Anyways, that doesn't mean you can't complete this quest, and it
    doesn't mean you didn't get her Sex Card.. so it's not all that bad.
    If you told Julian that Adam killed Celina, you'll need to head over to
    the Country Inn and talk to Julian, who will hand over the key to Adam's
    House readily enough. Head over to Adam's House and ask him if he'd
    like to help Alina. The answer is obvious, and Adam will run off eagerly
    to help her.. and you should follow to prevent Adam from doing anything
    stupid (the game's words, not mine.. well, now they're technically mine,
    too..) If you didn't squeal on Adam.. well, he'll already be in the
    fields, so either way, at this phase, head to the fields and find Adam
    at the fireplace north of the Raspberry Patch. He'll call himself a
    failure, and Geralt will for some reason try to stop Adam from doing the
    obvious. Alina shows up and Adam convinces her that she's dead, and when
    Alina demands vengeance, Adam tells her 'mission accomplished'.. except
    unlike some American presidents, he does so after actually getting the
    job done. The two ghosts think they are terribly romantic, Geralt
    complains about said romance, then you'll get a cutscene where Geralt
    doubts his witcher neutrality. Considering how things ended up, perhaps
    we should have saved Abigail? Of course, how would we know that our
    refusal to save Abigail would result in suicide, and subsequently, ghost
    romance? Be sure to loot Adam's body for a rather generous number of
    Orens-unless you're too proud to pocket his 850 Orens. Skip to Step #22
    for your reward.
    <---------------------------------------------------------------------->
    21) Head over to the Country Inn and talk to Dandelion. Dandelion,
    always faithful, will readily agree to compose something.. as odd of an
    event as it is. Geralt warns Dandelion not to be funny, and not to
    provoke the Noonwraith, then tells Dandelion to meet him in the fields
    at sunset. Head over to the fields and find a spot to rest-the game is
    actually fairly strict on the timing here. The fireplace north of the
    Raspberry Patch (where Adam sulks) is fine for this purpose. Rest until
    dusk, then head over to the Raspberry Patch and wait for Dandelion, who
    will show up shortly. Talk to him when he arrives, and Dandelion will
    sheepishly ask for more time. Geralt tells him to improvise, and Alina
    will interrupt and settle the matter. Dandelion, ever treacherous
    Dandelion, decides that by 'improvise' Geralt meant he should devise a
    two-voice poem, and force Geralt to do some of the work. Dandelion will
    start to be all bard-like, and you'll have to fill in the blanks when
    prompted. Failure just means Dandelion will apologize on Geralt's
    behalf and insult him. The two correct answers are 'The deceased' and
    'A ghost'. Once complete, Alina will complain that she cannot rest
    until she is avenged. This prompts Celina to show up, with impeccible
    timing. She shows off that she is, in fact, quite dead, and Alina is
    already avenged. The sisters then make up, Geralt reflects on the role
    of witchers, and this time he defines it broadly-Witcher's don't just
    kill monsters, they solve human problems-a true recipe for political
    meddling if I ever heard one, and a huge reason our neutral Geralt
    didn't take this path. By the way, the image of Dandelion performing
    between the two wraith-sisters is one of my favorite images from this
    game. Rejoice that you know more about my tastes, and see the next
    Step for your reward.
    <---------------------------------------------------------------------->
    22) Return to the Country Inn and tell Julian about what happened. He'll
    give you a reward which is-frankly-pathetic for the amount of work
    you've done. Ah well. There's one more thing to do with this business,
    even if it is off the books. Return to the fields after talking to
    Julian and completing 'The Head of the Day' and search for Celina, the
    Nightwraith. She could be wandering around just about anywhere, so
    search well. When you find her, talk to her and offer to help. She'll
    notice that you have the 'Wreath of Imortelles, and you can give it to
    her to put her at peace. At the very least, it'll get the item out of
    our inventory. Now that the quest 'The Heat of the Day' is complete, we
    really just need to complete 'Ripples', which we'll get to shortly.
    
    ***REWARD***
    (For helping Alina find peace via Adam's suicide)
    EXP	4000
    Orens	400
    
    ***REWARD***
    (For helping Alina find peace via Dandelion's song)
    EXP	6000
    Orens	400
    <---------------------------------------------------------------------->
    23) First, lets give that Naiad her stupid necklace back. She can be
    found in the Lakeside area, and will have migrated east of where you
    first met her-near the 'Circle of Waning Magic'. When you give her the
    necklace, she'll offer you one of three rewards-a book on the Vodyanoi
    (A Description of the Vodyanoi or the Fishpeople), an Earth Rune, or
    free healing whenever you need it.. Of course, we should already have
    the book, and the free healing is.. well, it's easier to just rest at
    any fireplace, than it is to bother running all the way back here to
    heal.. or you could just wait, you doubtlessly have decent vitality
    regeneration by now.. That really just leaves the Earth Rune, which
    isn't much of a prize either. Ah well. On the plus side, she'll give you
    a Red Ribbon, regardless.
    
    ***REWARD***
    (For returning the Turquiose Necklace to the Naiad)
    EXP	6000
    Item	Red Ribbon (always)
    Item	A Descrition of Vodyanoi or the Fishpeople
       ---or---
    Item	Earth Rune
       ---or---
    Healing
    <---------------------------------------------------------------------->
    24) Before we head off to complete 'Ripples', there's one more thing we
    should make a note of. Chapter 5 is, well, it's supposed to be the
    terminal chapter of the game, and some of our normal hobbies-dice poker
    playing, fist fighting, and enjoying the infinite storage capacity of
    our multi-dimensional stash will be somewhat limited. Before heading off
    to Chapter 5 (which is what completing 'Ripples' will lead you to do)
    have a few things ready. First, of course, be sure to have completed
    everything that can be done in Chapter 4, you won't be coming back.
    Second, have at least one Devourer Tooth in your inventory, as we can
    give it to Zahin Schmartz (the dentist) as part of 'Wont Hurt a Bit'.
    There are no Devourers in Chapter 5, and very limited stash access, so
    you'll just need to keep it on-hand. Finally, have about 2000 Orens-
    this shouldn't be a problem, as Chapter 4 isn't very expensive, and the
    two trophy quests give 800 Orens each. We'll need the money to play the
    greatest dice poker player in the land. No, he's not quite that
    expensive to play, but if he's got a good hand, he can raise the bet by
    up to 600 Orens per round.. and you don't want to have to forfeit just
    because you can't match his ante!
    <---------------------------------------------------------------------->
    25) It's finally time to finish off 'Ripples', and there are three
    ways to complete the quest. I'll include all three, despite the fact
    that the rewards are in no way equal. I suggest siding with the Lady of
    the Lake, as she gives what is by far a better reward than what Julian
    or the Vodyanoi Priest will give. Either way, you're going to end up on
    Black Tern Island again, and while you're there, be sure to talk to the
    Lady of the Lake before you fight Dagon and complete 'Ripples' if you
    want to gain her Sex Card (Step #29). During 'Ripples', if you want to
    side with Julian see Step #26, if you want to side with the Vodyanoi
    Priest see Step #27, and if you want to side with the Lady of the Lake
    see Step #28. The fight with Dagon is covered in Step #28, and the
    rewards can be found in Step #31.
    <---------------------------------------------------------------------->
    26) Ask Julian about taking up the contract from Berengar, and he'll
    tell you about some humans looters who were massacred by Vodyanoi.
    Apparently some of the fish-men worship Dagon, a blood-thirsty god.
    Our mission? Head to Black Tern Island and kill the Vodyanoi cultists
    who guard the Altar of Dagon-which is on the north-eastern corner of the
    island. Enter the shrine and kill the Vodyanoi there to provoke Dagon.
    <---------------------------------------------------------------------->
    27) If you want to side with the Vodyanoi, go to the Lakeside and head
    to the shrine where you found him way back in Step #1. As you approach
    the 'Resolute Girl' will bother you and tell you that the 'funny
    fishman' has returned. Talk to the Vodyanoi Priest, and he'll have a
    solution-abduct the prize-winning cow (which Dagon covets) and kill it
    on his altar to lure him there.. then kill Dagon. You can't expect a
    Vodyanoi to tell you to sacrifice other Vodyanoi, can you? Although
    Julian (and undoubtably, most of the peasants in Murky Waters) surely
    think that the life of a cow is more valuable than the lives of sentient
    fish-folk. To lure the stupid mammal, you'll need Dried Fruit and Nuts.
    If you've been good and followed my advice, you should have stored
    plenty of it by now.. if not, the Baker sells some for twenty-five
    Orens each. Head over to the village of Murky Waters and 'talk' to the
    cow. Give it a gift of Dried Fruits and Nuts and listen as Geralt tries
    his best soothing call.. Now head back to the Lakeside area and board
    the Fisher King's boat-don't worry about the stupid cow actually
    following you out of the village, it'll show up when you arrive at the
    Lakeside. Head to Black Tern Island and head to the Altar of Dagon-
    which is on the north-eastern corner of the island. Enter the shrine
    and kill the cow to provoke Dagon. 
    <---------------------------------------------------------------------->
    28) Now, if you want to side with the Lady of the Lake and reconcile
    both sides, talk to both Julian and the Vodyanoi Priest. Both sides need
    to give a gift to the Lady of the Lake, and what you have is really a
    guessing game-which is painless, since you have somebody telling you
    exactly what to get. Have the Vodyanoi Priest give up his (its?) golden
    bracelet, and convince Julian to fork over his alabaster figure. Now
    return to Black Tern Island and talk to the Lady of the Lake, who will
    confirm that these are, indeed, the gifts she wanted. In exchange she'll
    give you 'The Lady of the Lake's Ruby', her enchanted blood, with which
    we'll challenge Dagon to a duel. Head to the Altar of Dagon-which is on
    the north-eastern corner of the island. Enter the shrine and place 'The
    Lady of the Lake's Ruby' on one of the 'Altars of Dagon' to provoke
    Dagon. 
    
    ***REwARD***
    (For giving the Lady of the Lake the correct gifts)
    EXP	2000
    <---------------------------------------------------------------------->
    29) Because it's convenient to mention it here, and because everybody
    will have to go past the Lady of the Lake to complete 'Ripples', we'll
    talk about getting the Lady of the Lake's Sex Card here. By talking to
    the Hermit earlier, we learned that the Lady of the Lake is not fond of
    the whole Holy Grail thing-she's a lonely deity that has had too many of
    her brave knights run off and get themselves killed over baubles. Talk
    to the Lady of the Lake and pick the dialogue option "M'Lady! I have had
    a revelation and wish to embark on a mission." She'll respond "Geralt,
    I'm warning you...". Pick the option "A jest", and the two will begin
    flirting. When Geralt drops the flowery crap and tells her she has a
    nice ass, he'll get her Sex Card. You can talk to her again afterwards
    and ask about her favoring the Fisher King. She'll allude to his
    prowess, insults Geralt's and Geralt will backtrack. On that note, it's
    time to go pay Dagon a visit.
    <---------------------------------------------------------------------->
    30) You'll get a cutscene showing Dagon's approach. The fight with
    Dagon is laughably easy-don't bother with Dagon at all, instead, target
    whatever Vodyanoi come with him. He does paltry damage, and suffers
    every time you kill some of his servants. Be sure to loot Dagon for
    'Dagon Secretions' and a Sun Rune. 
    
    ***REWARD***
    (For slaying Dagon)
    EXP	2000
    <---------------------------------------------------------------------->
    31) Now to cash-in on our hard work. Return to Julian and he'll reward
    you with a Huge Diamond. It sells for 300 Orens.. and really is a
    pathetic reward when you see what else you might have obtained. Return
    to the Vodyanoi Priest and he'll reward you with a Cermonial Sword of
    Deithwen.. It's a weapon that was out-dated before it ever was
    obtainable. By now, we've found some (and probably have already sold
    some!) Still, like the diamond Julian would give, it's worth 300 Orens.
    Return to the Lady of the Lake and she'll reward you by helping you
    regain some of your former abilities-in this case, it means giving you
    a free Silver Talent to spend. Two thousand more experience and a free
    Silver Talent? Yes please.
    
    ***REWARD***
    (For killing Dagon for Julian)
    EXP	5000
    Items	Huge Diamond
    
       ---or---
    
    ***REWARD***
    (For killing Dagon for the Vodyanoi Priest)
    EXP	5000
    Items	Ceremonial Sword of Deithwen
    
       ---or---
    
    ***REWARD***
    (For killing Dagon for the Lady of the Lake)
    EXP	5000
    Misc	+1 Silver Talent
    
    Note: If you sided with the Lady of the Lake and want to hear the
    Fisher King talk, speak to him after killing Dagon, but before talking
    to the Lady of the Lake. Geralt will insult him and the Fisher King
    will respond.
    <---------------------------------------------------------------------->
    32) Finally, the Lady of the Lake makes good on her earlier promise to
    give you aid.. and in a big way! If you've completed 'The Heat of the
    Day', 'Ripples', and talked to Berengar for the Lady of the Lake during
    'The Paths of Destiny' she'll reward you with knighthood, and the silver
    sword 'Aerondight'. It gives a +60% bonus to damage, +10% bonus to
    attack, and a +50% critical chance to inflict Pain, Blinding,
    Incineration, and Precise Hit. Needless to say, it's very, very nice
    sword, and certainly and upgrading over anything you may have been
    using. This updates the quests 'Alvin', and 'The Paths of Destiny'.
    
    Note: If you want to keep your old Silver Sword, you'll need to store
    it in your stash-ideally before you talk to whomever you want to
    complete 'Ripples' for, but after defeating Dagon.
    
    ***REWARD***
    (For being knighted by the Lady of the Lake)
    EXP	3000
    Item	Aerondight
    <---------------------------------------------------------------------->
    33) Head back to your boat. Along the way you'll be accosted by
    Berengar-how he got here without a boat is worth pondering. He'll admit
    to everything he did with Salamandra, most of which is reiteration by
    now, and invites Geralt to judge him. Despite his hostility, he betrays
    himself by confessing his crimes and subjecting himself to Geralt's
    scrutiny. If you call Berengar a traitor, Berengar will attack. Put him
    down with the fast steel style and loot his corpse for the scroll
    'Dagon Sap', Berengar's Letter, the Book of the Full Moon, some
    Quicksilver Solution, and 866 Orens. So ends 'Paths of Destiny', and
    the quest 'Berengar's Secret' updates. On the other hand, if you try to
    sympathize with him, he'll hand over Berengar's Letter, the scroll
    'Dagon Sap', and the Book of the Full Moon'.  You'll also get a quest
    reward, and, as we should expect by now, characters we keep alive have a
    habit of showing up later. In the end, both my Scoia'tael and neutral
    Geralts spare Berengar-the former because he's a fellow freak, and the
    latter because.. well, witcher's aren't supposed to fight, and he
    generally refuses to murder things that aren't monsters. For the sake
    of variety, however, the Order-aligned Geralt kills Berengar here. He's
    far more concerned with morality and guilt than the neutral Geralt, and
    he has no reason to value Berengar's 'otherness'.
    
    Note: If you have the ingredients, now might not be a bad time to
    concoct the 'Dagon Sap' potion (Rebis/Aether/Hydragenum/Vermillion and
    Dagon Secretions.) Consuming it will get you the 'True Grit' talent.
    
    ***REWARD***
    (For sparing Berengar)
    EXP	2000
    <---------------------------------------------------------------------->
    34) Take the boat back to the mainland and you'll be accosted by a
    creature called 'White Rayla'. She's a rather over-zealous bitch that
    has been sent here to deal with Toruviel and her Elven unit. Even with
    my Order-aligned Geralt, I can't help but find this person unpleasant.
    She'll helpfully inform you that the Scoia'tael have turned Vizima into
    a warzone (Yaevinn's been busy since we left!) and that Toruviel's band
    of Elves have taken hostages in the village of Murky Waters. Don't be
    content to simply label White Rayla a racist, however, as she informs
    Geralt that the peasants here are guilty of treason for feeding the
    Elves. To be fair, Rayla is a mercenary-not a monk-and by her admission
    she kills non-humans for revenge.. but the fact that the Order sullies
    itself by dealing with such people just makes it look worse. To prevent
    an all-out massacre of both humans and non-humans, Geralt offers to go
    speak to Toruviel. This starts the quest 'Free Elves'.
    <---------------------------------------------------------------------->
    35) Head to the village area. Near the area transition from the
    Lakeside area to Murky Waters, you'll be accosted by an Order Footman if
    you sided with the Order during 'Gold Rush' last chapter. He'll invite
    you to continue helping the Order, and try and convince you to view the
    situation with typically dangerous moral relativity-just pretend the
    Elves here are like any other monsters threatening humans. For the
    Order-aligned Geralt, he's preaching to the choir. Once you cross into
    Murky Waters, you'll again be pestered by Dandelion, who will inform
    you that Alvin is one of the hostages. Nothing is ever simple, is it?
    Head into Murky Waters and find the Scoia'tael near Celina's House.
    If you sided with the Scoia'tael during the quest 'Gold Rush' last
    chapter, you'll be approached by a 'Scoia'tael leader', who will
    implore Geralt to get involved in the fight. He's not quite as bad as
    White Rayla, but his insistence that Toruviel has 'no right' to avoid
    deeper immersion in this conflict is grating enough, in its own right..
    also the Scoia'tael will be much better equipped. Vivaldi's gold clearly
    went towards warfare, rather than welfare.
    <---------------------------------------------------------------------->
    36) Keep heading through the throng of Scoia'tael and their hostages
    until Alvin pesters you. Apparently he can 'hear' what the Elves are
    thinking, and he doesn't like it one bit. He'll ask Geralt another
    question, this time about Elves, and Geralt can respond in one of
    three ways:
    
    "They're fighting for their freedom, for an ideal. Humans have them up
    against the wall and they see no other way..."
    
    "The Elves refuse to concede that the world has changed. They cannot win
    but they still fight. It's their sad, desperate attempt at halting
    evolution."
    
    "They've lost their lofty, beautiful veneer. One can clearly see the
    deep hatred they hold for humans."
    
    It's a pretty easy choice, and by now my Geralts are touting their
    party lines. The Scoia'tael-aligned Geralt picks option #1, the Order-
    aligned Geralt picks option #3, and the neutral Geralt picks option
    #2.
    
    ***REWARD***
    (For explaining the actions of the Scoia'tael to Alvin)
    EXP	1000
    <---------------------------------------------------------------------->
    37) Talk to Toruviel, who will be wandering about. She'll reveal that
    she resorted to holding the children hostage because adults didn't
    prevent Rayla's aggression-just typical stake-raising during warfare,
    at it's best. Depending on how you acted earlier in the game, you'll
    get various options-first, she'll flat-out refuse to let Alvin go, so
    we can just ignore that. If you've been Order-friendly, you can try to
    convince her to surrender in return for a 'fair' trial. If you've been
    Scoia-tael friendly, you can try to convince her to let the hostages go.
    In the former case, she'll respond unfavorably-and smartly so. In the
    latter case, she'll agree to let the prisoners go and reveal that she
    just wishes to escape.. which seems like the best option for all sides.
    Either way, we need to talk to Dandelion to determine how to act.
    
    Note: The official guide says that if you sided with the Scoia'tael in
    Chapter 2 (I assume that would mean during the quest 'Force Recon')
    Toruviel will agree to let the hostages go. I'm willing to chalk this
    up to a simple typo. What happened during 'Gold Rush' determines how
    Toruviel responds-not 'Force Recon'.
    <---------------------------------------------------------------------->
    38) You'll find Dandelion skulking near the northern side of Celina's
    House. Tell him that everything is going to hell, and you'll eventually
    get two choices-and Dandelion will even be kind enough to inform you
    that this is a pivotal moment. You can side with whomever you sided
    with during 'Gold Rush', or take Alvin and run off.. and become the
    enemy of both sides (this is what passes for neutrality at this point.)
    My decisions are pretty straight-forward, whomever I sided with during
    'Gold Rush', I side with again.. except for my neutral Geralt, who
    decides to just take Alvin and let the two factions bloody each other
    up.
    
    ***REWARD***
    (For making a major political decision)
    EXP	3000
    <---------------------------------------------------------------------->
    39) Whatever choice you make, Geralt wisely talks to Toruviel and asks
    her to let Alvin go.. and for some reason, it works this time. Intending
    to clear Alvin from the board before the upcoming fight, Geralt goes to
    lead Alvin away.. when the Order bungles everything by attacking. Humans
    in chainmail are pretty sneaky, it seems, but a fight inevitably breaks
    out, and Alvin-under duress-teleports away. So much for that amulet.
    When the cutscene ends, Geralt will be left to deal with whatever his
    politics have left him-if you're playing neutral, feel free to run from
    the whole scene entirely. Kill whomever you wish, then loot as you
    please. It's interesting to note that no matter who you 'decide' to side
    with, everything plays out the same way-even if you don't lift a single
    finger to help one side or the other, every member of the organization
    somehow knows-intuitively-what you said to Dandelion in private.
    <---------------------------------------------------------------------->
    40) Return to the Lakeside area and head to where the Fisher King's boat
    is. You can find White Rayla along the way, on the beach north of the
    Fisher King's Hut. She'll reveal that the adjutant striped her of her
    command (by presenting a letter from Siegfried, no less) which led to
    the mess. I guess we can't really fault her for this one.. Anyways,
    talk to Dandelion-if you've read Berengar's Letter you can talk to
    Dandelion about it-but ultimately, you'll end up heading off to Vizima.
    Time for the final chapter to begin.
    
    ***REWARD***
    (For returning to Vizima)
    EXP	12000
    
    o======================================================================o
    |			      Chapter 5 			       |
    o======================================================================o
    |								       |
    |			   Vizima in Flames		 	       |
    |								       |
    o======================================================================o
    Our (almost) final post-chapter recap. Don't worry, you're almost done!
    Lets run down our laundry list: Alvin is gone, having vanished when the
    battle of Murky Waters broke out. Salamandra has be located in the city
    of Vizima, and now that we know where to strike, we can finally attempt
    to settle the score with Azar Javed. The city itself, however, is up in
    flames due to the conflict between the Scoia'tael and the Order.. we
    are certainly not through dealing with the politics of the two factions.
    Even if we decided to remain neutral, we'll at least have both sides
    hostile towards us as we go about our business, and of course, if we
    sided with the Scoia'tael or the Order, you can bet we'll have to deal
    with our friends beseeching us for aid. Last but certainly not least,
    Adda still wants us dead. How she (and Salamandra, for that matter)
    are responding to the fighting has yet to be seen, and of course,
    whether such devastation will prove enough to lure Foltest back to the
    city is also of interest. There's still alot of work to be done, to be
    sure, but at least we have something to look forward to, we haven't been
    guaranteed thus far-some resolution.
    
    This chapter is unlike any other-it's fairly short, especially compared
    to Chapters 2 and 3, anyways. Also, given the weight of our quests and
    the variability of the reactions of the NPCs it's just easier to split
    this chapter up by whichever Geralt we happen to be playing.. even if
    it means repeating myself a bit. Keep an eye on the 'Sequence of Events'
    to see what steps pertain to which Geralts. 
    
    Steps that refer to the Scoia'tael-aligned Geralt will have the heading
    >>>>>>>>>>>>>>>>>>>SCOIA'TAEL<<<<<<<<<<<<<<<<<<< above them.
    
    Steps that refer to the Order-aligned Geral will have the heading
    >>>>>>>>>>>>>>>>>>>>>ORDER<<<<<<<<<<<<<<<<<<<<<< above them.
    
    Steps that refer to the Neutral Geralt will have the heading
    >>>>>>>>>>>>>>>>>>>>NEUTRAL<<<<<<<<<<<<<<<<<<<<< above them.
    
    It's not my favorite solution to the complexity of this chapter, but it
    is the simplest-the branching Steps will begin when we leave the
    Castle, and end when we leave Old Vizima.. or functionally, to cover the
    quests 'Hope Burns Bright', 'The Flame that Cleanses', and 'Under a
    Fiery Sky'. Steps without a heading should be assumed to apply to all
    the possible Geralts.
    
    Dike
    o======================================================================o
    Sequence of Events:						{WLK016}
    		1) Last Chance to Stash
    		2) Dandelion Detained
    		3) Radovid and Carmen
    		4) Zoltan's Update
    		5) To Old Vizima
    		6) A King's Command
    		7) Talking to Triss
    		8) Velerad and Count de Wett
    		9) Costly Cousins
    		10) Dice Poker Legend
    		11) Notes on Old Vizima
    
       >>>>>>>>>>>>>>>>>>>>NEUTRAL<<<<<<<<<<<<<<<<<<<<<
    
    		12) Escorting the Nurses
    		13) The Hospital
    		14) Mutant on the Tower
    		15) Kalkstein's Checklist
    		16) Defending the Hospital
    		17) Escaping Old Vizima
    
       >>>>>>>>>>>>>>>>>>>>>ORDER<<<<<<<<<<<<<<<<<<<<<<
    
    		18) Escorting White Rayla
    		19) The Hospital
    		20) The Old Forge
    		21) Mutant on the Tower
    		22) Defending the Hospital
    		23) Rescuing White Rayla
    		24) A Moment of Rest
    		25) Assaulting the Barricades
    
       >>>>>>>>>>>>>>>>>>>SCOIA'TAEL<<<<<<<<<<<<<<<<<<<
    
    		26) Escorting Zoltan	
    		27) Finding the Refugees
    		28) The Hospital
    		29) The Old Forge
    		30) Mutant on the Tower
    		31) Defending the Hospital
    		32) Rescuing Toruviel
    		33) Tiger-Style!
    		34) Assaulting the Barricades
    
    1) When you arrive, Dandelion will chat with you, generally being
    unnerved by the violence. He also serves an important function, for
    once. You can access your stash via him, and since he's not going to be
    with us for very long, we should take advantage of him now. Drop off
    *EVERYTHING* which is not important-the only things you should have in
    your satchel are potions and strong alcohol-in your alchemy sack, get
    rid of all the ingredients that are not common and useful.. Potions
    will be very, very useful in this chapter, in a way they haven't really
    been on the normal difficulty thus far. Below is a list of pointers-
    given to you by somebody who knows what lies ahead.. and isn't that the
    point of following a FAQ?
    
    Bring ten bottles of strong alcohol with you.. less if you already have
    potions of Cat, Blizzard, Wolverine, Wolf and White Raffard's Decoction.
    You will, of course, need to make some White Gull to serve as the base
    for your stronger potions, but this shouldn't be too much of an issue.
    If you have any Silk Scarves, Red Shawls, Rubies, or Fool's Parsley,
    bring them with you, too, as they can all be traded for potions later.
    You have no further use for them, so you might as well bring them along
    to trade for potions, which you will have a use for.
    <---------------------------------------------------------------------->
    2) Head up to the shore, and along the way you'll be bothered by good
    old Vincent.. or a 'Guard Captain', if you.. ah.. allowed him to perish
    in Chapter 3. If it's Vincent, he'll state that Dandelion is needed by
    King Radovid, if it's the Guard Captain, Dandelion will be arrested for
    being a foreign spy-either way, Dandelion will not be coming with you
    to Old Vizima. You haven't lost his services yet, however.
    <---------------------------------------------------------------------->
    3) Ignore the nearby planks leading to the shore and instead follow the
    docks to the north and cross to the shore there. Here you'll find
    Radovid and Carmen.. Radovid will ask about your goals, and Carmen will
    either be amiable, or angry, depending on whether you've killed Vincent
    or not. It's altogether trivial.
    <---------------------------------------------------------------------->
    4) Now head to the southern shore, where your old pal Zoltan Chivay will
    talk to you and explain what's going on. Apparently the Order instigated
    the riot by killing nonhuman women and children-and with such
    provocation Yaevinn had little trouble getting most of the nonhuman
    population to join him. More importantly, Shani has started up a clinic
    in Old Vizima. This starts one of three quests, depending on your
    politics. If you sided with the Scoia'tael, the quest 'Hope Burns
    Bright' begins. If you sided with the Order 'The Flame that Cleanses'
    begins. Finally, neutral characters will have the quest 'Under a Fiery
    Sky' begin. If you've sided with the Scoia'tael, Zoltan will offer to
    come with you, if you've sided with the Order, he'll be rather abusive..
    allergic to bastards.. priceless..
    <---------------------------------------------------------------------->
    5) Head up to the bridge connecting Old Vizima to the Temple Quarter.
    Depending on who you sided with, you'll have to deal with hostile
    Scoia'tael rebels, Order zealots, or both. Don't bother trying to kill
    them all-they keep coming, and they don't really drop anything
    worthwhile-not that you could make use of it if they did, anyways. Head
    to the gate to Old Vizima and leave the Dike behind-forever. Once you
    leave, you're done stashing things for the rest of Chapter 5.
    
    Castle
    o======================================================================o
    6) Watch a cutscene showing King Foltest taking an ill-advised tour of
    the battlefield that is his city. He'll be saved by the Grand Master of
    the Order of the Flaming Rose-apparently an armored knight, but also a
    mage of some power. Foltest refuses to put his military power in the
    hands of the racist Order, and when Geralt shows up, Foltest will
    command that he be brought with him. You'll be whisked away to the
    Castle, where he'll tell you that he wants you to lift the curse that
    has once again caused Adda to become a Striga. They'll also talk a bit
    of politics, based upon Geralt's decisions thus far. When the
    conversation is over, you'll be left to chat with Triss, Velerad, and
    Count de Wett about removing Adda's curse. This starts the quest
    'Her Highness the Striga'.
    <---------------------------------------------------------------------->
    7) Talk to Triss first.. she'll be less than happy if you didn't give
    Alvin over to her in Chapter 3, and ironically states that Alvin would
    never have vanished had you given him to her (of course, that's not
    true.) If you gave Alvin to Triss in Chapter 3, however, she'll be a
    bit more friendly. You can declare your hokey love for her, or tell her
    things can't work out. Finally, if you've been neutral thus far, you can
    ask about Raven's Armor you're trying to recreate. Whatever the case,
    ask about the Striga problem and she'll suggest that somebody recast the
    curse.. or otherwise managed to counter your original work. Being
    neutral and getting a lead on Raven's armor will update the quest
    'Armor'.
    <---------------------------------------------------------------------->
    8) Next talk to Velerad and de Wett. Neither are terribly interesting,
    (and thankfully not as variable as Triss was in her responses.) Velerad
    will try and strong-arm you, and suggest that the Striga was seen in
    Old Vizima. De Wett will be less combative now, and will suggest that
    if you killed Adda (rather than lifting her curse) interested parties
    would be rather generous.. and he doesn't seem fond of Foltest, either.
    When the cat's away, the mice will play.. Once you're done talking to
    the three of them, a Chamberlain will show up and tell you to meet the
    king in his chambers..
    <---------------------------------------------------------------------->
    9) But first, talk to a lady named Antoinette. She'll babble a bit
    before she gets to business-her cousins have fled, for reasons she's
    vague about, and she wants you to deliver some aid to them (in this
    case, she means money). She'll give you 900 Orens to distribute, and
    suggest you find them in caves within the Swamp Cemetery. This starts
    the quest 'Mud and Velvet'. Don't be tempted to say that you don't
    meddle in politics, either. You can get a badass sword from this quest,
    so it wouldn't be wise to decline.
    <---------------------------------------------------------------------->
    10) Head through a doorway to the north-east and go down a swanky
    hallway to reach some stairs leading to Foltest's Chambers. Talk to the
    king and the two of you will babble on about Adda and Salamandra before
    Foltest decides to get more personal by talking about your relationship
    with Triss/Shani. Your response will update 'Identity'. Lastly, before
    Foltest lets you go he'll sheepishly ask if you'll play dice poker with
    him. Despite his claims of not getting to play very often due to the
    squeamishness of his opponents, he's the best player in the land.. but
    you only get one chance to play him. Defeat him, and you'll be the
    best poker player around.. and you'll finally finish off 'A Game of
    Dice'. The bets are a minimum of 50 Orens, and can go as high as 400,
    and if he's got a good hand (or if you do, for that matter) you can
    ante up to 600 Orens each round.. Needless to say, this can get pricey,
    and you were earlier advised to have at least 2000 Orens to fund this
    game. 
    
    ***REWARD***
    (For realizing how you truly feel about Triss/Shani)
    EXP	3000
    
    ***REWARD***
    (For becoming a Dice Poker legend)
    EXP	3000
    <---------------------------------------------------------------------->
    11) When you're done with Foltest, talk to the Chamberlain and head off
    to Vizima. This is where our paths split for the rest of this Sequence.
    If you're playing a neutral Geralt, see Steps #12-17. If your Geralt is
    aligned with the Order, see Steps #18-25. Finally, Scoia'tael-aligned
    Geralts should skip to Steps #26-34. As for our methodology-we'll be
    skipping everything that's not essential to making it through Old
    Vizima, in an effort to reunite the guide under a common goal more
    quickly. After leaving for the first time, it'll become easier to
    explore, and with access to the Swamp Cemetery, we'll be able to
    complete all the quests in Old Vizima. Also, don't bother with looting
    until the next Sequence-if indeed you must bother with it at all. We
    shouldn't need most of what we find (although extra strong alcohol might
    come in handy, for potion-making), we can't store anything we find, and
    most of it's not worth selling in any event. If you must loot, do so
    when you return after entering the Swamp Cemetery-it'll be quieter, and
    easier.
    
       	   >>>>>>>>>>>>>>>>>>>>NEUTRAL<<<<<<<<<<<<<<<<<<<<<
    
    Old Vizima
    o======================================================================o
    12) Head down the stairs from where you find yourself after the
    cutscene and you'll run into two 'Nurses from Old Vizima'. They'll tell
    you about Shani and Geralt will helpfully offer to escort them to her
    Hospital. War wages all around us, the Order and the Scoia'tael have
    adopted that wonderful life-quenching rule that 'if you're not with us,
    you're against us', and it show-everybody wants a piece of neutral
    Geralt. In the case of these naughty nurses here, it's not so bad, but
    with emotional rebel nonhumans and zealous Order knights, it can be a
    bit of a bother. Don't bother fighting unless you need to clear off
    hostiles to enter a building or otherwise get around them-they'll
    respawn endlessly, and you'll need precious little of what they drop.
    Travel south until you reach the Hospital in the middle of the area.
    
    Hospital
    o======================================================================o
    13) When you arrive at the Hospital, the two nurses will thank you and
    you'll find yourself inside the Hospital. They talk further and elude to
    thanking you more properly-once Shani is gone. Shani then comes up, and
    reacts to Geralt variably, depending on whether she's his sweetheart or
    not. Finally, a guard shows up and tells Geralt that the Striga has been
    seen near the tallest tower in Old Vizima. This updates the quests 'Her
    Highness the Striga', and 'The Flame that Cleanses'.
    <---------------------------------------------------------------------->
    14) It's time to find our Striga. Head south until you find Kalkstein's
    Laboratory, then turn north to find an alley populated by some Temerian
    soldiers. Trigger a cutscene near the base of the tower and fight off
    the Mutant that drops down using the Fast Steel Style. Kalkstein will
    show up after the battle and will show too much interest in the thing..
    as is usual for Kalkstein. He'll call it a mutant, and make the obvious-
    and unsettling-comparison to Geralt. It seems Salamandra is getting
    better with its mutations, and they're getting awfully close to creating
    Witchers. He'll also share a rumor that points out an old church in the
    Swamp Cemetery as our Striga's likely lair, and he'll give us the book
    'Striga's Urge', in case we dispatch the Striga. This updates the quests
    'Her Highness the Striga', 'Under a Fiery Sky', and 'Sweet Revenge'.
    
    Kalkstein's Laboratory
    o======================================================================o
    15) Follow Kalkstein back to his house and talk to him there-or talk to
    him along the way, whichever. Ask about the armor, and he'll tell you
    what you need to reforge it-in this case, being neutral and all, you'll
    start the quest 'A Magic Formula' and update 'Armor.
    <---------------------------------------------------------------------->
    16) Return to the Hospital, where Shani will bother Geralt. They'll be
    interrupted by a squad of Scoia'tael rebels who burst in, and as usual,
    they ignore our obvious badassness and try and kill everybody. Put them
    down, then talk to Shani again, who will complain about the immorality
    of the Scoia'tael. Now that we've repulsed one band of Scoia'tael
    fanatics, everything is going to be awesome, forever.. at least, it 
    would be if you weren't neutral. Now the Order will break in, and
    ignoring the dead Scoia'tael around will for some reason assume they
    can do better. Put them down, too, and Shani will be understandably
    exasperated-she's trying to save the lives of both sides, and both sides
    want nothing more than to kill her-paradoxically to prevent her from
    saving lives. Neutrality is a bitch.  Loot the dead if you wish, then
    follow Shani out back, it's time to escort her to the Swamp Cemetery,
    where hopefully there will be less politics.. or at least, politics we
    won't mind getting involved in. 
    
    ***REWARD***
    (For saving the hospital from the Order)
    EXP	3000
    
    ***REWARD***
    (For saving the hospital from the Scoia'tael)
    EXP	3000
    <---------------------------------------------------------------------->
    17) Shani will complain as soon as you head outside that the alley we
    need to sneak through is crawling with Necrophages-Ghouls, Alghouls,
    Graviers, and Cemetaurs, that sort of thing. Kill the first group, which
    consists of Ghouls and Alghouls, then Shani will comment on their
    numbers, and Geralt will offer a perfectly reasonable explanation.
    Continue north-west, blast some debris blocking the way, and exterminate
    a second group of Necrophages-a more diverse group this time, as it
    includes Graviers. After they're dead, Shani will suggest finding
    another way. Geralt, our neutral, consummate Witcher, declares he'd
    rather face undead than get involved in someone else's fight. And his
    response has some merit-this is what a Witcher was meant to do, not
    charge barricades or get involved with somebody's childish politics.
    Blast some more debris and fight yet another group of Necrophages-this
    one consisting soley of Graviers and Cemetaurs. Shani will complain some
    more, Geralt responds. Another bunch of crap blocks your way to the
    south-blast it and deal with a fourth-and final-group of undead,
    consisting of Ghouls, Alghouls, and Garkains. When the undead are-
    redead, you'll escape Old Vizima, and get to see a cutscene of White
    Rayla getting assassinated.
    
    ***REWARD***
    (For breaking through to the Swamp Cemetery)
    EXP	8000
    		
       	   >>>>>>>>>>>>>>>>>>>>>ORDER<<<<<<<<<<<<<<<<<<<<<<
    
    Old Vizima
    o======================================================================o
    18) Head down the stairs from where you find yourself after the
    cutscene and you'll run into White Rayla. She'll gloat about getting
    Toruviel killed before she challenges you to a friendly game of
    'kill the nonhumans' while you two head towards the Hospital-where
    Siegfried awaits. Since you're allied with the Order, the Order soldiers
    will not be hostile, but there's precious little reason to bother
    killing Scoia'tael, as both sides are endlessly reinforced. Travel south
    until you reach the Hospital in the middle of the area.
    
    Hospital
    o======================================================================o
    19) When you arrive at the Hospital, White Rayla will tell Geralt about
    how to find out more about Raven's Armor, after declaring the Elf-
    killing endeavors a tie. A wounded Siegfriend in some swanky armor will
    whine, and Geralt will berate him for not staying away from berserking
    dwarves. Then Shani comes and either bitches at you, or is friendly,
    depending on whether you gave her Alvin in Chapter 3. Finally, a guard
    shows up and tells Geralt that the Striga has been seen near the tallest
    tower in Old Vizima. This updates the quests 'Armor', 'Her Highness the
    Striga', and 'The Flame that Cleanses'.
    
    Old Forge
    o======================================================================o
    20) Exit the Hospital and head to the Old Forge, which is south of the
    Hospital. Inside you'll find your good old friend, the Order armorer
    from Chapters 2 and 3. Talk to him and ask him about Raven's armor, and
    he'll run down a checklist of things you'll need. This starts the quest
    'Saint Gregory's Litany' and updates 'Armor'. You can also rest here,
    and shop, for what that's worth.
    
    ***REWARD***
    (For learning more about Raven's Armor)
    EXP	1000
    <---------------------------------------------------------------------->
    21) Now it's time to find our Striga. Head south until you find
    Kalkstein's Laboratory, then turn north to find an alley populated by
    some Temerian soldiers. Trigger a cutscene near the base of the tower
    and fight off the Mutant that drops down using the Fast Steel Style.
    Kalkstein will show up after the battle and will show too much interest
    in the thing.. as is usual for Kalkstein. He'll call it a mutant, and
    make the obvious-and unsettling-comparison to Geralt. It seems
    Salamandra is getting better with its mutations, and they're getting
    awfully close to creating Witchers. He'll also share a rumor that points
    out an old church in the Swamp Cemetery as our Striga's likely lair,
    and he'll give us the book 'Striga's Urge', in case we dispatch the
    Striga. This updates the quests 'Her Highness the Striga', 'The Flame
    that Cleanses', and 'Sweet Revenge'.
    
    ***REWARD***
    (For destroying the Mutant)
    EXP	3000
    <---------------------------------------------------------------------->
    22) Return to the Hospital, where Shani will bother Geralt. They'll be
    interrupted by a squad of Scoia'tael rebels who burst in, and as usual,
    they ignore our obvious badassness and try and kill everybody. Put them
    down, then talk to Shani again, who will complain about the immorality
    of the Scoia'tael. Now that we've repulsed one band of Scoia'tael
    fanatics, everything is going to be awesome, forever. If you gave Alvin
    to Shani in Chapter 3, it'll be time to talk about your relationship.
    Say whatever you want, like Triss earlier, you can either declare your
    love for her, or tell her it's a dream.
    
    ***REWARD***
    (For saving the hospital from the Scoia'tael)
    EXP	3000
    
    Order's Command Post
    o======================================================================o
    23) Head outside and you'll find White Rayla, who has caught the
    attention of some Elves.. and given the disposition of both sides, it's
    not friendly attention. Fight off the Elves and White Rayla will invite
    you to the Order's Command Post, to the west. Inside, you'll be pestered
    by an Order commander, who wants you to help the Order take the
    barricades from the Scoia'tael, lest the nonhumans take control over
    Old Vizima. Sure, in time. Pick dialogue option #1 to opt to talk to
    White Rayla, first. When you get a chance to respond to her, pick any
    option, then when you get the choice to pick "I know other ways to
    tame you..." or "You're mad." pick the first option to get White Rayla's
    Sex Card.
    
    ***REWARD***
    (For saving White Rayla and meeting up at the Order Command Post)
    EXP	4000
    <---------------------------------------------------------------------->
    24) You'll be given the chance to rest now, which honestly is pretty
    unnecessary on the normal difficulty. Rest, prepare potions, level up,
    or don't, then head outside. Siegfried will approach and tell you that
    Rayla is trapped at the barricades, and suggest that you flank them.
    What, you didn't think you'd get out of driving the Scoia'tael from
    Old Vizima, did you?
    <---------------------------------------------------------------------->
    25) Take the road leading south-west from the Hospital to reach the
    barricade-opposite the Dike. Dispatch the Scoia'tael rebels you find and
    jead south until you reach the blocked door leading to the Solitary
    Tower, then turn west and blast some debris with the Aard sign to clear
    the way. Take the new path you've opened and travel between the burning
    ruins, kill another band of Scoia'tael, Siegfried will encourage you to
    keep doing what you're already doing, then you'll meet up with White
    Rayla. When you reach some more debris blocking your way, blast it with
    Aard and slaughter a final group of Scoia'tael. When they're all dead,
    watch White Rayla get shot down before you and Siegfried move on to the
    Swamp Forest. This completes the quest 'The Flame that Cleanses'.
    
    ***REWARD***
    (For breaking through to the Swamp Cemetery)
    EXP	8000
    
    	   >>>>>>>>>>>>>>>>>>>SCOIA'TAEL<<<<<<<<<<<<<<<<<<<
    
    Old Vizima
    o======================================================================o
    26) Head down the stairs from where you find yourself after the
    cutscene and you'll run into Zoltan Chivay. Time to make good on your
    promise at the Dike to help out refugees.. and since we have no real
    leads on where, exactly, our Strigacess is, we might as well help
    Zoltan. The Scoia'tael will be fighting the Order here, but since you're
    buddy-buddy with the nonhumans, the Scoia'tael won't be hostile-and will
    do a fair job of keeping the hostile Order troops occupied. Just as
    well, their loot still sucks, and both sides are endless, so ignore
    them.
    <---------------------------------------------------------------------->
    27) Travel south until you reach the Hospital in the middle of the area,
    then go east a short ways and head north up an alley with the
    'Scoia'tael Hideout' at the southern end. At the northern end of the
    alley, Zoltan will complain when the refugees are nowhere to be found.
    Dwarven cursing reveals them, however, and you'll be joined by some
    Old Dwarves and Young Elves. Return to the Old Well to the south, then
    go east into the next alley to find the second refugee group. Zoltan
    roars to attract the refugees, and Geralt rightly mocks him. Now head
    to the Hospital.
    
    Hospital
    o======================================================================o
    28) When you arrive at the Hospital, Zoltan will tell Geralt about how
    to find out more about Raven's Armor. Then Shani comes and, if you're
    like my Geralt here, bitches at him. Finally, a guard shows up and tells
    Geralt that the Striga has been seen near the tallest tower in Old
    Vizima. This updates the quests 'Armor', 'Her Highness the Striga', and
    'Hope Burns Bright'. Ignore the urge to talk to the nurses and the urge
    to loot for now, we'll get to it in time.
    
    Old Forge
    o======================================================================o
    29) Exit the Hospital. If you head north you'll find the Scoia'tael
    quartermaster, who will be selling you weapons, runes, and other junk you
    don't need anymore. Where you You really want to go is to the Old Forge,
    which is south of the Hospital. Inside you'll find your good old friend,
    the dwarven blacksmith from Chapters 2 and 3. Talk to him and ask him
    about Raven's armor, and he'll run down a checklist of things you'll
    need. This starts the quest 'A Gnomish Device' and updates 'Armor'. You
    can also rest here, and shop, for what that's worth.
    
    ***REWARD***
    (For learning more about Raven's Armor)
    EXP	1000
    <---------------------------------------------------------------------->
    30) Now it's time to find our Striga. Head south until you find
    Kalkstein's Laboratory, then turn north to find an alley populated by
    some Temerian soldiers. Trigger a cutscene near the base of the tower
    and fight off the Mutant that drops down using the Fast Steel Style.
    Kalkstein will show up after the battle and will show too much interest
    in the thing.. as is usual for Kalkstein. He'll call it a mutant, and
    make the obvious-and unsettling-comparison to Geralt. It seems
    Salamandra is getting better with its mutations, and they're getting
    awfully close to creating Witchers. He'll also share a rumor that points
    out an old church in the Swamp Cemetery as our Striga's likely lair,
    and he'll give us the book 'Striga's Urge', in case we dispatch the
    Striga. This updates the quests 'Her Highness the Striga', 'Hope Burns
    Bright', and 'Sweet Revenge'.
    
    ***REWARD***
    (For destroying the Mutant)
    EXP	3000
    <---------------------------------------------------------------------->
    31) Return to the Hospital, where Shani will bother Geralt. They'll be
    interrupted by a squad of Order soldiers who burst in, and as usual,
    they ignore our obvious badassness and try and kill everybody. Put them
    down, then talk to Shani again, who will complain about the immorality
    of the Order. Now that we've repulsed one band of Order fanatics,
    everything is going to be awesome, forever. If you gave Alvin to Shani
    in Chapter 3, it'll be time to talk about your relationship. Say
    whatever you want, like Triss earlier, you can either declare your love
    for her, or tell her it's a dream.
    
    ***REWARD***
    (For saving the hospital from the Order)
    EXP	3000
    
    Scoai'tael Hideout
    o======================================================================o
    32) Leave the hospital and you'll run into Toruviel, who is being
    accosted by a half-dozen Order goons. Put them down and she'll invite
    you to come talk to her in private. Follow her to the Scoia'tael
    Hideout, where you'll be bothered by an Elf asking you to help take
    the barricades from White Rayla-doing so will ensure the Scoia'tael's
    victory in Old Vizima. Pick option #1 to talk to Toruviel, and when she
    states she couldn't leave her brethren here to die, pick any option.
    It'll end in a sexual proposition, and if you pick option #1, you'll
    get Toruviel's Sex Card. Picking option #1 "I see..." when talking to
    Toruviel is pretty funny.. no time's a bad time for some lovin' if you
    are Geralt.
    
    ***REWARD***
    (For saving Toruviel and meeting up at the Scoia'tael Hideout)
    EXP	5000
    <---------------------------------------------------------------------->
    33) You'll be given the chance to rest now, which honestly is pretty
    unnecessary on the normal difficulty. Rest, prepare potions, level up,
    or don't, then head outside. Zoltan will chat with you, and reveal the
    galvanizing effect your help at Murky Waters has had on Toruviel, and in
    return, what effect she's had on Yaevinn. Watch a cutscene where Geralt
    defends his stance, then, with a roar, it's time to charge the
    barricades, tiger-style.
    <---------------------------------------------------------------------->
    34) Take the road leading south-west from the Hospital to reach the
    barricade-opposite the Dike. Dispatch the Order troops you find, and
    Zoltan will reveal that Toruviel is on 'the left flank'. Head to the
    north next to the Order's Command Post, then west between a pair of
    burning houses. Blast some rubble with the Aard sign, then dispatch
    another group of Order goons. Afterwards Toruviel will reunite with you
    and tell you the plan-we do the wet work, while Yaevinn carries out
    some plan or another. Continue between some more burning buildings to
    the south-east, blast some debris to the north, then attack a horde
    of Order soldiers. Remember, this is strategy we're employing.. a
    strategy so ingenius, a moron could have come up with it! Chop the Order
    enemies into bite-sized bits of Orderling, then continue until you
    trigger a cutscene where White Rayla will be shot down. At least we
    didn't have to get our hands dirty, eh? You'll shortly find yourself
    in the Swamp Cemetery, and the quest 'Hope Burns Bright' will end.
    
    ***REWARD***
    (For breaking through to the Swamp Cemetery)
    EXP	9000
    
    o======================================================================o
    |								       |
    |		      Questing the Swamp Cemetery	 	       |
    |								       |
    o======================================================================o
    Sequence of Events:						{WLK017}
    		1) Meeting the Grand Master
    		2) Aftermath in the Old Quarter
    		3) Nurses in Need
    		4) Things to See, People to Do
    		5) The Final Notice Board
    		6) Notes on the Swamp Cemetery
    		7) Lesser Folk in the Druid's Cave
    		8) The Cousins Three
    		9) First Refugee Cave
    		10) To Raven's Crypt
    		11) Repeatative Dungeons
    		12) Southern Looting
    		13) Remains of Raven's Armor
    		14) Second Refugee Cave
    		15) World Champion
    		16) Obtaining the Magic Formula
    		17) The Old Mine
    		18) Obtaining the Gnomish Device
    		19) Vesper
    		20) Lilly and the Two Swords Rewards
    		21) To the Striga's Crypt
    		22) Obtaining the Notes of an Elven Minstrel
    		23) Obtaining St. Gregory's Litany
    		24) Slaying Adda
    		25) Saving Adda
    		26) Resolution and Evidence
    		27) A Royal Reward
    		28) Completing Quests
    		29) Collection Complete
    		30) Raven's Armor, Rebuilt
    
    Swamp Cemetery
    o======================================================================o
    1) Celebrations must be short, as although you've broken out of Old
    Vizima, a horde of monsters lie ahead. A Swamp Cemetery.. what the hell
    were these Temerians thinking? Could there be a greater recipe for
    monster-breeding than that? Kill the Bloedzuigers (Igni works wonders,
    folks) and charge an Archespore. By the time you kill one, the
    Grand Master of the Order will show up and dispatch the remaining foes
    for you. The Grand Master will then chat with Geralt, and will prove as
    vague as you might expect any important NPC to be by now. Just note that
    he seems to know you-and your stances-quite well, and that he refers to
    some grand plan the Order has. After the conversation, your traveling
    partner (Shani, Siegfried, or Zoltan) will leave, and you'll be free to
    roam about as you please. With a whole new area and finally some room
    to boldy explore new ground.. lets return to Old Vizima, which can now
    be properly explored.
    
    ***REWARD***
    (For chatting with the Grand Master)
    EXP	3000
    <---------------------------------------------------------------------->
    2) The fighting will be over, one way or another. If you sided with
    anybody, that faction will be in charge of Old Vizima.. and plenty of
    wounded members of that faction will be lying around. If you remained
    neutral, you'll find both wounded Order knights and Scoia'tael rebels
    lying around, and Temerian Soldiers will be the sole standing fighting
    force. Feel free to loot houses at your whim, although few have anything
    truly useful in them. Go shopping by talking to Kalkstein, whomever is
    in charge of the Old Forge, or one of the quartermasters (if you're
    aligned with any faction), or with a fence that has set up shop north-
    west of the hospital (if you stayed neutral).
    <---------------------------------------------------------------------->
    3) Even Chapter 5 isn't immune to having a host of random NPCs asking
    for handouts. I won't bother to list them, as they don't really give
    you anything worthwhile. If you talk to them, and give them what they
    want, they'll tell you about various monsters-Cemetaurs, Ifrits, and
    Garkains. They'll ask for various things-Nurses and Paramedics will
    ask for ingredients (Winestones, Honeysuckle, and Naezan Salts) or
    completed potions-Swallow and White Raffard's Decoction. Peasants will
    be more practical, asking for money and food.
    <---------------------------------------------------------------------->
    4) Before we return to the Swamp Cemetery, I'll just make a note of a
    few people/places of interest. First, we have the Executioner's Tower,
    north of the exit to the Swamp Cemetery. Inside you'll find everybody's
    favorite dentist, Zahin Schmartz. Near the path leading to the Swamp
    Cemetery, you'll find Captain Jean-Pierre, to whom we'll turn the quest
    'Mud and Velvet' into when we finish it.. or finish parts of it, as the
    case may be. If you have managed to remain neutral all this time, you
    have one final stop. Head into the Hospital, go upstairs, and talk to
    the 'Nurses from Old Vizima' you escorted earlier. Now that Shani is
    gone, they'll give you their Sex Card.
    <---------------------------------------------------------------------->
    Finally, in front of the Hospital you'll find our final Notice Board,
    from which we'll get the following quests; 'The  Bloedzuiger Contract',
    'The Bruxa Contract', 'The Cemetaur Contract', 'The Garkain Contract',
    and 'The Wraith Contract'. Like last chapter, I'll record the rewards
    here, tell you when we find the monsters we're hunting. Bloezuigers can
    be found in the Swamp Cemetery. Bruxa populate the island in the Swamp
    Cemetery upon which the Striga's Crypt is located (at night, surrounding
    Lilly, a unique Bruxa.) Cemetaurs can be found in Old Vizima, near
    Kalkstein's Laboratory, and during your escape from Old Vizima if you
    were neutral as part of the quest 'Under a Fiery Sky'. You can find
    more of them in some of the Ancient Crypts you can reach via the
    Wayfarer Stones in the Swamp Cemetery. Garkains, like Bruxa, can also
    be found at night on the island holding the Striga's Crypt, near
    Vesper, a unique Garkain. Finally, Wraiths can be found in Raven's
    Crypt, and a group can also be found on the island holding the Striga's
    Crypt. Now well-armed with plenty of tasks, return to the Swamp Cemetery
    at peace that you've done everything you need to do in Old Vizima for
    now.
    
    ***REWARD***
    (For turning in ten units of Bloedzuiger Blood to the Eldest Druid)
    EXP	7000
    Orens	200
    
    ***REWARD***
    (For turning in six units of Bruxa Blood to Captain Jean-Pierre)
    EXP	7000
    Orens	300
    
    ***REWARD***
    (For turning in five Cemetaur Jaws to the Desperate Father)
    EXP	7000
    Orens	250
    
    ***REWARD***
    (For turning in two portions of Garkain Saliva to Kalkstein)
    EXP	7000
    Orens	250
    
    ***REWARD***
    (For turning in four portions of Death Dust to Kalkstein)
    EXP	7000
    Orens	300 
    <---------------------------------------------------------------------->
    5) Anyways, head back to the Swamp Cemetery.. there are quests to get
    (and complete) here, and other quests that must be completed here, yet
    turned in to characters back in Old Vizima-you know, the typical fetch-
    quest crap. The enemies here are pretty classic swamp critters-
    Bloedzuigers, Drowners, and Drowned Dead, which is fine, because they'll
    give us plenty of ingredients to make potions with, should you somehow
    be deficient. The enemies here aren't really dangerous anymore, but
    they make up for it by being numerous, and it's unlikely that you'll
    get to go anywhere without having to put down a half-dozen Drowners.
    We'll explore every area here, for the sake of completionism, and
    because between the three Geralts, you'll need to go everywhere.. and
    I don't feel like splitting up the guide again. For example, if you
    haven't sided with the Scoia'tael, you don't have any real reason to
    enter the Old Mine. Regardless, we'll hit the Striga's Crypt last..
    you know, saving the most important endeavors for last?
    
    Druid's Cave
    o======================================================================o
    6) The first logical step would be to head to the Druid's Cave.. if you
    were neutral, you've already had to lead Shani there.. and this last
    little step will pretty much mend the earlier split in the guide. Here
    you'll find your buddy from Old Vizima (Shani or Zoltan, anyways, 
    Siegfried is off being a tool), but more importantly, you'll find
    several Druids. If it's not night-time, the Elder Druids will sell you
    junk, and trade with you-if you give them various things, they'll reward
    you, as follows:
    
    Women's Apparel, Shawl = Blizzard Potion x3
    Women's Apparel, Silk Scarf = Cat Potion x3
    Women's Apparel, Red Shawl = Thunderbolt Potion x3 
    
    Precious Stones, Amber = Willow Potion x3
    Precious Stones, Diamond = De Vries' Extract x3
    Precious Stones, Ruby = White Raffard's Decoction x3
    Precious Stones, Sapphire = Full Moon Potion x3
    
    Fool's Parsley = Swallow Potion x1
    
    White Roses = White Honey x3
    
    Needless to say, this is a pretty handy way to stock up on potions if
    you have too much crap lying around in your inventory, and want to put
    it to good use. The Fool's Parsley for Swallow is an especially good
    deal-even though we've probably outgrown Swallow Potions as a serious
    defensive method, they're still handy, and at the price of one
    ingredient, it's hard to resist getting a few. The Blizzard Potions
    and White Raffard's Decoctions are the best of the bunch, and Cat will
    come in handy, as well. Keep in mind that they will only trade with you
    once each visit, before they just start floating-text rambling. Leave
    and return, and they'll trade some more. Rinse, wash, repeat until you
    have traded as much as you care to.
    <---------------------------------------------------------------------->
    7) The Eldest Druid (he's pulling rank on those Elder Druids, young
    punks!) will take your Bloedzuiger Blood, if you have enough. The Royal
    Huntsman also hides out here, but since both our trophy monsters
    reside on the island where we'll find our Striga's lair, we'll be
    avoiding them for now. If you gave Alvin to Shani in Chapter 3, AND
    remained neutral, it'll be time to talk to Shani about your
    relationship. Say whatever you want, like Triss earlier, you can either
    declare your love for her, or tell her it's a dream. Finally, there's
    Cousin Corbin, one of the three cousins of Antoinette we need to turn
    the money over to.. and now this quest bears a bit of explanation.
    <---------------------------------------------------------------------->
    8) The cousins three are hiding in three areas in the Swamp Cemetery-
    one is in the Druid's Cave, and two others are in the two Refugees'
    Caves. When you talk to them, you can give each of them 300 Orens, get
    some experience, and everybody is happy. If, however, you want a
    somewhat more potent reward for this quest, you can return to Old 
    Vizima and talk to Captain Jean-Pierre after giving the gold to at
    least one of the three cousins. You can, of course, give the money to
    all three and lie about it to the good captain, but it's 300 Orens
    versus 1000 experience.. granted Orens aren't too useful anymore, but
    1000 experience is paltry, as well. Anyways, tell him that you gave the
    money to less than three of the cousins, and he'll give you a variable
    reward depending on how many you gave the money to. The most important
    thing to note, however, is the fact that he'll demand the remaining
    money back. If you give him the money back, you get a lesser reward..
    and it's just generally not worth doing. If you refuse, however, he
    will gleefully attack you.. and lets be honest here, he's a mean
    motherfucker, one of the only humanoid melee combatants that stand a
    chance against Geralt in a fair fight. Seriously, he hits very hard, and
    you should prepare if you plan to take him on-peppering him with Igni
    before engaging is not a bad idea. Heh.. or with a high-level Aard sign
    and a little luck, you can stun him and go for the coup'de'grace. When
    he dies, you'll discover why. He'll drop a Mahakaman Rune Sihill-the
    strongest steel sword in the game. Don't get too excited, though, as
    there are two other ways to get one.. but it's still a nice reward. Just
    keep in mind that you need get your reward for 'The Bruxa Contract' from
    him, first. I'm mentioning the quest now so you can plan on how you want
    to complete 'Mud and Velvet' early, but in practice, we won't complete
    this quest until we return to Old Vizima to complete 'Armor'.
    
    ***REWARD***
    (For giving Corbin his gold)
    EXP	1000
    Orens	-300
    
    ***REWARD***
    (For giving one of the three cousins Antionette's gold)
    EXP	4000
    Item	Samum Bomb x1
    
    ***REWARD***
    (For giving two of the three cousins Antionette's gold)
    EXP	5000
    Item	Devil's Puffball x2
    
    ***REWARD***
    (For giving the three cousins Antionette's gold)
    EXP	6000
    Item	Dragon's Dream Bomb x3
    
    Refugees' Cave
    o======================================================================o
    9) From the Druid's Cave, head east to find our first Refugees' Cave.
    I'll assume by now you can follow the map well enough without requiring
    me to actually hold your hand through this area.. which is good if you
    can, because I'm not going to do it for you. The only person of interest
    in this cave is Cousin Buse. Give him his gold (or not) and leave. That
    wasn't too hard, was it?
    
    ***REWARD***
    (For giving Buse his gold)
    EXP	1000
    Orens	-300
    
    Raven's Crypt
    o======================================================================o
    10) From the Refugees' Cave, head south-west to find the island where
    the Striga's Crypt resides. Don't worry, we're not exploring it yet, but
    you can find a trunk full of goodies to loot, and I'd be remiss in not
    pointing it out. Remiss, I tell you! From the trunk head east, and hug
    the northern boundary of the area until you find Raven's Crypt. If you
    are near an aquaduct, you're too far south, if you see the area
    transition to the Old Manor, you're too far to the east. When you find
    the crypt, be forewarned, you'll probably want to make some Cat so you
    can, you know, see in the darkness? This crypt is filled with it.
    <---------------------------------------------------------------------->
    11) Once inside the crypt, blast some rubble to the east to reveal a
    trapped Treasure Seeker. He'll at least confirm that this is Raven's
    Crypt. Wee. Blast some more rubble to the north and south to clear the
    paths. If you head to the south, you'll find a room full of Wraiths
    (handy, if you need some Death Dust for 'The Wraith Contract'). Up the
    stairs to the east you'll find a chest hidden in a niche, there's
    another chest sitting out in the open, and a third along the western
    wall. Explore the southern end of the room to find a ramp leading to a
    tunnel.. is this reminding you of the crypt in the fields from last
    chapter, where we fought Ureus? Ah well, at least it's not as
    repeatitive as Mass Effect and Dragon Age 2.. Anyways, in this tunnel
    you'll find a small horde of Fleders. Kill them and loot an old chest
    in the hallway, and search a room to the south-east where you'll find
    two old chests and a sarcophagus. In this sarcophagus you'll find a
    Meteorite Sword, and a Piece of Armor.. should you have failed to pick
    it up last chapter.
    <---------------------------------------------------------------------->
    12) Return to the fireplace near the entrance and head north. Continue
    until you reach a four-way path. This intersection will be populated by
    Fleders and Wraiths. Crush them and loot a crate. Now, where to go, what
    do to? If you head south you'll find a room occupied by a handful of
    Wraiths, with a pair of lootable crypts. Continue south and you'll
    find a Circle of the Inner Fire.. and a lootable corpse and coffer in
    the room.
    <---------------------------------------------------------------------->
    13) Backtrack to the four-way and head east to find a room containing
    a Circle of Rolling Rocks. Put down another squad of Wraiths for fun.
    Eh, that's not quite a paragraph, so backtrack again and head north.
    Blast some more ruins with Aard and continue to find Raven's Tomb. Kill
    the Basilisk guarding the tomb, and whatever Fleders and Wraiths decided
    to play, then loot the tomb. It contains a Book of the Full Moon, and
    the 'Remains of Raven's Armor'. Note that if you look into the
    sarcophagus, you'll see Raven's remains-the twin swords on the skeleton
    are a dead give-away.
    
    ***REWARD***
    (For recovering the remains of Raven's armor)
    EXP	1000
    
    Refugees' Cave
    o======================================================================o
    14) From Raven's Crypt head south past a ruined aquaduct, then follow
    the island upon which the Striga's Crypt lies to the west to find the
    second-and southern-Refugees' Cave. Inside, head south to find Cousin
    Ramerot, our third and final cousin. 
    
    ***REWARD***
    (For giving Ramerot his gold)
    EXP	1000
    Orens	-300
    <---------------------------------------------------------------------->
    15) Head to the north to find Zdenek.. our unnamed champion boxer, who
    is perhaps not quite as unnamed as he was made out to be. The Nameless
    One can rest easily. Talk to him and he'll make matters easy on us by
    refusing to do anything other than fight. He's really not any tougher
    than anybody else we've boxed, and when he goes down, Geralt will
    complain about his bogus 'undefeated' status. Zdenek will clarify-he's
    never been beaten twice, and claims the ability to challenge anybody
    to a rematch. Rest up for about a day and talk to Zdenek again, who
    should be rested enough by then to fight. Beat him down again, and this
    time he'll lose a tooth for his trouble, and concede that Geralt is,
    in fact, the greatest fist fighter in the land.
    
    ***REWARD***
    (For becoming the world's best fist fighter)
    EXP	11000
    Item	Famous Fist Fighter's Tooth
    
    Ancient Crypt
    o======================================================================o
    16) Now, unless you're neutral, and want to advance 'Armor' and 'A Magic
    Formula' there's no reason to do this next part.. but it's still extra
    loot and experience, and I'm not splitting the guide again, so either
    follow along, brave souls, or skip to Step #17. In the north-eastern
    corner of the cavern you'll find a Wayfarer's Stone. Cast the following
    sequence of signs on the stone-Aard, Igni, Aard-and you'll be teleported
    in the Ancient Crypt. Groovy. Kill some Alghouls when you arrive, then
    head south into a tunnel, then turn west until you reach a four-way. To
    the north you'll find a band of Basilisks guarding a trunk full of
    ingredients. To the west you'll find a room that's barren, save for some
    Cemetaurs. To the south you'll find a room guarded by a pair of Fleders.
    Once they're dead, loot the Agnes of Glanville's Trunk to obtain a Moon
    Rune, some ingredients, and a Magic Formula. Return to the Wayfarer's
    Stone and cast the inverse of the sign sequence you cast last time to
    teleport back.
    
    ***REWARD***
    (For obtaining a Magic Formula)
    EXP	9000
    
    Old Mine
    o======================================================================o
    17) Get the joke? Good. If not, what's racecar spelled backwards?
    Anyways, leave the Refugees' Cave and travel to the west to find the
    Old Mine. We don't need to go here unless we sided with the Scoia'tael
    and want to advance 'Armor' and complete 'A Gnomish Device'. If you
    hate playing games any more than you absolutely have to, skip to
    Step #18. Immediately inside you'll find Kikimores and a lootable
    corpse near a fireplace. Head north into a large chamber and dispatch
    some more Kikimores and a few Fleders. Loot a chest to the west, then
    find another Wayfarer's Stone to the south.
    
    Ancient Crypt
    o======================================================================o
    18) Cast the following sequence of signs on the Wayfarer's Stone-
    Igni-Igni-Aard-to teleport again. In this Ancient Crypt you'll find
    Alps, Bruxa, Cemetaurs, and Wraiths. Head down a tunnel to the west and
    kill all the undead that oppose you. The last room contains a Dwarven
    Trunk within which you'll find three jugs of Dwarven Spirit, and a
    'Bifunctional Fiber and Alloy Recirculator'.. or the Gnomish device
    we're looking for.
    
    ***REWARD***
    (For obtaining the Gnomish device)
    EXP	9000
    <---------------------------------------------------------------------->
    19) It's now time to head to the island in the center of the map, upon
    which the Striga's Crypt is built. Rest until night inside one of the
    many nearby caves. We're doing this for several reasons. First, the
    two unique monsters we can hunt for their lovely, lovely, profitable
    heads only come out at night. Lazy vampires! The reason we rested before
    we reached the island, rather than at the much more reasonable-seeming
    fireplace on the island itself is, in fact, because of these beasts.
    They're fairly close to each other, and we much endeavor to only kill
    one of them at a time. Go to the northern shore of the island (just
    west of where we found our trunk in Step #10), and head past a gate,
    up a hill to the south. You'll find a pack of Garkains near a rather
    prominent, if gnarly, tree. Vesper is lurking around here, although he
    might take his sweet time to show up. Kill him, take his head, and turn
    it in to the Royal Huntsman for a pretty hefty reward.
    
    ***REWARD***
    (For bringing the Garkain Head to the Royal Huntsman)
    EXP	10000
    Orens	1000
    <---------------------------------------------------------------------->
    20) Return to the island again, and continue past where you slew Vesper
    to find Lilly, a unique Bruxa who hangs out with about a half-dozen
    other Bruxa near the Circle of Mute Thunder. Kill her, and drag her head
    to the Royal Huntsman, too. You get experience, and a reward. Hooray.
    Talk to the Royal Huntsman again, however, and he'll reward you for
    killing ten tropy monsters. He'd like to give you more gold, but, damn
    his luck, he's short on funds. Instead, he'll offer to give you one of
    two swords, either the silver sword 'Moonblade', which has no status
    effects, but deals a whopping +100% damage. Whether it's better than
    Aerondight is really up for debate, but you can only carry one, so
    choose what you'd prefer most-brute damage, or status effects. The steel
    sword, on the other hand, is easily the best steel sword in the game.
    the Mahakaman Rune Sihill deals +100% damage, and penetrates an
    opponents armor. I'll take that over Gwalhir any day. If you're
    conflicted over which of the two swords to choose, however, that's
    easy. You can get up to three Mahakaman Rune Sihill swords (this being
    one of them), but this is your only opportunity to get Moonblade.
    
    ***REWARD***
    (For bringing the Bruxa Head to the Royal Huntsman)
    EXP	10000
    Orens	1000
    <---------------------------------------------------------------------->
    21) Now it's time to head to the Striga's Crypt. Head past the Circle of
    Mute Thunder, down into some swampland between the islands, and over to
    a fireplace occupied by a Desperate Father. He'll ask if you've seen
    his son (which of course, we have not) and then relate to you a tale of
    the Striga, which he has personally seen in action. Spooky. You can also 
    turn in 'The Cemetaur Contract' if you're done with it. When the old
    man is done talking, speak to Velerad, nearby. He's apparently here to
    'check up on us'. Foltest's trust only goes so far, it seems, and we'll
    be reminded we're not just here to take care of the Striga-we're looking
    to see who Foltest can blame for the relapse. Fun. Don't worry about
    preparations, this shouldn't pose much of a problem at all. If anything,
    make sure you have a Cat potion ready-it gets dark down in these Crypts.
    
    Striga Crypt
    o======================================================================o
    22) When you enter the crypt, turn around and Velerad will inform you
    that he's been ordered to lock you in until you've succeeded, or failed.
    How lovely. From the entry chamber, head east to a four-way split in the
    tunnels, then continue east. Head into the first room to the north and
    loot a sarcophagus to claim the 'Notes of an Elven Minstrel'. For most
    of us, this means we're ready to turn in 'Armor'.. just as soon as we
    are done with this damn Striga. Don't worry Order-followers, you'll be
    ready to complete this quest, too, before we leave. Continue to the
    east, then go into a room to the south to discover a fireplace, a
    corpse that can be looted for some Yellow Meteorite, and our final
    Wayfarer's Stone. See Order guys?
    
    ***REWARD***
    (For obtaining the 'Notes of an Elven Minstrel')
    EXP	1000
    
    ***REWARD***
    (For obtaining all the ingredients needed to repair Raven's armor)
    EXP	1000
    
    Ancient Crypt
    o======================================================================o
    23) Again, unless you're Order-aligned, and wish to advance 'Armor' and
    complete 'St. Gregory's Litany', you have no real reason to enter this
    Wayfarer's Stone. Cast the following sequence of signs on the stone-
    Aard, Aard, Igni-to teleport to another Ancient Crypt. Not too many
    foes in here, just head east down a tunnel, into a room, then go up a
    ramp to the north to find a room containing a Basilisk, and 'St.
    Gregory's Tomb'. Loot the latter for a Vodon Rune Stone, and
    'St. Gregory's Litany.'
    
    ***REWARD***
    (For obtaining the Saint Gregory's Litany)
    EXP	9000
    <---------------------------------------------------------------------->
    24) Okay, enough messing around. Return to the Wayfarer's Stone and
    teleport back, then backtrack to the four-way and head south. Rest at
    the nearby fireplace if it's not night (it should be). And head into
    the room further south. Our dear Adda won't take long to appear. There
    are two ways to deal with the Striga, although I'd almost rather not
    mention the brute-force approach.. and really, only my neutral Witcher
    even considers it, and even then, only for consistency. After all, he
    killed a Werewolf, why not a Striga? If you fight the Striga, use the
    Strong Silver Style (or Fast Silver, if it's dodging too much). The
    Striga will do a fair bit of damage, and can cause Blinding, Knockdown,
    and Pain, which will further complicate things. Use the Aard to knock
    the Striga down to get some free hits, or Igni to deal some damage, and
    it'll die soon enough.
    <---------------------------------------------------------------------->
    25) If, on the other hand, you like being a somewhat more successful
    Witcher like the old Geralt clearly was, you'll do what he did.. eh..
    except less flashy crap. To dispel the curse, you'll have to survive a
    night with Adda-and doing this in any sort of an aggressive way is
    clearly not going to work. Thankfully, a simple solution exists. The
    sarcophagus in the room is a sufficient barrier to protect you from
    Adda-all you need to do is waste time, run around the sarcophagus, and
    stay away from Adda. It's absurdly easy and simple, as the Striga just
    can't catch Geralt if you are actually paying attention to the game
    while you play. There are five candles on the sarcophagus, which will
    be lit up at the beginning of the encounter, and they exist only to
    serve as handy-dandy reminders of how much time is remaining. Survive
    until all the candles go out, and victory is yours. This process takes
    about five minutes, real time (including the cutscenes showing the
    candles going out). Yes. I timed it.
    <---------------------------------------------------------------------->
    26) If you survived the Striga, Adda will reappear-tuckered out from a
    night of trying to chew on Geralt. Sexual innuendo implied. Talk to her
    and she'll be much nicer now than she was last time we met. When Geralt
    asks about Salamandra, she'll try and play the dumb, and blame the
    Professor and his wicked, wicked, promises, warping her fragile little
    mind. She will point out a nearby sarcophagus, however, and react
    somewhat poorly when she thinks about the people she's killed. Maybe
    everything will work out after all? Even if you killed her, grab the
    evidence from the sarcophagus-Ostrit's Journal. You can also loot a
    nearby trunk for more loot.
    
    Note: If you killed the Striga, you might as well concoct the 'Striga's
    Urge' potion (Vitriol/Aether/Hydragenum and a Striga Heart.) Drinking it
    will get you an additional Bronze and Silver Talent.
    <---------------------------------------------------------------------->
    27) Head outside and talk to Velerad, who will reward you as is
    appropriate for your actions. If you saved Adda, you'll be given the
    sword D'yaebl. Whether it's better than Harvall from Chapter 2 or not
    is up to you, I call it a wash, and it's far inferior to some of the
    swords we've been able to get by now. If you killed the Striga, Velerad
    will be mildly disappointed, and suggest that you should have just
    killed it years ago. Either way, it he'll pass on a message from
    Foltest. If we want to cure the disease, we need to go to the Old Manor.
    The disease, is, of course, code for Salamandra.
    
    ***REWARD***
    (For saving Adda)
    EXP	3000
    Item	D'yaebl
    
    ***REWARD***
    (For killing Adda)
    EXP	2000
    <---------------------------------------------------------------------->
    28) We've neutralized the Striga, obtained what is possibly the best
    silver sword in the game or obtained what is definitely the best steel
    sword. Our chosen faction has taken control of Old Vizima.. or the
    Temerian army has, if we chose neither side. It's been pretty busy.
    Still, we have a few things left to do. Return to Old Vizima and turn
    in whatever contracts you still have left, and handle 'Mud and Velvet'
    however you think is best. If you didn't get the Mahakaman Rune Sihill
    from the Royal Huntsman, or Captain Jean-Pierre, you've still got one
    more chance to get it.
    
    Executioner's Tower
    o======================================================================o
    29) North of the breach in the wall leading to the Swamp Cemetery,
    you'll find the Executioner's Tower. If you were neutral, you ran right
    past it during your initial escape from Old Vizima. If not, blast some
    rubble, make your way to the northern wall, and run up some planks to
    reach the tower. Downstairs you'll find Zahin Schmartz, everybody's
    favorite dentist. You can turn in your last two teeth-Devourer Teeth,
    and the Famous Fist Fighter's Tooth that Zdenek donated. If you've 
    donated all the teeth-all the ones you'll find in Chapter 3 (Alp Fangs,
    Beast Fangs, a Barghest Skull, Fleder Fangs, a Cemetaur Jaw) and the
    missing two teeth from this chapter (Devourer Teeth and a Famous Fist
    Fighter's Tooth) you'll complete his connection. He'll reward you with
    additional experience, and a Mahakaman Rune Sihill. You've had three
    chances to get one-there's no excuse for being stuck with a lesser
    sword, now.
    
    ***REWARD***
    (For giving the dentist Devourer Fangs)
    EXP	1000
    Orens	125
    
    ***REWARD***
    (For giving the dentist the Famous Fist Fighter's Tooth)
    EXP	1000
    Orens	250
    
    ***REWARD***
    (For completing the dentist's collection)
    EXP	2000
    Item	Mahakaman Rune Sihill
    <---------------------------------------------------------------------->
    30) Finally, head to the Old Forge (if you are allied with the Order or
    the Scoia'tael) or head to Kalkstein's Laboratory (if you are neutral).
    Talk to the appropriate craftsperson and have them recreate Raven's
    Armor. They'll ask you to give them a day-but we know what that means.
    Leave and return, and your armor will be ready. Collect your swanky
    new armor to complete this quest. It's almost sad, getting rid of the
    armor we've worn for most of the game.. but there's no denying that this
    armor is far, far superior to anything we could have been wearing
    previously. It has two small weapon slots, three potions slots, and
    potent enchantments varying on who crafted it for us, as follows:
    				
    		o===============================o
    		|         Raven's Armor		|
    		o===============================o
    		|     Damage Received -20%	|
    		|         Vitality +75		|
    		|        Endurance +15		|
    		|  Endurance Regeneration +5%	|
    		|      All Resistance +25%	|
    		o===============================o		
    
    		o===============================o
    		|  Raven's Armor of the Elves	|
    		o===============================o
    		|     Damage Received -20%	|
    		|     Sign Intensity +10%	|
    		|        Endurance +25		|
    		|  Endurance Regeneration +10%	|
    		o===============================o
    
    		o===============================o
    		|  Raven's Armor of the Order	|
    		o===============================o
    		|     Damage Received -30%	|
    		|         Damage +10%		|
    		|        Vitality +150		|
    		|  Vitality Regeneration +10%	|
    		o===============================o
    
    Anyways, we're now done in Old Vizima and in the Swamp Cemetery. We're
    also done doing any trivial quests for the rest of the game. It's all
    straight-forward, linear story from here on out. Go through the Swamp
    Cemetery to reach the exit to the Old Manor along the eastern edge of
    the map.
    
    ***REWARD***
    (For having Raven's Armor recreated)
    EXP	9000
    
    ***REWARD***
    (For obtaining Raven's Armor)
    EXP	5000
    
    o======================================================================o
    |								       |
    |		                Old Manor	 		       |
    |								       |
    o======================================================================o
    Sequence of Events:						{WLK018}
    		1) Killing the Count
    		2) Final Preparation
    		3) Mutant Rayla
    		4) Slaughtering Salamanders
    		5) Mutants Outside the Old Manor
    		6) Last Minute Looting
    		7) An Allied Affair
    		8) Into the Catacombs
    		9) Exploring the Catacombs
    		10) Killing the Koshchay
    		11) To Azar's Laboratory
    		12) Showdown with Azar Javed
    		13) Mastermind, Unvieled
    
    Old Manor, Exterior
    o======================================================================o
    1) Immediately ahead you'll find Count de Wett and some of his aides.
    He'll chat with you as you approach, first asking if you killed the
    Striga. When he stumbles, he'll spill the beans-he has been working with
    Salamandra the whole time, and it was he who caused Adda to become a
    Striga again.. it seems fairly safe to say that it was probably De
    Wett that influenced Adda to join with Salamandra earlier. When Geralt
    refuses to side with him, the Count and his minions will attack. With
    your spiffy new swords and armor, it should be a simple matter to
    dispatch the sad little Count and his knights. Loot his body to obtain
    the book 'Experiment Notes' which will detail the creatures we're about
    to face.. be sure to read it now.
    
    ***REWARD***
    (For learning who caused Adda to become a Striga again)
    EXP	3000
    <---------------------------------------------------------------------->
    2) There are all kinds of critters here-the typical Drowners, Drowned
    Dead, and Bloedzuigers, as well as some Vodyanoi. If you need to harvest
    any more ingredients for potion-making, do so now. Head east, then north
    to find a distinctive tree on your local map (not your minimap). East of
    this tree is a campfire, near which is a corpse that can be looted for 
    all kinds of goodies. This is nothing short of a gift from the
    developers-they might as well have been saying "here's some crap, in
    case you're under-prepared!" Loot our wealthy corpse for Zerrikanian
    Mix, some Alchemists' Powder, two untis of Diamond Dust, Soldier's
    Hooch, Dried Fruit, Bottled Water, an Earth Stone, some Flint, two
    bottles of Temerian Rye, a Torch, and 50 Orens. If you haven't already,
    take advantage of the nearby fireplace to prepate up 10 Blizzard
    potions, 10 White Raffard's Decoctions, and at least one Wolverine
    potion. You might be tempted to create some White Honey potions, but
    you'll have plenty of chances to rest before every major fight-simply
    put, if you need to take so many healing potions that you're in danger
    of ramping your toxicity too high, you're just not fighting well enough.
    For the meantime, drinking a humble Swallow Potion should be enough to
    easily get you through all the fights leading up to the bigger, more
    potion-intensive fights.
    <---------------------------------------------------------------------->
    3) Once you're all rested and ready to go, head south, then east, up a
    ramp. Kill any 'Masked Warriors' you might find in your path, and
    eventually you'll come across Azar Javed and Mutant Rayla. Javed will
    taunt Geralt shortly, before sending Mutant Rayla to attack us. She's
    nowhere near as dangerous as Captain Jean-Pierre was, although she is
    fairly fast and can inflict pain and blinding. Take her out with the
    Fast Steel Style. When she dies, loot her for two vials of White
    Raffard's Decoction, some Alchemists' Powder, random food, and 42 Orens.
    <---------------------------------------------------------------------->
    4) Continue north and smite another Masked Warrior, and an Armored Hound
    (Strong Silver Style). Continue uphill, smiting Salamanders until you
    reach a gate, where opposition will stiffen. Masked Warriors, Armored
    Hounds, and Salamandra Mages await. Take out the latter quickly (a few
    blasts of Igni should do it) then destroy the former in melee.
    <---------------------------------------------------------------------->
    5) Once this opposition is defeated your chosen allies will show up in
    the courtyard of the Old Manor, and will be attacked by a host of
    mutants. My Scoia'tael-aligned Geralt is joined by Yaevinn and some
    Scoia'tael, my Order-aligned Geralt will welcome the company of
    Seigfried and some Order knights, and my neutral Geralt will find Triss
    leading Temerian soldiers. Your enemies are Mutants (like the one we
    fought in Old Vizima), Mutant Assassins (somewhat stronger mutants), and
    Greater Mutants.. the 'greater' in this case is dubious. Use the Strong
    Steel Style on the former, and the Fast Steel Style on the latter. When
    they're all dead, you'll chat with your ally. Ask about the "situation
    in Vizima" first to get an update.
    <---------------------------------------------------------------------->
    6) Before talking to your ally again, go loot some barrels along the
    eastern side of the front of the manor, and a trunk along the western
    side. The latter, in particular, contains another Moon Rune and piece of
    Yellow Meteorite. By now, if Meteorite Swords or Rune Swords still
    interest you, you went seriously astray at some point during the guide.
    If you're really a loot-monger, you can go down a natural ramp to the
    east to reach the waterfront. Near a boat along the southern shore you
    can score two more barrels.. it's also worth noting the Place of Power
    nearby, if you're overly fond of signs.
    <---------------------------------------------------------------------->
    7) Talk to your companion again and talk about gaining access to the 
    Salamandra Hideout in the Old Manor. Your means of entry varies
    depending on who you sided with earlier.. Either way, follow your
    companion wherever they lead you, fend off a mutant assault, then
    proceed alone into the depths.
    
    ***REWARD***
    (For breaching the Salamandra Hideout in the Old Manor)
    EXP	3000
    
    Catacombs
    o======================================================================o
    8) You'll appear in different locations depending upon your politics..
    you know, that happens when you take different routes. If you sided with
    Yaevinn you'll find yourself at a dead-end in the north-eastern corner
    of the level. If you sided with the Order, you'll enter in the south.
    Finally, if you remained neutral you'll start out in crypt to the
    north-west. Neutral Geralt will initially have to fend off some undead,
    including Bruxa, Cemetaurs, Garkains, and Wraiths, but the other two
    are more or less safe.
    <---------------------------------------------------------------------->
    9) Now, chalk it up however you'd like-I'm being lazy, I don't want to
    split the guide, I have long-FAQ-fatigue (undiagnosed, of course), but
    I'm not going to hold your hand through this dungeon-don't worry, you'll
    be fine. There's precious little worth looting, and the enemies are all
    things you've seen before-Armored Hounds, Greater Mutants, Mutants,
    and Mutant Assassins. Ultimately, you want to end up in a room in the
    south-western corner of the map. You'll know when you're there, because
    you'll have to pass through a cage door. To get here, Order-aligned
    Geralt just needs to head north a bit, and ignore the tunnels leading
    east, which are blocked for him (but not for Socia'tael and neutral
    Geralts). Neutral Geralt heads east through the crypt, then through a
    door to the south (the northern door is locked for him, and the
    Scoia'tael-aligned Geralt). Turn west, then go down a tunnel to the
    south to reach the caged doors. Scoia'tael-aligned Geralt just heads 
    across a natural bridge to the east, then turns south until he reaches
    his door-destination.
    <---------------------------------------------------------------------->
    10) Drink up a Blizzard potion and a Wolverine potion before you go
    through the cage door. Once through, Azar Javed will appear, taunt
    Geralt, and summon a Koshchay-a badass crab-like creature that will
    probably maul you in a fair fight. With our potions, however, we should
    be able to reliably hit it with the Strong Silver Style (if it's not
    working, Fast Silver Style will have to suffice.) Keep an eye on your
    health-however. With Wolverine and Blizzard, we can go toe-to-toe with
    it and probably win, but it will still deal horrendous damage, and can
    inflict bleeding and pain. If it's too much pressure on you, hit it 
    with an Aard sign to knock it down and give you time to knock back
    a White Raffard's Decoction. If for some reason you're still not doing
    well, note the pillars in the middle of the room-you can run around them
    and play keep away from the Koshchay. Igni can also do a bit of damage,
    but the real winner here is the Strong Silver Style. When it falls, loot
    its corpse for a Koshchey Heart.
    <---------------------------------------------------------------------->
    11) Now, depending on how well you came out of the Koshchay fight, you
    should either rest (if your potion effects are about to expire, your
    toxicity is high, or your health is low). Or, if you're still fairly
    well off, head off to confront Azard Javed. Fireplaces can be found near
    where Scoia'tael-aligned and Order-aligned Geralt arrived-in the north-
    western and south-western corners of the map, respectively. If you sided
    with the Order, you still have most of the Catacombs to explore, as the
    Laboratory you are trying to reach is in the south-eastern corner of the
    map. The simple route east along the southern edge of the map is blocked
    (but not for Scoia'tael-aligned and neutral Geralt). Order-aligned
    Geralt must head through another cage door, travel north, then turn
    east. Go through a door leading into the Crypt, then through another
    door to the north, and continue until you reach a cage door. Neutral and
    Scoia-tael-aligned Geralt simple go through a cage door to the south,
    then down a tunnel to the east to find another cage door.
    
    Note: If you rest here, you might as well create the Koschay's Core
    Potion (Aether/Hydragenum/Hydragenum and the Koshchay's Heart.) Drinking
    it will get you an additional Gold Talent.
    <---------------------------------------------------------------------->
    12) Go through the cage door and you'll be confronted by Azar Javed
    again. He'll threaten you, then summon a pair of Greater Brothers-big
    ass armored mutants that die easily enough with the application of the
    Strong Steel Style. Kill them, and he'll teleport you into his lab for
    the final showdown. He'll say some rather mean things about your lover,
    but Geralt will refuse to buy into his bluff. Azar Javed isn't much of
    a mage-he'll fight with two over-sized flaming maces, with which he'll
    commonly cause knockdown and blinding. He doesn't do nearly as much
    damage as the Koschay, however, and if you have a Blizzard Potion
    active, there's just not much he can do to you. If you killed Berengar
    last chapter and took his amulet, it'll release its magic during this
    fight-a little device Berengar got for himself to ensure his safety
    from Salamandra, it seems. If you spared Berengar, he'll show up to
    help you fight Azar Javed. As said earlier, he'll inflict Blinding and
    Knockdown, but a potioned-up Geralt aggressively apply the Strong Steel
    Style probably won't be too threatened by Azar Javed. When he falls,
    loot his body for the books 'Koshchay's Core', and 'Greater Brothers'.
    Also loot Berengar, if he showed up and subsequently died in combat
    with Javed. He'll leave behind a Cat Potion, a White Raffard's
    Decoction, and 22 Orens.
    
    ***REWARD***
    (For killing Azar Javed)
    EXP	3000
    <---------------------------------------------------------------------->
    13) Azar Javed is dead, there's nothing left to do but search the lab.
    Examine the mirror and the Grand Master himself will appear in the
    mirror, asking for more mutant reinforcements. Geralt will approach the
    mirror menacingly, and promise to pay a visit to the Grand Master-very
    soon. Geralt will then shatter the mirror with the Aard sign. You'll
    appear outside, where you'll get to chat with your ally. Siegfried will
    not like hearing that the Order of the Flaming Rose and Salamandra
    might as well be the same thing-one a legitimate (if racist) front and
    the other a criminal organization-two arms of the same monster. Either
    way, your allies suggest you find a boat to take you back to Vizima, so
    you can warn King Foltest. This boat can be found north-east of the Old
    Manor, by the waterfront.. just follow your companion and you'll get
    there. Talk to your ally on the dock and and ask about the boat to go
    over to the other side.
    
    ***REWARD***
    (For discovering the mastermind of Salamandra)
    EXP	6000
    
    o======================================================================o
    |			       Epilogue 			       |
    o======================================================================o
    |								       |
    |	   A Seed That Will Not Sprout, But Burst Into Flames          |
    |								       |
    o======================================================================o
    Don't be confused by the title, this might as well be Chapter 6. Sure,
    most of the questing, meaningful NPC interaction, and loot-gathering
    is done, and we're certainly not going to be making Geralt any stronger.
    You might level up a bit, but if you're like me, these levels are all
    above 50, and have no talents to go with them. You're not getting any
    stronger swords, or any of that. This is pure story resolution. But
    don't let that fool you into complacency, some rough battles lie ahead,
    and while much of this chapter has a 'resolution gallery' feel to it,
    we're also genuinely dealing with the Grand Master. If our goals were
    to unravel Salamandra, recover the Witcher's secrets stolen from Kaer
    Morhen, and learn the whys of the conspiracy, this is where we'll do it.
    
    Watch a cutscene showing the Grand Master dealing with the outcome of
    the battle. Count de Wett is dead, and Geralt has foiled his scheme to
    bring shame upon Foltest via Adda and her affliction-one way or another.
    The Grand Master recognizes Geralt as the one major obstacle that needs
    to be removed-and will send some mutants to take care of the problem.
    
    Temple Quarter
    o======================================================================o
    Sequence of Events:						{WLK019}
    		1) The King's Favor
    		2) Reporting to Foltest
    		3) Last Stash
    		4) The Order Encounter
    		5) Resolution Gallery
    		6) Back to the Temple Quarter
    		7) The Scoia'tael Encounter
    		8) Back to the Sewers..
    		9) Preparation
    		10) Fighting the Zeugl
    		11) To the Cloister
    
    1) When you arrive by boat Dandelion will chat with you, gushing with
    bardly silliness about the momentous time in which we live. Your ally
    will also interject. Siegfried will insist that good knights of the
    Order still exist, and we should talk to King Foltest to do some damage
    control before the whole Order is ruined. Yaevinn espies this as a
    wonderful time to make an alliance with the king, after all, his
    Scoia'tael control Old Vizima.. and besides, he'll need to be on
    friendly terms with the king if he's to make it out of the Temple
    Quarter safely. Triss for her part, just hurries Dandelion along.
    The quest 'The Ashes of Vizima' begins.
    <---------------------------------------------------------------------->
    2) Talk to King Foltest, who is in the midst of discussing future
    politics with Radovid. Good news! You get to deal with more politics,
    and tell Foltest the fate of his daughter! Or maybe that's not such
    good news, depending. If you sided with the Order, Geralt will stand
    up for him and his fellow knights who aren't corrupt bastards. Foltest
    will tone down the scope of his Order purge and name Siegfried as the
    new Grand Master of the soon-to-be-reformed Order of the Flaming Rose.
    If you sided with the Scoia'tael, Geralt will lay all the blame at the
    feet of the Order, and Foltest and Yaevinn will come to a pathetic
    truce-partial amnesty and a temporary blind eye while Yaevinn escapes?
    Well, it doesn't look like the nonhuman issue is really going to improve
    much. If you remained neutral, Triss will wrangle for a position in
    Foltest's court-The Lodge of Sorceresses was once banished from Temeria,
    but Triss-riding on Geralt's success effectively reconciled the
    two sides. Finally, if you slew Adda, Foltest will not be happy.. more
    resigned. Radovid, on the other hand, will be quite angry. If you saved
    Adda, however, the two northern kingdoms will unite, and everybody will
    live happily ever after.. unless, of course, you play the Witcher 2.
    But I digress, the Grand Master is a wanted man, by all sides still
    standing. Geralt will protest about not being an assassin.. before
    realizing that he intends to kill him anyways, and accepts to do so
    for 8000 Orens. What's better than revenge? Getting rich while getting
    revenge. This completes the quest 'Her Highness the Striga', and updates
    'The Ashes of Vizima' and 'Witchers' Secrets'.
    
    ***REWARD***
    (For telling Foltest you killed Adda)
    EXp	8000
    
    ***REWARD***
    (For telling Foltest you saved Adda)
    EXP	11000
    <---------------------------------------------------------------------->
    3) Head west to find Dandelion, who will babble poetry. This is your
    last chance to visit your stash in the entire game.. as long as you
    have your potions, swords, and armor, however, you're fine. You really
    don't need anything else. If you think you might need more potions, by
    all means, grab more alcohol or ingredients, but if you made the potions
    I suggested in Chapter 5, you should still have plenty. Note that your
    companion from the Old Manor will accompany you through much of the
    Epilogue-Triss, if you are neutral, Siegfried, if you are Order-
    aligned, and Yaevinn, if you are Scoia-tael-aligned.
    <---------------------------------------------------------------------->
    4) Past Dandelion, head north along the road behind St. Lebioda's
    Hospital. When you reach the east-west road leading to the market, you
    will run into some knights of the Order and some mutants. This
    encounter varies, depending upon your politics. If you sided with the
    Order, Siegfried will express some doubts about fighting his brothers,
    but these doubts prove shallow. After the fight, Siegfried will condemn
    the Grand Master, resolved in his desire to put him down. If you were
    neutral, or sided with the Scoia'tael, Siegfried will be leading this
    group of knights and mutants. If you sided with the Scoia'tael, a
    fight is inevitable. If you were neutral, you can talk Siegfried out of
    a fight, or not. Pick a fight by picking option #1, and avoid one by
    picking option #2.
    
    House
    o======================================================================o
    5) After dealing with that encounter, head west to find a refugee, who
    will invite you into a nearby house. Head inside and you'll find plenty
    of old friends and enemies, all gathered here, against all probability.
    It's just the game's way of showing you a bit of resolution for some
    third-rate NPCs. You'll find the Resolute Girl from Murky Waters, a
    Novice Nun, who will tell you about Carmen and Vincent (or Carmen
    herself, if you killed Vincent. Turns out Carmen was the disowned
    daughter of the Reverend, from the Outskirts in Chapter 1. The Hermit
    from the fields outside of Murky Waters is also here, and he'll tell
    you about the Wild Hunt. Vaska will be here, spouting her swamp
    nonesense, as will Golan Vivaldi, who will respond variously depending
    on how 'Gold Rush' went. Last and least, the Reverend himself will be
    here, if you didn't kill in him Chapter 1. Finally, talk to the refugee
    who invited you in, and he'll tell you about a way to reach other
    houses through the basement. Wee. Loot a barrel for some alcohol, then
    head downstairs.
    
    House
    o====================================s==================================o
    6) In the cellar, you'll find Vetala, if you let him live. Loot a crate
    which contains some alcohol, Alchemist's Powder, the book 'Zeugl Vigor',
    and a Key, among other goodies. It also contains the book 'Ithlinne's
    Prophecy', which littered much of the rest of the game. Why mention it?
    Because of the upcoming story events. You'll notice these final two
    walkthrough sections are named after lines of the prophecy. It's me,
    synergizing with the game, and adding atmosphere. You know you like it.
    When you're done looting, go through the door into another cellar.
    Exterminate some undead (a Bruxa and two wraiths) and go up some
    stairs to reach another house. Loot another crate if you must have some
    Flint, then talk to the resident madman, who will tell you to go out
    the window.
    <---------------------------------------------------------------------->
    7) Who's more mad, a madman, or somebody who follows a madman's advice?
    The answer is obvious-he is. It's his name! Or perhaps it's legitimately
    his name, with some unfortunate spelling. Back out in the streets you'll
    get to enjoy another politically variable encounter. If you sided with
    the Scoia'tael, you'll encounter some Temerian soldiers, who merely
    update you on the fighting. Well, isn't that simple? If you sided with
    the Order or remained neutral, however, you'll encounter Yaevinn leading
    a band of Scoia'tael rebels. If you sided with the Order.. well, lets
    just say Yaevinn won't be nice, and needs to be put down. If you
    remained neutral, Yaevinn will still blame you for Toruviel's death, but
    Geralt will get a chance to respond. Picking option #1 will result in a
    fight, and picking option #2 will avoid one. By now we have to realize
    that bringing balls into a conversation is sure to end in violence..
    ah.. us males.. why are we so insecure? Right, because balls look
    absurd, and we're self-conscious of that fact. If there somehow happens
    to be a female reading this FAQ, disregard that statement. It's a
    sensitive man-secret.
    <---------------------------------------------------------------------->
    8) Head west to encounter a group of mutants. Kill them, and if you're
    neutral, Triss will speak to you. Apparently the only way to the
    monastery is through the sewers. Not so bad, we've crawled around down
    there when we were much less well-equipped. Unfortunately, Ultros.. I
    mean, a Zeugl.. has made its home down there. Good thing we're
    professional monster-slayers, what with all the monsters that just
    happen to fall in our path, eh? If you sided with the Scoia'tael or the
    Order, a wounded knight will give you a key to the sewers and warn you
    of the Zeugl. Continue west until further progress is impeded by flaming
    debris, then head into a house.
    
    House
    o======================================================================o
    9) Loot a crate and rest at a fireplace if you must-I can't imagine why
    you'd need to, with the paltry opposition we've been facing. Still,
    here's you chance if you need to brew up any potions. For this fight,
    Swallow will come in handy, as it's likely to be a lengthy engagement.
    Blizzard, however, should be avoided, as we can only attack our enemy at
    certain times, and with the slow-down effect of Blizzard, we'd just end
    up standing around waiting for opportunities to attack.
    
    Sewers
    o======================================================================o
    10) When you're ready, head downstairs to reach the Sewers. Head south
    and open a cage door. Any experienced RPGer will see the large room
    ahead and sigh. Boss fight is imminent. Enter the room (after giving
    your ally some stellar advice on fighting a Zeugl) and some tentacles
    will rise to block your way back. This fight is simple-cut down several
    of the Zeugl's tentacles and when the head pops up, attack that. When
    the head dies, you win. And I'm serious, that stupid Zeugl looks like
    Ultros from Final Fantasy VI. I suppose it doesn't help that they're both
    stupid squid-creatures, does it? Ah, but now I'm showing my age..
    If you're well-leveled and well-equipped, tentacles should fall to the
    Strong Silver Style in one attack. Four tentacles will provoke the head
    to emerge, and if you pull off a four-hit combo on the head each time,
    it should only take four appearances of the head (the head probably
    won't sit around long enough for you to complete a full five-hit combo.)
    Use the Strong Silver Style on the head, and if the tentacles are
    advantageously clustered, you can be frisky and go for the Group Silver
    Style. The only thing you need to worry about is Geralt getting stun-
    locked by the tentacles, but they do incidental damage, and Swallow
    should be enough to keep Geralt more or less untouched through the
    fight. Loot the Zeugl head for Zeugl Venom-our last mutagen-and the
    Zeugl tentacles that kept us in this room for.. Orens? Miserly
    tentacles. Continue east, then turn north to find a fireplace, near
    which is a body loaded with alcohol and rare ingredients.
    
    Note: Now is a fine time to rest up and prepare a Zeugl Vigor potion
    (Rebis/Aether/Aether and Zeugl Venom) which will give you one Silver
    Talent, and one Gold Talent. Nice.
    <---------------------------------------------------------------------->
    11) When you return to the surface, you'll find a group of religitards
    praying. A cutscene will occur, your ally will comment, and Geralt
    will respond. I have to agree with Yaevinn here-leave it to the faithful
    to pray while the world burns around them. It is funny, however, that
    Geralt defends faith when it's insulted by Yaevinn, but admits to being
    an atheist when asked by Siegfried to pray. He's just being
    confrontational, is all. Head up some stairs to the west, then travel
    along the road to the south. Kill a pair of Greater Brothers, and any
    other resistance that might stand between you and your objective.
    Finally, reach the Cloister and open the gates. Geralt will make up a
    bogus errand for Triss to go off on, while Siegfried and Yaevinn will
    both conveniently get injured. Looks like you're going to have to fight
    the Grand Master alone.
    
    o======================================================================o
    |								       |
    |	    The Time of the White Frost and the White Light            |
    |								       |
    o======================================================================o
    
    Order of the Flaming Rose
    o======================================================================o
    Sequence of Events:						{WLK020}
    		1) Confronting the Grand Master
    		2) The Ice Plains
    		3) Geralt's Will
    		4) Encountering Abigail
    		5) The Grand Master: On His Gift
    		6) King of the Wild Hunt
    		7) Reunited with White Rayla
    		8) The Grand Master: On Nonhumans
    		9) Faction Friends Revenge
    		10) An Illusion of Alvin
    		11) The Grand Master: On Witchers
    		12) Adda's Whim
    		13) Final Preprations
    		14) The Five Mutants
    		15) Showdown with the Grand Master
    		16) Defying the Wild Hunt
    		17) Something Ends, Something Begins
    
    1) Ahead of you are two knights who are blocking your way. Approach
    and a fight ensues. Search them for a key (both carry one) and unlock
    the nearby door leading to the 'Grand Master's Chambers. Beyond you'll
    see an ideallic banquet, the Grand Master admires an infant-it's almost
    as bogus and cheesy as a political campaign commercial. Geralt informs
    the Grand Master that women and children won't prevent him from
    fighting, and the Grand Master spills the beans-Ithlinne's prophecy is
    unfolding, and the Grand Master dreams of the ice age that will destroy
    humanity. Jacques de Aldersberg fancies himself a comic-book villain,
    the savior of humanity-by any means necessary. When negotiations fail
    (Geralt becomes pushy and obstinant) the Grand Master will teleport
    them both away.
    
    Note: There's a glorious bug here that makes the following encounters
    much, easier.. not that they're terribly hard, but still. If you drink
    a potion (or many potions, for that matter!) before entering the 'Grand
    Master's Chambers' when you are teleported to the Ice Plains their
    durations will have increased by many, many hours. There is a fireplace
    in the room where you kill the two knights where you can concoct any
    such potions you might need-Swallow, Wolf, Wolverine, Blizzard, Petri's
    Philter.. they're all good choices. However, playing through the next
    part with a constant Blizzard effect can be somewhat disorienting. As
    for being a big-fat cheater.. well, that's your issue, not mine. It's
    really unnecessary, as our Geralt should be more than strong enough to
    handle the next Steps. Still, having a Wolverine potion with a duration
    of 70 hours, and a Blizzard potion with a duration of 40 hours is pretty
    sweet.
    
    Ice Plains
    o======================================================================o
    2) You'll find yourself in an icy cave, after the Grand Master's
    teleportation. Head over to him and he'll speak some more, and invite
    you to follow him outside, where he'll explain. He didn't take you
    somewhere else, he took you into the future. Merely behold the ice-
    encased towers of Vizima, the 'White Frost' of Ithlinne's prophecy has
    come. The Grand Master will explain himself-the Order was created to
    save humanity. Geralt will have none of it, and when negotiations break
    down the Grand Master will again teleport away-far away-and summon some
    Omens of Fire to pester you. Dispatch them like the over-glorified
    Ifrits that they are.
    <---------------------------------------------------------------------->
    3) Continue to the north-east and your lover will appear. She'll explain
    this place more fully than Jacques did-it's an image born of his fears
    and foresight-perhaps not a where OR a when, but a what-if. Of course,
    Geralt's will has some pull here, too, hence Shani/Triss showing up.
    They'll resolve to help you out, and in this regard, Triss is superior
    to Shani, as she'll give you the 'Lightning Storm' ability, which will
    give you chance of causing lightning damage to enemies as you fight.
    Continue north-east and you'll encounter some Skullheads-brutes that
    deal respectable damage, but can be chopped down with the Strong Silver
    Style. They shouldn't seriously pose much of a threat. This would be a
    good time to note the blizzard that follows you. It exists to.. ah..
    'discourage' you from back-tracking. Not that there's any point in doing
    so, but just be forewarned that running too far into the blizzard will
    result in a game-over. Geralt is immune to diseases, not to cold.
    <---------------------------------------------------------------------->
    4) Now that we have a linear path ahead of us, I can just say 'go
    forward' instead of expecting you to have to follow directions! Yay!
    Ease for the FAQ-writer. Continue FORWARD and dispatch any more
    Skullheads you encounter until you find Abigail on an ice bridge.
    She'll comment on your past actions, and mention the Skullheads-what
    humans have apparently devolved into in this little fantasy of Jacques'.
    If you saved her from the mob in Chapter 1, she'll give you a Swallow
    potion, and a Tawny Owl potion. If you let the mob kill her she'll end
    up attacking you. When she falls, a pack of Barghests will appear. By
    this point in the game, they're just fodder. Kill them all and move on.
    <---------------------------------------------------------------------->
    5) Continue in the magic direction until you find some large ice shards
    that contain Skullheads. Kill the three that emerge, then continue
    into a cave, where the Grand Master awaits again. His words to you will
    vary depending on what advice you gave Alvin pertaining to his 'gift'
    during the quest 'Alvin' in Chapter 4.
    <---------------------------------------------------------------------->
    6) Travel through the cave and put down a Wild Hunt Wraith when it
    appears. Shortly thereafter, big daddy 'King of the Wild Hunt' will
    show up and tell Geralt he can't stop the inevitable, before he summons
    a group of Wild Hunt Wraiths to pester us. Kill them and continue on
    until you escape the cave.
    <---------------------------------------------------------------------->
    7) As you near the cave exit, you'll get another politically variable
    encounter. If you sided with the Order, White Rayla will appear, and
    she'll admit to being happy to see you-you know, even with that whole
    killing her thing. Pick option #1 and she'll offer to fight at your
    side. Pick option #2 and she'll grant you the 'Soulcatcher' ability,
    which 'Restores Vitality with each opponent killed.' Honestly, I'd go
    with the ability any day. I hate AI companions. If you sided with the
    Scoia'tael, Toruviel will appear. When you get the chance to respond to
    her, pick option #1 and she'll grant you the 'Fiery Swords' ability,
    which deals 'Additional fire damage', pick option #2 and she'll join
    you. Again, ability beats company. If you remained neutral Celina the
    Nightwraith will show up. When you get the chance to respond pick
    option #1 and she'll give you the 'Soulcatcher' ability, same as White
    Rayla, pick option #2 and she'll aid you in battle.
    <---------------------------------------------------------------------->
    8) Keep going uphill, killing Skullheads and Wild Hunt Wraiths as you go
    up the side of a mountain. Eventually you'll run into the Grand Master
    again. This time his response depend on what you told Alvin about
    Elves when he was captured by the Scoia'tael in Chapter 4, during the
    quest 'Free Elves'.
    <---------------------------------------------------------------------->
    9) Advance uphill and kill some Mutants along the way. Eventually you
    will encounter one of your former faction-aligned friends. If you sided
    with the Order, you'll meet Yaevinn, who will resort to violence. If
    you sided with the Scoia'tael, you'll have to deal with an equally
    hostile Siegfried. If you remained neutral you'll have to fight both
    of them.
    <---------------------------------------------------------------------->
    10) Nothing to do but move forward. Kill a Mutant Assassin and advance
    until you meet Alvin. Your lover will exclaim, but Geralt realizes that
    it's only an illusion. Alvin will depart without incident.
    <---------------------------------------------------------------------->
    11) Further on you'll have your final peaceful encounter with the
    Grand Master, and like earlier, his response will echo what you told
    Alvin earlier. This time, the Grand Master has made use of the advice
    you gave Alvin when he asked about Witchers.
    <---------------------------------------------------------------------->
    12) Dispatch three more Mutant Assassins that have the poor fortune of
    being in your way and in time you'll run into Adda. She'll comment on
    the narrow gap that divides humans and monsters-a subject she knows only
    too well-and if you saved her in Chapter 5, she'll decide she wants to
    help you.. and by help you, she means turn into a Striga and maul
    things. If you killed her in Chapter 5 Count de Wett will show up, and
    will profess to be the embodiment of your hatred for monsters.. and will
    decide to help you in battle. Regardless of who wins, there's going to
    be one less monster. If you killed Adda but didn't kill Vincent, Vincent
    will appear, and aid you as a Werewolf.
    <---------------------------------------------------------------------->
    13) Head across a flimsy looking natural bridge, and it will
    predictably collapse.. it's just the game's way of saying you can't go
    back anymore. And here I thought the blizzard hounding us was enough..
    Anyways, you'll have to deal with some Greater Brothers, and two Order
    Commanders. If you're wondering why you keep getting afflicted with
    Blinding, Pain, Knockdown, it's because of Adda-not your enemies.
    Apparently her attacks discriminate damage, but not status effects. Note
    that if you have Triss' 'Lightning Storm' ability it'll target Adda,
    too. Apparently the status-effect hatred goes both ways. Kill your foes
    and your lover will tell you that you must do this last part alone-the
    Grand Master will not allow anybody else into the heart of his vision.
    One has to wonder why he allowed anybody else in here at all.. anyways.
    Geralt will reveal a convention of this game to be bogus by meditating
    without the aid of a fireplace. So much for needing a fire to meditate,
    you liar. Eh, still, it's nice they gave us one final chance to rest,
    heal, and prepare. Be sure to have some White Raffard's Decoctions,
    Blizzard Potions, and perhaps some Wolf and Wolverine, if you're the
    melee type, or some Petri's Philter and Tawny Owl if you're the sign-
    using type.
    
    Note: You'll lose your potion effects here, regardless of their
    duration, but you'll keep any abilities you've picked up along the way.
    Drink more potions if you need them, but you can't cheat your way
    through the final fight.
    <---------------------------------------------------------------------->
    14) Now for the big final fight. You'll speak with Jacques de Aldersberg
    one final time. He'll reveal his plans-he stole the mutagens to make
    superhuman knights. Not, as he claims, to carve an empire for himself,
    but to safeguard humanity during its long sojourn across the icy
    wastelands. Witchers are too few, and too full of doubts and emotions to
    have served his purpose. It doesn't matter what you say-and your options
    are limited-this ends in a fight. And that's just as well, we didn't
    just play this much game to have a philosophical debate. You heard me,
    Mass Effect 3. Anyways, no reconciliation is possible. Geralt attacks,
    and Jacques teleports away, but summons five Mutants to fight in his
    stead. Round one of this fight is simple-kill the five Mutants. The
    official guide makes this fight out to be hard "The final battle is
    difficult... in fact, very difficult. You need to use all your
    abilities, drink the appropriate potions and pray for survival. The
    first wave of opponents is a group of super-fast mutants. You cannot
    let them surround you or else you will die in a split-second..."
    Please. They're no stronger than the Mutants we've been butchering,
    and granted, five-on-one are odds we've rarely faced with Mutants, but
    that doesn't make this fight difficult. Group Steel Style will kill
    them with ease.. as will a few blasts from a high-powered Igni sign.
    Three blasts, in fact, was all it took to dispatch them all. No potions,
    no buffs, no sweat.
    <---------------------------------------------------------------------->
    15) After they die, Jacques will show up with more Omens of Fire. My
    advice? Ignore them, use the Strong Steel Style, and focus solely on
    Jacques. As the Omens of Fire advance, they'll constrict the battlefield
    with a magical barrier, and can cause Knockdown, but the Grand Master
    himself has few tricks up his sleeve. He can hit you with his shield to
    cause Knockdown, and he's surprisingly resistant to magic (for reasons
    we'll discover shortly). If his Omens of Fire are being a bother, switch
    to the group style and take them out.
    <---------------------------------------------------------------------->
    16) When you've inflicted enough damage, the King of the Wild Hunt will
    show up and strike down the Grand Master, then turn to accost Geralt.
    He's again demeaning and cryptic, and points out all of the death and
    destruction that follows Geralt in his wake, ennumerating all of our
    'crimes' as we hunted down Salamandra. He'll claim us to be his greatest
    champion before finally getting to the point-he wants the soul of
    Jacques de Aldersberg. If you acquiesce the spectre will merely declare
    the soul of Jacques de Aldersberg-whom you knew by another name-to be
    his, and let you finish your messy business. If you refuse, you'll have
    to fight the King of the Wild Hunt-and this time, he can be beaten.
    He's been a pain in the ass all game, and I see no reason why he should
    get to avoid a thrashing when everybody else who crossed Geralt didn't.
    Ignore whatever Wild Hunt Wraiths he summons and focus on him-abuse him
    with the Strong Silver Style, and he should be smote in short order.
    All that's remains to be done is to finish off the prostrate Grand
    Master..
    <---------------------------------------------------------------------->
    17) When you're done chasing off the King of the Wild Hunt and slaying
    Jacques de Aldersberg, you'll appear back in the Order of the Flaming
    Rose cloister-bothered by Dandelion. He'll explain the outcome of the
    battle, your side won (or Foltest bled both sides before victoriously
    taking control of matters with his fresh Temerian army, if you were
    neutral), and the Grand Master is dead. Loot the body of Jacques de
    Aldersberg to discover a familiar Dimeritium Amulet, and the 'Secrets
    Stolen from Kaer Morhen'. This finally ends the quest 'Witcher's
    Secrets', and if you haven't guessed it by now, gives another huge
    smack-in-the-face hint about the Grand Master's true identity. Head
    over to the door that exits the cloister, and Dandelion will sum things
    up.. and ask what you intend to do next. Answer however you wish, and
    Dandelion will comment on your answer. Watch the ending cutscene you've
    earned, then watch the ending cinematic that sets up the sequel: 
    
    The Witcher 2: Assassins of Kings 
    
    o======================================================================o
    |			       Conclusion			       |
    o======================================================================o
    This isn't part of the walkthrough, it's just my closing remarks. Sit
    down, get comfy, and, if you're not too sick of reading my ramblings,
    enjoy my closing statements. It goes without saying (except that I'm
    still saying it) but if you haven't completed the game yet-there are
    enough spoilers here to make your head explode. Or at least, I hope so.
    Also note that these musings are willfully ignorant of anything and
    everything that occurs in the sequel-I won't provide spoilers for the
    sequel here, however insignificant.
    
    The Grand Master was apparently none other than our dear, annoying
    Alvin. We were warned several times that source of his power might have
    the ability to travel through time and space-and this Alvin apparently
    did. If that wasn't enough, the blue eyes should have been another
    giveaway. I mean, really, how many people have blue eyes? He was hounded
    from an early age by the Prophecy of Ithlinne, and it's no surprise that
    such visions carried on into adulthood. The only real question remains-
    and this is purely speculative at this point-is whether he was seeing
    honest prophetic visions, or if he was just making it up. As a potent
    mage who could travel through time and space, he may have actually seen
    the ice age that doomed humanity.. or he could have just been a
    psychopath with an over-active imagination. Kids are liable to believe
    anything, and carry it with them into adulthood with conviction. Just 
    look at religious fervor in the real world, as an example. 
    
    In the end, Geralt was one of his major role-models. The Dimeritium
    Amulet we gave him might have dampened his powers-but they certainly
    didn't eliminate them, as evidenced by his disappearance during the
    Battle of Murky Waters, and the later spells he cast as an adult. He
    certainly took an interest in swordplay, too, which can probably be
    attributed to Geralt. Perhaps we're fortunate he kept his amulet
    around, either as a keepsake, or to protect himself from hostile
    magics, or visions, and we might even be more fortunate that he split
    his focuses, instead of becoming a truly great mage and swordsman. More
    obviously, what Geralt told him during the quest 'Alvin' influenced
    several key ideas of his. While it didn't change his ultimate plans, the
    reasons why all provided different justifications for his actions.
    I doubt, however, those who were killed because of his schemes care too
    much whether there were noble ambitions behind his plots.
    
    What Alvin did after vanishing at the Battle of Murky Waters remains a
    mystery. It does, however, allow us to make sense of why Salamandra was
    so interested in Alvin-Alvin wanted to ensure the safety of Alvin. But
    considering how much Geralt shaped his views, it's odd that older Alvin
    even bothered trying to have Salamandra abduct him.. unless he felt he
    could do a better job. Still, we must assume-given how everything
    worked out-that Alvin did not, in fact, have prophetic foresight as to
    how his plan would ultimately fail. Still, the Grand Master would have
    had to have known everything young Alvin did, and why he wasted so much
    effort to kidnap himself will just have to remain a mystery.. unless
    perhaps he was doing what he knew he must do, to ensure that his youth
    played out the same way.. but now we're talking the cyclic paradox of
    time-travel, and I refuse to get into it.
    
    o======================================================================o
    |								       |
    |                            Quests {QST000}			       |
    |								       |
    o======================================================================o
    In this section you'll find the various quests in the Witcher, discussed
    in brief. They are separated by Chapter, and each section describes a
    different quest, how to start and go about completing each quest, and
    the various rewards you recieve as you complete different phases. Some
    lingering quests will be continued into subsequent chapters. For
    example, the quest 'Fistfight' occurs over multiple chapters, and the
    section in Chapter 1 describes the phase that occurs in Chapter 1. The
    later phases occur in later chapters. If a quest can be started in
    multiple chapters, it will be listed in the earliest chapter in which
    it can be started.
    
    Note that all possible solutions for each quest will not be included in
    this section, nor will every possible means of starting or resolving
    each quest. Whenever possible, the steps taken to resolve a quest will
    mirror those found in the Walkthrough, even though it's uncommon that
    lengthy quests will be resolved sequentially. Also, only 'correct'
    solutions will be presented below. There just doesn't seem to be any
    point in showing the various ways you can fail a quest. I use the word
    'correct' in this context usually to refer to the best possible outcome,
    or at least the path followed in the guide (wherein I tend to seek out
    the best outcomes), although in a few instances I will show various
    ways to resolve a quest differently, even if I feel the result is less
    than optimal-this usually has to do with the morality of the Geralt
    being played. Sometimes being the consumate Witcher involves siding with
    assholes over monsters.
    
    Also keep in mind that the order in which you complete quests can 
    determine whether other quests succeed or fail, or whether you can even
    start some quests. Whenever possible I'll try and provide a note telling
    you what to avoid so as to avoid failing a quest, but it's much easier
    to do things right if you just follow the Walkthrough. This section
    provides you with the freedom to wander through the game without having
    your hand held, but if you fail a quest or get lost, just remember that
    the freedom to explore is also the freedom to make mistakes.
    
    Last but not least, this is a condensed version of the quests as they
    appear in the Walkthrough. Quests constantly link together, and there
    will be spoilers, especially if you read ahead, and don't do things
    step-by-step. Ideally this section will be used to troubleshoot and
    double-check quests as you do them on your own. Throughout the rest of
    the guide I've tried to keep spoilers to a minimum-you read about what
    happens as you do it. There is no such safety here, especially since
    the quests are listed alphabetically, not chronologically. This section
    is what it is-an index of the quests and simple step-by-step solutions,
    it's not meant to be exhaustive, it gives no opinion of order in which
    quests should be completed. Since it's a courtesy for me to even digress
    this much for players who are choosing to ignore 90% of my FAQ to
    preserve their independence, I don't want any e-mails whining about
    spoilers in this section. You have been warned about them ahead of time.
    
    o======================================================================o
    |                          Prlogue {QST001}			       |
    o======================================================================o
    
    			    List of Quests
    <---------------------------------------------------------------------->
    			A Potion for Triss
    			Berengar's Secret*
    			Defending Kaer Morhen
    			Fistfight*
    
    *:	Quests marked with an '*' are quests that are not resolved in
    	this chapter.
    
    [Prelude] A Potion for Triss
    o======================================================================o
    After failing to prevent the Salamandra Bandits from robbing Kaer Morhen
    you'll find yourself busy with a new task-finding the ingredients you'll
    need to create a potion for Triss.
    
    1) Talk to Vesemir, meditate, and talk to Vesemir again. He'll refer you
    to Lambert, who will tell you that you need to head upstairs to secure
    some Calcium Equum and White Gull in order to make a potion for Triss.
    There's also the matter of some Salamandra stragglers that need to be
    dealt with.
    
    2) Head upstairs and kill all the Salamandra Bandits you find-you don't
    need any prisoners. Loot around, too, while you're at it. Sure, you're
    looking for ingredients to make a potion, but since you're leaving Kaer
    Morhen behind, you might as well scavenge everything you can, right?
    
    3) Return downstairs and talk to Lambert, who will tell you that you 
    need the claw of a mighty beast and some Celandine to finish your
    potion. Talk to Vesemir again and he'll give you some Celandine, teach
    you how to skin monsters, and tell you to harvest the Frightener for the
    ingredient you need.
    
    4) Once done, meditate and create 'A Potion for Triss'. Now head
    upstairs and enter Triss' room. Talk to her and give her the potion
    to complete this quest.
    
    ***REWARD***
    (For providing a Potion for Triss)
    EXP	1000
    
    [Prelude] Berengar's Secret.. 	              ..(continues in Chapter 1)
    o======================================================================o
    You'll begin this quest by talking to Vesemir, who will tell you about
    another Kaer Morhen graduate named Berengar. There's not much you can
    do with this quest until Chapter 2.
    
    [Prelude] Defending Kaer Morhen
    o======================================================================o
    The first story quest of the game, this quest begins as soon as the
    intro cutscene ends. The first part of the quest is just combat 
    tutorial, showing you how to use the combo system, perform 
    coup-de-graces, and use the various combat styles.
    
    1) Fight your way through the combat tutorial until you make it to a
    tower. Head up the stairs to reach the courtyard outside of the citadel
    and kill the Salamandra Bandits. Activate the winch to reunite Geralt
    with the rest of the Witchers.
    
    2) Once reunited with the rest of the gang, they decide to send Geralt
    and Leo-the two understudies-into the Citadel. Fight your way into the
    Laboratory through various uninspiring Salamandra foes.
    
    3) When you reach the Laboratory your attempt to stop the Salamandra
    leaders will be thwarted by a magic barrier. Learn the Aard sign to
    blast the debris blocking your way back-you need Triss to contest with
    a mage of significant power.
    
    4) Once outside Savolla shows up with his Frightener, leaving you to
    choose which enemy to face. If you stay outside you'll have to fight
    the Frightener, if you go with Triss, you'll have to fight Savolla.
    Once done you must return to the Laboratory inside the Citadel to deal
    with the thieves. Before continuing with this quest you must complete
    'A Potion for Triss'.
    
    ***REWARD***
    (For defeating Savolla and reaching the laboratory)
    EXP	2000
    
    5) After completing 'A Potion for Triss' talk to Vesemir to attend Leo's
    funeral and leave Kaer Morhen behind.
    
    ***REWARD***
    (For attending Leo's funeral and abandoning Kaer Morhen)
    EXP	4000
    
    [Prelude] Fistfight.. 	      		      ..(continues in Chapter 1)
    o======================================================================o
    This quest begins near the end of the prelude, when Eskel is upstairs.
    This is after you clear the bandits out during 'A Potion for Triss'.
    He'll offer to teach you how to deal with enemies without using weapons,
    and by all means, accept his offer and pummel him a bit. This quest
    continues throughout the game.
    
    (For boxing with Eskel)
    EXP	1000
    
    o======================================================================o
    |                          Chapter 1 {QST002}			       |
    o======================================================================o
    
    			    List of Quests
    <---------------------------------------------------------------------->
    			A Game of Dice*
    			Berengar's Secret*
    			Buried Memories
    			Dead Hand of the Past
    			Dice Poker: The Novice
    			Fistfight*
    			Hot Potato*
    			King of the Crypt
    			Of Monsters and Men
    			Racists
    			She's No Early Bird
    			Strangers in the Night
    			The Barghest Contract
    			The Drowner Contract
    			The Ghoul Contract
    			The Monster in the Lake
    			The Salamander's Tail
    			The Secret Garden
    			Wanted*
    			Witcher's Secrets*
    			
    *:	Quests marked with an '*' are quests that are not resolved in
    	this chapter.
    
    [Chapter 1] A Game of Dice..		      ..(continues in Chapter 2)
    o======================================================================o
    You can begin this quest by getting your hands on some Dwarven dice. As
    far as this guide is concerned, however, it may as well start after
    saving Zoltan from his antagonizers during the quest 'Racists'. You can
    score some dice from the racists.
    
    [Chapter 1] Berengar's Secret..		      ..(continues in Chapter 2)
    o======================================================================o
    Talk to the Reverend, and he'll tell you that Berengar agreed to hunt
    down the Beast, but abandoned the endeavor. The updates to the quest are
    entirely cosmetic-Geralt is sure that Berengar made it into Vizima, for
    what that's worth.
    
    [Chapter 1] Buried Memories
    o======================================================================o
    One of the 'respectable' villagers you have to appease in order to prove
    your worthiness to the Reverend is Mikul. Find him near the Merchant's
    Gate to Vizima. Talk to him and he'll ask you to get rid of some Ghouls
    from the local Crypt, and give you the key you need to gain entry.
    
    1) Head into the Crypt and kill all the Ghouls-your quest log will be
    updated when this is accomplished. You only need to kill the Ghouls in
    the front part of the Crypt, although if you're unlucky this could mean
    dealing with three Ghouls at once.
    
    ***REWARD***
    (For killing the Ghouls in the Crypt)
    EXP	1000
    
    2) Return to Mikul and tell him about the girl and the Ghouls. He'll
    whine and be useless to you for a while, but at least you get your
    reward.
    
    ***REWARD***
    (For telling Mikul about the Ghouls)
    EXP	3000
    Orens	200
    
    [Chapter 1] Dead Hand of the Past
    o======================================================================o
    To start this quest you'll need to find Declan Leuvaarden in the Country
    Inn. He's usually around at noon, although he wakes late, and retires
    early. Talk to him and ask if he has any work for you and he'll tell
    you to explore a cave under the wall of Vizima to see if you can
    discover what happened to his friend.
    
    1) The cave is, of course, filled with monsters. Echinops, as the case
    may be. Take it slow and try to fight them one at a time. Kill them all,
    included a unique 'Sated Echinops' to find the remains of Leuvaarden's
    friend.
    
    ***REWARD***
    (For recovering the remains of Leuvaarden's friend)
    EXP	500
    
    2) Return to Leuvaarden and tell him you found his friend's remains.
    Instead of rewarding you, however, he insists that you have the remains
    interred within the local chapel. In order to do this you'll have to
    appease the Reverend by lighting all the Eternal Fire Shrines during
    the quest 'Of Monsters and Men'.
    
    3) After lighting the five Eternal Fire Shrines in the quest 'Of 
    Monsters and Men' ask the Reverend for permission to inter Leuvaarden's
    friend in the local Chapel. Once permission has been granted, head
    inside and put the remains in the sarcophagus.
    
    ***REWARD***
    (For interring the remains of Leuvaarden's friend in the Chapel)
    EXP	500
    
    4) You'll be bothered by the 'King of the Wild Hunt', who will bother
    you with fatalistic nonsense. Respond as you wish, and if you're
    defiant you'll have to fight the shade of Leo.
    
    5) Return to the Country Inn and tell Leuvaarden that you buried his
    friend to claim your well-deserved reward.
    
    ***REWARD***
    (For reporting to Leuvaarden after burying his friend)
    EXP	1000
    Orens	200
    
    [Chapter 1] Dice Poker: The Novice..          ..(continues in Chapter 2)
    o======================================================================o
    Start this quest by rescuing Zoltan Chivay from a group of racists.
    Afterwards, you can talk to him and ask him about dice. He'll tell
    you to play a few rounds to get noticed, and that Mikul, Haren, and
    Odo all play. You can play before this, but if you learn from Zoltan
    that the others play, you can convince them to play with you, too.
    Once you've beaten three novice players this quest is over. If you
    fail to complete the quest in Chapter 1, you can always finish it
    later.. but why wait?
    
    1) Defeat one Novice player.
    
    ***REWARD***
    (For defeating one Novice player)
    EXP	100
    
    2) Defeat two Novice players.
    
    ***REWARD***
    (For defeating a second Novice player)
    EXP	100
    
    3) Defeat three Novice players.
    
    ***REWARD***
    (For defeating a third Novice player)
    EXP	100
    
    ***REWARD***
    (For becoming a Novice at Dice Poker)
    EXP	500
    
    [Chapter 1] Fistfight..		   	      ..(continues in Chapter 2)
    o======================================================================o
    Find Fat Fred in the Country Inn and beat him at a boxing match. After
    beating Fat Fred you'll need to wait until Chapter 2 to find a stronger
    quest opponent.
    
    ***REWARD***
    (For defeating Fat Fred)
    EXP	2000
    Orens	100
       ---or---
    Item	Zerrikanian Spirit x2
    	Bread
    	Mutton Leg
    	Cheese
       ---or---
    Item	Gold Diamond Ring
    
    [Chapter 1] Hot Potato..		      ..(continues in Chapter 2)
    o======================================================================o
    You can start this quest by talking to Haren after completing the quest
    'Strangers in the Night'. He'll offer you another job-to deliver a 
    package to a man named Coleman in Vizima, no questions asked. Accept to
    start this quest.
    
    [Chapter 1] King of the Crypt
    o======================================================================o
    Learn about an unusual Ghoul stalking the local Crypt from the Royal
    Huntsman. Later on in the chapter you'll find that some Guards have
    decided to try and rob the older crypts-and opened the way for you.
    Kill Ozzrel and take its head to the Royal Huntsman.
    
    ***REWARD***
    (For giving Ozzrel's Head to the Royal Huntsman)
    EXP	1000
    Orens	200
    
    [Chapter 1] Of Monsters and Men
    o======================================================================o
    One of the main quests in this chapter, this quest begins as soon as the
    chapter starts. Fight off a group of Barghests attacking the palisade
    and you'll be introduced to 'the Beast'. Dealing with this critter is
    the object of this quest, and to a large extent, this chapter.
    
    ***REWARD***
    (For fighting off the Barghests assaulting the Country Inn)
    EXP	500
     
    1) Talk to Shani, and she'll suggest that you meet with the Reverend,
    who is the leader of this community to learn more about the Beast.
    When you do so, you'll find that he's skeptical about your helpfulness
    due to the bad reputation left by a previous Witcher, who ran off
    instead of fighting the Beast. To earn his trust you'll have to light
    five Eternal Fire Shrines located throughout the outskirts.
    
    2) At night, go around lighting all the Eternal Fire Shrines, fighting
    off groups of Barghests at each Shrine. Once they're all lit, return to
    the Reverend in the morning and tell him the job is done. The Reverend
    now blames Abigail for summoning the Beast, but he will accept Geralt's
    advice that you talk to her before condemning her.
    
    ***REWARD***
    (For returning to the Reverend after lighting all five shrines)
    EXP	500
    
    3) Head over to Abigail's Hut and ask her about the Beast. She'll
    suggest brewing a potion for Alvin, which will allow him to divine the
    nature of the Beast. Collect five White Myrtle flowers for the potion
    and return to Abigail, who will promptly brew the potion. Once the
    dangerous divination is over, report to the Reverend. Note that the
    services at the Country Inn become unavailable after talking to the
    Reverend, so be sure you're ready to finish the chapter. Also note that
    to continue with this quest you must finish the quest 'The Salamander's
    Tail'.
    
    ***REWARD***
    (For telling the Reverend about the origins of the Beast)
    EXP	500
    
    4) After slaying the Salamanders in the outskirts, talk to Abigail in
    the caves. She'll tell you that she's brewing a spell to protect herself
    from the angry mob outside. Accompany her out and either side with her
    or with the villagers. Whichever you side with will aid you in your
    fight against the Beast. Kill the Beast and you'll obtain the 'Letter of
    Safe Conduct' from the Reverend.. one way or another.
    
    ***REWARD***
    (For slaying the beast)
    EXP	2500
    
    [Chapter 1] Racists
    o======================================================================o
    Along the fishing village to the north of the map you'll find a group of
    racists pestering a Dwarf named Zoltan Chivay. Either help the Dwarf-or
    not. Helping will get you some experience, and a favorable reaction,
    standing by will cause Zoltan-and old friend of Geralt's-to be angry
    with him.
    
    ***REWARD***
    (For helping Zoltan Chivay fight off the racists)
    EXP	2000
    
    [Chapter 1] She's No Early Bird
    o======================================================================o
    This quest will only start if you talk to Vesna Hood, a bar wench in the
    Country Inn. After talking to her you'll find her along the road outside
    of the Country Inn being accosted by a group of thugs.
    
    1) Approach Vesna and company and choose either to defend her, or leave
    the peasants to their own devices. If you choose the latter, Vesna is
    killed and there is no quest. If you choose the former, a fight ensues.
    
    ***REWARD**
    (For rescuing Vesna from the Bandits)
    EXP	500
    
    2) After the bandits are dead, Vesna will ask you to escort her home.
    Agree to do so and you'll have to fight off several groups of Barghests
    along the way. Once you make it to her grandmother's house on the edge
    of the outskirts village, Vesna will offer to thank you more personally.
    Accept her arrangments or not, either way, the quest is over.
    
    ***REWARD***
    (For escorting Vesna safely home)
    EXP	1000
    
    [Chapter 1] Strangers in the Night
    o======================================================================o
    One of the 'respectable' villagers you have to appease in order to prove
    your worthiness to the Reverend is Haren. You can find Haren in his
    house in the small fishing village near the river. Talk to him, and
    he'll ask you to kill a group of Drowners that have been threatening his
    packages at night.
    
    1) Wait until night and go kill the Drowners near Haren's goods. There
    are a good number of them, but they come in smaller groups, so you
    shouldn't have to deal with more than three at a time.
    
    ***REWARD***
    (For killing the Drowners near Haren's goods)
    EXP	500
    
    2) After the Drowners are dead, a group of nonhuman rebels-Scoia'tael-
    will show up to claim the goods. Either allow them to take the goods,
    or fight them off. You decision will affect a few things in the next
    chapter.
    
    ***REWARD***
    (For allowing the Scoia'tael to take the goods)
    Orens	200
    
    3) Tell Haren about the Drowners and Squirrels to claim your reward.
    Talk to him again after 'Strangers in the Night' and he'll ask you to
    deliver a parcel to Coleman in Vizima, no questions asked. Accepting
    starts the quest 'Hot Potato'.
    
    ***REWARD***
    (For reporting your success to Haren Brogg)
    EXP	3500
    Orens	200
    
    [Chapter 1] The Barghest Contract
    o======================================================================o
    This quest can be obtained by taking a notice from the notice board
    outside of the Country Inn. Bring Abigail ten Barghest Skulls to
    complete the quest.
    
    ***REWARD***
    (For bringing Abigail ten Barghest Skulls)
    EXP	2000
    Orens	100
    Items	Mandrake Root x2
    
    [Chapter 1] The Drowner Contract
    o======================================================================o
    This quest can be obtained by taking a notice from the notice board
    outside of the Country Inn. Bring the Reverend three units of Drowner
    Brain Tissue to complete the quest.
    
    ***REWARD***
    (For bringing the Reverend three Drowner Brain Tissues)
    EXP	2000
    Orens	100
    
    [Chapter 1] The Ghoul Contract
    o======================================================================o
    This quest can be obtained by taking a notice from the notice board
    outside of the Country Inn. Bring Kalkstein three vials of Ghoul Blood
    to complete the quest.
    
    ***REWARD***
    (For bringing Kalkstein three vials of Ghoul Blood)
    EXP	3000
    Orens	100
    
    [Chapter 1] The Monster of the Lake
    o======================================================================o
    Talk to the Royal Huntsman to learn about this beastie, which can be
    encountered near the old mill any time at night. Kill Nadir and bring
    it's head back to the Royal Huntsman to complete this quest.
    
    ***REWARD***
    (For giving Nadir's Head to the Royal Huntsman)
    EXP	1000
    Orens	200
    
    [Chapter 1] The Salamander's Tail
    o======================================================================o
    This quest begins as soon as Chapter 1 starts. Shani will refer you to
    the Reverend, the leader of this community. If anybody would know about
    the activities of Salamandra out here, he would. This quest remains
    dormant through much of Chapter 1-periodically updating as you talk to
    people, but you won't deal with it directly until nearly the end of the
    chapter.
    
    1) Talk to the Reverend and ask him about Salamandra, and he'll refuse
    to talk more until you gain the trust of three of the village's most
    prominent citizens-Haren, Mikul, and Odo. To meaningfully advance this
    quest, you must complete the quests 'Buried Memories', 'Secret Garden',
    and 'Strangers in the Night'. You also need to make significant progress
    in the quest 'Of Monsters and Men.' Once done, the Reverend will tell
    you that the Innkeeper has a key to the Salamandra hideout.
    
    2) Pay the Innkeeper a visit to discover that he was slain by the
    Salamanders, who are now busy harassing Shani. Geralt steps in and a
    fight ensues. After saving Shani grab the key off the corpse of the
    Innkeeper.
    
    ***REWARD***
    (For killing the troublemakers at the Country Inn and rescuing Shani)
    EXP	500
    
    3) Head over to the Salamandra hideout, which is a house along the road
    to the southern Cave. Dispatch two Salamandra Lackies outside, and kill
    a somewhat more formidible group of Salamanders inside. Go down a
    trapdoor to reach the cavern underneath the house, where more killing
    needs to be done. After killing the Salamanders, saving Alvin, and of
    course, looting the cave, this quest goes dormant until you finish the
    quest 'Of Monsters and Men'.
    
    ***REWARD***
    (For killing the Salamanders in the cave and rescuing Alvin)
    EXP	500
    
    4) Once you've slain the Beast and obtained the 'Letter of Safe Conduct'
    from the Reverend, head to the Miller's Gate. You'll gain access to
    Vizima, although not quite how you might have intended.
    
    ***REWARD***
    (For entering Vizima)
    EXP	3000
    
    [Chapter 1] The Secret Garden
    o======================================================================o
    One of the 'respectable' villagers you have to appease in order to prove
    your worthiness to the Reverend is Odo. You can find him at his house,
    which lies along the road to the south of the Country Inn. Talk to him
    and drink with him to prove you're not a spy and to negotiate the price
    of his job.
    
    1) Head outside after drinking with Odo. It'll be night time, and you'll
    be quite drunk. Either drink a Wive's Tears potion to cure the 
    intoxication, or fight the Echinops in Odo's garden drunk. Once they're
    dead, talk to Odo to claim your reward.
    
    ***REWARD***
    (For killing the Echinops in Odo's garden)
    EXP	4000
    Orens	100
    
    [Chapter 1] Wanted..		              ..(continues in Chapter 2)
    o======================================================================o
    This quest begins when you take an Arrest Warrant for the Professor from
    the notice board outside of the Country Inn. This quest doesn't become
    active until Chapter 2.
    
    [Chapter 1] Witcher's Secrets..		      ..(continues in Chapter 2)
    o======================================================================o
    Another quest that begins when you reach Chapter 1. It runs parallel to
    'The Salamander's Tail', periodically updating as you talk to the
    Reverend, complete tasks for Haren, Mikul, and Odo, and eradicate the
    Salamander presence in the outskirts.
    
    o======================================================================o
    |                          Chapter 2 {QST003}			       |
    o======================================================================o
    
    			    List of Quests
    <---------------------------------------------------------------------->
    			A Game of Dice*
    			A Ghost Story
    			A Gravedigger's Gratitude
    			A Lost Lamb*
    			A Most Uncommon Wine
    			A Mysterious Tower*
    			A Restless Ghost
    			Anatomy of a Crime
    			Berengar's Secret*
    			Clay Pits
    			Dice Poker: The Professional*
    			Finders Keepers
    			Fistfight*
    			Flowers and Gold
    			Hot Potato
    			Memory of a Blade
    			Monoliths
    			Old Friend of Mine
    			Prison Break
    			Safe Haven
    			Suspect: Kalkstein
    			Suspect: Leuvaarden
    			Suspect: Ramsmeat
    			Suspect: Thaler
    			Suspect: Vincent Meis
    			Suspect: Vivaldi
    			The Alghoul Contract
    			The Beast of the Sewers
    			The Crown Witness
    			The Dogcatcher of Vizima
    			The Drowned Dead Contract
    			The Echinops Contract
    			The Rat
    			The Wolf Contract
    			Vizima Confidential
    			Wanted*	
    			What Lies Beneath
    			Witcher's Secrets*
    			Working Girls	
    
    *:	Quests marked with an '*' are quests that are not resolved in
    	this chapter.	
    
    [Chapter 2] A Game of Dice..		      ..(continues in Chapter 3)
    o======================================================================o
    After defeating three Novice players, talk to Zoltan Chivay and he'll
    tell you that you need to beat four Professional Players to become a
    Professional yourself. This just updates this quest, and since you can't
    find four Professionals until Chapter 3, this quest immediately goes
    dormant again.
    
    [Chapter 2] A Ghost Story
    o======================================================================o
    Enter the house on the same building block as the Hairy Bear during the
    day time (the door to those house is on the north-facing side of the
    Hairy Bear block.) Inside you'll find a Thug. Talk to him and accept his
    proposal to start this quest.
    
    1) Head to the house marked 'Abandoned House' on your map, in the north-
    western part of the Slums. Inside you'll find the Thug who gave you the
    quest, obviously up to no good. Dispatch him and his cronies and grab
    the Key off the leader.
    
    ***REWARD***
    (For killing the Thugs)
    EXP	500
    
    2) Talk to the Half-Elf in the room and she'll thank you, inviting you
    over to her house for a better reward before running off. If you visit
    her and play your cards right, you'll earn the Sex Card 'Half Elves'.
    
    ***REWARD***
    (For saving the Half-Elf)
    EXP	2000
    
    [Chapter 2] A Gravedigger's Gratitude
    o======================================================================o
    After the quest 'Vizima Confidential' has progressed enough, the quest
    'Anatomy of a Crime' will start. During that quest, talk to the 
    Gravedigger about getting into the Cemetery to start this quest. 
    
    1) The Gravedigger will demand that you either clear his debts with
    Thaler or get permission from Vincent Meis before he'll let you into the
    Cemetery. If you've completed 'Suspect: Vincent Meis' or 'Suspect:
    Thaler', the corresponding man will gladly help you out. Return to the
    Gravedigger to obtain the Key.
    
    ***REWARD***
    (For gaining access to the Cemetery)
    Item	Petri's Philter Formula
    
    2) Head into the Cemetery and find a Crypt within. Explore the Crypt
    and find Raymond's body, which updates pretty much any of the main
    quests not yet completed.
    
    ***REWARD***
    (For discovering the body of Raymond)
    EXP	500
    
    3) Now all you have to do is return to the Gravedigger and tell him
    about your findings.
    
    ***REWARD***
    (For telling the Gravedigger of your discovery)
    EXP	1000
    
    [Chapter 2] A Long Way Home
    o======================================================================o
    After completing the quests 'Clay Pits' and 'Flowers and Gold' talk to
    Yaren Bolt again. He'll ask you to clear the way to the Docks, starting
    this quest.
    
    1) To make life easier, track this quest in your journal and follow the
    marker to the three groups of enemies. One group is located near the
    Swamp Cave, and the other two are located east of the Altar of Melitele.
    Exterminate all three groups before doing anything else.
    
    ***REWARD***
    (For killing the Bloedzuigers)
    EXP	100
    
    ***REWARD***
    (For killing the Drowners)
    EXP	100
    
    ***REWARD***
    (For killing the Echinops)
    EXP	100
    
    ***REWARD***
    (For clearing out all the monsters)
    EXP	200
    
    2) Now go talk to Vaska and tell her your intentions for dealing with
    the Vodyanoi, aka the 'Water Lords'. Since it's more rewarding to
    resolve things peacefully, I suggest talking to Vaska along those lines.
    
    3) Kill the Vodyanoi Warrior near the Vodyanoi Altar near the Clay Pits
    or return to Yaren Bolt and ask him to surrender his axe. Take his axe
    to the Vodyanoi Altar and leave it there. Rest until midnight and
    return to the altar to claim the Vodyanoi Amulet.
    
    ***REWARD***
    (For killing the Vodyanoi near the altar)
    EXP	500
    
       ---or---
    
    ***REWARD***
    (For obtaining the Vodyanoi Amulet)
    EXP	1000
    
    4) Return to Yaren Bolt-either with news of the Vodyanoi's demise, or
    with the Vodyanoi Amulet.
    
    ***REWARD***
    (For dealing with the monsters and Vodyanoi)
    EXP	1000
    Orens	400
    
    Note: Before starting this quest, ensure your large weapon slot if
    free. You'll need to transport Yaren's Axe to the Vodyanoi Altar to get
    the most out of this quest. After you start this quest do not go back to
    Vizima. If you waste too much time some of the Lumberjacks will be
    killed by the monsters in the swamp (even if you already killed them)
    and you'll fail this quest.. and of course, by wasting too much time
    they mean traveling to Vizima, you seem to be able to mess around
    within the confines of the Swamp Forst as much as you wish.
    
    [Chapter 2] A Lost Lamb..		      ..(continues in Chapter 3)
    o======================================================================o
    Talk to Vaska after completing the quest 'Clay Pits' to learn that a
    local village boy has gone missing. Vaska suspects the Dryads are trying
    to turn him into one of their own kind.
    
    1) Head to the Druid Grove and talk to the Druids-and especially Morenn-
    about the missing boy. Morren will suggest that Dryads are created in a
    somewhat more naked way, and will express such knowledge if Geralt gives
    her a Wolf Pelt (and doesn't whine, afterwards).
    
    ***REWARD***
    (For talking to the Druids about the missing boy)
    EXP	500
    
    2) Tell Vaska that the Druids don't have the boy.
    
    ***REWARD***
    (For telling Vaska the Druids don't have the missing boy)
    EXP	500
    
    [Chapter 2] A Most Uncommon Wine
    o======================================================================o
    Talk to a man named Conrad in the Hairy Bear Inn and accept his request
    to go retrieve some wine from a monster-infested house. Ask him about
    the location to get it marked on your map.
    
    1) Head over to the house marked 'Well-Stocked Cellar' and go inside.
    Down in the cellar you'll be attacked by four Graviers. Smite them,
    and grab the three bottles of 'Very Old Wine'.
    
    ***REWARD***
    (For acquiring the wine)
    EXP	500
    
    2) Return to the Hairy Bear in the evening, or around 19:00, to find
    Conrad. Turns out he doesn't have any money, but he thinks it's fair to
    expect one of the bottles of wine anyways. Either give him his
    undeserved hooch or tell him to piss off. The quest reward is the same
    either way.
    
    ***REWARD***
    (For reporting to Conrad after recovering the wine)
    EXP	1500
    
    [Chapter 2] A Mysterious Tower..              ..(continues in Chapter 3)
    o======================================================================o
    You'll get this quest by talking to Kalkstein in Chapter 2 and asking
    him about his job. He'll tell you that he'll pay 1000 Orens for helping
    him gain access to a mysterious tower in the swamp. To learn more about
    the tower, however, you'll need to hunt down the books 
    "The Secret Gates" and "Ain Soph Aur".
    
    1) Go talk to Vivaldi and ask about the books. Depending on how you
    completed 'Strangers in the Night' in Chapter 1, he'll either get
    arrested (if you killed the Scoia'tael) or he'll offer to sell them to
    you.
    
    2) If he was arrested, go visit the Dungeon and pay Vivaldi's bail. In
    return, the Dwarf will give you these two books for free.
    
    ***REWARD***
    (For reading "The Secret Gates" and "Ain Soph Aur")
    EXP	500
    
    
    3) Return to Kalkstein's House after reading "The Secret Gates" and
    "Ain Soph Aur" to learn that you need to collect ten Sephirot Stones
    and place them in corredsponding Obelisks in the Swamp Forest. We
    obtained one-the 'Maal'Kad Sephirah'-from the Cockatrice at the
    beginning of the Chapter, and we'll recieve another-the 'Chocc'Mah
    Sephirah'-from Kalkstein during this Step.
    
    4) Immediately after the quest 'Anatomy of a Crime' place a piece of
    fruit on the Altar of Melitele. In return you'll obtain the 
    'Oth Sephirah', the 'Ghe'Vrath Sephirah', and the 'Veen'Ah Sephirah'.
    Convenient.
    
    5) After completing 'Anatomy of a Crime' the correct way or 
    'A Gravedigger's Gratitude' return to Raymond. He'll tell you to kill
    Ramsmeat. Either kill Ramsmeat or have him go into hiding and report
    back to Raymond. You'll get the 'Keth'Aar Sephirah' to help you gain
    access to the tower in the Swamp Forest.
    
    6) Talk to Leuvaarden after starting 'A Mysterious Tower' and learning
    about the ten Sephirah. He'll offer to sell you his 'Tipperath Sephirah',
    but he'll leave you 500 Orens poorer for it.
    
    7) Complete the quest 'Clay Pits' in the Swamp Forest. Instead of giving
    you the 50 Orens she promised, Vaska will hand over the 'Kezath
    Sephirah'. Since we just wasted 500 Orens on the last one, getting this
    one for free is a relief.
    
    8) In the Swamp Cave in the Swamp Forest, loot Vran's Sarcophagus to
    obtain the 'Y'Esath Sephirah'.
    
    9) Kill the Golem during the quest 'The Sentry' to obtain the 'Neh'Tza
    Sephirah'.
    
    ***REWARD***
    (For obtaining the Sephirot)
    EXP	100 (per Sephirah)
    
    10) Place all ten Sephirot in their respective Obelisks to open the way
    to the Mages' Tower to complete as much of this quest as possible in
    this chapter.
    
    [Chapter 2] A Pilgrimage
    o======================================================================o
    Start this quest by talking to Gramps in the Swamp Forest. It's pretty
    straight-forward, he wants you to escort him to a Shrine of Melitele.
    Once he reaches the Shrine, you'll get an experience reward, information
    on a Circle of Elements and Berengar, and an invitation to the old
    man's house. Along the way you can take him to various locations in the
    Swamp Forest to hear Gramps talk about it.. if you wish..
    
    			    -OPTIONAL-
    
    ***REWARD**
    (For taking Gramps to the Clay Pits)
    EXP	200
    
    ***REWARD**
    (For taking Gramps to Three Islands)
    EXP	200
    
    ***REWARD**
    (For taking Gramps to the Swamp Cave)
    EXP	200
    
    ***REWARD**
    (For taking Gramps to the Druid Grove)
    EXP	200
    
    ***REWARD**
    (For taking Gramps to the Mage's Tower)
    EXP	200
    
    ***REWARD***
    (For escorting Gramps safely to the Shrine of Melitele)
    EXP	1500
    
    [Chapter 2] A Restless Ghost
    o======================================================================o
    Pick up this quest by going to the gates to 'Vizima's Cemetery' in the
    Temple District at noon. You'll find a lady named 'Hildegard Zollstock'
    nearby who will complain about her husband haunting her and spreading
    nasty rumors about her. Accept to hunt down and silence her deceased
    husband to start this quest.
    
    1) Wait until night, then head over to the Cemetery Gates to find the
    Wraith we're supposed to dispose of. Initiate combat using the Fast
    Silver Style and put it down.
    
    ***REWARD***
    (For killing the Widow's wraith)
    EXP	500
    
    2) At noon return to the Cemetery Gates and tell Hildegard of your
    success. She'll reluctantly pay you what she promised.
    
    ***REWARD***
    (For returning to Hildegard and demanding your fair pay)
    EXP	2000
    Orens	200
    
    [Chapter 2] Berengar's Secret.. 	      ..(continues in Chapter 3)
    o======================================================================o
    This quest restarts near the beginning of Chapter 2, when you're given
    the Silver Sword and Jethro-the incompotent addict guard-reveals that
    the sword was acquired from Thaler, the fence.
    
    1) Talk to Thaler, who will reveal that the sword didn't belong to
    Berengar. Thaler knows this because Berengar's goods came from
    another source-Coleman, whereas the sword was sold to him by a Gambler
    at the Hairy Bear.
    
    ***REWARD***
    (For asking Thaler about the Witcher's Sword)
    EXP	100
    
    2) Head over to the Hairy Bear and ask Ramsmeat about Berengar. Ramsmeat
    will tell you that the Brickmakers in the swamp sold the gear to
    Coleman.
    
    ***REWARD***
    (For asking Ramsmeat about Berengar's equipment)
    EXP	3500
    
    3) Talk to Vaska-the eldress in the Swamp Forest-and ask about Berengar.
    She'll tell you that he was indeed here, and that they found his
    equipment in the nearby Clay Pits.
    
    4) Head over to the Clay Pits and search some 'Mutilated Corpses' to
    conclude that Berengar is no longer of this world.
    
    5) After the quest 'Force Recon' you'll be told by either Yaevinn or
    Siegfried that Berengar is, in fact, alive, although he is known to be
    under the influence of Salamandra.
    
    [Chapter 2] Bloodthirsty Vegetation
    o======================================================================o
    You'll get this quest by talking to Vincent Meis, who will offer to
    reward you handsomely for bringing back proof that you've slain this
    monster. Given how he treats you after killing the Cockatrice, this is
    a guaranteed payday. Note that this quest doesn't actually start when
    you hear about it from Vincent..
    
    1) In the Swamp Forest, north-west of the docks you can encounter the
    unique Archespore named Coccacidium. It's got lethal poison, but it's
    vulnerable to Igni. After our grinding, we shouldn't have too much
    trouble pummeling it to death. Once it dies, the quest begins.
    
    2) Bring its head to Vincent Meis for your reward.
    
    ***REWARD***
    (For bringing the Archespore Head to Vincent Meis)
    EXP	3000
    Orens	400
    
    [Chapter 2] Clay Pits
    o======================================================================o
    Start this quest by talking to Vaska in the Brickermaker's Village in
    the Swamp Forest. You need to head over to the Clay Pits and kill the
    Drowners which have infested the area.
    
    1) Kill the Drowners around the Clay Pits and return to Vaska for your
    reward.
    
    ***REWARD***
    (For clearing the Clay Pits of Drowners)
    EXP	500
    
    ***REWARD***
    (For reporting to Vaska after clearing out the Clay Pits)
    EXP	2000
    Item	Kezath Sephirah
    
    [Chapter 2] Dice Poker: The Professional..    ..(continues in Chapter 3)
    o======================================================================o
    This quest starts after talking to Zoltan Chivay about your victories.
    He'll suggest you find Professional players to game against. Once you
    do (either Munro Bruys or Thaler, in Chapter 2), this quest begins. Note
    that although Thaler is in Chapter 3, you cannot play Poker with him.
    
    1) Defeat one Professional player.
    
    ***REWARD***
    (For defeating one Professional player)
    EXP	200
    
    2) Defeat two Professional players.
    
    ***REWARD***
    (For defeating a second Professional player)
    EXP	200
    
    [Chapter 2] Finders Keepers
    o======================================================================o
    You can find a Con Man outside of the entrance to the sewers. You can
    find him in the early morning, at about 7:00 A.M. Talk to him and he'll
    ask you to enter a Crypt in the Sewers and retrieve a family heirloom
    for him.
    
    1) Head down into the Crypt, aka, grindzone Chapter 2. Fight your way
    past Graviers and Ghouls and loot the crate in the room with the
    Fireplace.
    
    ***REWARD***
    (For recovering the ring from the Crypt)
    EXP	500
    
    2) With the ring in hand, head back to the Con Man and give him his
    heirloom. He'll reveal that he wasn't honest with you-but then again,
    his named is Con Man, so what did you expect? To smooth things over, the
    game gives you a hefty experience reward.
    
    ***REWARD***
    (For returning the ring to the Con Artist)
    EXP	4000
    
    [Chapter 2] Fistfight..		    	      ..(continues in Chapter 3)
    o======================================================================o
    Find Butter Bean in the Hairy Bear inn and beat him in a boxing match,
    claim your choice of reward, and wait until Chapter 3 before finding
    your next worthy opponent.
    
    ***REWARD***
    (For defeating Butter Bean)
    EXP	4000
    Orens	150
       ---or---
    Item	Mandrake Cordial x2
       ---or---
    Item	Golden Necklace
    
    [Chapter 2] Flowers and Gold
    o======================================================================o
    You can start this quest by talking to Yaren Bolt at the logging camp in
    the south-western corner of the Swamp Forest. He'll ask you to obtain
    some Beggartick Blossoms and selling them to his contanct. You'll
    split the proceeds 50/50, since 1) you probably don't know what
    Beggartick Blossoms are, and 2) you don't have a job without knowing
    Yaren's contact.
    
    			    -OPTIONAL-	
    
    1) Accept the job and go around asking people where Beggartick Blossoms
    are. This part of the quest is optional, but since it gets you
    experience, why not do it?
    
    ***REWARD***
    (For asking the Druids about the Beggartick Blossom)
    EXP	100
    
    ***REWARD***
    (For asking the Brickmakers about the Beggartick Blossom)
    EXP	100
    
    ***REWARD***
    (For asking Gramps about the Beggartick Blossom)
    EXP	100
    
    2) Once you've obtained five Beggartick Blossoms, turn them in to the
    Ferryman at the dock in the south-eastern corner of the Swamp Forest.
    Now that you have your reward, you can determine what to do with it..
    
    ***REWARD***
    (For giving five Beggartick Blossoms to the Ferryman)
    EXP	500
    Orens	400
    
    3) Now head over to find Yaren Bolt. Either give him his share of the
    Orens (200 Orens) and conclude the quest on amiacable terms, or tell
    him you're keeping the whole score and piss him off for a while. If you
    short-change Yaren now you'll pay for it later, during the quest 'A Long
    Way from Home.'
    
    ***REWARD***
    (For giving Yaren his share of the profits)
    EXP	1500
    Orens	-200
    
       ---or---
    
    ***REWARD***
    (For refusing to give Yaren his share)
    EXP	1000
    
    [Chapter 2] Force Recon
    o======================================================================o
    After the quest 'Worth its Weight in Gold' begins and Yaevinn's Letter
    is delivered (either to Vincent or Vivaldi) you can speak to Yaevinn or
    Siegfried (both of whom will be in the Swamp Forest) to start this
    quest. Note that you do not have to actually complete 'Worth its Weight
    in Gold to start 'Force Recon'.
    
    1) Talk to either Yaevinn or Siegfried and agree to lead a squad of
    either Scoia'tael or Order knights, respectively. You're to head to the
    Golem Cemetery and thwart the intentions of the other group.
    
    2) Once at the Golem Cemetery you'll find your opponents waiting for you.
    Kill the opposing side and return to either Yaevinn or Siegfried for
    your reward.
    
    ***REWARD***
    (For speaking to Siegfried after routing the Scoia'tael)
    EXP	3500
    Orens	200
    
       ---or---
    
    ***REWARD***
    (For speaking to Yaevinn after routing the Order)
    EXP	3500
    Orens	200
    
    Note: After you complete (or really, I should say after you start)
    'Force Recon' the opposing side's leader-either Siegfried or Yaevinn-
    will not be available for the rest of the Chapter. Be sure to have
    completed 'Worth its Weight in Gold' and 'The Drowned Dead Contract'
    before starting 'Force Recon'. Also, whomever you side with in this
    mission will favor you, and the other side will be less friendly. Or in
    other words, who you side with will determine which blacksmith will
    trade with you for the rest of this chapter, and in the start of
    Chapter 3.
    
    [Chapter 2] Hot Potato
    o======================================================================o
    This quest was given by Haren Brogg in the previous chapter. Now that
    we're in Vizima, we can find Coleman, who is at the Hairy Bear. There's
    only one problem-our package seems to have disappeared, and Jethro's
    sneezing indicates where it might have vanished. Jethro will all but
    admit to stealing the package, but he'll warn you in turn that you're
    lucky its contents ended up in his nose, rather than being used to
    incriminate you.
    
    1) The only thing to do is to tell Coleman about the fate of his
    package. If you tell him the guards nipped it, he's not happy, but he
    doesn't take it out on you, either. If you're more confrontational,
    he'll send some thugs after you later, and once you kill them he'll
    offer to make peace. Make sure you do this quest as soon as you're
    done grinding, as Coleman will be be assassinated if 1) you allowed the
    Scoia'tael to take Haren Brogg's parcels in Chapter 1, and 2) you talked
    to Raymond and started the quests 'The Crown Witness' and 'Vizima
    Confidential'.
    
    ***REWARD***
    (For telling Coleman about the package)
    EXP	2500
    
       ---or---
    
    ***REWARD***
    (For telling Coleman about the package and compensating him 100 Orens)
    EXP	1500
    
       ---or---
    
    ***REWARD***
    (For killing Coleman's thugs)
    EXP	2000
    
    [Chapter 2] Memory of a Blade
    o======================================================================o
    This quest begins when you obtain the Silver Sword in the Dungeon, and
    Jethro slips up by saying the sword was acquired from a fence named
    Thaler. It initially runs in tandem with 'Berengar's Secret', but will
    shortly seperate after talking to Thaler.
    
    1) Talk to Thaler about the Silver Sword, and he'll tell you that
    wherever it came from, it wasn't Berengar's. He was sold the sword by
    a Gambler at the Hairy Bear.
    
    ***REWARD***
    (For finding out where Thaler acquired the Silver Sword)
    EXP	350
    
    2) Head over to the Hairy Bear and talk to the Gambler, who will tell
    you that he won it from the Gardener over at the Hospital.
    
    ***REWARD***
    (For finding out where the Gambler acquired the Silver Sword)
    EXP	250
    
    3) Talk to the Gardener, who will tell you that he lost it gambling
    after recovering it from a fallen Witcher named Coen. He'll tell you
    that Shani also knew Coen.
    
    ***REWARD***
    (For finding out where the Gardener acquired the Silver Sword)
    EXP	250
    
    4) Go to Shani's House at night and bypass 'Grandma'. Talk to Shani and
    ask about Coen's sword. She'll ultimately refer you to Zoltan Chivay,
    who knows a thing or two about swords.
    
    ***REWARD***
    (For talking to Shani and learning more about Coen's sword)
    EXP	250
    
    5) Find Zoltan Chivay and ask him about the sword to learn that it is
    a genuine Witcher's Silver Sword.
    
    ***REWARD***
    (For learning where your Silver Sword came from)
    EXP	1000
    Item	Earth Rune
    
    [Chapter 2] Monoliths
    o======================================================================o
    Start this quest by obtaining all ten Sephirot, or by placing one of the
    Sephirah in its appropriate Obelisk. Once obtained, your next immediate
    task it to place them all into their corresponding Obelisks within the
    Swamp Forest. Once all ten are placed, this quest is over.
    
    ***REWARD***
    (For placing the Sephirah into their Obelisks)
    EXP	100 (per Sephirah)
    
    [Chapter 2] Old Friend of Mine
    o======================================================================o
    You can start this quest by talking to Shani-ideally at the Hospital.
    
    1) Ask how you can help her and she'll tell you to bring back five doses
    of Celandine. This plant was very common in Chapter 1, and you should
    easily have more than five units of it by now. If not, it's also common
    in the Swamp Forest. Give Shani the Celandine for a small reward.
    
    ***REWARD***
    (For giving Shani five doses of Celadine)
    EXP	500
    
    2) Complete the quest 'Anatomy of a Crime'. The time spent sifting
    through the remains of a rotting corpse together seems to make Geralt
    like Shani more.
    
    3) Go visit Shani sometime and she'll tell you about a party she's
    planning. She wants you, her, and Dandelion (a bard we've heard only a
    little about) to come to the party, but she needs you to get some
    alcohol first. Bring her a bottle of Mettina Rose, Temerian Rye, and
    Cherry Spirit Cordial.
    
    ***REWARD***
    (For giving the party alcohol to Shani)
    EXP	500
    
    4) Now that you've brought the booze, you need to bring a friend. You
    have three choices-Siegfried, Zoltan Chivay, or Carmen (the latter costs
    100 Orens). Talk to them and get them to show up, then head off to the
    party.
    
    5) Depending on who you brought, the party-goers will respond in
    different ways. What is universal, however, is that the party ends. Once
    it's over talk to Shani and give her some Red Roses to obtain her Sex
    Card.
    
    [Chapter 2] Prison Break
    o======================================================================o
    This quest starts out at the beginning of Chapter 2, with Geralt being
    incarcerated by the guard of Vizima. After the Professor gets freed
    right in front of us we should have a keen desire to escape, ourselves.
    Fortunately Vincent Meis-the Captain of the guard-invites any inmate
    to attempt to kill a Cockatrice stalking the sewers in return for a
    pardon.
    
    1) Unfortunately we're not alone in our ambition, the jail-cell bully
    has decided that he can tackle this dangerous monster with no training
    and no equipment. Vincent decides to settle the issue in the most 
    humane way possible-a fist fight determines who gets to go after the
    Cockatrice. Either win, or lose. Either way, you'll get your shot soon
    enough.
    
    ***REWARD***
    (For defeating the Muscleman in a fist fight)
    EXP	500
    
    2) Obtain the Silver Sword and head into the Sewers. You'll meet a
    knight of the Flaming Rose named Siegfried who will share his expertise
    and offer to join you in your hunt. Accepting gets you a compotent
    ally, and there's not penalty or reward for declining. Your decision
    will determine whether you can access the dike or hospital for free.
    
    3) Find the Cockatrice's lair and kill the Cockatrice using the Fast
    Silver Style. Grab its head when you're done and follow Siegfried to the
    exit.
    
    ***REWARD***
    (For killing the Cockatrice)
    EXP	1000
    
    4) Once you're at the door leading back to the Temple District you'll
    be attacked by a pair of Salamandra Assassins. Put them down and
    Siegfried will suggest that you consult a local detective to determine
    who is telling Salamandra your location.
    
    ***REWARD***
    (For defeating the Salamandra Assassins)
    EXP	500
    
    5) Regardless of Siegfried's suggestion, return to the Dungeon and talk
    to Jethro, who will free up your gear, grant your pardon, and advise
    that you talk to Vincent Meis for your reward for the Cockatrice.
    
    ***REWARD***
    (For reporting to Jethro and obtaining your pardon.. and your gear)
    EXP	1500
    
    [Chapter 2] Safe Haven
    o======================================================================o
    You'll get this quest by talking to Zoltan Chivay and asking him about
    Witcher's work in Vizima. He can usually be found wandering around town,
    or more likely, in the Hairy Bear Inn.
    
    1) Head over to the Dike and talk to Leuvaarden. Some light inquiry will
    prompt him to offer up 400 Orens for exterminating the Drowners. Wait
    until night, then kill them all.
    
    ***REWARD***
    (For killing the Drowners by the dock)
    EXP	500
    
    2) Find Leuvaarden again in the morning to collect your reward.
    
    ***REWARD***
    (For reporting your success to Leuvaarden)
    EXP	2000
    Orens	400
    
    [Chapter 2] Suspect: Kalkstein
    o======================================================================o
    Start this quest by telling Raymond about what the Prisoner at the
    Hospital had to say-and about the subsequent attack.
    
    Note: These quests are fairly complicated, from the stand-point of a
    FAQ-writer, they're an absolute nightmare. Depending on who you talk
    to, when you talk to them, in what order you talk to them, you'll get
    little bits of experience here and there. For my own sanity, it's easier
    to just tell you that every so often you might get 100-500 EXP for
    advancing these quests.. and then again, you might get nothing.. than
    it is to try and record every variable. If you do all the steps below,
    you'll complete the quest and you *should* get the reward mentioned at
    the end.. I'm willing to ignore the little scraps of experience thrown
    your way as you go.
    
    1) After learning from Ramsmeat that Kalkstein hired one of Ramsmeat's
    boys to find Berengar, question Kalkstein about it.
    
    2) Complete either 'Anatomy of a Crime' or 'A Gravedigger's Gratitude'.
    
    3) Once you have completed the tasks above, talk to Kalkstein again
    and prove his innocence. He'll tell you why he'd never work for Azar,
    and help you set a trap for him.
    
    ***REWARD***
    (For proving that Kalkstein is innocent)
    EXP	3000
    
    [Chapter 2] Suspect: Leuvaarden
    o======================================================================o
    Start this quest by starting 'A Mysterious Tower'. After that quest has
    begun, go visit Raymond, who is under assault by some Salamanders. He'll
    decide to lay low after the fight, and give you his list of suspects,
    one of which is Leuvaarden.
    
    Note: These quests are fairly complicated, from the stand-point of a
    FAQ-writer, they're an absolute nightmare. Depending on who you talk
    to, when you talk to them, in what order you talk to them, you'll get
    little bits of experience here and there. For my own sanity, it's easier
    to just tell you that every so often you might get 100-500 EXP for
    advancing these quests.. and then again, you might get nothing.. than
    it is to try and record every variable. If you do all the steps below,
    you'll complete the quest and you *should* get the reward mentioned at
    the end.. I'm willing to ignore the little scraps of experience thrown
    your way as you go.
    
    1) I pretty much have this quest completed by default. By the time I
    start 'A Mysterious Tower', I've already advanced 'Wanted' to the point
    where Leuvaarden isn't possibly a suspect. You can, of course, also
    complete 'Anatomy of a Crime' and 'A Gravedigger's Gratitude' to prove
    he's innocent.
    
    2) The Game Guide that comes with the retail version of the game also
    includes the following:
    
    -Talk to the Mercenaries on the Dike (I've never had them say anything
    interesting, but then again, I've never talked to them when Leuvaarden
    was an unresolved 'Suspect'.)
    
    -In the Swamp Forest, on Wyvern Island, you'll find a dead Messenger.
    Search the Messenger's Corpse to obtain a 'Blood-Stained Letter' which
    shows that Leuvaarden is part of a secret organization.
    
    3) Once you have all the evidence above, talk to Leuvaarden to prove
    his innocence. He'll mention external politics as part of Salamandra's
    scheme.
    
    ***REWARD***
    (For proving that Declan Leuvaarden is innocent)
    EXP	2500
    Orens	500
    
    [Chapter 2] Suspect: Ramsmeat
    o======================================================================o
    Start this quest by telling Raymond about what the Prisoner at the
    Hospital had to say-and about the subsequent attack.
    
    Note: These quests are fairly complicated, from the stand-point of a
    FAQ-writer, they're an absolute nightmare. Depending on who you talk
    to, when you talk to them, in what order you talk to them, you'll get
    little bits of experience here and there. For my own sanity, it's easier
    to just tell you that every so often you might get 100-500 EXP for
    advancing these quests.. and then again, you might get nothing.. than
    it is to try and record every variable. If you do all the steps below,
    you'll complete the quest and you *should* get the reward mentioned at
    the end.. I'm willing to ignore the little scraps of experience thrown
    your way as you go.
    
    1) Go to the Hospital at night and question the Prisoner-you'll have to
    pay one of the guards 10 Orens for the privelage. For your investment,
    the Prisoner will gasp out a single word: 'Kalkstein', before the
    Hospital is attacked by some of Ramsmeat's Thugs.
    
    2) Talk to one of the Thugs outside of the Hairy Bear. One of them will
    pretty blatantly threaten you, hoping that you share Berengar's fate.
    It seems like Ramsmeat's boys don't like Witchers.
    
    3) Talk to Ramsmeat and ask him why his boys are nervous around the
    Salamader sign.
    
    4) Once you have all the evidence above, talk to Ramsmeat again and
    he'll elaborate on why he attacked the Hospital, why he's leery around
    Salamandra, and why he didn't trust you at first.
    
    ***REWARD***
    (For proving that Ramsmeat is innocent)
    EXP	2500
    
    [Chapter 2] Suspect: Thaler
    o======================================================================o
    As far as this FAQ is concerned, you start this quest by bribing Jethro
    with Fisstech. He'll get chatty about Thaler, which starts this quest.
    
    Note: These quests are fairly complicated, from the stand-point of a
    FAQ-writer, they're an absolute nightmare. Depending on who you talk
    to, when you talk to them, in what order you talk to them, you'll get
    little bits of experience here and there. For my own sanity, it's easier
    to just tell you that every so often you might get 100-500 EXP for
    advancing these quests.. and then again, you might get nothing.. than
    it is to try and record every variable. If you do all the steps below,
    you'll complete the quest and you *should* get the reward mentioned at
    the end.. I'm willing to ignore the little scraps of experience thrown
    your way as you go.
    
    1) Bribe Jethro with some Fisstech and he'll tell you that Vincent was
    meeting with Thaler while you were in the sewers.
    
    2) Outside of Thaler's House (after around 21:00) you'll find a
    'Mysterious Man'. Talk to him, and the mere fact that he was there
    will give Geralt some evidence.
    
    3) Talk to Thaler, who will initially tell you that he works with the
    guards to protect himself from Salamandra (100 EXP). If you have more
    evidence (Step #2), he'll comment on his shady dealings at night
    (500 EXP).
    
    4) When you have all the evidence above, talk to Thaler and Geralt will
    tell him he's innocent.. among other things.
    
    ***REWARD***
    (For proving that Thaler is innocent)
    EXP	2500
    
    [Chapter 2] Suspect: Vincent Meis
    o======================================================================o
    After killing the Cockatrice and moving to leave the sewers you'll be
    attacked by a pair of Salamandra Assassins. Since Vincent Meis is one of
    the few people who know you're down here, he's an obvious suspect.
    
    Note: These quests are fairly complicated, from the stand-point of a
    FAQ-writer, they're an absolute nightmare. Depending on who you talk
    to, when you talk to them, in what order you talk to them, you'll get
    little bits of experience here and there. For my own sanity, it's easier
    to just tell you that every so often you might get 100-500 EXP for
    advancing these quests.. and then again, you might get nothing.. than
    it is to try and record every variable. If you do all the steps below,
    you'll complete the quest and you *should* get the reward mentioned at
    the end.. I'm willing to ignore the little scraps of experience thrown
    your way as you go.
    
    1) You'll get your first bit of evidence from Siegfried in the sewers. 
    
    2) Turn in the Cockatrice head and talk to Vincent about Salamandra and
    he'll tell you about an operating at the Warehouse in the Slums. Crash
    his meeting, and you'll learn more about Vincent and his operations.
    
    3) Talk to Jethro and he'll give you some more information.
    
    4) Question the guards near the Gate to the Trade Quarter and ask about
    Salamandra to learn that Vincent has a strict no-talking policy about
    the organization.
    
    5) Talk to Detective Raymond and he'll tell you that Vincent disappears
    at night, and suggest you talk to him.
    
    6) Once you have all the information above, you'll have all the evidence
    you need to exonerate Vincent. 
    
    ***REWARD***
    (For proving that Vincent Meis is innocent)
    EXP	4500
    Item	City Guard Signet Ring
    
    [Chapter 2] Suspect: Vivaldi
    o======================================================================o
    As far as this guide is concerned, this quest begins when you ask Jethro
    about the Professor being 'bailed' out of jail. As with the other
    'Suspect' quests you need to gather enough evidence to determine whether
    Vivaldi is working for Salamandra.
    
    Note: These quests are fairly complicated, from the stand-point of a
    FAQ-writer, they're an absolute nightmare. Depending on who you talk
    to, when you talk to them, in what order you talk to them, you'll get
    little bits of experience here and there. For my own sanity, it's easier
    to just tell you that every so often you might get 100-500 EXP for
    advancing these quests.. and then again, you might get nothing.. than
    it is to try and record every variable. If you do all the steps below,
    you'll complete the quest and you *should* get the reward mentioned at
    the end.. I'm willing to ignore the little scraps of experience thrown
    your way as you go.
    
    1) Talk to Jethro and ask about the Professor. Jethro will tell you that
    the Professor was bailed out of jail with money transfered from
    Vivaldi's bank.
    
    2) Talk to Zoltan Chivay and ask about Vivaldi. He'll tell you that
    Vivaldi no longer controls his own bank.
    
    3) Talk to random Dwarves in the nonhuman district until one actually
    enters dialogue with you. He'll tell you that Vivaldi is a person of
    interest in this area, but he probably won't talk to a human-and he has
    his reasons for his aversion.
    
    4) Once you have all the information above, you can prove that Vivaldi
    is innocent. For doing so, he'll give you a brief credit-history for
    Azar Javed from his days in the academy.
    
    ***REWARD***
    (For proving that Vivaldi is innocent)
    EXP	3000
    
    [Chapter 2] The Alghoul Contract
    o======================================================================o
    Start this quest by reading the notices on any of the Notice Boards in
    the city. Bring three units of Alghoul Marrow to Kalkstein-who resides
    in the nonhuman district of Vizima's Temple Quarter to complete this
    quest. You can find Alghouls in Vizima's Cemetery, which can be
    accessed after starting 'A Mysterious Tower' by starting the quest
    'A Gravedigger's Gratitude'. A better solution, however, is to go to a
    Fireplace near the 'Kezath Obelisk' in the Swamp Forest. You can
    reliably find Alghouls here at night.
    
    ***REWARD***
    (For collecting the marrow of three Alghouls)
    EXP	500
    
    ***REWARD***
    (For giving Kalkstein the Alghoul Marrow)
    EXP	2000
    Orens	150
    
    [Chapter 2] The Beast of the Sewers
    o======================================================================o
    This quest is tied with the 'Prison Break' quest, and honestly, this
    subordinate quest just seems like a way to reward us more for killing
    the Cockatrice, and to force us to interact with Vincent Meis. Kill the
    Cockatrice during the quest 'Prison Break' and bring the head back to
    Vincent to complete this one, as well.
    
    ***REWARD***
    (For giving Vincent the Cockatrices' head)
    EXP	3000
    Orens	400
    
    [Chapter 2] The Cannibal
    o======================================================================o
    This quest begins when you enter Gramps' Hut in the Swamp Forest and
    approach the table. Geralt will react to the ghastly meal, and the hunt
    for the cannibal will begin. For the purposes of this FAQ, I will assume
    you've completed 'A Pilgrimage' before starting this quest-if not, you
    would be well-served to do so. Unless you don't mind missing out on that
    quest, as insignificant as it is.
    
    1) Talk to Gramps to learn that he is, indeed, the cannibal. If you
    don't want to decide what to do with him now, just tell him to shut up.
    You get a tiny reward for discovering that he's the cannibal.. as if
    that were a task.
    
    ***REWARD***
    (For discovering who the cannibal is)
    EXP	500
    
    2) If you want to spare Gramps, you just need to talk to him until you
    get the chance to decide to let him live. In return, you can rest in
    his hut, and he'll give you the book 'Formula for Hanged Man's Venom'.
    
    ***REWARD***
    (For sparing Gramps)
    EXP	1000
    Item	Formula for Hanged Man's Venom
    
    3) If you have any morality, you'll kill Gramps. Threaten him and he'll
    run outside. Once outside you'll realize that Gramps has no intention
    of dying-much less of fighting fair. He's joined by four Echinops and
    an Archespore. Lure Gramps away from his plants and kill him before
    engaging the monsters.
    
    ***REWARD***
    (For killing the cannibal)
    EXP	4000
    
    [Chapter 2] The Crown Witness
    o======================================================================o
    Start this quest by talking to Detective Raymond and he'll tell you
    that the city guard captured a Salamander. To get more information,
    however, we'll have to get one of the guards to spill the beans. This
    quest runs parallel with 'Vizima Confidential' for its entire length.
    
    1) Head over to the Dungeon and talk to Jethro, who basically demands
    some Fisstech for his cooperation. Give him some, and he'll tell you
    that the prisoner can be found in the Hospital.
    
    ***REWARD***
    (For bribing Jethro with Fisstech)
    EXP	500
    
    2) Go to the Hospital at night and question the Prisoner-you'll have to
    pay one of the guards 10 Orens for the privelage. For your investment,
    the Prisoner will gasp out a single word: 'Kalkstein', before the
    Hospital is attacked by some of Ramsmeat's Thugs. Kill them and return
    to Raymond with the news.
    
    ***REWARD***
    (For telling Raymond about the Prisoner's words and Ramsmeat's attack)
    EXP	3000
    
    [Chapter 2] The Dogcatcher of Vizima
    o======================================================================o
    Start this quest by reading the notices on any of the Notice Boards in
    the city. Bring six jugs of Dog Tallow to the Gravedigger near the
    Cemetery Gates in the south-eastern part of the Temple Quarter to
    complete this quest.
    
    ***REWARD***
    The Dogcatcher of Vizima
    (For collecting six units of Dog Tallow)
    EXP	500
    
    ***REWARD***
    (For giving the Dog Tallow to the Gravedigger)
    EXP	2000
    Orens	100
    
    [Chapter 2] The Drowned Dead Contract
    o======================================================================o
    Start this quest by reading the notices on any of the Notice Boards in
    the city. Bring ten Drowned Dead Tongues to Siegfried, who will be
    stationed near the Dike, the Hospital (depending on whether you allowed
    him to help with the Cockatrice, or sent him away, respectively), or
    near the Guardhouse (depending on how far you've progressed with the
    quests in this chapter.) You can find Drowned Dead in the Cemetery, or
    in the Swamp Forest.
    
    ***REWARD***
    (For collecting ten Drowned Dead Tongues)
    EXP	500
    
    ***REWARD***
    (For giving Siegfried the Drowned Dead Tongues)
    EXP	2000
    Orens	150
    
    Note: Complete this quest before completing 'Force Recon' or Siegfied
    might not appear again in this chapter.
    
    [Chapter 2] The Echinops Contract
    o======================================================================o
    Start this quest by reading the notices on any of the Notice Boards in
    the city. Bring three Echinops Rootstocks to the Gardener near the
    Hospital to complete this quest. You can find Echinops in the Swamp
    Forest, and you need to purchase and read the book 'Curses and the
    Cursed' in order to extract Echinops Rootstocks. Echinops spawn most
    often along the southern path near the Swamp Cave, south-west of
    Wyvern Island, along the islands north-west of the Brickmaker's Village,
    and near the 'Collapsed Tower', by the Nonhuman Camp.
    
    ***REWARD***
    (For collecting three Echinops Rootstocks)
    EXP	500
    
    ***REWARD***
    (For giving the Gardener the Echinops' Rootstocks)
    EXP	2000
    Orens	100
    
    [Chapter 2] The Rat
    o======================================================================o
    You'll get this quest by asking Coleman for some work. Find him at the
    Hairy Bear Inn.
    
    1) Head over to the haunted house to find that it is, indeed, haunted.
    Dispatch a pair of Wraiths and return to the Hairy Bear in search of
    Coleman.
    
    ***REWARD***
    (For killing the Wraiths)
    EXP	500
    
    2) When you get there, you'll find that Coleman is gone. Coleman's
    actions of late has the Inkeeper suspicious, and he'll tell you that
    Coleman can usually be found on the Dike. So head over to the Dike to
    find Coleman working with the guards-something certain to shorten his
    lifespan, considering his associates.
    
    ***REWARD***
    (For finding Coleman on the dike)
    EXP	500
    Orens	100
    
    3) Now all that's left to do is decide whether you want to turn Coleman
    in or not. The decision is, in my opinion, fairly easy. Coleman is a
    pretty useless NPC by any stretch of the imagination, the only thing
    he's good for is buying and selling Fisstech. Since many Assassins drop
    Fisstech in Chapter 2, you should be able to get all the Fisstech you
    need. On the other hand, it only sells for 20 Orens each. The 500 Orens
    you'll get from the Innkeeper is more than worth the trade. Of course,
    if you let the Scoia'tael walk away with Haren's goods in Chapter 1,
    Coleman is a deader anyways. You might as well collect the money.
    
    ***REWARD***
    (For turning Coleman in to the Innkeeper)
    EXP	1500
    Orens	500
    
       ---OR---
    
    ***REWARD***
    (For lying to the Innkeeper about Coleman)
    EXP	1500
    
    [Chapter 2] The Sentry
    o======================================================================o
    Talk to Vaska and ask her about the Mage's Tower. She'll tell you about
    the history of the tower-which is probably about as historical as Homer-
    and end up giving you a 'Tower Tarot Card'.
    
    1) Return to Vizima and talk to Kalkstein about the new information.
    He'll tell you that the Golem must be reactivated with lightning. Our
    immediate goal therefore it to obtain a lightning rod.
    
    2) Head over to whatever smithy will service you-either the Dwarves in
    Little Mahakam, or to the Order blacksmith and ask them to forge you a
    lightning rod (this time you'll need to talk to the smith/armorer, not
    the trader/merchant). Agree to pay 50 Orens, leave the area, and return
    to claim your lightning rod.
    
    ***REWARD***
    (For having a lightning rod forged)
    EXP	500
    
    3) Back at the Swamp Forest, pay the Elder Druid 500 Orens to conjure a
    storm. Once conjured, head over to the Golem Cemetery.
    
    4) Activate the Golem and use the lightning rod to activate it.
    Unforunately, the Golem isn't friendly and needs to be put down-either
    through brute force, or, more likely, by using the nearby Pylons to
    strike it with lightning.
    
    ***REWARD***
    (For slaying the Golem)
    EXP	2000
    
    5) Loot the Golem for the 'Neh'Tza Sephirah' to complete this quest.
    
    [Chapter 2] The Wolf Contract
    o======================================================================o
    Start this quest by reading the notices on any of the Notice Boards in
    the city. Bring ten Wolf Pelts to Jean-Pierre (who stands near the
    Docks in the Swamp Forest during the day) to complete this quest. You
    can find Wolves in the Swamp Forest, either in the Swamp Cave or north
    of the Druid Grove.
    
    ***REWARD***
    (For collecting ten Wolf Pelts)
    EXP	500
    
    (For delivering the Wolf Pelts to Jean-Pierre)
    EXP	2000
    Orens	150
    
    [Chapter 2] Vizima Confidential
    o======================================================================o
    Start this quest by talking to Detective Raymond. This isn't really much
    of a quest on its own as much as it's the quest that guides you through
    this chapter. It will update as you complete other quests that relate
    to the conspiracy at large, namely 'The Crown Witness', the 'Suspect'
    quests, 'A Mysterious Tower', 'Anatomy of a Crime', 'A Gravedigger's
    Gratitude', 'What Lies Beneath', 'Clay Pits', 'The Sentry', and
    'Monoliths'.
    
    1) After starting 'A Mysterious Tower' and giving the books "The Secret
    Gates" and "Ain Soph Aur" to Kalkstein, return to Raymond to find him
    under attack by a group of Salamanders. Dispatch them and Raymond will
    decide to lie low for a while.. but not before giving you his 'List of
    Suspects', which starts every 'Suspect' quest.
    
    ***REWARD***
    (For saving Raymond from the Salamandra Assassins)
    EXP	1500
    
    2) Once you complete all the aforementioned quests (save 'A Mysterious
    Tower) you can gain access to the Mages' Tower in the Swamp Forest.
    Defeat Azar and the Professor to complete this quest and end the
    chapter.
    
    ***REWARD***
    (For defeating Azar and the Professor)
    EXP	2500
    
    [Chapter 2] Wanted
    o======================================================================o
    This quest resumes in Chapter 2 when you ask Jethro about the bounty on
    the Professor's head. Seems like we need to find the representative of
    the person who furnished the reward to see who else Salamandra crossed.
    
    1) Head over to the Hairy Bear Inn and talk to the Messenger. Get him
    to drink with you and pour five mugs of weak alcohol down his gullet.
    Then ask him about work, and he'll tell you he works for Leuvaarden.
    
    ***REWARD***
    (For getting the Messenger to reveal his boss)
    EXP	500
    
    2) Go to the Dike and talk to Leuvaarden. In order to prove that you are
    on the same side, he'll ask you to cough up three Salamandra Badges.
    When you do, he'll reward you generously.
    
    ***REWARD***
    (For giving Leuvaarden three Salamander Badges)
    EXP	500
    Orens	600
    
    [Chapter 2] What Lies Beneath
    o======================================================================o
    You can start this quest by enlisting the help of Raymond, the
    Detective. After finding some of the 'Suspects' innocent, this quest
    starts.
    
    1) This quest doesn't update until you find evidence that Azar is posing
    as Raymond-you either need to complete 'Anatomy of a Crime' with the
    correct conclusion, or you need to complete 'A Gravedigger's Gratitude'.
    
    2) Talk to Azar-as-Raymond, and he'll tell you that Ramsmeat and
    Kalkstein as working together against you. Agree to hunt down Ramsmeat
    and leave.
    
    ***REWARD***
    (For chatting with Azar)
    EXP	600 (multiple values totaling this amount)
    
    3) Pay Ramsmeat and Kalkstein a visit. Ramsmeat will agree to lay low,
    and Kalkstein will tell you to fight Azar somewhere where magic is
    unstable, and where there's enough of the opposite element-water, to
    counter Azar's specialty-fire.
    
    ***REWARD***
    (For discovering an appropriate place to make a stand against Azar)
    EXP	2500
    
    [Chapter 2] Witcher's Secrets
    o======================================================================o
    This quest resumes when you leave the sewers in Chapter 2. Siegfried
    suggests you talk to a local detective, who may help you track down the
    Salamandra thugs who stole the Witcher's secrets. When you talk to him,
    the quests 'The Crown Witness' and 'Vizima Confidential' become your
    next objectives in your quest to recover the Witcher's Secrets and
    avenge Leo's death. The quest updates again later at the end of the
    chapter, after the confrontation at the Mage's Tower.
    
    [Chapter 2] Working Girls
    o======================================================================o
    You'll get this quest by talking to Carmen, who hangs out beside the
    'Eager Thighs Brothel' during the day, and stays inside during the
    night. Ask for work, and she'll give you this job.
    
    1) At night, go around to the three marked locations on your map. One
    is outside of the Hospital, another is in the middle of Little Mahakam,
    between Vivaldi's and Kalkstein's, and the last is just off Merchant
    Street. When you approach, a Salamandra Assassin will tell you to
    leave. Geralt instead provokes them. Kill all three groups and return
    to Carmen for your reward.
    
    ***REWARD***
    (For saving the three prostitutes)
    EXP	500
    
    ***REWARD***
    (For reporting to Carmen after rescuing the prostitutes)
    EXP	1500
    Orens	200
       ---or---
    Gratitude
    
    [Chapter 2] Worth it's Weight in Gold
    o======================================================================o
    Talk to Yaevinn in the Swamp Forest and ask if he has any work for you.
    Agree to deliver his letter to Vivaldi to start this quest.
    
    1) You can give the letter to either Vincent Meis or Vivaldi, depending
    on rather you'd prefer to help out humans or nonhumans.
    
    ***REWARD***
    (For giving Yaevinn's Letter to Vincent Meis)
    EXP	500
    Orens	25
    
       ---or---
    
    ***REWARD***
    (For giving Yaevinn's Letter to Vivaldi)
    EXP	500
    
    2) Regardless of what you do with the letter, return to Yaevinn. He'll
    be understandably unhappy if you didn't deliver the letter.
    
    ***REWARD***
    (For telling Yaevinn you failed to deliver the letter)
    EXP	1000
    
       ---or---
    
    ***REWARD***
    (For giving Yaevinn Vivaldi's reply)
    EXP	1500
    
    Note: Complete this quest before completing 'Force Recon' or Yaevinn
    might not appear again in this chapter.
    
    o======================================================================o
    |                          Chapter 3 {QST004}			       |
    o======================================================================o
    
    			    List of Quests
    <---------------------------------------------------------------------->
    			A Game of Dice*
    			A Lost Lamb
    			A Mysterious Tower
    			A Posh Reception
    			All the King's Men
    			Beauty and the Beast
    			Berengar's Secret*
    			Blue Eyes
    			Dandelion's Lute
    			Dice Poker: The Professional
    			Dice Poker: The Sharper*
    			Diplomacy and Hunting
    			Echoes of Yesterday
    			Fistfight*
    			Following the Thread
    			Gold Rush
    			Identity*
    			Lock and Key
    			Medic in Distress
    			Reaping Time
    			Six Feet Under
    			The Archespore Contract
    			The Cockatrice Contract
    			The Fleder Contract
    			The Ghoul Contract
    			The Gravier Contract
    			The Kikimore Contract
    		      	The Predatory Wyvern	
    			The Ring
    			The Source
    			The Viziman Connection
    			The Wyvern Contract
    			White Fang
    			Witcher's Secrets*
    			Won't Hurt a Bit*
    
    *:	Quests marked with an '*' are quests that are not resolved in
    	this chapter.	
    
    [Chapter 3] A Game of Dice..		      ..(continues in Chapter 4)
    o======================================================================o
    Defeat a fourth Professional player, then talk to Zoltan. This ends
    'Dice Poker: The Professional' and starts 'Dice Poker: The Sharper' And
    of course, it updates 'A Game of Dice' along the way.
    
    [Chapter 3] A Lost Lamb
    o======================================================================o
    Start the quest 'Reaping Time' and explore the Swamp Cave. Among the
    other Brickmakers being forced to gather herbs for Salamandra you'll
    find a crazy Boy who rambles on about the fish-people the Brickmakers
    worship. Talk to him, then tell Vaska that you found their missing child
    to complete this quest.
    
    ***REWARD***
    (For finding the lost Brickmaker boy)
    EXP	500
    
    ***REWARD***
    (For telling Vaska you found the missing boy)
    EXP	2000
    
    [Chapter 3] A Mysterious Tower
    o======================================================================o
    All that's left to do at the beginning of this chapter is talk to
    Kalkstein and claim your reward. He'll enthusiastically hand over the
    whopping 1,000 Orens he promised us.		
    
    ***REWARD***
    (For talking to Kalkstein after granting him access to the Mage's Tower)
    EXP	2000
    Orens	1000
    
    [Chapter 3] A Posh Reception
    o======================================================================o
    This quest starts at the beginning of Chapter 3, when Triss decides it
    would be good for you to attend a party being thrown by Leuvaarden at
    the New Narakort. She claims it's a great opportunity to network and
    gather information, but she seems more eager to see Geralt socialize
    than anything else.
    
    1) Head to the New Narakort in the evening and go upstairs. Talk to
    Triss, then talk to the other important guests-Leuvaarden, Adda, Thaler,
    and Velerad.
    			---OPTIONAL---
    2) Triss now leaves you alone. If you 'talk' to Erkyn Blunt and drink
    with him (providing a total of three bottles of strong alcohol) he'll
    tell you about his role here and give you the 'House of the Night
    Signet Ring'.
    
    3) Talk to Thaler and Velerad about various topics. Afterwards you can
    again talk to Princess Adda, who will at length request you fetch her
    favorite meal before she bothers talking about her father's politics.
    
    4) Talk to Velerad again and give him any strong alcohol to get him to
    tell you that Thaler knows what dish Adda fancies. Talk to Thaler, and
    he'll agree to tell you if you obtain a 'Mysterious Document' from the
    adjacent room.
    
    5) Head into the room and grab the document. A nosy merchant will ask
    what you're doing here. If you say you were looking for booze, you'll
    be prompted to share some-which you may or may not do, it doesn't seem
    to matter. Or you could just threaten to cut his face off.
    
    6) Return to Thaler and he'll tell you that Adda enjoys rare Catoblepas
    Steak. Talk to Triss and ask her to conjure this dish up, and she'll
    capitulate.
    
    ***REWARD***
    (For finding out Adda's favorite dish)
    EXP	500
    
    ***REWARD***
    (For getting Triss to conjure up some Catoblepas)
    EXP	500
    
    7) Take the dish to a very satisfied Adda. She'll take you to the room
    where you found the document Thaler wanted, and try to obtain a rather
    different sort of meat from Geralt. Acquiesce to obtain her Sex Card,
    or decline to hear here make a rather overt threat against her father.
    
    ***REWARD***
    (For discussing "politics" with Adda)
    EXP	1000
    
    8) When done dealing with Adda Triss will bother you some more,
    urging you to talk to Declan Leuvaarden. When you do, Declan will
    insist that you two are friends via reason of one of the worst phrases
    of all time, "the enemy of my enemy is my friend". It's just not true in
    most circumstances, and Geralt is decidedly snippy. Anyways, Declan
    suggests that we hit Salamandra in the coin purse and disrupt their
    Fisstech trade. This starts the 'Lock and Key' quest.
    
    ***REWARD***
    (For scheming with Declan Leuvaarden)
    EXP	3000
    
    [Chapter 3] All the King's Men
    o======================================================================o
    Another quest that starts at the beginning of Chapter 3. Geralt's
    suspicion is aroused when Triss explains that martial law was declared
    in the Trade District. Sure, we have a letter of safe conduct, but
    Geralt smells something fishy.. This quest is largely disjointed, as
    updates don't occur regularly, and the only thread tying the various
    updates together are the royal edicts going around. Essentially it's an
    optional quest that updates whenever Geralt happens to unravel some more
    political intrigue infecting Vizima. Since it runs through so many
    quests, ***SPOILERS*** abound if you're reading ahead. It's also
    interesting to note that although Salamandra seems deeply tied into the
    politics of Vizima, and uncovering more of the plots at play in Temeria
    seems to shed light on the true depth and goals of Salamandra, the
    journal entries on the quest have Geralt nervously scolding himself as
    he uncovers more information.
    
    1) When you first enter the Trade Quarter during the day you'll be
    bothered by a guard patrol, who will demand that you present your letter
    of safe conduct. This event doesn't do much more than arouse Geralt's
    suspicion, however.
    
    2) After 'A Posh Reception' you'll find Thaler and Count de Wett
    arguing outside of the New Narakort. De Wett has papers allegedly from
    the King that removes Thaler from his post. Thaler thinks the Count's
    papers are bogus. Side with one or the other to update this quest.
    Siding with Count de Wett results in Thaler's demise, and if you side
    with Thaler, you'll have the satisfaction of saving an innocent man.
    
    ***REWARD***
    (For resolving the issue between Count de Wett and Thaler)
    EXP	500
    
    		[If Thaler was spared in Step #2]
    
    3) Return to the New Narakort and talk to Thaler, who will provide
    indisputable evidence of his unshakable loyalty to Foltest-and that the
    recent royal edicts are fakes. Thaler is much higher on the political
    food chain than we thought, and anybody trying to undermine Foltest
    would have to remove Thaler, first.
    
    ***REWARD***
    (For discovering the true depth of Thaler's role in Viziman politics)
    EXp	1500
    
    4) During the quest 'Lock and Key' you'll witness some Salamanders
    talking to Radovid the Stern, who refuses to fund them any longer due
    to their current activities.
    
    5) After taking the Seeing Stone you find at the Salamander Hideout in
    'Lock and Key' to Triss, she'll trace the communication. Head over to
    the 'Magic Trace' house along the northern end of the Marketplace in the
    Trade Quarter to find Radovid, the King of Redania. He'll confirm that
    the royal edicts going around are phoney, and will talk politics.
    
    ***REWARD***
    (For talking with royalty)
    EXP	500
    
    [Chapter 3] Beauty and the Beast
    o======================================================================o
    Start this quest by talking to Carmen in the Swamp Forest. She'll tell
    you that she fled the city out of fear-her man is apparently a
    lycanthrope, and she came seeking a remedy. A remedy that apparently
    the Druids might be able to furnish..
    
    1) Tell Carmen that it's too dangerous to travel around the swamp, and
    that you'll talk to the Druids on her behalf. Carmen agrees to return
    to the Slums-which has to be at least a little safer than the Swamp
    Forest-and leaves you with the task of running around to deal with the
    Druids.
    
    2) Head to the Druid Grove and talk to the Hierophant, who will tell you
    of three ways to lift the curse of Lycanthropy. First, by having the
    afflicted wear a shirt made of Fool's Parsley. Second, by having a
    famous alchemist brew an elixer. And third, true love.
    
    3) The quest will now go dormant for a while, since Carmen will not
    tell the evil monster-slayer who her monster lover is. Of course, it's
    only a matter of time before a Witcher comes across a rogue Werewolf in
    Vizima, and sure enough, you'll encouter said Werewolf preying upon
    Salamanders at the end of the quest 'Lock and Key'. If you choose to let
    the Werewolf live after your encounter, you can go confront Carmen with
    the identity of her lover.. at which point she'll be open to 
    administering the cures. After all, if she doesn't cure her lover, the
    odds are good that Geralt will have to put the Werewolf down eventually,
    right?
    
    4) The first cure is to weave a shirt of Fool's Parsley. Your part in
    this is merely to talk to Carmen and give her five units of Fool's
    Parsley. Leave the area and return to ask her how it went. Turns out
    it'll take more than a shirt made of some plants to cure the Werewolf.
    
    ***REWARD***
    (For attempting to cure the Werewolf with a shirt of Fool's Parsley)
    EXP	1500
    
    5) Go find Kalkstein in the Swamp Tower and ask him to concoct you a
    cure for lycanthropy. Being his buddy, he'll agree to help you out.
    Leave and return to collect the potion, which is finished save one
    ingredient-a virgin's tear. Kalkstein just assumed the maiden in
    question was a virgin.. Geralt tells him to get with the times, and sets
    off to find a virgin.. of all things. Virgins who will help you out are
    as follows-Siegfried (if he's still talking to you after 'Gold Rush'),
    a Nurse at Saint Lebioda's Hospital, a Brickmaker female, or a 
    Townswoman in the Trade Quarter. With the completed potion in hand,
    return to Carmen. Leave and return to find out that this didn't work.
    Maybe the potion is bogus, or maybe the 'virgins' we talked to are
    bogus. Regardless, it's on to the final option..
    
    ***REWARD***
    (For attempting to cure the Werewolf with a potion)
    EXP	1500
    
    6) Talk to Carmen again and suggest true love. She'll complain about her
    relationship, and ultimately ask you to talk to the Werewolf. Since you
    know who this is, and where he dwells, head over to where you can find
    said Werewolf during the day, when he's not quite so.. furry. Talk to
    him about his relationship with Carmen and try to convince him to sort
    things out with her. Return to Carmen, and everything will apparently
    be better. Huzzah, true love conquers all.
    
    ***REWARD***
    (For curing the Werewolf with true love)
    EXP	3000
    
    [Chapter 3] Berengar's Secret..		      ..(continues in Chapter 4)
    o======================================================================o
    This quest updates only once during this chapter-and only at the very
    end. After killing the Kikimore Queen, search her body for various
    documents the Professor had written, which lets us know that Berengar
    is working for Salamandra, albeit unwillingly. Chances are, you might
    not even bother reading this until Chapter 4, but again, since I try to
    include the earliest possible updates to quests, it's listed here.
    
    [Chapter 3] Blue Eyes
    o======================================================================o
    You can start this quest any time during Chapter 3 by talking to
    Patrick de Weyze in the New Narakort. He'll ask you to track down and
    return his sister, who he swears is under some creature's spell. Due to
    bite marks he saw, he assumes it's a Vampire.
    
    1) Head to 'The House of the Queen of the Night' in the Trade Quarter
    and talk to the 'Blue-Eyed Lass'. Ask about her brother, and she'll
    insist she doesn't have one. If you sleep with her Geralt will notice
    bite marks on her neck-confirming that this is Patrick's sister. Her
    services will cost 500 Orens, or up to 1000 if you whine about the
    price. If you display the "House of the Night Signet Ring' she'll drop
    the price to 300 Orens. The cheapest method, however, is to give her a
    Sapphire.
    
    2) Once you've confirmed the identity of the Blue-Eyed Lass as
    Patrick's wayward sister, return to the New Narakort and tell him. He
    refuses to believe that his sister would stoop to such debauchery, but
    the scars are indisputable. He'll tell you to return to the brothel and
    free his sister from whatever spell she's under.
    
    ***REWARD***
    (For telling Patrick of his sister's new profession)
    EXP	1500
    
    3) Return to 'The House of the Queen of the Night' and talk to the
    Lady of the Night. She'll openly admit to being a Vampire, but will
    deny that the Blue-Eyed Lass is under any spell. Now you get two
    choices-to kill the Vampires, or leave them be. If you kill them,
    the Blue-Eyed Lass ends up running off, and Patrick doesn't pay you.
    If you let them live, you'll get the 'Vampiress' Sex Card, and more
    options will become available.
    
    ***REWARD***
    (For killing the Vampires and getting stiffed by Patrick)
    EXP	2000
    
    4) If you choose to sleep with the Vampires in Step #3, when you're
    done with your unholy little union, Patrick will burst in on the
    scene with a handful of his Order buddies. Now you'll get three
    choices-First, you can side with the Vampires against Patrick, who is
    virtually enslaving his sister. Second, you can side with Patrick
    against the Vampires, going back on your word. Or third, you can tell
    them both the resolve it themselves. Going neutral in this case means
    fighting both sides. The only 'happy' ending is if you side with the
    Vampires-Geralt questions himself for killing humans for the sake of
    monsters, but the Blue-Eyed Lass is quite happy to be free of her
    brother.
    
    ***REWARD***
    (For killing both the Vampires and Patrick de Weyze)
    EXP	3000
    
    ***REWARD***
    (For killing Patrick de Weyze)
    EXP	5000
    Orens	250
    
    [Chapter 3] Dandelion's Lute
    o======================================================================o
    Visit the New Narakort in the Trade Quarter to find Dandelion sulking.
    Drink with him, and provide six mugs of beer to get him to open up. He
    will tell you about how he lost his lute at a local merchant's house.
    Agree to help him out to start this quest.
    
    1) Head to the house marked 'Dandelion's Lute', wherein you'll find
    Hobbs Pankiera, a very angry father. Angry enough, even, to risk
    fisticuffs with Geralt if you draw out the conversation. Or you could
    bribe him 50 Orens to let you pass.
    
    2) Once the father is pacified, head upstairs to deal with Dandelion's
    delinquent debutante, Rozalind Pankiera. She'll come on to Geralt
    rather quickly, and it's rather easy to obtain her lute-among other
    things. Tell her that by giving up Dandelion's lute it shows she is
    dumping him. If you agree to show her what a Witcher's touch does, she
    will also give up her Sex Card. No matter how the conversation ends,
    grab the lute from the trunk and leave. 
    
    ***REWARD***
    (For obtaining Dandelion's Lute)
    EXP	1500
    
    3) Give the lute back to Dandelion for his gratitude. He'll invite you
    to see his performance later, if you're keen on wasting your time.
    
    ***REWARD***
    (For reuniting Dandelion and his lute)
    EXP	5000
    
    [Chapter 3] Dice Poker: The Professional
    o======================================================================o
    This quest continues uninterrupted from Chapter 2, and new Professional-
    level players include Count de Wett (after settling his dispute with
    Thaler after 'A Posh Reception'.) Velerad will play after 'A Posh
    Reception', and the Hierophant in the Druid Grove also plays.
    
    1) Defeat three Professional players.
    
    ***REWARD***
    (For defeating three Professional players)
    EXP	200
    
    2) Defeat four Professional players.
    
    ***REWARD***
    (For defeating four Professional players)
    EXP	200
    
    ***REWARD***
    (For becoming a Professional Dice Poker player)
    EXP	1000
    
    [Chapter 3] Dice Poker: The Sharper..	      ..(continues in Chapter 4)		    
    o======================================================================o
    You can start this quest by defeating your third Professional-level
    player. Once that's done, talk to Zoltan Chivay about it and he'll
    introduce you to the world of Sharps. Or you can stumble into the
    Gambling Den in the Trade Quarter during the night and attempt to play
    Koster. If you're not a Professional yourself, he'll rebuke you.. but
    this quest still starts. Koster is, of course, a Sharper, and you should
    play him before completing this chapter. Dandelion is also a Sharper,
    and he'll even play you during the narrow window between returning his
    lute (see the quest 'Dandelion's Lute') and performing at the New
    Narakort, but beating him at this time will not advance this quest, so
    don't waste your time.
    
    1) Defeat one Sharper.
    
    ***REWARD***
    (For defeating one Sharper)
    EXP	400
    
    [Chapter 3] Diplomacy and Hunting
    o======================================================================o
    This quest begins after 'Reaping Time' is completed. At the end of the
    former and beginning of this quest you are implored to seek out the
    Hierophant, who should help you combat Salamandra.
    
    1) Talk to the Hierophant and gauge his willingness to help you against
    Salamandra. He'll agree to help if you obtain a Psilocybe for him,
    which lies in the Swamp Cave.
    
    2) Retrieve the Psilocybe from the Swamp Cave and give it to the
    Hierophant. Afterwards he'll agree to help you ambush the Salamanders
    at your leisure.
    
    ***REWARD***
    (For convincing the Hierophant to help you ambush Salamandra)
    EXP	1000
    
    3) Tell the Hierophant you're ready and he'll walk-slowly-to the ambush
    site, which is just north of the Lumberjack's camp. Before you get near
    the Hierophant, be sure to drink whatever potions or apply whatever oils
    might be appropriate.
    
    4) Approach the Hierophant at the ambush site and two groups of
    Salamanders will show up and attack-joined by some Kikimore Warriors.
    Kill them and loot Roland Bleinheim's corpse to obtain the Scroll of
    Werewolf's Wrath, a Royal Letter of Safe Conduct, and an Encrypted
    Message.
    
    5) Talk to the Hierophant and give him a heads-up about the Salamandra
    situation-as if he wasn't on-hand to see it himself.
    
    ***REWARD***
    (For killing Roland Bleinheim)
    EXP	4000
    
    [Chapter 3] Echoes of Yesterday
    o======================================================================o
    Start this quest any time during Chapter 3 by talking to Yaevinn, who
    will ask you to investigate the Elven Ruins in the sewers to see what
    happened to his squad. If you've already completed 'Six Feet Under' and
    'A Posh Reception', the quest 'Gold Rush' will start, and this quest
    will become unavailable. Complete this quest and 'Six Feet Under' 
    before you start 'A Posh Reception'.
    
    1) Head to the Elven Ruins in the sewers under the Trade Quarter to find
    the leader of the Scoia'tael squad, Ren Grouver, who will tell you that
    some horrible beast all but annhiliated his squad.
    
    ***REWARD***
    (For slaying the Bruxa)
    EXP	2000
    
    2) Agree to help and explore the ruins, wherein you'll find a Bruxa, a
    higher form of Vampire. Kill it and Ren will talk to you shortly
    thereafter and thank you.
    
    3) Yaevinn will come through the teleporter (disabling it) and reward
    you more properly.. and tell you to forget what you saw here.
    
    ***REWARD***
    (For talking to Yaevinn after killing the Bruxa)
    EXP	4500
    Orens	300
    
    [Chapter 3] Fistfight..		      	      ..(continues in Chapter 4)
    o======================================================================o
    After trouncing Fat Fred and Butter Bean, we find ourselves a different
    sort of boxer at the New Narakort. For one thing, he's not a big fat
    guy. A former pro, his glory days lasted until he fought the Lion, a
    transcendent fighter. You know the routine, pony up some money, fight
    him, win, and choose your prize.
    
    ***REWARD***
    (For defeating Andrew Gablodda)
    EXP	5000
    Orens	300
       ---or---
    Item	Red Meteorite and Svarog Rune Stone
       ---or---
    Item	Earth Rune and Svarog Rune Stone
    
    [Chapter 3] Following the Thread
    o======================================================================o
    Pick up this quest by talking to Jethro in the Dungeon. He'll try to
    strong arm you into doing his dirty work for him. When that fails, he'll
    provide a more rational reason for Geralt to help him. After all,
    hindering Salamandra is a good thing, even if Jethro just wants us to
    help him score cheaper Fisstech.
    
    1) Head to the Slums to find Angus, who stands around near the Hairy
    Bear. Talk to him and tell him you want some Fisstech. If you tell him
    Kalkstein refered you, he'll offer to put you in contact with his
    suppliers, and will give you a 'Letter of Recommendation' for 1,500
    Orens. No joke. Get abusive and he'll run off. Follow him home and he'll
    attack you. Kill him and take the 'Letter of Recommendation and save
    yourself a mountain of Orens.
    
    ***REWARD***
    (For obtaining a 'Letter of Recommendation' from Angus)
    EXP	1000
    
    2) Head to the Sewers in the Temple Quarter and explore the eastern
    tunnels. To the north you'll find two bandits guarding a gateway. Talk
    to them and mention Angus and they'll ask for a password. Give them the
    answer 'Thorn' and they'll let you pass, guess wrong and they'll attack.
    
    ***REWARD***
    (For giving the Bandits the correct password)
    EXP	500
    
    3) Kill or bypass the guards and enter the Salamandra Hideout. If you
    gave the password, you can move about unmolested. If you didn't, you'll
    have to fight your way through this area. In the room marked 'Salamandra
    Den' you'll find a crate that contains two vital items-a 'Letter from
    Gellert Bleinheim' and a Key that opens up more of the sewers. After
    you loot this chest, any immunity you had from Salamandra aggression is
    gone. You'll either have to fight your way out, or fight you way in.
    
    ***REWARD***
    (For obtaining the 'Letter from Gellert Bleinheim)
    EXP	500
    
    4) Leave the Salamandra Hideout and talk to Jethro to end this quest.
    He'll tell you to go after Gellert to crush this Salamandra cell. This
    begins the quest 'The Viziman Connection'.
    
    ***REWARD***
    (For clearing out the Salamandra Hideout)
    EXP	3000
    Orens	100
    
    [Chapter 3] Gold Rush
    o======================================================================o
    This quest begins after completing 'A Posh Reception' and either (or
    both) 'Echoes of Yesterday' and/or 'Six Feet Under'. A child will run
    up to you and tell you that the bank is being robbed, and that Velerad
    sent the boy to find you.
    
    1) Head over to the bank and talk to Velerad, who will tell you that the
    Scoia'tael are robbing the bank. Either choose to go inside and help
    Siegfried, or choose to go it alone-Witcher style.
    
    2) Regardless of what you do you'll end up in the Town Hall. If you're
    with Siegfried an Elf will ask if you're here to negotiate. If you
    decide to negotiate with the Scoia'tael, Siegfried will leave. If you
    attack the Scoia'tael at any point, you'll side with the Order by
    default.
    
    3) If you didn't accompany Siegfried, or if you chose to negotiate, head
    into the bank to meet Ren Grouver, who will tell you to find Yaevinn
    downstairs. If you picked a fight earlier, you'll have to fight here,
    too.
    
    4) If you're still neutral with with Scoia'tael, Yaevinn will try and
    lure you to their side when you reach the Vault. If you're hostile,
    he'll order his Scoia'tael to attack, and flee. Now you must choose,
    definitively, to either side with the Order or the Scoia'tael. If you
    choose the Order, Siegfried will return regardless of how you acted
    earlier and help you out.
    
    ***REWARD***
    (For picking a side)
    EXP	7000
    
    Note: If you decide to assist Siegfried and enter Town Hall with him,
    then decide to ditch him and negotiate with the Scoia'tael, and
    ultimately end up turning Yaevinn down and siding with with Order you
    will only recieve 6,500 Experience, instead of 7,000. Call it a penalty
    for flip-flopping.
    
    5) If you sided with the Scoia'tael in Step #4, you'll enter the Sewers
    to help the Scoia'tael fight off some Kikimores and make good their
    escape. If you sided with the Order, you'll be in the Sewers persuing
    Yaevinn. Either fight off the Kikimores or Scoia'tael to continue this
    quest.
    
    6) If you helped the Scoia'tael, Yaevinn will talk to you once all
    the Kikimores are dead and thank you. If you sided with the Order,
    return to Velerad and tell him that Yaevinn escaped.
    
    ***REWARD***
    (For talking to Velerad or Yaevinn)
    EXP	3000
    
    Note: Geralt can no longer play both sides after this quest. Whoever
    he sides with during 'Gold Rush' will determine who he can side with
    later. He can still choose to be neutral, but if you side with the Order
    here, you cannot later support the Scoia'tael, and vice-versa.
    
    [Chapter 3] Identity..		      	      ..(continues in Chapter 4)
    o======================================================================o
    At the beginning of Chapter 3 Triss will inform Geralt that she cannot
    restore his memories. Instead of just filling Geralt in on what he used
    to be like-something Triss avoids to prevent Geralt assuming a false
    identity based upon the recollections of others-she suggests that he
    take a stance on local affairs and lets his instincts be his guide.
    
    1) During 'A Post Reception' talk to Thaler and answer his question
    about your interest in Salamandra. Geralt's answer will cause him to
    realize just how and why he cares about taking down Salamandra.
    
    ***REWARD***
    (For talking to Thaler about your personal and political motivations)
    EXP	2000
    
    2) After 'Gold Rush' talk to Triss about your choice.. whatever it was.
    Triss will comment on it and contrast your current persona with what
    she suspects old Geralt would have done.
    
    ***REWARD***
    (For talking to Triss about your personal and political motivations)
    EXP	2000
    
    3) During the quest 'Lock and Key' after killing the Salamanders in
    their hideout and taking the Seeing Stone you'll confront Vincent.. who
    is going through some changes at the moment. Decide to let him go, or to
    kill him. Whatever you choose will trigger a realization on his monster
    policy within Geralt.
    
    ***REWARD***
    (For taking a stance on monsters, and thus solidifying your identity)
    EXP	1000
    
    [Chapter 3] Lock and Key
    o======================================================================o
    This quest begins when you talk to Leuvaarden after discussing
    "politics" with Adda, at the end of 'A Posh Reception'. 'Lock and Key'
    starts immediately thereafter, but goes largely dormant until you
    complete 'Reaping Time', 'Diplomacy and Hunting', 'Following the 
    Thread', and 'The Viziman Connection'.
    
    1) After completing the quests listed above, return to Leuvaarden and
    give him the 'Key to Salamandra Code' and the 'Encrypted Message' we
    recieved from the Bleinheim brothers. He'll tell you to come back in a
    day, when the message is decoded.
    
    ***REWARD***
    (For giving Leuvaarden the notes obtained from the Bleinheim brothers)
    EXP	500
    
    2) Return to Declan and he'll tell you that the deciphered message has
    led them to another Salmanadra base-this time beyond the Supervized
    Zone of the Trade Quarter, and hence, sealed off. One of the 'Guard
    Officers' patrolling town is on our side, however. Head around talking
    to various 'Guard Officers', feeding them a lame password until one
    responds. He'll tell you to meet up in the sewers at midnight.
    
    ***REWARD***
    (For giving the password to the correct 'Guard Officer'.)
    EXP	500
    
    3) Head to the Trade Quarter sewers at midnight and venture to the
    end of the tunnel opposite the exit to the Trade Quarter. Your friendly
    guard buddies will procure a ladder with which you can reach the sealed-
    off section of the Trade Quarter.
    
    4) Head north to find the Salamandra Hideout, wherein you'll overhear
    the Salamanders petitioning one 'Radovid the Stern' for some money.
    They'll be declined, and shortly thereafter Geralt will be noticed.
    Kill the Salamanders and talk to this Radovid, then grab the Seeing
    Stone and leave.
    
    ***REWARD***
    (For snatching the Seeing Stone)
    EXP	500
    
    5) Once outside Geralt will notice some Salamanders, and stealthily cut
    one down. A Werewolf finishes off the others, and Geralt and the
    Werewolf stalk each other in a cutscene. Eventually the Werewolf will
    stop skulking around on rooftops and come down to talk, revealing itself
    to be Vincent Meis-our friendly Guard Captain. Either let him go, or
    pick a fight.
    
    ***REWARD***
    (For sparing Vincent)
    EXP	2500
    
    ***REWARD***
    (For killing Vincent)
    EXP	1500
    
    6) Take the Seeing Stone to Triss, who will identify it as a 
    telecommunicator-and more importantly, a device which will allow us to
    track said communications, hopefully leading us to the Salamandra
    headquarters. She'll suggest we talk to Declan about this, and once
    you do so this quest will end, and 'The Unforgiven' will begin.
    
    [Chapter 3] Medic in Distress
    o======================================================================o
    At noon you'll find a 'Distressed Nurse' outside of the Hospital in the
    Temple Quarter. Talk to her and she'll tell you about her Grandma, who
    has been acting strange. Agree to help her out-for 50 Orens-and this
    quest is on. Since Grandma will kick you out if you are noticed, you
    should find somewhere to rest until midnight.
    
    1) At midnight head over to Grandma's house, which is south from the
    'Gate to Royal Castle', along the southern end of Merchant Street.
    Head down into the cellar, where you'll find a Fleder. Kill it and leave
    the house.
    
    ***REWARD***
    (For killing the Fleder in the cellar)
    EXP	500
    
    2) Report to the nurse the next day (again, at noon) and tell her about
    what you found.
    
    ***REWARD***
    (For reporting to the medic)
    EXP	2000
    Orens	50
    
    [Chapter 3] Reaping Time
    o======================================================================o
    Talk to Vaska, the eldress of the Brickmakers to learn that some of the
    poor Brickmakers have been abducted by Salamandra agents and are
    currently being forced to harvest plants around the Swamp Forest. The
    Brickmakers and their Salamandra overseers are located in the Swamp
    Cave, near the old Lumberjack camp, and west of the Collapsed Tower
    (not the Mage's Tower.)
    
    1) Kill the Salamanders in the Swamp Cave to free the Brickmakers there.
    After being freed one Brickmaker will tell you that other Brickmakers
    are being held in the Lumberjack's Camp.
    
    ***REWARD***
    (For freeing the Brickmakers in the Swamp Cave)
    EXP	1000
    
    2) Kill all the Salamanders in the Lumberjack's Camp to free the
    Brickmakers there. After being freed one Brickmaker will tell you that
    the Salamanders are based in the old Nonhuman Camp.
    
    ***REWARD***
    (For freeing the Brickmakers in the Lumberjack's Camp)
    EXP	1000
    
    3) Kill all the Salamanders near the Collapsed Tower to free the
    Brickmakers there. After being freed one Brickmaker will tell you that
    the Salamanders have a group in the Swamp Cave, and that they are
    forcing the Brickmakers to manufacture Fisstech.
    
    ***REWARD***
    (For freeing the Brickmakers near the Collapsed Tower)
    EXP	1000
    
    4) Report to Vaska for your reward. This completes 'Reaping Time' and
    starts 'Diplomacy and Hunting'.
    
    ***REWARD***
    (For reporting to Vaska after freeing all the Brickmakers)
    EXP	3000
    Item	Hymns of Madness and Despair
    
    [Chapter 3] Six Feet Under
    o======================================================================o
    Start this quest any time during Chapter 3 by talking to Siegfried, who
    will ask you to investigate the Cemetery and see what's killing people
    now. If you've already completed 'Echoes of Yesterday' and 'A Posh
    Reception', the quest 'Gold Rush' will start, and this quest will become
    unavailable. Complete this quest and 'Echoes of Yesterday' before you
    start 'A Posh Reception'.
    
    1) Head into the Cemetery and search around. You'll find a Man's Corpse
    that points to Ghouls, and a Woman's Corpse that points to more sinister
    monsters. In the center of the level you'll find Vetala, a talking
    Ghoul who is more than enjoying his feast. You can pin it as the cuplrit
    and attack, but this is the incorrect solution.
    
    ***REWARD***
    (For killing Vetala)
    EXP	2000
    
    2) If you talk to Vetala and grant it immunity from your wrath-for now-
    it'll tell you that Elves have been robbing graves and killing anybody
    who comes across them. Head over to the Crypt to find a band of
    Scoia'tael, who will pose a problem for you. They've left a group of
    innocent peasants in the Crypt at the mercy of the Ghouls therein. If
    you chase the Scoia'tael, the peasants will die. The only way to catch
    most of the Scoia'tael is to clickly click through the conversation
    without listening to it, and blasting them with Igni. If you kill any
    of them, the game will view it as you abandoning the peasants, no matter
    how little time it takes. This, too, isn't the optimal solution.
    
    ***REWARD***
    (For killing the Scoia'tael)
    EXP	2000
    
    3) Head into the Crypt and slay the Ghouls near the townsfolk, in the
    room at the far eastern end of the Crypt. A woman will thank you, and
    the group will run off. This is the best solution to the quest.
    
    ***REWARD***
    (For saving the innocents)
    EXP	2000
    
    4) Now report to Siegfried, who will reward you accordingly. If you
    killed Vetala, the subject of the innocents never comes up, and you get
    a moderate reward. If you killed the Scoia'tael he'll be disappointed
    with you, and give you a poor monetary reward. If you saved the
    innocents, he'll call you knightly, and be quite proud of you. This
    gets you the best reward. It's the typical dilemma of killing the guilty
    versus saving the innocent-and Siegfried obviously puts life ahead of
    justice.
    
    ***REWARD***
    (For solving the Cemetery problem by killing Vetala)
    EXP	2500
    Orens	200
    
    ***REWARD***
    (For solving the Cemetery problem by killing the Scoai'tael)
    EXP	3500
    Orens	100
    
    ***REWARD***
    (For solving the Cemetery problem by saving the innocents)
    EXP	4500
    Orens	400
    
    [Chapter 3] The Archespore Contract
    o======================================================================o
    Start this quest by reading the notices on any of the Notice Boards in
    the city. Bring three units of Archespore Juice to the Jethro in the
    Dungeon to complete this quest. You can find Archespores in the Swamp
    Forest at night.
    
    ***REWARD***
    (For bringing Jethro three units of Archespore Juice)
    EXP	5000
    Orens	200
    
    [Chapter 3] The Cockatrice Contract
    o======================================================================o
    Start this quest by reading the notices on any of the Notice Boards in
    the city. Bring five Cockatrice Feathers to the scribe in the Town Hall
    building in the Trade Quarter to complete this quest. There are many
    Cockatrices in the Swamp Cave.
    
    ***REWARD***
    (For giving the Scribe five Cockatrice Feathers)
    EXP	5000
    Orens	200
    
    [Chapter 3] The Fleder Contract
    o======================================================================o
    Start this quest by reading the notices on any of the Notice Boards in
    the city. Bring three Fleder Fangs to Velerad to complete this quest.
    Velerad will be in the Watchtower across from the New Narakort during
    the day. He won't show up until after 'A Posh Reception' is complete.
    Also, during 'Gold Rush' you cannot turn any of these bounties in, as he
    is somewhat indisposed. Fleders can be found around the Temple Quarter
    at night in several locations-near the Fireplace across from the Hairy
    Bear Inn, north-west of the Blacksmith in the Nonhuman district, and
    in the gardens around the Hospital. They also appear in the Cemetary,
    and in the Elven Ruins in the Trade Quarter Sewers before you complete
    the quest 'Echoes of Yesterday'. A little later, you'll find about a
    half-dozen of these creatures in the Warehouse near the Bank during the
    quest 'Gold Rush'.
    
    ***REWARD***
    (For giving Velerad three Fleder Fangs)
    EXP	5000
    Orens	250
    
    [Chapter 3] The Ghoul Contract
    o======================================================================o
    Start this quest by reading the notices on any of the Notice Boards in
    the city. Bring twelve units of Ghoul Blood to Velerad to complete this
    quest. Velerad will be in the Watchtower across from the New Narakort
    during the day. He won't show up until after 'A Posh Reception' is
    complete. Also, during 'Gold Rush' you cannot turn any of these bounties
    in, as he is somewhat indisposed. Swarms of Ghouls can be found in the
    Cemetary, but you can also find a few in the Sewers, and some in the
    Crypt. Ghouls are everywhere.
    
    ***REWARD***
    (For giving Velerad twelve vials of Ghoul Blood)
    EXP	5000
    Orens	150
    
    [Chapter 3] The Gravier Contract
    o======================================================================o
    Start this quest by reading the notices on any of the Notice Boards in
    the city. Bring five Gravier Bones to Velerad to complete this quest.
    Velerad will be in the Watchtower across from the New Narakort during
    the day. He won't show up until after 'A Posh Reception' is complete.
    Also, during 'Gold Rush' you cannot turn any of these bounties in, as he
    is somewhat indisposed. Graviers can be found in the Crypt where we
    leveled up in Chapter 2, in the Cemetary, and in the Swamp Forest at
    night, near the Fireplace west of the Collapsed Tower.
    
    ***REWARD***
    (For giving Velerad five Gravier Bones)
    EXP	5000
    Orens	200
    
    [Chapter 3] The Kikimore Contract
    o======================================================================o
    Start this quest by reading the notices on any of the Notice Boards in
    the city. Bring ten Kikimore Claws to Velerad to complete this quest.
    Velerad will be in the Watchtower across from the New Narakort during
    the day. He won't show up until after 'A Posh Reception' is complete.
    Also, during 'Gold Rush' you cannot turn any of these bounties in, as he
    is somewhat indisposed. You can only get these from Kikimore Workers-not
    Warriors. You can find them scurrying around the Swamp Forest, and they
    also swarm the streets of Vizima's Trade Quarter in surprising numbers
    after the sun sets.
    
    ***REWARD***
    (For giving Velerad ten Kikimore Claws)
    EXP	5000
    Orens	200
    
    [Chapter 3] The Predatory Wyvern
    o======================================================================o
    You'll only uncover this quest when you complete it. Talk to the Royal
    Huntsman and he'll tell you that a Wyvern has been abducting local
    children. Geralt, however, believe that stupid locals attempted to drive
    the Wyverns off. Either way, the beast has got to go.
    
    1) Head to Wyvern Island, where we found Harvall last chapter. Instead
    of Wyverns, you'll find Royal Wyverns, led by a unique specimen named
    Moa.
    
    2) Bring Moa's head to the Royal Huntsman in the Trade District of
    Vizima.
    
    ***REWARD***
    (For bringing the 'Head of a Female Wyvern' to the Royal Huntsman)
    EXP	5000
    Orens	600
    
    [Chapter 3] The Ring
    o======================================================================o
    This quest begins when you talk to a 'Desperate Merchant' on the Dike.
    He'll question your profession, and seem entirely too eager about what
    you do and who you are. Inquire further and he'll give you this quest.
    
    1) Head to the Swamp Forest and find an island crawling with
    Bloedzuigers a short distance north-west from the Altar of Melitele.
    Kill the Bloedzuigers and loot a corpse to find the 'Family Ring'.
    
    ***REWARD***
    (For recovering the Family Ring)
    EXP	500
    
    2) Return to the Dike and give the Merchant his Family Ring. You'll get
    a decent reward for a simple fetch-quest.
    
    ***REWARD***
    (For returning the Family Ring to the Desperate Merchant)
    EXP	2000
    Orens	100
    
    [Chapter 3] The Source
    o======================================================================o
    Magical anomalies have caught Triss' attention, and she'll ask Geralt at
    the beginning of Chapter 3 to help her triangulate so she can divine
    the source of the magical disturbance. She'll ask you to place three
    'Magic Sensors' around the city.
    
    1) Place the Magic Sensors in various 'Reliefs' throughout the city.
    There's one near the entrance to the Sewers in the Temple Quarter,
    another Relief is on the exterior wall of the Chapel Ruins in the
    Cemetery-near where we talked to Vetala earlier, and the last one is in
    the Trade Quarter, on the Town Hall/Vivaldi & Sons Bank building, near
    the entrance to the Bank.
    
    2) After placing the Magic Sensors report to Triss, who will tell you
    that she located the source of the disturbance-a boy named Alvin. The
    catch? He's in Saint Lebioda's Hospital, and Shani is refusing to hand
    him over to Triss.
    
    3) Head over to the Temple Quarter, where you'll be confronted by Shani.
    She'll complain about Triss, and illuminate matters a bit-Shani and
    Triss aren't just conflicted over possession of Alvin-they're fighting
    over Geralt, too. Alvin will be the garland of victory for whichever
    woman Geralt bestows her upon.. and the other will be pretty pissed for
    the rest of the game.
    
    4) Go to Saint Lebioda's Hospital, where Dandelion will tell you that
    some men dragged Alvin out. Fortunately, however, he knows where they
    went and will lead you to their hideout in the nonhuman district.
    
    5) Enter the hideout and kill four Assassins. After they're dead Alvin
    and Dandelion will talk to you. Tell Dandelion to take Alvin to either
    Triss or Shani. After they're gone, four more Assassins will arrive to
    the slaughter.
    
    ***REWARD***
    (For saving Alvin from the kidnappers)
    EXP	1000
    
    6) Head over to wherever you sent Alvin and talk to Triss or Shani, who
    will tell you to go inform their vanquished rival about your decision.
    Do so, and return to the victor to complete this quest.
    
    ***REWARD***
    (For delivering Alvin to Shani or Triss)
    EXP	4000
    
    [Chapter 3] The Unforgiven
    o======================================================================o
    After showing Triss the Seeing Stone obtained during 'Lock and Key',
    talk to Declan Leuvaarded in the New Narakort. He'll tell you that it's
    time to assault the Salamandra headquarters, but this time it's going to
    take more than one angry Witcher. Since the army and the guard won't
    help, it's up to Geralt to convince some of his buddies to help-either
    the Scoia'tael or the Order, depending on who you sided with during
    'Gold Rush'.
    
    1) Return to the Temple Quarter and talk to either Yaevinn (who is
    staying at Vivaldi's House) or Siegfried (who is at his post) and ask
    them to assist you in the fight against Salamandra. They'll accept,
    and you'll be tasked with telling Triss that your allies are ready to
    go.
    
    ***REWARD***
    (For enlisting aid against Salamandra)
    EXP	500
    
    2) Triss will send you off to the New Narakort, where the assault will
    be planned. When you arrive, however, you'll find either Vincent (if
    you spared him during 'Lock and Key') or his guards (if you killed him)
    waiting for you. If Vincent is there (either as a Werewolf, or as a
    human, depending on whether you cured him during 'Beauty and the Beast')
    he'll warn you that Salamandra knows you're here, and will assist you
    in the ensuing fight. If his men are there, they (and a Salamandra
    Mage) will attack you. Kill whomever needs to be killed and head
    upstairs.
    
    3) Once upstairs you'll find your fellow conspirators-Triss, Declan,
    and either Siegfried or Yaevinn. They'll discuss the plan of attack,
    only to be hurried along by Count de Wett's most untimely arrival. Triss
    will teleport everybody away (save herself).
    
    4) You'll find yourself in the Salamandra Base-alone. This is all going
    according to plan-clearly. Head to the east and use Aard to smash
    through some roots to open up a large cavern. Dispose of any Salamanders
    within, then continue up a tunnel to the north until you find Siegfried
    or Yaevinn.
    
    5) They'll mention a nearby portal, with which their troops can be
    summoned. In the large cavern beyond them, in the north eastern corner,
    you'll find a lone Salamandra Mage. Kill him and steal the Stone of
    Power nearby, then head over to Alvaro's Portal and activate it,
    summoning forth your allies.
    
    ***REWARD***
    (For activating Alvaro's Portal with the Stone of Power)
    EXP	2500
    
    6) Attack the large group of Salamanders at the far end of the cavern,
    and once they're defeated and the portal protecting Azar Javed and the
    Professor is down, head over to them to start a conversation. When it's
    all over, Azar will flee after a failed magical assault on Geralt, and
    Geralt will find himself seperated from his allies by a magic barrier.
    
    7) Head down a tunnel along the north-western corner of the large
    chamber we were just in and continue until you meet the Professor. He'll
    babble, and a fight will ensue. Ignore his lackies, and focus on the
    Professor to put him down.
    
    ***REWARD***
    (For defeating the Professor)
    EXP	1500
    
    8) Once you defeat the Professor the fight ends. In desperation, the
    Professor will shoot at some of the sensitive equipment nearby and cause
    and explosion, when the dust settles Geralt and the Professor find
    themselves in the middle of a Kikimore nursery-and the enraged Kikimore
    Queen makes quick work of the Professor.
    
    9) Now it's time for a frustrating 'boss fight'. As far as fights go,
    it's rather one-sided, as the Kikimore Queen will often one-hit-kill
    even the strongest Geralt. Run across the hatchery to provoke the Queen,
    then continue down a tunnel, stopping to blast each support along the
    way-AFTER you pass them. Once you've destroyed three supports you'll
    find yourself in a large chamber with multiple supports. Destroy
    several and head into a side tunnel. Hopefully the roof will collapse
    and kill the Kikimore Queen before she kills you.. and hopefully you
    won't die in the cave-in, too. Once she's done, loot her corpse and
    head up to daylight to end this quest-and this chapter.
    
    ***REWARD***
    (For killing the Kikimore Queen and thwarting Salamandra and Adda)
    EXP	5000
    
    [Chapter 3] The Viziman Connection
    o======================================================================o
    After completing the quest 'Following the Thread' Jethro will tell you
    to hunt down Gellart Bleinheim-the leader of the Salamandra drug-trade
    cell in Vizima.
    
    1) Head down to the 'Transfer Point' in the Sewers to find Gellart and
    a few minions. Kill them and loot Gellart's body for a 'Royal Letter of
    Safe Conduct' and the 'Key to Salamandra Code'.
    
    ***REWARD***
    (For killing Gellart Bleinheim)
    EXP	1000
    
    2) Report to Jethro to complete this quest.
    
    ***REWARD***
    (For reporting to Jethro after killing Gellart Bleinheim)
    EXP	4000
    Orens	200
    
    [Chapter 3] The Wyvern Contract
    o======================================================================o
    Start this quest by reading the notices on any of the Notice Boards in
    the city. Bring three portions of Wyvern Meat to the Innkeeper at the
    New Narakort to complete this quest. Wyverns abound on Wyvern Island in
    the Swamp Forest, where else?
    
    ***REWARD***
    (For giving the Innkeeper three portions of Wyvern Meat)
    EXP	5000
    Orens	200
    
    [Chapter 3] Wanted
    o======================================================================o
    This quest updates one last time during the quest 'The Unforgiven',
    when you confront the Professor. After defeating him, this quest is
    finally over.
    
    [Chapter 3] White Fang
    o======================================================================o
    You'll only uncover this quest when you complete it. Talk to the Royal
    Huntsman and he'll tell you that there's a Wolf causing trouble in the
    Swamp Forest.
    
    1) North-west of the Mage's Tower you'll find Voref, a laughably weak
    unique Wolf. It's got some Wolves in tow, but it's nothing you can't
    easily destroy.
    
    2) Bring Voref's head to the Royal Huntsman in the Trade District of
    Vizima.
    
    ***REWARD***
    (For bringing the Wolf's Head to the Royal Huntsman)
    EXP	5000
    Orens	600
    
    [Chapter 3] Witcher's Secrets..		      ..(continues in Chapter 4)
    o======================================================================o
    This quest updates several times during this chapter-typically as you
    spoil Salamandra's various operations. One such update occurs after
    completing the quest 'Diplomacy and Hunting', and another after 'The
    Viziman Connection'. More updates occur during this chapter's terminal
    quest, 'The Unforgiven'.
    
    [Chapter 3] Won't Hurt a Bit..		      ..(continues in Chapter 5)
    o======================================================================o
    You can find a Dwarven dentist named Zahin Schmartz in the Temple
    Quarter. He hangs out on Merchant Street during the day. Talk to him and
    he'll ask you to bring him rare teeth. That's pretty much the entire
    substance of this quest-find various teeth, fangs, jaws, and skulls and
    bring them to Zahin for a reward.
    
    ***REWARD***
    (For giving the dentist Alp Fangs)
    EXP	1000
    Orens	150
    
    ***REWARD***
    (For giving the dentist Beast Fangs)
    EXP	1000
    Orens	50
    
    ***REWARD***
    (For giving the dentist a Barghest Skull)
    EXP	1000
    Orens	50
    
    ***REWARD***
    (For giving the dentist Fleder Fangs)
    EXP	1000
    Orens	100
    
    ***REWARD***
    (For giving the dentist a Cemetaur Jaw)
    EXP	1000
    Orens	150
    
    o======================================================================o
    |                          Chapter 4 {QST005}			       |
    o======================================================================o
    
    			    List of Quests
    <---------------------------------------------------------------------->
    			A Game of Dice*
    			Alvin
    			Armor*
    			Berengar's Secret
    			Daily Bread
    			Dice Poker: The Professional
    			Dice Poker: The Sharper
    			Fistfight*
    			Free Elves
    			Hunting the Wild Hunt
    			Identity
    			Old Habits Die Hard
    			Ripples
    			Small Problems
    			Temptation
    			The Alp Contract
    			The Ancient Cemetaur
    			The Basilisk Contract
    			The Devourer Contract
    			The Giant Centipede Contract
    			The Heat of the Day
    			The Paths of Destiny
    			The Royal Wyvern Contract
    			The Vodyan Priest
    
    *:	Quests marked with an '*' are quests that are not resolved in
    	this chapter.	
    
    [Chapter 4] A Game of Dice..		      ..(continues in Chapter 5)
    o======================================================================o
    You could be at several points of progress in this quest by now.. if
    you're still a Novice, you're not completing this quest. If you're
    still a Professional, you should be fine. Ideally, you're already a
    Sharper, in which case you need to score three victories to.. well, I
    won't spoil this surprise, at least. Fortunately, there are exactly
    three Sharpers in this chapter and three Professionals, should you need
    to catch up. Your ultimate goal is to defeat three Sharpers in this
    chapter.
    
    [Chapter 4] Alvin
    o======================================================================o
    This quest starts when you enter the outskirts of Murky Waters.
    Dandelion will meet you, and tell you that Alvin is staying with Alina-
    the local girl who is about to be married to Julian.
    
    1) Go find the village and enter Alina's House, where you can find
    Alvin. Talk to him and he'll.. well, he's been learning some rather bad
    habits from the simple folk here.
    
    2) when you approach the Country Inn you'll see Celina and Julian
    arguing. Celina's subsequent conduct, while not entirely unsatisfying,
    gives Geralt further doubts about these people.
    
    3) Head inside the Country Inn and Dandelion will talk to you and give
    you a letter from either Triss or Shani (depending on whom you obtained
    your second Sex Card from) and a Dimeritium Amulet, which you need to
    give to Alvin.
    
    4) Return to Alina, where Alvin was supposed to be staying. You'll find
    that she's just as bad as Triss, and that Alvin is off somewhere-either
    near some ruins near the village (if you sent him to Triss in the last
    chapter) or near the river (if you sided with Shani.)
    
    5a) If you sided with Triss, the boy will be at some ruins along the
    southern end of the outskirts. He'll be accompanied by a 'Gambling
    Ghost' a Sharper poker player. The appiration will offer to play a game
    of dice-the winner gets Alvin. If you win, the ghost departs, if you
    lose, a fight ensues.. Geralt is a sore loser. You can also refuse to
    play at all-which provokes a fight.
    
    5b) if you sided with Shani, he'll be near the river, a short distance
    inland from where Zephyr's Drowners are. When you approach, he'll
    be attacked by a Devourer.
    
    6) After Alvin is safely back in your care, you'll get a cutscene,
    chat with the boy, and he'll start being creepy again. Completing this
    Step allows you to continue the quest 'Ripples'.
    
    7) Alvin will now bother you as you enter the Lakeside, and will ask
    about the possibility of him becoming a Witcher. Tell him about reality
    for some experience. You can also talk to Berengar and he'll tell you
    about Salamandra, and their desire to obtain Alvin. This quest will go
    dormant until you advance 'The Heat of the Day'.
    
    ***REWARD***
    (For telling Alvin about Witchers)
    EXP	1000
    
    8) After obtaining all the 'Shards of Alina's Mirror' in the quest
    'The Heat of the Day' Alvin will approach you with another of his stupid
    little problems. People pick on him, because he's a freak. Tell him
    about how people suck, especially if you're different.
    
    ***REWARD***
    (For giving Alvin advice about his gift)
    EXP	1000
    
    9) During the quest 'Free Elves', when you're going to meet with
    Toruviel, Alvin will speak with you. He'll ask about the actions of
    the Scoia'tael, and you'll be obliged to give your opinion on
    non-humans.
    
    ***REWARD***
    (For explaining the actions of the Scoia'tael to Alvin)
    EXP	1000
    
    10) This quest ends after talking to Dandelion, during the events that
    inevitably follow.
    
    [Chapter 4] Armor
    o======================================================================o
    Start this quest by talking to Berengar after helping him kill undead
    in the Lakeside Crypt (see 'The Paths of Destiny).
    
    1) Berengar will-once he reaches his campsite-tell you about an old
    Witcher named Raven, who had special armor forged for him that was both
    light and durable. He'll suggest talking to the Blacksmith in Murky
    Waters and the Elven Craftsman in the Elven Cave.
    
    2) Talk to the Blacksmith and he will-at length-tell you that you should
    search crypts where knights were interred to find armor that can replace
    the missing pieces of Raven's armor.. isn't that what Berengar was doing
    already? Ah well..
    
    3) The Elven Craftsman in the Elven Cave will also tell you the same
    thing. When it comes to the enchantments on the armor, the best place
    to look would be in crypts.
    
    4) You can find a Piece of Armor in the Lakeside Crypt, where you first
    met Berengar, in a Sarcophagus.
    
    [Chapter 4] Berengar's Secret
    o======================================================================o
    This quest will update when you enter the Crypt to find the Witcher that
    originally took on the quest 'Ripples'-and promptly abandoned it. It's
    none other than our long-lost Berengar. Afterwards, this quest will
    update occasionally during 'Paths of Destiny'.
    
    1) This quest updates after speaking to Berengar at the behest of the
    Lady of the Lake, when Berengar admits he was working with Salamandra
    after all.
    
    2) You'll get another update after completing 'Ripples', when Berengar
    confronts Geralt on Black Tern Island.
    
    [Chapter 4] Daily Bread
    o======================================================================o
    Start this quest by talking to Toruviel, whom you can find in the aptly-
    named 'Elven Cave'. You can find this cave in the Lakeside area, west of
    the Fisher King's Hut. Toruviel will give you twenty Orens to buy some
    bread for her and her starving Elves-she hopes to obtain five loaves
    with this amount.
    
    1) Visit the Baker and he'll price the loaves at five Orens each-or
    twenty-five Orens for five loaves. Take the hit, supplement what you
    buy with the four loaves you can grab from a nearby cabinet, or retrieve
    bread from your stash.
    
    2) Return to Toruviel with the bread and give her either four loaves,
    or the five she requested. The difference is about five Orens of value,
    for an extra 1000 experience.
    
    ***REWARD***
    (For giving Toruviel four loaves of bread)
    EXP	7000
    
    ***REWARD***
    (For giving Toruviel five loaves of bread)
    EXP	8000
    
    [Chapter 4] Dice Poker: The Professional
    o======================================================================o
    You should have completed this quest in the previous chapter, but if
    not, you can still complete it here by playing Julian, Tobias Hoffman,
    and the Hermit in the fields. So long as you've defeated one
    professional player before Chapter 4, you can complete this quest in
    this chapter.
    
    [Chapter 4] Dice Poker: The Sharper
    o======================================================================o
    If you completed 'Dice Poker: The Professional' in Chapter 3, you could
    have started-and made progress-in this quest by playing Kestor in the
    Gambling Den.. and if you intended to side with Shani, this is mandatory
    to complete the quest. There are three possible Sharper players in
    Chapter 4; Dandelion, who will stay at the Country Inn, Chireadan, an
    Elf hiding out in the Elven Cave by the Lakeside, and the Gambling
    Ghost. The Gambling Ghost can be tricky, as it will show up during the
    quest 'Alvin'. If you are forced to fight andkill it, (either by losing
    at dice poker or refusing to play) you will not be able to play it
    again later. Dead poker players don't make for good games.. although
    undead and incoporeal is apparently fine. The Gambling Ghost can be
    found in the 'Ruins', along the southern edge of the village area. You
    can get him to show up by searching the skeleton in the ruins, but he
    will only appear at night.
    
    ***REWARD***
    (For defeating two Sharpers)
    EXP	400
    
    ***REWARD***
    (For defeating three Sharpers)
    EXP	400
    
    ***REWARD***
    (For becoming a Sharper)
    EXP	1500
    
    [Chapter 4] Fistfight..		      	      ..(continues in Chapter 5)
    o======================================================================o
    A new chapter, a new tavern, a new boxer. This time it's The Rock, and
    I won't make a single wrestling pun, honest. Talk to him, trounce him
    roundly, and take your reward. Afterwards, you'll be directed to talk to
    the 'nameless one' in the Swamp Cemetery-and this quest again goes on
    hold until the next chapter.
    
    ***REWARD***
    (For defeating The Rock)
    EXP	5000
    Orens	500
       ---or---
    Item	Yellow Meteorite
       ---or---
    Item	Moon Rune
    
    [Chapter 4] Free Elves
    o======================================================================o
    This quest begins after completing 'Ripples' and 'The Heat of the Day'.
    It is the terminal quest of Chapter 4.
    
    1) You'll be approached by White Rayla, who will tell you that she's
    hunting down Toruviel's Scoia'tael unit. The Elves have taken refuge in
    the village of Murky Waters, and Geralt offers to mediate to prevent a
    massacre.
    
    2) You'll be bothered by one of two individuals, depending upon who you
    sided with during 'Gold Rush'. An Order Footman will bother you before
    entering Murky Waters if you sided with the Order, or a Scoia'tael
    Leader will bother you in the village if you sided with the Scoia'tael.
    Both try to solicit your aid.
    
    3) Alvin will bother you and ask you a question-this is part of the
    quest 'Alvin'.
    
    4) Talk to Toruviel, then find Dandelion along the northern side of
    Celina's House and tell him your decision-whether you're going to
    ultimately side with the Scoia'tael, the Order, or remain neutral is
    decided now.
    
    ***REWARD***
    (For making a major political decision)
    EXP	3000
    
    5) Based upon who you decided to side with, fight your chosen enemy
    (or enemies).. or just ignore the fight and run away. Make your way to
    the Lakeside area and talk to Dandelion near the Fisher King's boat.
    When you take the boat to Vizima, this chapter is over.
    
    ***REWARD***
    (For returning to Vizima)
    EXP	12000
    
    [Chapter 4] Hunting the Wild Hunt
    o======================================================================o
    Start this quest by talking to the Hermit in the fields. He'll ask you
    to drive off the Wild Hunt.
    
    1) Loot the kurgans near the Hermit's Hut for Mandrake Roots, then head
    over to the 'Druid's Circle' at night.
    
    2) You need to kill nine Wraiths near the 'Druid's Circle'. They come
    in three waves of three, but the second and third waves will be
    accompanied by the King of the Wild Hunt. Activate the nearby 'Druid
    Lantern' and use some Mandrake to banish the King of the Wild Hunt if
    you want things to go more smoothly.
    
    ***REWARD***
    (For driving off nine Wraiths)
    EXP	1500
    
    3) Return to the Hermit and claim your reward.
    
    ***REWARD***
    (For expelling the Wild Hunt)
    EXP	5000
    Item	Pouch of Salt (always)
    
    Item	Vampires: Facts and Myths
       ---or---
    Item	Wreath of Immortelles
       ---or---
    Home ownership
    
    [Chapter 4] Identity..			      ..(continues in Chapter 5)
    o======================================================================o
    This quest will update twice in this chapter-once when you're talking to
    Dandelion, and once when questioned by the Lady of the Lake. It then
    goes dormant until Chapter 5.
    
    1) When you talk to Dandelion in the Country Inn he'll ask about your..
    ah.. apparent inability to walk two steps without decapitating somebody.
    Answer however you wish, it'll provide perspective as to how your Geralt
    feels about killing humans.
    
    2) Talk to the Lady of the Lake on Black Tern Island and ask her if she
    can restore your memory. She'll ask for your opinion on destiny-whether
    you believe in something greater, if you believe in fate, or if you
    believe in free-will. Answer however you want, 'free-will' is just a
    series of chemical reactions anyways, and 'fate' and 'something greater'
    don't exist.
    
    [Chapter 4] Old Habits Die Hard
    o======================================================================o
    Start this quest by talking to the Naiad, just south of the island upon
    which you appear at the start of the chapter. A Drowned Dead named
    Zephyr stole the Naiad's Turquiose Necklace, and she wants it back. To
    get Zephyr to show himself, you need to exterminate his three bands of
    Drowners.
    
    1) Kill the Drowners near the Lake, west of the Fisher King's Hut.
    
    2) Kill the Drowners on Black Tern Island, just north of where you
    disembark.
    
    3) Kill the Drowners near the river, north of Murky Waters.
    
    Note: The Drowners near the river must be the last group killed-they
    will not appear until the other two are destroyed.
    
    4) After killing all three groups of Drowners Zephyr will show up and
    attack. Kill him and loot him to recover the Naiad's Turquiose Necklace.
    
    ***REWARD***
    (For killing Zephyr)
    EXp	2000
    
    5) Return the Turquoise Necklace to the Naiad and choose your reward.
    You always get the experience and the Red Ribbon either way.
    
    ***REWARD***
    (For returning the Turquiose Necklace to the Naiad)
    EXP	6000
    Item	Red Ribbon (always)
    Item	A Descrition of Vodyanoi or the Fishpeople
       ---or---
    Item	Earth Rune
       ---or---
    Healing
    
    [Chapter 4] Ripples
    o======================================================================o
    One of the main quest-lines of Chapter 4 involves settling matters
    between the Vodyanoi and the humans in Murky Waters.. either by helping
    one side or another establish dominance, or by helping the two see eye-
    to-eye. Of the choices, the last is by far the most profitable, but
    I'll include the alternative choices, despite my better judgement. You
    can start this quest by talking to any of serveral people-including
    Julian, the Fisher King, and a nearby Vodyanoi Priest.
    
    1) Start this quest by talking to Julian or the Vodyanoi Priest. If you
    start it by talking to the Fisher King, you just add an extra step
    inviting you to talk to either of the two. After starting the quest,
    it'll promptly go dormant. You'll need to advance the quest 'Alvin' to
    proceed.
    
    2) If you speak to the Lady of the Lake, she'll offer you the option to
    reconcile the two sides instead of helping one intimidate the other.
    This is the most rewarding route, and comes highly suggested. This
    option updates 'Ripples'. Next time you talk to either the Vodyanoi
    Priest or Julian, you'll be able to persue the reconciliation option..
    although the option to favor one side or another will remain suspended,
    due to Julian's wedding.
    
    3) After talking to Julian and learing of Alina's disappearing (after
    advancing the quest 'Alvin) you'll be able to talk to Julian about
    helping the people of Murky Waters gain the upper hand, or the Vodyanoi
    Priest about helping the Vodyanoi triumph.
    
    4a) If you side with Julian, he'll tell you to head to Black Tern
    Island and Kill Dagon. Lure Dagon to his shrine by killing all his
    followers at the shrine. To kill Dagon, merely kill all his Vodyanoi
    followers during the fight. When it's dead, return to Julian for your
    reward.
    
    ***REwARD***
    (For slaying Dagon)
    EXP	2000
    
    ***REwARD***
    (For killing Dagon for Julian)
    EXP	5000
    Items	Huge Diamond
    
    4b) If you side with the Vodyanoi Priest, return to the Lakeside and
    the 'Resolute Girl' will tell you that the priest has returned. Speak
    to the Vodyanoi Priest and he'll tell you that to lure Dagon, you'll
    need to abduct-and sacrifice-the prize-winning cow in Murky Waters.
    Get some Dried Fruit and Nuts (which the Baker sells) and give some to
    the cow to get it to follow you. Take it to Black Tern Island and kill
    it in the Dagon's Shrine to provoke Dagon. To kill Dagon, merely kill
    all his Vodyanoi followers during the fight. When it's dead, return to
    the Vodyanoi Priest for your reward.
    
    ***REwARD***
    (For slaying Dagon)
    EXP	2000
    
    ***REWARD***
    (For killing Dagon for the Vodyanoi Priest)
    EXP	5000
    Items	Ceremonial Sword of Deithwen
    
    4c) If you side with the Lady of the Lake, visit the Vodyanoi Priest and
    Julian and ask each one for a gift for the Lady of the Lake. Take the
    Golden Bracelet from the Vodyanoi Priest, and the Alabaster Figure from
    Julian and give them to the Lady of the Lake. In return, she'll give you
    'The Lady of the Lake's Ruby'. Put it on one of the 'Altars of Dagon'
    to provoke Dagon. To kill Dagon, merely kill all his Vodyanoi followers
    during the fight. When it's dead, return to the Lady of the Lake for
    your reward.
    
    ***REwARD***
    (For giving the Lady of the Lake the correct gifts)
    EXP	2000
    
    ***REWARD***
    (For slaying Dagon)
    EXP	2000
    
    ***REWARD***
    (For killing Dagon for the Lady of the Lake)
    EXP	5000
    Misc	+1 Silver Talent
    
    [Chapter 4] Small Problems
    o======================================================================o
    Start this quest by talking to Mason Harn near the 'Collapsed Brigde',
    which is along the southern end of the village area. Apparently some
    Griggs have been sabotaging his attempts to rebuild the bridge.
    
    1) Head over to the Healer's Hut near the Country Inn and talk to the
    Healer/Abigail. She'll tell you exactly what you need to do-head over
    to the Crypt in the Fields and recover a Cat Harness that was stolen
    from the Griggs in the village area by Griggs in the field.
    
    2) Travel to the Crypt in the fields and explore it to find a Santon..
    if you loot it, you can nab the Cat Harness you're looking for.
    
    ***REWARD***
    (For obtaining the Cat Harness)
    EXP	2000
    
    3) Take the Cat Harness to the Santon north-east of the 'Collapsed
    Bridge' in the village area. When you place it in the Santon you'll be
    gifted with a 'Four-Leaf Clover'.
    
    ***REWARD***
    (For giving the Cat Harness to the Griggs of Murky Waters)
    EXP	2000
    
    4) Give it to Mason Harn and claim your reward.
    
    ***REWARD***
    (For giving Mason Harn the Four-Leaf Clover)
    EXP	4000
    Orens	400
       ---or---
    Item	Spectres, Wraiths, and the Damned
       ---or---
    Pat's Services as an Archer
    
    [Chapter 4] Temptation
    o======================================================================o
    Talk to the Blacksmith's Wife in the Blacksmith's House, in Murky Waters
    to start this quest.
    
    1) The Blacksmiths Wife will ask you to collect 'shimmering dust' from
    the hair of nine Noonwraiths so she can deal with the Succubus. She'll
    promise to give you a book in exchange.
    
    2) If you talk to the Blacksmith later, he'll have a counter-offer for
    you. Bring him 'shadow dust' from nine Devourers so he can put the
    Succubus to sleep and rouse her later.. after his wife has calmed down.
    He'll offer up a piece of Red Meteorite or 500 Orens.
    
    3) You can get Shimmering Dust from Noonwraiths, who roam the fields
    during the day. Shadow Dust can be obtained from Devourers, who can
    also be found in the fields.. during the night. They also roam around
    the roads in the village area (again, at night). Bring back nine units
    of the appropriate dust to the person of your choice for the reward of
    your choice.
    
    ***REWARD***
    (For giving nine units of Shadow Dust to the Blacksmith)
    EXP	8000
    Gold	500
       ---or---
    Item	Red Meteorite
    
       ---or---
    
    ***REWARD***
    (For giving nine units of Shimmering Dust to the Blacksmith's Wife)
    EXP	8000
    Item	Plants of Barren Lands
    
    [Chapter 4] The Alp Contract
    o======================================================================o
    Start this quest by reading the notices on the Notice Board outside of
    the Country Inn. Bring five Alp Fangs to Tobias Hoffman, who is usually
    at the Village Chief's House, or Celina's House. You'll find plenty of
    Alps in the Lakeside Crypt.
    
    ***REWARD***
    (For turning in five Alp Fangs to Tobias Hoffman)
    EXP	5000
    Orens	250
    
    [Chapter 4] The Ancient Cemetaur
    o======================================================================o
    You'll only uncover this quest when you complete it. Talk to Tobias
    Hoffman and ask if there's any witcher's work that needs doing. He'll
    tell you about a creature not unlike a 'mother-in-law'.
    
    1) You'll find Ureus, the mother-in-law-resembling Cemetaur, in the
    Crypt in the fields. It's beyond a wall that can be destroyed with Aard,
    along the southern-end of the level.
    
    2) Bring the 'Cemetaur Head' to Tobias Hoffman, either in Celina's House
    (at night) or in the Village Chief's House (during the day.)
    
    ***REWARD***
    (For bringing the Cemetaur Head to Tobias Hoffman)
    EXP	7000
    Orens	800
    
    [Chapter 4] The Basilisk Contract
    o======================================================================o
    Start this quest by reading the notices on the Notice Board outside of
    the Country Inn. Bring three Basilisk Hides to the Julian, who stays at
    the Country Inn. Basilisks can be found on Black Tern Island.
    
    ***REWARD***
    (For turning in three Basilisk Hides to Julian)
    EXP	5000
    Orens	250
    
    [Chapter 4] The Devourer Contract
    o======================================================================o
    Start this quest by reading the notices on the Notice Board outside of
    the Country Inn. Bring ten Devourer Teeth to Abigail/the Healer, who
    resides in the Healer's House next to the Country Inn. Devourers can
    only be found at night, either walking along the road in the village
    area, or in the fields.
    
    ***REWARD***
    (For turning in ten Devourer Teeth to Abigail/the Healer)
    EXP	5000
    Orens	150
    
    [Chapter 4] The Giant Centipede Contract
    o======================================================================o
    Start this quest by reading the notices on the Notice Board outside of
    the Country Inn. Bring four Citinous Carapaces to the Elven Craftsman,
    who resides in and around the Elven Cave in the Lakeside area. Giant
    Centipedes can be found in the outskirts of Murky Waters, to the south.
    
    ***REWARD***
    (For turning in four Citinous Carapaces to the Elven Craftsman)
    EXP	5000
    Orens	250
    
    [Chapter 4] The Heat of the Day
    o======================================================================o
    Another main quest in Chapter 4, this quest begins when you talk to
    Alina. She'll ask you to talk to Julian, her fiance, and Celina, her
    sister, over at the Country Inn.
    
    1) After leaving Alina's Houes, Adam will chat with you. He's apparently
    Alina's lover, but he doesn't think the penis-vagina dance the two of
    them do will in any way be complicated by her binding legal obligation
    to only do that same dance with another man. Talking to him doesn't
    advance this quest any, but it's an inevitability caused by starting it,
    so I might as well make note of it, eh?
    
    2) Head over to the Country Inn, where you'll find Julian and Celina
    outside, arguing. Approach Celina and she'll talk to you, whine about
    her sister, and offer to sleep with you if you give her a ring. Any
    ring will do.
    
    3) Return to Alina's House and tell Alina that she has nothing to worry
    about. This quest will now go dormant until you advance the quest
    'Alvin'.
    
    4) After finding Alvin, either at the riverside (if you sided with
    Shani) or the ruins (if you sided with Triss) he'll tell you about some
    dreams he had-dreams that don't bode well for Alina.
    
    5) Return to Julian to discover that-sure enough-Alina went missing when
    she was in the fields picking raspberries.
    
    6) Head to the fields during daytime and explore the 'Raspberry Patch',
    where you'll encounter Alina-who has died and become a Noonwraith.
    Dispatch her when she gets violent and you'll get to see Adam kill
    Celina when you go to leave the Raspberry Patch. Celina will rise as a
    Nightwraith and talk to you, and when you leave the fields, Adam will
    explain himself.
    
    7) Return to Julian at the Country Inn and tell him what transpired, and
    he'll promise to pay you if you pacify Alina. He'll also ask about
    Celina, and you can choose to either rat him out and tell Julian he
    killed Celina, or play dumb. If you turn Adam in, he'll be arrested and
    locked in his house.
    
    8) Now you need to consult outside help for more information. Talk to
    one of the following characters to learn about how to exorcise the
    Noonwraith: Berengar, Dandelion, the Healer/Abigail, the Hermit, or the
    Lady of the Lake.
    
    9) Return to the fields to look for the pieces of Alina's mirror. There
    are five pieces, at the following locations: near the 'Small Farm', near
    the 'Druid's Circle', near the 'Hermit's Hut', east along the road
    leading to the Lakeside area, and near the 'Ruined Mill'. You'll have to
    kill the 'Midday Bride' each time and loot it for a piece of the mirror.
    
    ***REWARD***
    (For obtaining all the parts of Alina's Mirror)
    EXP	2000
    
    10) Deal with Alvin again, then head back to either the village area,
    or the lakeside area to find somebody who will repair the mirror. The
    Elven Craftsman and the Blacksmith will both do the job for 100 Orens.
    Effect a single area transition (for example, entering the nearby
    Elven Cave or Blacksmith's House) and return to whomever you gave the
    shards to, and your mirror will be complete.
    
    11) Return to the fields and show the mirror to the Midday Bride. Alina
    will recognize it, but unfortunately, won't recogonize that she's dead.
    
    ***REWARD***
    (For exposing the Midday Bride to Alina's Mirror)
    EXP	2000
    
    12) You now need to talk to either the Healer/Abigail or the Lady of
    the Lake to find out how to proceed. If you let Abigail die in
    Chapter 1, refer to Step #13. If you protected her against the peasents,
    refer to Step #14.
    
    13) If you told Julian that Adam killed Celina, head to the Country Inn
    and speak to Julian to get the key to Adam's House, where he's being
    confined. If you didn't squeal on Adam, find him at the fireplace to the
    north of the Raspberry Patch in the fields. Talk to him at his house and
    he'll run off to the fields.. or just talk to him at the fields, which-
    ever applies. He'll kill himself, Alina will show up, and creepy ghost-
    romance will occur. Yuck. Return to Julian for your reward.
    
    ***REWARD***
    (For helping Alina find peace via Adam's suicide)
    EXP	4000
    Orens	400
    
    14) Talk to Dandelion at the Country Inn and ask him to compose
    something for Alina. He'll agree, and Geralt tells him to be at the
    fields by sundown. Head to the fields and rest at the fireplace north of
    the Raspberry Patch until dusk. Head to the Raspberry Path and talk to
    Dandelion when he arrives. During your duet, answer 'The deceased' and
    'A ghost' and Celina and Alina will make up. Return to Julian for your
    reward.
    
    ***REWARD***
    (For helping Alina find peace via Dandelion's song)
    EXP	6000
    Orens	400
    
    [Chapter 4] The Paths of Destiny
    o======================================================================o
    This quest begins when you find Berengar in the Lakeside Crypt, after
    clearing the first group of undead.
    
    1) Follow Berengar through the Crypt and fight off three groups of
    undead. After each fight, talk to Berengar when he runs off to trigger
    the next ambush. After the third group of undead, he'll agree to talk
    more outside.
    
    ***REWARD***
    (For helping Berengar fight off the first wave of undead)
    EXP	500
    
    (For helping Berengar fight off the second wave of undead)
    EXP	1000
    
    (For helping Berengar fight off the third wave of undead)
    EXP	2000
    
    2) Follow Berengar outside and talk to him some more. He'll deny working
    for Salamandra willingly, but will ultimately not be terribly talkative.
    
    3) Speak to the Lady of the Lake, on Black Tern Island, and she'll tell
    you that fate has ensnared a Witcher-either you or Berengar, and she'll
    prompt you to talk to him again.
    
    4) Talk to Berengar, who will admit now that he worked for Salamandra
    willingly, and sold Witcher's secrets to them, all for the dream of
    normalcy that probably never would have been.
    
    5) Return to the Lady of the Lake with news of Berengar's response and
    she'll offer to aid you, in time. This quest now goes dormant until you
    complete the quest 'Ripples' and 'The Heat of the Day'.
    
    ***REWARD***
    (For helping clarify the Lady of the Lake's vision)
    EXP	1000
    
    6) Finally, if you've completed 'The Heat of the Day', 'Ripples', and
    talked to Berengar for the Lady of the Lake during 'The Paths of
    Destiny' she'll reward you with knighthood, and the silver sword
    'Aerondight'. This is the fulfillment of the Lady of the Lake's earlier
    promise to give you aid.. and what a fulfullment.
    
    ***REWARD***
    (For being knighted by the Lady of the Lake)
    EXP	3000
    Item	Aerondight
    
    7) When you go to leave Black Tern Island you'll be confronted by
    Berengar. Call him a traitor to pick a fight, or sympathize with him to
    avoid one.
    
    ***REWARD***
    (For sparing Berengar)
    EXP	2000
    
    [Chapter 4] The Royal Wyvern Contract
    o======================================================================o
    Start this quest by reading the notices on the Notice Board outside of
    the Country Inn. Bring three Wyvern Eggs to the male Innkeeper, who is,
    of course, at the Country Inn. Royal Wyverns reside on Black Tern
    Island.
    
    ***REWARD***
    (For turning in three Wyvern Eggs to Innkeper)
    EXP	5000
    Orens	250
    
    [Chapter 4] The Vodyan Priest
    o======================================================================o
    You'll only uncover this quest when you complete it. Talk to Tobias
    Hoffman and ask if there's any witcher's work that needs doing. He'll
    tell you about a 'fish-man' that needs some death.
    
    1) Along the eastern edge of the map, in the fields area, you'll find
    the Vodyanoi 'Teyu' wandering around. He's by the water between the
    'Small Farm' and the 'Druid's Circle'.
    
    2) Bring 'Teyu's Head' to Tobias Hoffman, either in Celina's House (at
    night) or in the Village Chief's House (during the day.)
    
    ***REWARD***
    (For bringing Teyu's Head to Tobias Hoffman)
    EXP	7000
    Orens	800
    
    o======================================================================o
    |                          Chapter 5 {QST006}			       |
    o======================================================================o
    
    			    List of Quests
    <---------------------------------------------------------------------->
    			A Game of Dice
    			A Gnomish Device (Scoia'Tael Only)
    			A Magic Formula (Neutral Only)
    			Armor (Neutral)
    			Armor (Order)
    			Armor (Scoia'tael)
    			Berengar's Secret
    			Bloodwing
    			Fistfight
    			Her Highness the Striga*
    			Hope Burns Bright (Scoia'Tael Only)
    			Identity*
    			Mud and Velvet
    			Saint Gregory's Litany (Order Only)
    			Sweet Revenge
    			The Bloezuiger Contract
    			The Bruxa Contract
    			The Cemetaur Contract
    			The Flame that Cleanses (Order Only)
    			The Garkain Contract
    			The Vampiress of the Swamp
    			The Wraith Contract
    			Under a Fiery Sky (Neutral Only)
    			Witcher's Secrets*
    			Won't Hurt a Bit
    
    *:	Quests marked with an '*' are quests that are not resolved in
    	this chapter.	
    
    [Chapter 5] A Game of Dice
    o======================================================================o
    This quest finally ends in this chapter. When you reach the Castle and
    talk to Foltest in his chambers, he'll invite you to play dice against
    him. You only get one chance to beat him, so save/load until you do.
    When you defeat him, you'll become a dice poker legend.. for what that
    is worth.
    
    ***REWARD***
    (For becoming a Dice Poker legend)
    EXP	3000
    
    [Chapter 5] A Gnomish Device
    o======================================================================o
    This quest is tied to 'Armor'. Really, it has no business being its own
    quest at all, but hey, it's not my game. You'll start this quest after
    talking to the dwarven blacksmith in the Old Forge in Old Vizima.
    
    1) In the Old Mine in the Swamp Cemetery you'll find a Wayfarer's Stone.
    Cast the following sequence of signs on the stone-Igni, Igni, Aard-to
    teleport to an Ancient Crypt.
    
    2) Find the 'Bifunctional Fiber and Alloy Recirculator' in a dwarven
    trunk.
    
    ***REWARD***
    (For obtaining the Gnomish device)
    EXP	9000
    
    [Chapter 5] A Magic Formula
    o======================================================================o
    This quest is tied to 'Armor'. Really, it has no business being its own
    quest at all, but hey, it's not my game. You'll start this quest after
    talking to the dwarven blacksmith in the Old Forge in Old Vizima.
    
    1) In the southern of the two Refugees' Caves (the one with Zdenek) you
    will find a Wayfarer's Stone. Cast the following sequence of signs on
    the stone-Aard, Igni, Aard-to teleport to an Ancient Crypt.
    
    2) Find a 'Magic Formula' in 'Agnes of Glanville's Trunk'.
    
    ***REWARD***
    (For obtaining a Magic Formula)
    EXP	9000
    
    [Chapter 5] Armor (Neutral)
    o======================================================================o
    This quest varies by who you sided with, which will determine the look
    and function of the armor you ultimately get, who crafts it for you, and
    what components are required to make it.. therefore in Chapter 5, this
    quest is split into three distinct versions, depending on your politics.
    
    1) In the Castle, talk to Triss, who will tell you that Kalkstein might
    now more about Raven's Armor.
    
    2) Talk to Kalkstein about the armor and he'll tell you where to find
    the remaining pieces-all of which are located in various dungeons in
    the Swamp Cemetery.
    
    ***REWARD***
    (For learning more about Raven's Armor)
    EXP	1000
    
    4) Go to Raven's Crypt in the Swamp Cemetery and search his sarcophagus
    for the remains of Raven's armor. You can also find a piece of armor in
    a sarcophagus to the south, if you failed to obtain it last chapter.
    
    ***REWARD***
    (For recovering the remains of Raven's armor)
    EXP	1000
    
    5) Complete the quest 'A Magic Formula'.
    
    6) During the quest 'Her Highness the Striga' when you're locked in
    the Striga's Crypt, search a sarcophagus to find the 'Notes of an
    Elven Minstrel'.
    
    ***REWARD***
    (For obtaining the 'Notes of an Elven Minstrel')
    EXP	1000
    
    ***REWARD***
    (For obtaining all the ingredients needed to repair Raven's armor)
    EXP	1000
    
    7) Return to the Kalkstein in the Old Forge in Old Vizima, and he'll
    fashion the armor for you. Leave the Old Forge and return to claim your
    armor.
    
    ***REWARD***
    (For having Raven's Armor recreated)
    EXP	9000
    
    ***REWARD***
    (For obtaining Raven's Armor)
    EXP	5000
    
    [Chapter 5] Armor (Order)
    o======================================================================o
    This quest varies by who you sided with, which will determine the look
    and function of the armor you ultimately get, who crafts it for you, and
    what components are required to make it.. therefore in Chapter 5, this
    quest is split into three distinct versions, depending on your politics.
    
    1) When you reach the Hospital in Old Vizima, White Rayla will mention
    the armor to you, and suggest you speak to the smith at the Old Forge.
    
    2) Talk to the Order armorer about the armor and he'll tell you where to
    find the remaining pieces-all of which are located in various dungeons
    in the Swamp Cemetery.
    
    ***REWARD***
    (For learning more about Raven's Armor)
    EXP	1000
    
    4) Go to Raven's Crypt in the Swamp Cemetery and search his sarcophagus
    for the remains of Raven's armor. You can also find a piece of armor in
    a sarcophagus to the south, if you failed to obtain it last chapter.
    
    ***REWARD***
    (For recovering the remains of Raven's armor)
    EXP	1000
    
    5) During the quest 'Her Highness the Striga' when you're locked in
    the Striga's Crypt, search a sarcophagus to find the 'Notes of an
    Elven Minstrel'.
    
    ***REWARD***
    (For obtaining the 'Notes of an Elven Minstrel')
    EXP	1000
    
    6) Complete the quest 'Saint Gregory's Litany'.
    
    ***REWARD***
    (For obtaining all the ingredients needed to repair Raven's armor)
    EXP	1000
    
    7) Return to the Order Armorer in the Old Forge in Old Vizima, and
    he'll fashion the armor for you. Leave the Old Forge and return to
    claim your armor.
    
    ***REWARD***
    (For having Raven's Armor recreated)
    EXP	9000
    
    ***REWARD***
    (For obtaining Raven's Armor)
    EXP	5000
    
    [Chapter 5] Armor (Scoia'tael)
    o======================================================================o
    This quest varies by who you sided with, which will determine the look
    and function of the armor you ultimately get, who crafts it for you, and
    what components are required to make it.. therefore in Chapter 5, this
    quest is split into three distinct versions, depending on your politics.
    
    1) When you reach the Hospital in Old Vizima, Zoltan Chivay will mention
    the armor to you, and suggest you speak to the smith at the Old Forge.
    
    2) Talk to the Dwarven Blacksmith about the armor and he'll tell you
    where to find the remaining pieces-all of which are located in various
    dungeons in the Swamp Cemetery.
    
    ***REWARD***
    (For learning more about Raven's Armor)
    EXP	1000
    
    4) Go to Raven's Crypt in the Swamp Cemetery and search his sarcophagus
    for the remains of Raven's armor. You can also find a piece of armor in
    a sarcophagus to the south, if you failed to obtain it last chapter.
    
    ***REWARD***
    (For recovering the remains of Raven's armor)
    EXP	1000
    
    5) Complete the quest 'A Gnomish Device'.
    
    6) During the quest 'Her Highness the Striga' when you're locked in
    the Striga's Crypt, search a sarcophagus to find the 'Notes of an
    Elven Minstrel'.
    
    ***REWARD***
    (For obtaining the 'Notes of an Elven Minstrel')
    EXP	1000
    
    ***REWARD***
    (For obtaining all the ingredients needed to repair Raven's armor)
    EXP	1000
    
    7) Return to the Dwarven Blacksmith in the Old Forge in Old Vizima, and
    he'll fashion the armor for you. Leave the Old Forge and return to
    claim your armor.
    
    ***REWARD***
    (For having Raven's Armor recreated)
    EXP	9000
    
    ***REWARD***
    (For obtaining Raven's Armor)
    EXP	5000
    
    [Chapter 5] Berengar's Secret
    o======================================================================o
    This quest will update one more time in this chapter before finally
    ending. At the end of the chapter, when you confront Azar Javed, you'll
    be unexpected aided by Berengar-whether he's alive or dead.
    
    [Chapter 5] Bloodwing
    o======================================================================o
    You'll only uncover this quest when you complete it. Talk to the Royal
    Huntsman, who is hiding out in the Druid's Cave in the Swamp Cemetery.
    He'll tell you about a 'bat-like creature' that need to be exterminated.
    
    1) You'll find Vesper on the island that holds the Striga's Crypt, near
    a gnarly old tree.. you'll be able to find him at night, where all the
    Garkains prowl.
    
    2) Bring the 'Garkain Head' to the Royal Huntsman.
    
    ***REWARD***
    (For bringing the Garkain Head to the Royal Huntsman)
    EXP	10000
    Orens	1000
    
    Note: If this is your tenth-and final-trophy monster hunt, talk to the
    Royal Huntsman again to claim your benchmark reward. This time he's
    out of cash, and out of crap, so he'll offer up one of his two swords,
    a very nice silver sword 'Moonblade', or a equally nice steel sword,
    the 'Mahakaman Rune Sihill'.
    
    [Chapter 5] Fistfight
    o======================================================================o
    In the southern-most of the two Refugees' Caves in the Swamp Cemetery
    you'll find Zdenek, the 'undefeated' ultimate boxer.
    
    1) Beat Zdenek in a fight and he'll reveal that his title of
    'undefeated' really means he's never been defeated twice, and he'll
    demand a rematch.
    
    2) Rest a day so Zdenek will recover his strength, then fight him
    again. When you win, Zdenek will lose a tooth, which Geralt will claim.
    This tooth is needed to complete the quest 'Won't Hurt a Bit'.
    
    ***REWARD***
    (For becoming the world's best fist fighter)
    EXP	11000
    Item	Famous Fist Fighter's Tooth
    
    [Chapter 5] Her Highness the Striga..	   ..(continues in the Epilogue)
    o======================================================================o
    This chapter starts after entering Old Vizima via the Dike. After a
    cutscene, Foltest will talk to Geralt in the Castle about lifting the
    Striga curse that again afflicts Adda.
    
    1) Talk to Triss, Velerad, and Count de Wett to learn more about the
    Striga condition, what brought upon its relapse, and how to deal with it
    again.
    
    2) After talking to the three you'll be invited to meet with King
    Foltest in his private chambers. When you talk to him, he'll promise
    you rewards if you lift the curse, and threaten punishment if his
    daughter suffers. Typical.
    
    3) When you reach the Hospital in Old Vizima, a Temerian soldier will
    show up and complain about Striga attacks at the solitary tower in
    town. Head over there, and deal with the creature lurking there.
    Kalkstein will show up and reveal that the Striga we're looking for is
    actually in the Swamp Cemetery.
    
    4) In the Swamp Cemetery, head over to the Striga's Crypt and talk to
    a desperate father, who will tell you a story which updates this
    quest. More importantly, talk to Velerad, and he'll offer to take
    you into the crypt
    
    5) And by take you, he meant lock you in and wait for you to confront
    the Striga. You'll find the Striga in a large room to the south-but
    only at night. You can deal with the Striga in one of two ways-kill
    her, with good old fashioned silver and signs, or survive her for
    about five minutes (until all the candles on the sarcophagus in the room
    with you go out.
    
    ***REWARD***
    (For saving Adda)
    EXP	3000
    Item	D'yaebl
    
    ***REWARD***
    (For killing Adda)
    EXP	2000
    
    6) Head to the Old Manor, where you'll be confronted by Count de Wett.
    After slipping up, he'll admit to working for Salamandra and being
    responsible for turning Adda back into a Striga. Naturally, a fight
    ensues. Kill de Wett and take the book 'Experimental Notes' from his
    body. This quest will now go dormant until you talk to King Foltest
    again in the Epilogue.
    
    ***REWARD***
    (For learning who caused Adda to become a Striga again)
    EXP	3000
    
    [Chapter 5] Hope Burns Bright
    o======================================================================o
    If you sided with the Scoia'tael throughout the game, this quest will
    begin when you talk to Zoltan Chivay at the Dike. He'll encourage you
    to head to Old Vizima and make your way to Shani's Hospital.
    
    1) When you reach Old Vizima, you'll encounter Zoltan Chivay. Help him
    find the two groups of refugees he's reponsible for, then head into the
    Hospital.
    
    2) Advance the quests 'Her Highness the Striga' and 'Sweet Revenge' by
    exploring rumors of Striga attacks near the Solitary Tower.
    
    3) Return to the Hospital. The Hospital will be attacked by a group of
    Order soldiers. Put them down.
    
    ***REWARD***
    (For saving the hospital from the Order)
    EXP	3000
    
    4) Head outside and you'll find that Toruviel has also run afoul of the
    Order. Kill the knights, then follow Toruviel to the Scoia'tael 
    Hideout nearby.
    
    ***REWARD***
    (For saving Toruviel and meeting up at the Scoia'tael Hideout)
    EXP	5000
    
    5) Talk to a Scoia'tael leader, who will tell you about their plans to
    attack the barricades and take Old Vizima. You can now opt to talk to
    Toruviel and get her Sex Card.
    
    6) Fight your way through Order soldiers to take the barricade. White
    Rayla will be shot down, and you'll escape Old Vizima.
    
    ***REWARD***
    (For breaking through to the Swamp Cemetery)
    EXP	9000
    
    [Chapter 5] Identity..	 		   ..(continues in the Epilogue)
    o======================================================================o
    This quest only updates once in this chapter, dealing with Geralt's
    budding relationship with Triss/Shani.
    
    1) When talking to Foltest in his chambers, he'll ask about your
    relationship with Triss/Shani. Respond and Geralt will realize how he
    truly feels about his lady.
    
    ***REWARD***
    (For realizing how you truly feel about Triss/Shani)
    EXP	3000
    
    [Chapter 5] Mud and Velvet
    o======================================================================o
    Begin this quest by talking to Antoinette in the Castle. She'll ask you
    to distribute 900 Orens to her three cousins, who are hiding out in
    caves within the Swamp Forest.
    
    1) There are two major ways to go about this quest-by finding all three
    cousins and giving them their 300 Orens, the reporting to Captain
    Jean-Pierre in Old Vizima after completing 'Hope Burns Bright', 'Under
    a Fiery Sky', or 'The Flame that Cleanses'. You'll get some experience,
    and some bombs for the task. If you find fewer than the three cousins,
    you'll get a smaller reward for turning in the quest, and you will have
    to give the excess Orens to Captain Jean-Pierre.
    
    ***REWARD***
    (For giving Buse his gold)
    EXP	1000
    Orens	-300
    
    ***REWARD***
    (For giving Corbin his gold)
    EXP	1000
    Orens	-300
    
    ***REWARD***
    (For giving Ramerot his gold)
    EXP	1000
    Orens	-300
    
    ***REWARD***
    (For giving one of the three cousins Antionette's gold)
    EXP	4000
    Item	Samum Bomb x1
    
      ---or---
    
    ***REWARD***
    (For giving two of the three cousins Antionette's gold)
    EXP	5000
    Item	Devil's Puffball x2
    
      ---or---
    
    ***REWARD***
    (For giving the three cousins Antionette's gold)
    EXP	6000
    Item	Dragon's Dream Bomb x3
    
    2) Or, you can intentionally not give the Orens to one or two of the
    cousins (or lie about it to Captain Jean-Pierre, after giving away all
    the money). When you tell Captain Jean-Pierre about your less-than-
    ideal results, he'll ask for the excess money back. Refuse, and he'll
    attack you. He's very strong, but if you kill him, he'll drop a
    Mahakaman Rune Sihill-the strongest steel sword in the game. You'll
    still get the reward mentioned above for any of the three cousins you
    gave the money to, plus the appropriate reward from Captain Jean-Pierre
    for telling him whatever number of cousins. Be sure to turn 'The Bruxa
    Contract' in before you pick a fight with Captain Jean-Pierre, dead
    men pay poor wages.
    
    [Chapter 5] Saint Gregory's Litany
    o======================================================================o
    This quest is tied to 'Armor'. Really, it has no business being its own
    quest at all, but hey, it's not my game. You'll start this quest after
    talking to the Order Armorer in the Old Forge in Old Vizima.
    
    1) In the Striga's Crypt in the Swamp Cemetery you'll find a Wayfarer's
    Stone. Cast the following sequence of signs on the stone-Aard, Aard,
    Igni-to teleport to an Ancient Crypt.
    
    2) Loot 'St. Gregory's Tomb' to obtain 'Saint Gregory's Litany'.
    
    ***REWARD***
    (For obtaining the Saint Gregory's Litany)
    EXP	9000
    
    [Chapter 5] Sweet Revenge
    o======================================================================o
    This quest begins at the beginning of Chapter 5.
    
    1) It'll update when you talk to King Foltest in his chambers, in the
    Castle. He'll support your attempt to deal with Salamandra, and even
    implore that you take them out.
    
    2) This quest updates again after you fight the mutant while in Old
    Vizima for the first time. This part of the quest is entwined with 'Her
    Highness the Striga', but since this is decidedly Salamandra activity,
    and not actually related to the Striga, I'll put the experience reward
    for felling the mutant here. This quest will update further after you
    reach the Swamp Cemetery, to little effect.
    
    ***REWARD***
    (For destroying the Mutant)
    EXP	3000
    
    3) Complete the quest 'Her Highness the Striga' and Velerad will pass
    on a hint from the king-you'll find Salamandra in the Old Manor.
    
    4) When you approach the Old Manor, Azar Javed will appear, along with
    Mutant Rayla-the latest of Salamandra's abominations. Kill her and
    continue on.
    
    5) Outside of the Old Manor, in the courtyard, you'll find your allies
    fighting off a group of Salamanders and Mutants-it'll either be Triss
    with the Temerian army (if you were neutral), Yaevinn and some
    Scoia'tael rebels (if you are allied with the Scoia'tael), or Siegfreid
    and some Order knights (if you are allied with the Order). Kill the
    mutants and talk to your allied leader (Siegfried, Triss, or Yaevinn),
    and they'll show you how to access the Salamandra Hideout.
    
    ***REWARD***
    (For breaching the Salamandra Hideout in the Old Manor)
    EXP	3000
    
    6) You'll appear in the Catacombs beneath the Old Manor, in various
    locations depending upon your politics. Make your way to the south-
    eastern corner of the Catacombs, where Azar Javed will appear and summon
    a Koshchay for you to fight. Use some Blizzard and Wolverine potions,
    and the Strong Silver Style, and you can take the Koshchay down.
    
    7) After killing the Koshchay, run to the north-western corner to find
    Azar Javed's Laboratory. He'll summon a pair of Greater Brothers for you
    to fight. Kill them, and you'll be teleported into the Laboratory. Kill
    Azar Javed, again, using Blizzard and Wolverine potions if necessary,
    and the Strong Steel Style. If you killed Berengar last chapter, his
    amulet will aid you. If you spared him, Berengar himself will show up to
    help.
    
    ***REWARD***
    (For killing Azar Javed)
    EXP	3000
    
    8) Search the Laboratory and the Grand Master will appear in the mirror,
    believing Azar Javed is still alive. He'll request mutant reinforcments,
    all but announcing he's not just the leader of the Order of the Flaming
    Rose, but of Salamandra, as well. After Geralt smashes the mirror, he'll
    head outside, talk to his allies, and take a boat back to Vizima, ending
    this quest.
    
    ***REWARD***
    (For discovering the mastermind of Salamandra)
    EXP	6000
    
    [Chapter 5] The Bloedzuiger Contract
    o======================================================================o
    Start this quest by reading the notices on the Notice Board outside of
    the Hospital in Old Vizima. Bring ten units of Bloedzuiger Blood to the
    Eldest Druid in the Druid's Cave, in the Swamp Cemetery. Bloedzuiger's
    infest the Swamp Cemetery in vast numbers.
    
    ***REWARD***
    (For turning in ten units of Bloedzuiger Blood to the Eldest Druid)
    EXP	7000
    Orens	200
    
    [Chapter 5] The Bruxa Contract
    o======================================================================o
    Start this quest by reading the notices on the Notice Board outside of
    the Hospital in Old Vizima. Bring six units of Bruxa Blood to Captain
    Jean-Pierre, who will be hanging out near the breach in the wall leading
    to the Swamp Cemetery, in Old Vizima. Bruxa can be found on the island
    that holds the Striga's Crypt, and in various 'Ancient Crypts' that can
    be reached via Wayfarer's Stones.
    
    ***REWARD***
    (For turning in six units of Bruxa Blood to Captain Jean-Pierre)
    EXP	7000
    Orens	300
    
    [Chapter 5] The Cemetaur Contract
    o======================================================================o
    Start this quest by reading the notices on the Notice Board outside of
    the Hospital in Old Vizima. Bring five Cemetaur Jaws to the Desperate
    Father, who resides near the Striga's Crypt in the Swamp Forest.
    Cemetaurs can be found in the various 'Ancient Crypts' that can be
    reached via the Wayfarer's Stones, and in Old Vizima, near Kalkstein's
    Laboratory.
    
    ***REWARD***
    (For turning in five Cemetaur Jaws to the Desperate Father)
    EXP	7000
    Orens	250
    
    [Chapter 5] The Flame that Cleanses
    o======================================================================o
    If you sided with the Order throughout the game, this quest will
    begin when you talk to Zoltan Chivay at the Dike. He'll encourage you
    to head to Old Vizima and make your way to Shani's Hospital.
    
    1) When you reach Old Vizima, you'll encounter White Rayla. Help her
    reach the Hospital in the middle of Old Vizima.
    
    2) Advance the quests 'Her Highness the Striga' and 'Sweet Revenge' by
    exploring rumors of Striga attacks near the Solitary Tower.
    
    3) Return to the Hospital. The Hospital will be attacked by a group of
    Scoia'tael soldiers. Put them down.
    
    ***REWARD***
    (For saving the hospital from the Scoia'tael)
    EXP	3000
    
    4) Head outside and you'll find that White Rayla has also run afoul of
    the Scoia'tael. Kill the rebels, then follow White Rayla to the Order
    Command Post nearby.
    
    ***REWARD***
    (For saving White Rayla and meeting up at the Order Command Post)
    EXP	4000
    
    5) Talk to a Order commander, who will tell you about their plans to
    attack the barricades and take Old Vizima. You can now opt to talk to
    White Rayla and get her Sex Card.
    
    6) Fight your way through the Scoia'tael to take the barricade. White
    Rayla will be shot down, and you'll escape Old Vizima.
    
    ***REWARD***
    (For breaking through to the Swamp Cemetery)
    EXP	8000
    
    [Chapter 5] The Garkain Contract
    o======================================================================o
    Start this quest by reading the notices on the Notice Board outside of
    the Hospital in Old Vizima. Bring two portions of Garkain Saliva to
    Kalkstein, who has set up shop in the aptly named 'Kalkstein's
    Laboratory' in Old Vizima, near the Solitary Tower. Garkains can be
    on the island upon which rests the Striga's Crypt.
    
    ***REWARD***
    (For turning in two portions of Garkain Saliva to Kalkstein)
    EXP	7000
    Orens	250
    
    [Chapter 5] The Vampiress of the Swamp
    o======================================================================o
    You'll only uncover this quest when you complete it. Talk to the Royal
    Huntsman, who is hiding out in the Druid's Cave in the Swamp Cemetery.
    He'll tell you about a 'female vampire' that need to be exterminated.
    
    1) You'll find Lilly on the island that holds the Striga's Crypt, near
    the Circle of Mute Thunder. Kill her, and take her head.
    
    2) Bring the 'Bruxa Head' to the Royal Huntsman.
    
    ***REWARD***
    (For bringing the Bruxa Head to the Royal Huntsman)
    EXP	10000
    Orens	1000
    
    Note: If this is your tenth-and final-trophy monster hunt, talk to the
    Royal Huntsman again to claim your benchmark reward. This time he's
    out of cash, and out of crap, so he'll offer up one of his two swords,
    a very nice silver sword 'Moonblade', or a equally nice steel sword,
    the 'Mahakaman Rune Sihill'.
    
    [Chapter 5] The Wraith Contract
    o======================================================================o
    Start this quest by reading the notices on the Notice Board outside of
    the Hospital in Old Vizima. Bring four units of Death Dust to Kalkstein,
    who has set up shop in the aptly named 'Kalkstein's Laboratory' in Old
    Vizima, near the Solitary Tower. Wraiths can be found in Raven's Crypt
    and on the island upon which rests the Striga's Crypt.
    
    ***REWARD***
    (For turning in four portions of Death Dust to Kalkstein)
    EXP	7000
    Orens	300 
    
    [Chapter 5] Under a Fiery Sky
    o======================================================================o
    If you remained neutral throughout the game, this quest will begin when
    you talk to Zoltan Chivay at the Dike. He'll encourage you to head to
    Old Vizima and make your way to Shani's Hospital.
    
    1) When you reach Old Vizima, you'll encounter two 'Nurses from Old
    Vizima', who need your aid reaching the Hospital, in the middle of Old
    Vizima.
    
    2) Advance the quests 'Her Highness the Striga' and 'Sweet Revenge' by
    exploring rumors of Striga attacks near the Solitary Tower.
    
    3) Return to the Hospital. The Hospital will be attacked by a group of
    Scoia'tael rebels and Order soldiers. Put them down.
    
    ***REWARD***
    (For saving the hospital from the Order)
    EXP	3000
    
    ***REWARD***
    (For saving the hospital from the Scoia'tael)
    EXP	3000
    
    4) Head outside and Shani will complain about the Necrophages blocking
    the way. Kill four groups of undead, consisting of, variously, Ghouls,
    Alghouls, Graviers, Cemetaurs, and Garkains. After defeating the final
    group, you'll escape Old Vizima.
    
    ***REWARD***
    (For breaking through to the Swamp Cemetery)
    EXP	8000
    
    [Chapter 5] Witcher's Secrets..	   	   ..(continues in the Epilogue)
    o======================================================================o
    This quest updates at the beginning of Chapter 5.
    
    1) This quest will update after learning the whereabouts of Salamandra's
    headquarters-the Old Manor, past the Swamp Cemetery. Velerad tells you
    this information, after completing the quest 'Her Highness the Striga'.
    
    2) Another update comes after you kill Azar Javed and intercept
    communications between Javed and the Grand Master.
    
    [Chapter 5] Won't Hurt a Bit
    o======================================================================o
    Continued from Chapter 3, you'll find Zahin Schmartz in the
    Executioner's Tower in Old Vizima. He wants two teeth this time-
    Devourer Fangs, which you need to have held onto from Chapter 4, and
    a Famous Fist Fighter's Tooth, which you'll get if you complete the
    quest 'Fistfight'.
    
    ***REWARD***
    (For giving the dentist Devourer Fangs)
    EXP	1000
    Orens	125
    
    ***REWARD***
    (For giving the dentist the Famous Fist Fighter's Tooth)
    EXP	1000
    Orens	250
    
    ***REWARD***
    (For completing the dentist's collection)
    EXP	2000
    Item	Mahakaman Rune Sihill
    
    o======================================================================o
    |                          Epilogue {QST007}			       |
    o======================================================================o
    
    			    List of Quests
    <---------------------------------------------------------------------->
    			Frozen Reflections
    			Her Highness the Striga
    			Identity
    			The Ashes of Vizima
    			Witcher's Secrets
    
    [Epilogue] Frozen Reflections
    o======================================================================o
    This quest begins after confronting the Grand Master in the cloister,
    and completing 'The Ashes of Vizima'. Talk to the Grand Master and he
    will explain this is the future-the ice age that destroys mankind.
    
    1) Kill the Omens of Fire the Grand Master summons, then advance until
    you meet your lover, who will travel with you. She'll explain that this
    is an illusion created by the Grand Master's fears and visions-but death
    here will be very real.
    
    2) Kill some Skullhead and advance until you encounter Abigail. Her
    response to you will vary depending on whether you saved her, or let
    the mob have her in Chapter 1. Either way, you'll learn that the
    Skullheads are the remnants of humanity.
    
    3) Meet with Jacques de Aldersberg in a cave, and he'll speak to you.
    His words will vary depending on what advice you gave Alvin about his
    'gift' in Chapter 4, during the quest 'Alvin'.
    
    4) Further on in the cave you'll encounter the King of the Wild Hunt.
    He threatens you, and summons a pack of Wild Hunt Wraiths to harrass
    you.
    
    5) As you near the cave exit you'll meet White Rayla if you Sided with
    the Order, Toruviel if you sided with the Scoia'tael, and Celina the
    Nightwraith if you stayed neutral. Their response to you varies, as did
    Abigail's earlier. They will either accompany you and aid you combat,
    or they'll grant you an ability which will help you out through the
    upcoming battles.
    
    6) Cut your way through Wild Hunt Wraiths and Skullheads until you find
    the Grand Master again. This time his response depend on what you told
    Alvin about Elves when he was captured by the Scoia'tael in Chapter 4,
    during the quest 'Free Elves'.
    
    7) Further along you'll meet your faction-aligned friends. If you sided
    with the Order you'll encounter a hostile Yaevinn, who will summon some
    Scoia'tael to punish you. If you sided with the Scoia'tael, Siegfried
    will appear. He'll be just as hostile as Yaevinn, and will be joined by
    a pair of Order Knights. If you remained neutral, you'll have to fight
    both.
    
    8) Advance until you meet Alvin, who will draw a comment from your lover
    before he vanishes-merely an illusion.
    
    9) Continue until you have your final peaceful encounter with the Grand
    Master. His response will echo what you told Alvin earlier. This time,
    the Grand Master has made use of the advice you gave Alvin when he asked
    about Witchers.
    
    10) Kill some Mutant Assassins and you'll find Adda. If you saved her
    in Chapter 5, she'll offer to help in your next fight and turn into a
    Striga to do so. If you killed her in Chapter 5 you'll encounter Count
    de Wett, who will also help you in battle. If you killed Adda and
    didn't kill Vincent, Vincent will appear, and aid you as a Werewolf.
    
    11) Dispatch some Greater Brothers and an Order Commander. Your lover
    will leave you, as only you can enter the heart of the vision. You'll
    get one more chance to rest and prepare before entering the ruins and
    starting the final battle.
    
    12) Enter the ruins and talk to Jacques de Aldersberg again. You two
    can't be friends, and he'll send a wave of five Mutants to attack you.
    Kill them, then he'll show up, augmented by a ring of Omens of Fire.
    Once the Grand Master has been humbled, the King of the Wild Hunt will
    arrive, say means things, and demand the soul of Jacques de Aldersberg.
    If you give in, you'll avoid a fight, otherwise you'll need to battle
    the King of the Wild Hunt.
    
    13) After killing the Grand Master you'll awaken in the Order of the
    Flaming Rose cloister. Dandelion will bring you up to speed. Loot the
    body of the Grand Master, reclaim your 'Secrets Stolen from Kaer Morhen'
    and take his Dimeritium Amulet.
    
    [Epilogue] Her Highness the Striga
    o======================================================================o
    As soon as you control Geralt, approach King Foltest to enter
    conversation with him. Tell him whether you killed Adda or spared her,
    and you'll get the appropriate reward. And with that, this quest ends.
    
    ***REWARD***
    (For telling Foltest you killed Adda)
    EXp	8000
    
    ***REWARD***
    (For telling Foltest you saved Adda)
    EXP	11000
    
    [Epilogue] Identity
    o======================================================================o
    This quest is a relic, by now. It does not complete.
    
    [Epilogue] The Ashes of Vizima
    o======================================================================o
    This quest begins when you start the Epilogue.
    
    1) Talk to King Foltest at the beginning of the Epilogue. Geralt will
    resolve to head through the war-ravaged Temple Quarter and reach the
    Grand Master.
    
    2) As you head towards the Order cloister, you'll run into some knights
    and mutants. If you sided with the Scoia'tael or remained neutral,
    Siegfried will be leading them. In the former case, a fight is
    unavoidable, if the latter case, you may talk Siegfried out of fighting.
    If you sided with the Order, Siegfried will help you dispatch the foes.
    
    3) Go into the house when a refugee suggests the path to you. Talk to
    various people from previous chapters. Head downstairs, loot a crate for
    a key, then go into another house. Kill some undead, go upstairs, and
    talk to a madman, who will tell you to escape via the window.
    
    4) Leave via the window to enjoy another politically variable encounter.
    If you're aligned with the Scoia'tael you'll just meet some Temerian
    soldiers who will share some information. If you sided with the Order or
    remained neutral, you'll encounter Yaevinn and a band of Scoia'tael.
    If you sided with the Order, this encounter ends with violence. If you
    remained neutral, you may talk Yaevinn out of fighting.
    
    5) Fight some mutants and when they're dead, Triss will tell you about
    advancing through the sewers (if you're neutral). Otherwise, after the
    fighting you'll find a wounded knight, who will give you a key to the
    sewers. Either way, you'll be warned about a Zeugl, which has laired in
    the sewers.
    
    6) Head into a nearby house, then go downstairs to reach the sewers.
    Defeat the Zeugl to advance.
    
    7) Leave the Sewers and you'll arrive in the slums. Comment on the
    praying folks, then head up some stairs and advance on the cloister.
    Kill whatever mutants are in your way and head into the cloister. Geralt
    will send Triss away, and Yaevinn/Siegfried will get injured.
    
    8) Approach two knights in the cloister and they'll attack. Kill them,
    take their keys, and open the door to the 'Grand Master's Chambers'.
    After confronting the Grand Master, this quest ends and 'Frozen
    Reflections' begins.
    
    [Epilogue] Witcher's Secrets
    o======================================================================o
    This quest updates when you start the Epilogue.
    
    1) Talk to King Foltest at the beginning of the Epilogue. Geralt will
    resolve to head through the war-ravaged Temple Quarter and reach the
    Grand Master.
    
    2) After you confront the Grand Master in the cloister and are
    subsequently teleported to the Ice Plains this quest will update again,
    stating the obvious-you need to chase down the Grand Master.
    
    3) Chase down and defeat the Grand Master in the ruins atop a mountain
    in the Ice Plains and you'll reappear in the Order of the Flaming Rose
    cloister. Loot Jacques de Aldersberg's body to reclaim the 'Secrets
    Stolen from Kaer Morhen' to finally complete this game-spanning quest.
    
    ***REWARD***
    (For recovering the Secrets Stolen from Kaer Morhen)
    EXP	10000
    
    o======================================================================o
    |								       |
    |                          Sex Cards {SEX000}			       |
    |								       |
    o======================================================================o
    Witchers are sterile, but that doesn't mean they don't get it on! Unlike
    a lot of CRPGs, your little Geralt actually has a personality - and a
    taste for womenfolk. Any time you make it with a lady, you'll get a
    "sex card", a picture of the character in question-essentially a 
    illustration on the Boris Vallejo level (as far as nudity goes). It's a
    real shame the U.S. release has been censored, but it's nice to see
    that the game itself doesn't awkwardly avoid the situation entirely. 
    It's an mature-rated game after all. To view the sex cards at any time
    look in the journal under the 'Characters' entry, all characters have
    their own image. Geralt's special ladies will have an obvious red heart
    on the frame of their image for you to click on. Collect them all! Or
    as many as you can in one playthrough, anyways. It should go without
    saying, but, spoilers abound ahead.
    
    Prologue							{SEX001}
    o======================================================================o
    Triss Merigold
    	In Kaer Morhen, complete the quest "A Potion for Triss." Give
    	Triss the potion, and select first "I suppose we have some 
    	time." Then choose "It's not your fault. You helped us."
    
    Chapter 1							{SEX002}
    o======================================================================o
    Abigail
    	You have to side with Abigail throughout the chapter, which 
    	means you should generally not agree to do bad things to the
    	'witch'. You'll have to side against the other townsfolk for
    	this quest, but hey, they're the bad guys anyways. You can
    	get her sex card at the end of the chapter after rescuing Alvin
    	in the cave.
    <---------------------------------------------------------------------->
    People of the Outskirts
    	Near a group of three houses on the corner of the road leading
    	to the cave is a peasant woman wearing green and yellow clothes.
    	Talk to her and give her some tulips and say "What do you say
    	we find a nook somewhere..."
    <---------------------------------------------------------------------->
    Vesna
    	Go near the gates of the outskirts outpost by the Dwarven
    	Blacksmith during the night (around 21:00 or so). Vesna Hood,
    	the bar wench from the Country Inn will be getting harrassed by
    	some.. well.. rapists. Help her and escort her back to her
    	grandmothers house safely. Then ask to see her again. Go to the
    	Old Mill at dusk with some wine (Toussaint Red will do.) Talk
    	to Vesna and give her the wine and enjoy a haunting experience.
    
    Chapter 2							{SEX003}
    o======================================================================o
    Prostitutes
    	You can simply pay any prostitute to get this card. If you do
    	the quest "Working Girls" for Carmen, and accept the non-
    	monetary reward, you get the ability to sleep with hookers by
    	simply bringing them flowers, which you can buy from a peddler
    	for about 10 orens.. Which is a considerable discount, indeed.
    <---------------------------------------------------------------------->
    Poor Townsfolk
    	Walking around town during the day you'll find a townsperson
    	named 'Gossip'. Talk to her and exhaust all the dialogue
    	options. Keep talking to her about there being a Witcher in
    	town and Geralt will eventually tell the woman who he is. She
    	wants proof to show her friends, either some gloves (golden or
    	red) or a diamond. She'll be very thankful.
    <---------------------------------------------------------------------->
    Half-Elves
    	Do the quest "A Ghost Story" to get ambushed by some thugs.
    	After they're dead talk to the Half Elf and she'll invite you
    	to her house. The house is across from Vivaldi's house, 
    	separated by a fence. Go inside and talk to her. Try to talk
    	elven with her, translate her first sentence by calling her 
    	the 'sun child'. Next choose the option along the lines of
    	'I know what you're going to say next'.
    <---------------------------------------------------------------------->
    Druids
    	In the Swamp Forest druid grove (in the top left of the screen)
    	during the quest "A Lost Lamb" ask Morenn about the missing boy.
    	Talk to any druid and ask about the missing boy. Go back and
    	talk to Morenn and she'll ask you to get a Wolf Pelt to prove
    	your prowess. Get one, and give it to her. Answer "Intimacy
    	without procreation can be good." Followed by "sex relieves
    	stress" to get her card.
    <---------------------------------------------------------------------->
    Shani
    	You can obtain Shani's Sex Card by completing the quest 'Old
    	Friend of Mine'. First, bring Shani five doses of Celandine to
    	help out around the Hospital. Next, complete the quest 'Anatomy
    	of a Crime'. After that quest is done, visit Shani at home to
    	discover she's trying to organize a party. Bring her Cherry
    	Spirit Cordial, Mettina Rose, and Temerian Rye, then pick a
    	guest to bring (either Siegfried, Zoltan Chivay, or Carmen).
    	After the party give Shani some Red Roses to obtain the card.
    
    Chapter 3							{SEX004}
    o======================================================================o
    Adda	
    	During the quest 'A Posh Reception', when you talk to Adda for
    	the second time she'll end up asking you to fetch her favorite
    	meal before she'll talk about her father's politics. Talk to
    	Veleard and give him some strong alcohol to learn that Thaler
    	knows what this dish is. As for Thaler, you'll need to fetch him
    	a 'Mysterious Note' from a room near the stairs before he'll
    	reveal that she likes rare Catoblepas. Talk to Triss and ask her
    	to conjure some up, then bring it to Adda. After this, it's
    	more difficult to keep her off of you than it is to obtain her
    	Sex Card.
    <---------------------------------------------------------------------->
    Blue Eyes
    	During the quest 'Blue Eyes' you'll be asked by Patrick to look
    	for his sister and rescue her, if possible. Head over to the
    	'House of the Queen of the Night' and talk to the Blue-Eyed
    	Lass. This is one of the few times where sexual intercourse
    	actually furthers a quest-being a Witcher must be grand, indeed.
    	She'll ask for either 500 Orens (and the price will go up if you
    	try to haggle), or 300 Orens, if you show her the 'House of the
    	Night Signet Ring'. Cheaper still, she's fond of gems, like all
    	the other courtesans in this district. Give her a Sapphire and
    	she'll put out. Note that her Sex Card is identical to the
    	'Courtesan' card.. just under a different name in the Journal.
    <---------------------------------------------------------------------->
    Clerks
    	In the Town Hall building of the Trade Quarter, upstairs, you
    	can find a small mob of female Clerks going about their daily
    	tasks. Several of them will allow Geralt to flirt with them.
    	Pick dialogue option #3 to call them naughty, and it'll end with
    	them asking for a gift. Give them a Diamond to score this Sex
    	Card.
    <---------------------------------------------------------------------->
    Courtesan
    	'Prostitutes' lined the streets in the Temple Quarter, but in
    	the cleaner Trade Quarter, you'll find the upscale 'Courtesans'
    	renting out their services, instead. If you shell out several
    	hundred Orens, you can spend some time with them. If you obtain
    	the 'House of the Night Signet Ring' from Erkyn Blunt you can
    	show it off to drop the price by about half. The best option,
    	however, is to give them a gemstone-any gemstone-which will
    	substitute for the Orens. A piece of Amber sells for about 40
    	Orens, which is a nice discount by any standards.
    <---------------------------------------------------------------------->
    Merchants
    	In the Trade Quarter during the day you can find a 'Noblewoman'
    	wearing red and white walking around. Talk to her and she'll
    	admire Geralt's rugged manliness. Keep picking dialogup option
    	#1 and she'll ask for part of a beast. Although she's not
    	specific in her wording, she wants a Kikimore's Claw. Give her
    	one and she'll offer to take you to her house while her husband
    	is away.
    <---------------------------------------------------------------------->
    Shani 2
    	During the quest 'The Source', you'll be forced to send Alvin to
    	stay with either Shani or Triss. The lady you send Alvin to will
    	be pleased, whereas the one who is scorned will react poorly to
    	Geralt throughout the rest of the game. After completing 
    	'The Source', you have to talk to Alvin to 'bond' with the boy
    	and appease your chosen lady of interest. Afterwards, furnish
    	Shani with a Silver Garnet Ring, and you'll get her second
    	Sex Card. You cannot get both Triss 2 and Shani 2.
    <---------------------------------------------------------------------->
    Townsfolk
    	You can find Dandelion sulking in the New Narakort. Drink with
    	him, and after six beverages he'll be drunk enough to come
    	clean. He lost his lute at a local merchant's house when he was
    	caught in a tryst with said merchant's daughter. Agree to help
    	him recover his lute to start 'Dandelion's Lute'. Head to the
    	house marked 'Dandelion's Lute' and fight or bribe Hobbs 
    	Pankiera-the distraught father of the little tramp. Once he is
    	pacified, head upstairs and talk to Rozalind Pankiera. Tell her
    	that giving up the lute will show that she dumped Dandelion-not
    	the other way around. When she asks about a Witcher's touch,
    	offer to show her, and she'll show you her Sex Card.
    <---------------------------------------------------------------------->
    Triss Merigold 2
    	During the quest 'The Source', you'll be forced to send Alvin to
    	stay with either Shani or Triss. The lady you send Alvin to will
    	be pleased, whereas the one who is scorned will react poorly to
    	Geralt throughout the rest of the game. After completing 
    	'The Source', you have to talk to Alvin to 'bond' with the boy
    	and appease your chosen lady of interest. Afterwards, furnish
    	Triss with a Silver Ruby Signet Ring, and you'll get her second
    	Sex Card. You cannot get both Triss 2 and Shani 2.
    <---------------------------------------------------------------------->
    Vampiress
    	After doing some sexy detective work with the Blue-Eyed Lass
    	and subsequently reporting to her brother Patrick de weyze
    	during the quest 'Blue Eyes' talk to the Lady of the Night,
    	who is on the second floor of 'The House of the Queen of the
    	Night.' You can either decide to 'rescue' the Blue-Eyed Lass
    	from the brothel, or enjoy unearthly delights by siding with the
    	Lady of the Night. It should be obvious which option earns you
    	this Sex Card. 
    
    Chapter 4							{SEX005}
    o======================================================================o
    Celina
    	After talking to Alina and starting the quest 'The Heat of the
    	Day' head over to the Country Inn. Outside Celina and Julian
    	will be arguing. After Julian heads inside, approach Celina and
    	she'll talk to you. Ask about the wedding, and she'll throw a
    	fit and ultimately offer herself to you if you provide a ring
    	so she can one-up her sister. Give her any ring to get her Sex
    	Card.
    <---------------------------------------------------------------------->
    Elves of Murky Waters
    	Complete the quest 'Daily Bread' then talk to the 'Elf Woman'
    	in the Elven Cave. Offer her some food and, after enduring some
    	ungratefulness, you'll get her Sex Card.
    <---------------------------------------------------------------------->
    Lady of the Lake
    	Talk to the Lady of the Lake and ask her about her lost knights.
    	She'll encourage you to talk to the Hermit who resides in the
    	fields about the Holy Grail. Do so, and listen to the Hermit
    	babble at length about the subject. Return to the Lady of the
    	Lake and pick the dialogue option "M'Lady! I have had a 
    	revelation and wish to embark on a mission." The Lady of the
    	Lake will warn Geralt off. Assure her it was a jest, and the
    	two will begin flirting. The flirting session with Geralt ends,
    	as always, with a brand new Sex Card.
    <---------------------------------------------------------------------->
    People of Murky Waters
    	Talk to a random 'Peasant Woman' wandering around Murky Waters
    	during the day. She'll outright proposition you, just give her
    	a Sugar Doll to seal the deal and get her Sex Card.
    
    Chapter 5							{SEX006}
    o======================================================================o
    Nurses
    	When you arrive at Old Vizima, you'll have to escort two Nurses
    	through the urban warfare to reach Shani's hospital. During the
    	quest 'Under a Fiery Sky' you'll have to escort Shani out of
    	Old Vizima and into the Swamp Cemetery. When Shani is safely out
    	of your way, return to the Hospital in Old Vizima and talk to
    	the two 'Nurses from Old Vizima' upstairs to get their Sex
    	Card. You can only get this card if you are neutral.
    <---------------------------------------------------------------------->
    Toruviel
    	During the quest 'Hope Burns Bright' you'll have to fight off
    	some Order soldiers who attack Shani's Hospital. When you leave
    	you'll find Toruviel outside, being accosted by some Order
    	Knights. Kill them and follow her to the nearby Scoia'tael
    	hideout. A Scoia'tael soldier will speak to you. Pick option
    	#1 to speak to Toruviel, then while speaking to her, when you
    	get an option to respond say anything to get her to
    	proposition you. Accept and you'll get her Sex Card. You can
    	only get this card if you sided with the Scoia'tael.
    <---------------------------------------------------------------------->
    White Rayla
    	During the quest 'The Flame that Cleanses' you'll have to fight
    	off some Scoia'tael rebels who will attack Shani's hospital.
    	When you leave, you'll find White Rayla being provoked by some
    	Scoia'tael. Kill them and follow her to the nearby Order
    	Command Post. An Order commander will speak to you. Pick option
    	#1 to speak to White Rayla, then while speaking to her, when you
    	get an option to respond say anything to get her to bet fiesty..
    	pick option #1 to get her Sex Card. You can only get this card
    	if you sided with the Order of the Flaming Rose.
    
    o======================================================================o
    |								       |
    |                              Items {ITM000}			       |
    |								       |
    o======================================================================o
    In this section of the FAQ I'll list various noteworthy items you can
    find during your adventures. Although it is somewhat tempting for the
    sake of completionism, I have decided to NOT include varieties of items
    that I consider to be too mundane to really care about. Valuables such
    as gems and jewelry exist only to sell or to give away as gifts. Other
    items, like flowers and clothing exist for the same purpose. Food and
    Drinks accelerate Vitality and Endurance regeneration, respectively,
    and typically have a duration of 10 minutes (game time). With those
    out of the way that leaves Alchemical Ingredients, Alcohol, Blade
    Coatings, Bombs, Books, Greases, Potions, Powders, Weapon Upgrades, and
    Weapons, which are at least moderately interesting and worth recording.
    
    Alchemical Ingredients						{ITM001}
    o======================================================================o
    Alchemical Ingredients are some of the most important items in the game,
    diluted by the fact that there are so numerous. Every Potion, Bomb, and
    Oil in the game requires one of seven kinds of substances, which are
    found in various ingredients you can find. Some ingredients have
    secondary substances, which can give potions various bonus traits if
    they are in all the ingredients that make said potion. I'm not going to
    bother discussing this in depth here, suffice to say that this is a list
    of all the Alchemical Ingredients I've found in this game so far.
    
    	o=======================o===============o===============o
    	| Alchemical Ingredient	|    Primary	|   Secondary	|
    	| 		        |   Substance	|   Substance	|
    	o=======================o===============o===============o
    	|   Abomination Lymph 	|   Quebrith	|		|
    	|-----------------------|---------------|---------------|
    	|    Albar's Crystals	|  Hydragenum	|		|
    	|-----------------------|---------------|---------------|
    	|    Alghoul Marrow	|   Quebrith	|    Nigredo	|
    	|-----------------------|---------------|---------------|
    	|      Alp Fangs	|    Aether	|    Rubedo	|
    	|-----------------------|---------------|---------------|
    	|   Archespore Juice	|    Vitriol	|    Rubedo	|
    	|-----------------------|---------------|---------------|
    	|     Balisse Fruit	|   Quebrith	|    Rubedo	|
    	|-----------------------|---------------|---------------|
    	|  Beggartick Blossoms	|  Hydragenum	|    Rubedo	|
    	|-----------------------|---------------|---------------|
    	|   Berbercane Fruit	|    Aether	|    Albedo	|
    	|-----------------------|---------------|---------------|
    	|     Beast Fangs	|    Vitriol	|		|
    	|-----------------------|---------------|---------------|
    	|     Beast Liver	|     Rebis	|    Rubedo	|
    	|-----------------------|---------------|---------------|
    	|   Bloedzuiger Blood	|  Vermillion	|    Albedo	|
    	|-----------------------|---------------|---------------|
    	|     Bruxa Blood	|    Vitriol	|    Rubedo	|
    	|-----------------------|---------------|---------------|
    	|       Bryonia		|  Vermillion	|    Nigredo	|
    	|-----------------------|---------------|---------------|
    	|      Cadaverine	|     Rebis	|		|
    	|-----------------------|---------------|---------------|
    	|    Calcium Equum	|    Vitriol	|    Rubedo	|
    	|-----------------------|---------------|---------------|
    	|      Celandine	|     Rebis	|    Nigredo	|
    	|-----------------------|---------------|---------------|
    	|     Cemetaur Jaw	|     Rebis	|    Nigredo	|
    	|-----------------------|---------------|---------------|
    	|  Cockatrice Feather	|    Aether	|		|
    	|-----------------------|---------------|---------------|
    	|      Crow's Eye	|    Vitriol	|    Nigredo	|
    	|-----------------------|---------------|---------------|
    	|   Dagon Secreations	|		|		|
    	|-----------------------|---------------|---------------|
    	|      Death Dust	|     Rebis	|		|
    	|-----------------------|---------------|---------------|
    	|    Devourer Teeth	|  Vermillion	|    Rubedo	|
    	|-----------------------|---------------|---------------|
    	|  Drowned Dead Tongue	|    Aether	|    Nigredo	|
    	|-----------------------|---------------|---------------|
    	| Drowner Brain Tissue	|    Aether	|    Albedo	|
    	|-----------------------|---------------|---------------|
    	|      Ducal Water	|   Quebrith	|    Nigredo	|
    	|-----------------------|---------------|---------------|
    	|  Echinops Rootstocks	|    Vitriol	|    Albedo	|
    	|-----------------------|---------------|---------------|
    	|       Ectoplasm	|  Hydragenum	|    Albedo	|
    	|-----------------------|---------------|---------------|
    	|      Feainnewedd	|  Vermillion	|    Rubedo	|
    	|-----------------------|---------------|---------------|
    	|    Fifth Essence	|  Hydragenum	|		|
    	|-----------------------|---------------|---------------|
    	| Fool's Parsley Leaves	|   Quebrith	|    Rubedo	|
    	|-----------------------|---------------|---------------|
    	|   Frightener's Eye 	|		|		|
    	|-----------------------|---------------|---------------|
    	|      Ghoul Blood	|    Vitriol	|    Nigredo	|
    	|-----------------------|---------------|---------------|
    	|    Ginatia Petals	|     Aether	|    Nigredo	|
    	|-----------------------|---------------|---------------|
    	|     Ginatz's Acid 	|    Vitriol	|    Nigredo	|
    	|-----------------------|---------------|---------------|
    	|      Green Mold	|     Rebis	|    Rubedo	|
    	|-----------------------|---------------|---------------|
    	|      Han Planet	|     Rebis	|    Nigredo	|
    	|-----------------------|---------------|---------------|
    	|   Hellebore Petals 	|    Aether	|    Rubedo	|
    	|-----------------------|---------------|---------------|
    	|    Kikimore Claw	|   Quebrith	|    Rubedo	|
    	|-----------------------|---------------|---------------|
    	|Kikimore Queen's Nerve	|  		|		|
    	|-----------------------|---------------|---------------|
    	|   Koshchey's Heart	| 		|		|
    	|-----------------------|---------------|---------------|
    	|     Lunar Shards	|     Rebis	|    Rubedo	|
    	|-----------------------|---------------|---------------|
    	|     Mandrake Root 	|   Quebrith	|    Nigredo	|
    	|-----------------------|---------------|---------------|
    	|       Mistletoe	|  Hydragenum	|    Nigredo	|
    	|-----------------------|---------------|---------------|
    	|        Mutagen	|  Hydragenum	|		|
    	|-----------------------|---------------|---------------|
    	|     Naezan Salts 	|    Aether	| 		|
    	|-----------------------|---------------|---------------|
    	|     Optima Mater	|   Quebrith	|    Rubedo	|
    	|-----------------------|---------------|---------------|
    	|   Ornithosaur's Eye	|  Hydragenum	|    Nigredo	|
    	|-----------------------|---------------|---------------|
    	|      Phosphorus	|  Vermillion	|		|
    	|-----------------------|---------------|---------------|
    	|    Pituitary Gland	|  Hydragenum	|    Rubedo	|
    	|-----------------------|---------------|---------------|
    	|     Powdered Pearl 	|    Aether	|    Rubedo	|
    	|-----------------------|---------------|---------------|
    	|       Pyrite		|  Vermillion	|    Rubedo	|
    	|-----------------------|---------------|---------------|
    	| Quicksilver Solution	|    Aether	|    Nigredo	|
    	|-----------------------|---------------|---------------|
    	|    Sewant Mushroom	|    Vitriol	|    Rubedo	|
    	|-----------------------|---------------|---------------|
    	|     Shadow Dust	|   Quebrith	|		|
    	|-----------------------|---------------|---------------|
    	|    Shimmering Dust	|    Vitriol	|		|
    	|-----------------------|---------------|---------------|
    	|        Spores		|    Aether	|		|
    	|-----------------------|---------------|---------------|
    	|     Stones of Ys	|     Rebis	|    Nigredo	|
    	|-----------------------|---------------|---------------|
    	|    Striga's Heart	|		|		|
    	|-----------------------|---------------|---------------|
    	|       Sulphur		|   Quebrith	|		|
    	|-----------------------|---------------|---------------|
    	|       Tendons		|  Hydragenum	|		|
    	|-----------------------|---------------|---------------|
    	|        Toxin		|  Vermillion	|		|
    	|-----------------------|---------------|---------------|
    	|  Trace of the Beyond	|		|		|
    	|-----------------------|---------------|---------------|
    	|       Tracheae	|  Vermillion	|		|
    	|-----------------------|---------------|---------------|
    	|     Venom Glands	|  Vermillion	|    Nigredo	|
    	|-----------------------|---------------|---------------|
    	|       Verbena		|   Quebrith	|    Albedo	|
    	|-----------------------|---------------|---------------|
    	|   Vodyanoi Bladder	|   Quebrith	|    Albedo	|
    	|-----------------------|---------------|---------------|
    	|   Vodyanoi Scales	|  Hydragenum	|		|
    	|-----------------------|---------------|---------------|
    	|     Werewolf Fur	|		|		|
    	|-----------------------|---------------|---------------|
    	|  White Myrtle Petals  |    Vitriol	|    Albedo	|
    	|-----------------------|---------------|---------------|
    	|     White Vinegar	|    Vitriol	|		|
    	|-----------------------|---------------|---------------|
    	|      Wine Stone	|     Rebis	|		|
    	|-----------------------|---------------|---------------|
    	|     Wing Membrane	|     Rebis	|    Albedo	|
    	|-----------------------|---------------|---------------|
    	|  Wolf's Aloe Leaves	|  Hydragenum	|    Albedo	|
    	|-----------------------|---------------|---------------|
    	|      Wolfsbane	|   Vermillion	|    Albedo	|
    	|-----------------------|---------------|---------------|
    	|     Zeugl Venom	|		|		|
    	o=======================o===============o===============o
    
    Alcohol								{ITM002}
    o======================================================================o
    Alcohol serves two major purposes in the Witcher. First, stronger
    alcohol can be used as potion bases.. although you can just make White
    Gull, which works just as well. The second function of alcohol is to
    participate in various drinking games with NPCs, which can get you
    information and items. Note that most potions require High-Quality
    Potion bases.. pretty much everything other than Cat, Tawny Owl, White
    Gull, and Wive's Tears. To make Potions out of cheaper alcohol, you'll
    need to make White Gull, and then use that as the base.. which is in
    all honesty usually cheaper than paying the extra ten Orens for more
    potent liquor.
    
    *:	Alcohol whose strength is marked with an '*' indicates that
    	this is a high-quality Potion base. Only strong Alcohol can be
    	potion bases, so only select strong Alcohols are high-quality
    	potion bases.. in other words, Strong Alcohol has three 
    	ingredient slots when used as a base for a Potion, but the
    	types of Strong Alcohol marked with an '*' have four slots.
    
    	o=======================o===============o=======o
    	|        Alcohol	|    Strength	|Potion |
    	|			|		| Base	|
    	o=======================o===============o=======o
    	|      Alcohest		|     Strong*	|  Yes	|
    	|-----------------------|---------------|-------|
    	|        Azoth		|     Strong*	|  Yes	|
    	|-----------------------|---------------|-------|
    	|   Beauclair White	|     Medium	|   No	|
    	|-----------------------|---------------|-------|
    	| Cherry Spirit Cordial	|     Strong*  	|  Yes	|
    	|-----------------------|---------------|-------|
    	|    Cintrian Faro	|      Weak	|   No	|
    	|-----------------------|---------------|-------|
    	|    Dwarven Spirit	|     Strong	|   No  |
    	|-----------------------|---------------|-------|
    	|   Kaedwenian Stout	|      Weak	|   No	|
    	|-----------------------|---------------|-------|
    	|  Local Pepper Vodka	|     Strong	|  Yes	|
    	|-----------------------|---------------|-------|
    	|    Mahakaman Mead	|     Medium	|   No	|
    	|-----------------------|---------------|-------|
    	|   Mandrake Cordial	|     Strong*	|  Yes	|
    	|-----------------------|---------------|-------|
    	|    Mettina Rose	|     Medium	|   No	|
    	|-----------------------|---------------|-------|
    	|  Nilfgaardian Lemon	|     Strong	|  Yes	|
    	|-----------------------|---------------|-------|
    	|     Plum Cordial	|     Strong*	|  Yes	|
    	|-----------------------|---------------|-------|
    	|    Redanian Herbal	|     Strong	|  Yes	|
    	|-----------------------|---------------|-------|
    	|    Redanian Lager	|      Weak	|   No	|
    	|-----------------------|---------------|-------|
    	|     Rivian Kriek	|      Weak	|   No	|
    	|-----------------------|---------------|-------|
    	|     Sodden Mead	|     Medium	|   No	|
    	|-----------------------|---------------|-------|
    	|    Soldier's Hooch	|     Strong	|  Yes	|
    	|-----------------------|---------------|-------|
    	|     Temerian Rye	|     Strong	|  Yes	|
    	|-----------------------|---------------|-------|
    	|    Temerian Spirit	|     Strong*	|  Yes	|
    	|-----------------------|---------------|-------|
    	|    Toussaint Red	|     Medium	|   No	|
    	|-----------------------|---------------|-------|
    	|   Viziman Champion	|      Weak	|   No	|
    	|-----------------------|---------------|-------|
    	|    Wormwood Spirit	|     Strong	|  Yes	|
    	|-----------------------|---------------|-------|
    	|  Wyvern Blood Spirit	|     Strong*	|  Yes	|
    	|-----------------------|---------------|-------|
    	|  Zerrikanian Spirit	|     Strong	|  Yes	|
    	o=======================o===============o=======o
    
    Blade Coatings							{ITM003}
    o======================================================================o
    Blade Coatings, aka Oils, are various liquids you can coat your blade
    with to make your attacks more potent. They're like potions.. for your
    sword! Typically Oils deal increased damage to certain types of enemies
    (for example, Necrophage Oil deals greater damage to corporeal undead,
    Specter Oil deals greater damage to specters) while some increase the
    odds of inflicting certain effects-Crinfrid Oil causes pain, for
    example. I'll be honest, I don't use Oils very often, usually only when
    I know there's a fairly tough battle coming up with a specific type of
    enemy. The fact that I play in normal mode and grind a good bit makes
    the use of Oils optional, at best.
    
    	o===============o===============o======================o
    	|		|  Alchemical	|                      |
    	|     Oil	|  Ingredients	|        Effects       |
    	|		|   Required	|                      |
    	o===============o===============o======================o
    	|		|   Vitriol (x1)| Witchers coat their  |
    	|		|    Aether (x1)|  silver blades with  |
    	|		|Hydragenum (x1)|   Argentia, which    |
    	|   Argentia	|Vermillion (x2)|    increases the     |
    	|		|---------------|   effectiveness of   |
    	|		|  Top Quality	| silver, but weakens  |
    	|		|     Base	|     steel blades.    |
    	|---------------|---------------|----------------------|
    	|		|     Rebis (x1)|Brown Oil accelerates |
    	|		|    Aether (x1)| bleeding; creatures  |
    	|		|  Quebrith (x1)|lacking a circulatory |
    	|   Brown Oil	|Vermillion (x2)| system are immune to |
    	|		|---------------|     its effects.     |
    	|		|  Top Quality	|                      |
    	|		|     Base	|                      |
    	|---------------|---------------|----------------------|
    	|		|   Vitriol (x1)| A blade coated with  |
    	|		|    Aether (x1)|this substance causes |
    	|		|Hydragenum (x1)| crippling pain to a  |
    	| Crinfrid Oil	|Vermillion (x2)|  wounded creature;   |
    	|		|---------------|creatures which do not|
    	|		|  Top Quality	| feel pain are immune |
    	|		|     Base	|    to its effects.   |
    	|---------------|---------------|----------------------|
    	|		|   Vitriol (x1)|  This blade coating  |
    	|		|    Aether (x1)|   poisons wounded    |
    	|		|     Rebis (x1)| opponents, yet it is |
    	| Hanged Man's	|Hydragenum (x1)| ineffective against  |
    	|    Venom	|Vermillion (x1)|    monsters whose    |
    	|		|---------------|  physiology differs  |
    	|		|  Top Quality	| greatly from that of |
    	|		|     Base	|        humans.       |
    	|---------------|---------------|----------------------|
    	|		|     Rebis (x1)| A blade coated with  |
    	|		|  Quebrith (x1)|    this substance    |
    	|	        |    Aether (x1)|  inflicts increased  |
    	| Insectoid Oil	|Vermillion (x1)|    damage on all     |
    	| 		|---------------| insectoid creatures. |
    	|		| High Quality  |                      |
    	|		|     Base	|		       |
    	|---------------|---------------|----------------------|
    	|	        |   Vitriol (x2)| A blade coated with  |
    	|		|    Aether (x1)|    this substance    |
    	|Necrophage Oil	|---------------|  inflicts increased  |
    	|		| High Quality  |damage on necrophages.|
    	|		|     Base	|		       |
    	|---------------|---------------|----------------------|
    	|		|   Vitriol (x1)| A blade coated with  |
    	|		|  Quebrith (x1)|    this substance    |
    	|		|     Rebis (x1)|  inflicts increased  |
    	|Ornithosaur Oil|Hydragenum (x1)|       damage on      |
    	|		|---------------|     ornithosaurs.    |
    	|		| High Quality	|                      |
    	|		|     Base	|                      |
    	|---------------|---------------|----------------------|
    	|		|   Vitriol (x1)| A blade coated with  |
    	|		|    Aether (x1)|this substance causes |
    	|  Specter Oil	|     Rebis (x1)| increased damage to  |
    	|		|---------------|      specters.       |
    	|		| High Quality  |                      |
    	|		|     Base	|                      |
    	|---------------|---------------|----------------------|
    	|		|   Vitriol (x1)| A blade coated with  |
    	|		|Vermillion (x1)|this substance causes |
    	|		|Hydragenum (x1)|   increased damage   |
    	|  Vampire Oil	|  Quebrith (x2)|   to all types of    |
    	|		|---------------|       vampires.      |
    	|		|  Top Quality	|                      |
    	|		|     Base	|                      |
    	o===============o===============o======================o
    
    Bombs								{ITM004}
    o======================================================================o
    Bombs are made from powders, and all but Dragon's Dream can use any
    Powder to create. That said, all of the Bombs besides Dragon's Dream
    cause status effects, which many monsters will be immune to. Honestly,
    I could care less about Bombs. Most monsters are immune to a lot of
    the status effects, and encounters with groups of humans or non-humans
    typically boils down to apt use of the Group Style. Still, if you want
    to play around with them, here are the recipes.
    
    	o===============o===============o=======================o
    	|		|  Alchemical	|			|
    	|     Bomb	|  Ingredients	|        Effects        |
    	|    		|   Required	|			|
    	o===============o===============o=======================o
    	|		|     Rebis (x1)| Upon detonation, this	|
    	|   		|Hydragenum (x1)|bomb sprays a cloud of |
    	|    Devil's   	|    Aether (x2)|   poison, affecting	|
    	|   Puffball	|---------------| nearby enemies; those |
    	|		| High Quality  |  resistant to poison  |
    	|		|     Base	| might not be harmed.	|
    	|---------------|---------------|-----------------------|
    	|		|     Rebis (x1)| This bomb releases a  |
    	|   		|  Quebrith (x1)|cloud of flammable gas |
    	|	  	|Vermillion (x1)|    which causes a	|
    	|Dragon's Dream	|Hydragenum (x1)| destructive explosion |
    	|    		|---------------|     when ignited.	|
    	|		|  Top Quality  |			|
    	|		|     Base	|			|
    	|---------------|---------------|-----------------------|
    	|		|     Rebis (x2)| Upon detonation, this	|
    	|   		|    Aether (x1)| bomb magically evokes	|
    	|King and Queen	|---------------| fear in the hearts of	|
    	|		| High Quality  |      opponents.	|
    	|		|     Base	|			|
    	|---------------|---------------|-----------------------|
    	|		|    Aether (x1)| Upon detonation, this	|
    	|   		|Vermillion (x1)|    bomb stuns any	|
    	|    Samum	|     Rebis (x2)|creatures within range,|
    	|		|---------------| provided they are not |
    	|		| High Quality  |immune to this effect. |
    	|		|     Base	|			|
    	|---------------|---------------|-----------------------|
    	|		|  Quebrith (x1)| Upon detonation, this	|
    	|   		|    Aether (x1)|bomb releases at flash	|
    	| Zerrikanian	|Vermillion (x1)|    flash of light,	|
    	|     Sun	|Hydragenum (x1)|  blinding all nearby	|
    	|		|---------------|        opponents.	|
    	|		| High Quality  |			|
    	|		|     Base	|			|
    	o===============o===============o=======================o
    
    Books								{ITM005}
    o======================================================================o
    I cannot overstate the usefulness of books, which is why they are
    mentioned so much throughout this guide. Books give you quests and
    journal entries. The latter, in turn gives you the knowledge of various
    potions, bombs, and oils, new items that can be harvested from monsters,
    and the ability to gather alchemical ingredients from plants. Below I
    have listed every book and scroll in the game (besides the notices
    posted on notice boards which give quests) that I have found. At the
    very least, this list will allow you to check out what books can be
    found in each chapter, and thus spare you from buying books you can
    just find.
    
    *: 	Books marked with an '*' give a journal entry about monsters.
    	This bestiary information typically allows you to harvest more
    	parts of said monster, making them more profitable to kill.
    	Note that you must have the Flaying talent to skin monsters for
    	items.
    
    -:	Books marked with an '-' give a journal entry about the recipe
    	for a potion, oil, or bomb. This saves you the bother of 
    	having to randomly attempt to create potions. Of course, with
    	this guide you'll already have all the recipes at your 
    	fingertips..
    
    +:	Books marked with an '+' give a journal entry about ingredients.
    	This information will allow you to harvest plants for their
    	useful alchemical components. Note that you must have the
    	Herbalism talent to gather components from plants.
    
    Unmarked books typically update journal entries about Characters,
    Locations, or subjects within the Glossary. This can be useful
    information in its own right, even if it doesn't have direct gameplay
    effects.
    
    o=======================o==============================================o
    |         Books		|                    Location                  |
    o=======================o==============================================o
    | A Description of the	|       Chapter 3 - Vizima, Trade Quarter      |
    |    Vodyanoi or the	|You can buy this book off the Bookseller, who |
    |      Fishpeople*	|can be found south-east of Triss' House in the|
    |			|       Marketplace of the Trade Quarter.      |
    |-----------------------|----------------------------------------------|
    | A Description of the	|             Chapter 4 - Fields               |
    |    Vodyanoi or the	|  You can buy this book from the Hermit who   |
    |      Fishpeople*	|           resides in the fields.	       |
    |-----------------------|----------------------------------------------|
    | A Description of the	|             Chapter 4 - Lakeside             |
    |    Vodyanoi or the	| Complete the quest 'Old Habits Die Hard' and |
    |      Fishpeople*	|ask for the book on Vodyanoi to get this book.|
    |-----------------------|----------------------------------------------|
    |			|       Chapter 2 - Vizima, Temple Quarter     |
    |  A Guide to Vizima	| 	        (Raymond's House)              |
    |			|This book can be found in a trunk in Raymond's|
    |			|                    House.		       |
    |-----------------------|----------------------------------------------|
    |			|    Chapters 2 & 3 - Vizima, Temple Quarter   |
    |    A Small Book of	| You can buy this book off the Antiquary, who |
    |	Minerals+	|can be found near the corner of Peddler Street|
    |			|             and Merchant Street.             |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 2 - Vizima, Temple Quarter     |
    |    A Small Book of	|             (Kalkstein's House) 	       |
    |	Minerals+	|Buy this book off of Kalkstein, whose house is|
    |			|       located in the nonhuman district.      |
    |-----------------------|----------------------------------------------|
    |			|          Chapter 3 - Swamp Forest            |
    |    A Small Book of	|                (Mage's Tower) 	       |
    |	Minerals+	| Buy this book off of Kalkstein, who will be  |
    |			|   exploring the Mage's Tower in Chapter 3.   |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    |    A Small Book of	|You can buy this book off the Bookseller, who |
    |	Minerals+	|can be found south-east of Triss' House in the|
    |			|       Marketplace of the Trade Quarter.      |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    |    A Small Book of	| You can buy this book off the Alchemist, who |
    |	Minerals+	|can be found south-east of Triss' House in the|
    |			|       Marketplace of the Trade Quarter.      |
    |-----------------------|----------------------------------------------|
    |    A Small Book of	|             Chapter 4 - Fields               |
    |  	Minerals+ 	|  You can buy this book from the Hermit who   |
    |			|           resides in the fields.	       |
    |-----------------------|----------------------------------------------|
    |    A Small Book of	|         Chapter 5, Vizima, Old Vizima        |
    |       Minerals+	|           (Kalkstein's Laboratory)	       |
    |			|    You can buy this book from Kalkstein.     |
    |-----------------------|----------------------------------------------|
    |			|     Chapter 1 - The Outskirts of Vizima      |
    |   Against Nonhumans   |            (Haren Brogg's House)             |
    |			|  Search Haren Brogg's House for this book.   |
    |-----------------------|----------------------------------------------|
    |			|      Chapter 1 - The Outskirts of Vizima     |
    |			|		(Country Inn)		       |
    |   Against Nonhumans	| You can buy this book off the Antiquary, who |
    |			|can be found inside the Country Inn during the|
    |			|                    day.                      |
    |-----------------------|----------------------------------------------|
    |			|    Chapters 2 & 3 - Vizima, Temple Quarter   |
    |   Against Nonhumans	| You can buy this book off the Antiquary, who |
    |	 		|can be found near the corner of Peddler Street|
    |			|             and Merchant Street.             |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 2 - Vizima, Temple Quarter     |
    |			|         (House North of the Hospital)        |
    |   Against Nonhumans	|  You can obtain this book by searching the   |
    |			|isolated nonhuman house north of the hospital,|
    |			|           off of Peddler Street.	       |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Temple Quarter     |
    |   Against Nonhumans	|              (Dwarven Blacksmith)            |
    |			|    You can find this book in the Dwarvern    |
    |			|               Blacksmith's House.            |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    |   Against Nonhumans	|You can buy this book off the Bookseller, who |
    |			|can be found south-east of Triss' House in the|
    |			|       Marketplace of the Trade Quarter.      |
    |-----------------------|----------------------------------------------|
    |			|        Chapter 5 - Vizima, Old Vizima        |
    |			|	            (House)		       |
    |   Against Nonhumans	|North of Shani's hospital, at the end of a row|
    |			|  of buildings that includes the 'Scoia'tael  |
    |			|  Hideout', you'll find a house. Inside this  |
    |			|house you can find this book, in a 'wardrobe'.|
    |-----------------------|----------------------------------------------|
    |			|        Chapter 5 - Vizima, Old Vizima        |
    |   Against Nonhumans	|	     (Executioner's Tower)	       |
    |			|      You can find this book in a barrel.     |
    |-----------------------|----------------------------------------------|
    |			|      Chapter 2 - Vizima, Temple Quarter      |
    |   			|    Depending on how you resolved the quest   |
    |         		|'Strangers in the Night' in Chapter 1, you can|
    |     Ain Soph Aur	|  either buy this book off of Vivaldi at his  |
    |			| house, or you can bail him out of prison. In |
    |			| the latter case, he'll give you the book for |
    |			|		      free.		       |
    |-----------------------|----------------------------------------------|
    |			|           Chapter 2 - Swamp Forest           |
    |   			|                (Gramps' Hut)		       |
    |     Ain Soph Aur	| You can obtain this book by looting Gramps'  |
    |     			|  Hut in the Swamp Forest. Be sure to have    |
    |			|completed 'A Pilgrimage' before you do this to|
    |			| ensure that you don't miss out on the quest. |
    |-----------------------|----------------------------------------------|
    |			|     Chapter 1 - The Outskirts of Vizima      |
    |An Invitation to Magic |               (Abigail's Hut)		       |
    |			|     Search Abigail's Hut for this book.      |
    |-----------------------|----------------------------------------------|
    |			|      Chapter 1 - The Outskirts of Vizima     |
    |			|		(Country Inn)		       |
    |An Invitation to Magic	| You can buy this book off the Antiquary, who |
    |			|can be found inside the Country Inn during the|
    |			|                    day.                      |
    |-----------------------|----------------------------------------------|
    |			|    Chapters 2 & 3 - Vizima, Temple Quarter   |
    |An Invitation to Magic	| You can buy this book off the Antiquary, who |
    |	 		|can be found near the corner of Peddler Street|
    |			|             and Merchant Street.             |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    |An Invitation to Magic	|You can buy this book off the Bookseller, who |
    |			|can be found south-east of Triss' House in the|
    |			|       Marketplace of the Trade Quarter.      |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    |An Invitation to Magic | You can find this book in the house west of  |
    |			|                Maribor Gate.                 |
    |-----------------------|----------------------------------------------|
    |			|    Chapters 2 & 3 - Vizima, Temple Quarter   |
    |     Animating the     | You can buy this book off the Antiquary, who |
    |      Inanimate*	|can be found near the corner of Peddler Street|
    |			|             and Merchant Street.             |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    |     Animating the	|You can buy this book off the Bookseller, who |
    |      Inanimate*	|can be found south-east of Triss' House in the|
    |			|       Marketplace of the Trade Quarter.      |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Temple Quarter     |
    |			| 		 (Shani's House)               |
    |       Ballads		|   This book can be found in Shani's House,   |
    |			|upstairs, where Shani stays. You need not fear|
    |			|              Grandma any longer.	       |
    |-----------------------|----------------------------------------------|
    | 			|      Chapter 4 - Murky Waters, Village       |
    |       Ballads		|               (Adam's House)	       	       |
    |			|   You can find this book in an 'Old Shelf'.  |
    |-----------------------|----------------------------------------------|
    | 			|      Chapter 4 - Murky Waters, Village       |
    |       Ballads		|                   (House)	       	       |
    |			|  You can find this book in a Wardrobe. The   |
    |			|      house is south of Celina's House.       |
    |-----------------------|----------------------------------------------|
    |			|      Chapter 1 - The Outskirts of Vizima     |
    |			|		(Country Inn)		       |
    |      Barghests*	| You can buy this book off the Antiquary, who |
    |			|can be found inside the Country Inn during the|
    |			|                    day.                      |
    |-----------------------|----------------------------------------------|
    |			|      Chapter 1 - The Outskirts of Vizima     |
    |      Barghests*	|              (Abigail's Hut)                 |
    |			|     You can buy this book off of Abigail.    |
    |-----------------------|----------------------------------------------|
    | 			|     Chapter 1 - The Outskirts of Vizima      |
    |   Basics of Alchemy	|                   (House) 		       |
    |			|   Search the house across from the Chapel.   |
    |-----------------------|----------------------------------------------|
    |			|      Chapter 1 - The Outskirts of Vizima     |
    |			|		(Country Inn)		       |
    |   Basics of Alchemy	| You can buy this book off the Antiquary, who |
    |			|can be found inside the Country Inn during the|
    |			|                    day.                      |
    |-----------------------|----------------------------------------------|
    |			|    Chapters 2 & 3 - Vizima, Temple Quarter   |
    |   Basics of Alchemy	| You can buy this book off the Antiquary, who |
    |	 		|can be found near the corner of Peddler Street|
    |			|             and Merchant Street.             |
    |-----------------------|----------------------------------------------|
    | 			|      Chapter 2 - Vizima, Temple Quarter      |
    |   Basics of Alchemy	|              (Kalkstein's House)	       |
    |			|  In the basement of his house, in a trunk.   |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 2 - Vizima, Temple Quarter     |
    |   Basics of Alchemy	|             (Kalkstein's House) 	       |
    |			|Buy this book off of Kalkstein, whose house is|
    |			|       located in the nonhuman district.      |
    |-----------------------|----------------------------------------------|
    |			|          Chapter 3 - Swamp Forest            |
    |   Basics of Alchemy   |                (Mage's Tower) 	       |
    |	  		| Buy this book off of Kalkstein, who will be  |
    |			|   exploring the Mage's Tower in Chapter 3.   |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    |   Basics of Alchemy	|You can buy this book off the Bookseller, who |
    |			|can be found south-east of Triss' House in the|
    |			|       Marketplace of the Trade Quarter.      |
    |-----------------------|----------------------------------------------|
    | 			|      Chapter 4 - Murky Waters, Village       |
    |   Basics of Alchemy	|              (Alina's House)	       	       |
    |			|   You can find this book in an 'Old Shelf'.  |
    |-----------------------|----------------------------------------------|
    |  			|         Chapter 5, Vizima, Old Vizima        |
    |   Basics of Alchemy	|           (Kalkstein's Laboratory)	       |
    |			|    You can buy this book from Kalkstein.     |
    |-----------------------|----------------------------------------------|
    |			|      Chapter 1 - The Outskirts of Vizima     |
    |			|               (Abigail's Hut)		       |
    |Berengar's Notes on the|   You'll get this 'book' during the quest    |
    |        Beast*		| 'Of Monsters and Men', after discovering the |
    |			|            source of the Beast.              |
    |-----------------------|----------------------------------------------|
    |			|           Prologue - Kaer Morhen	       |
    | Book of the Swallow-	|This book is given to you after completing the|
    |			|                  Prologue.		       |
    |-----------------------|----------------------------------------------|
    |			|    Chapters 2 & 3 - Vizima, Temple Quarter   |
    |Cults and Religions of | You can buy this book off the Antiquary, who |
    |     the Nordlings	|can be found near the corner of Peddler Street|
    |			|             and Merchant Street.             |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 2 - Vizima, Temple Quarter     |
    |Cults and Religions of |           (Saint Lebioda's Hospital) 	       |
    |     the Nordlings	|This book can be found within Saint Lebioda's |
    |			|          Hospital, within a trunk.           |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    |Cults and Religions of	|You can buy this book off the Bookseller, who |
    |      the Nordlings	|can be found south-east of Triss' House in the|
    |			|       Marketplace of the Trade Quarter.      |
    |-----------------------|----------------------------------------------|
    |			|    Chapters 2 & 3 - Vizima, Temple Quarter   |
    |Curses and the Cursed*	| You can buy this book off the Antiquary, who |
    |			|can be found near the corner of Peddler Street|
    |			|             and Merchant Street.             |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    |Curses and the Cursed*	|You can buy this book off the Bookseller, who |
    |			|can be found south-east of Triss' House in the|
    |			|       Marketplace of the Trade Quarter.      |
    |-----------------------|----------------------------------------------|
    |			|          Chapter 3 - Salamandra Base         |
    |			|During the quest 'The Unforgiven' you can find|
    |Curses and the Cursed*	|this book in a trunk, in the Salamandra Base. |
    |			|It's in the first cavern east of where Geralt |
    |			|          appears being teleported.           |
    |-----------------------|----------------------------------------------|
    |    		 	|             Chapter 4 - Fields               |
    |      Dagon Sap-	|  You can buy this book from the Hermit who   |
    |			|           resides in the fields.	       |
    |-----------------------|----------------------------------------------|
    |			|         Chapter 4 - Black Tern Island        |
    |   			|   Near the end of the quest 'The Paths of    |
    |      Dagon Sap-	|Destiny' you'll be confronted by Berengar. You|
    |			|  will get this book, regardless of how the   |
    |			|               encounter ends.		       |
    |-----------------------|----------------------------------------------|
    |   			|         Chapter 5, Vizima, Old Vizima        |
    |      Dagon Sap-	|           (Kalkstein's Laboratory)	       |
    |			|    You can buy this book from Kalkstein.     |
    |-----------------------|----------------------------------------------|
    |      Diary of a 	|   	    Chapter 4 - Murky Waters	       |
    |    Dice Collector     |		 (Country Inn)		       |
    |			|     You can buy this book off of Julian.     |
    |-----------------------|----------------------------------------------|
    |      Diary of a	|       Chapter 5 - Vizima, Old Vizima         |
    |    Dice Collector	|You can buy this book off of a Fence who will |
    |			|              be running around.	       |
    |-----------------------|----------------------------------------------|
    |      			|   	    Chapter 4 - Murky Waters	       |
    |Disenchanting a Striga |		 (Country Inn)		       |
    |			|     You can buy this book off of Julian.     |
    |-----------------------|----------------------------------------------|
    |      			|   	 Chapter 5 - Vizima, Old Vizima	       |
    |Disenchanting a Striga |		   (Hospital)		       |
    |			|    You can find this book in a 'wardrobe'.   |
    |-----------------------|----------------------------------------------|
    |      			|   	 Chapter 5 - Vizima, Old Vizima	       |
    |Disenchanting a Striga |	      (Scoia'tael Hideout)	       |
    |			|     You can find this book in a 'cabinet'    |
    |-----------------------|----------------------------------------------|
    |			|    Chapters 2 & 3 - Vizima, Temple Quarter   |
    |   Dragon's Dream-	| You can buy this book off the Antiquary, who |
    |			|can be found near the corner of Peddler Street|
    |			|             and Merchant Street.             |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    |   Dragon's Dream-	|You can buy this book off the Bookseller, who |
    |			|can be found south-east of Triss' House in the|
    |			|       Marketplace of the Trade Quarter.      |
    |-----------------------|----------------------------------------------|
    |  			|             Chapter 4 - Fields               |
    |   Dragon's Dream-	|  You can buy this book from the Hermit who   |
    |			|           resides in the fields.	       |
    |-----------------------|----------------------------------------------|
    | 			|         Chapter 5, Vizima, Old Vizima        |
    |   Dragon's Dream-	|           (Kalkstein's Laboratory)	       |
    |			|    You can buy this book from Kalkstein.     |
    |-----------------------|----------------------------------------------|
    |			|      Chapter 3 - Vizima, Temple Quarter      |
    |     Elder Blood	| You can find this book in the house north of |
    |			|             the Hairy Bear Inn.	       |
    |-----------------------|----------------------------------------------|
    |      		 	|   	    Chapter 4 - Murky Waters	       |
    |     Elder Blood 	|		 (Country Inn)		       |
    |			|     You can buy this book off of Julian.     |
    |-----------------------|----------------------------------------------|
    |      		 	|   	       Chapter 4 - Fields              |
    |     Elder Blood 	|		(Hermit's House)	       |
    |			|      You'll find this book in a barrel.      |
    |-----------------------|----------------------------------------------|
    | 			|      Chapter 4 - Murky Waters, Village       |
    |     Elder Blood	|                   (House)	       	       |
    |			|You can find this book in an 'Old Shelf'. The |
    |			|    house is north-west of Celina's House.    |
    |-----------------------|----------------------------------------------|
    | 			|             Chapter 4 - Fields               |
    |     Elder Blood	| East of the 'Ruined Mill' is a corpse. This  |
    |			|         book can be looted off of it.        |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 5 - Vizima, Old Vizima         |
    |     Elder Blood	|You can buy this book off of a Fence who will |
    |			|              be running around.	       |
    |-----------------------|----------------------------------------------|
    |			|           Chapter 5 - Old Manor	       |
    |  Experiment Notes*	|You'll get this book from Count de Wett, when |
    |			|          he donates his nine pints.	       |
    |-----------------------|----------------------------------------------|
    |			|    Chapters 2 & 3 - Vizima, Temple Quarter   |
    |     Faeinnewedd+	| You can buy this book off the Antiquary, who |
    |			|can be found near the corner of Peddler Street|
    |			|             and Merchant Street.             |
    |-----------------------|----------------------------------------------|
    |			|          Chapter 2 - Swamp Forest	       |
    |     Faeinnewedd+	|Buy this book off the Elder Druid, who resides|
    |		   	|   in the Druid Grove, in the Swamp Forest.   |
    |-----------------------|----------------------------------------------|
    |			|      Chapter 1 - The Outskirts of Vizima     |
    |			|		(Country Inn)		       |
    |Fairytales and Stories	| You can buy this book off the Antiquary, who |
    |			|can be found inside the Country Inn during the|
    |			|                    day.                      |
    |-----------------------|----------------------------------------------|
    |			|    Chapters 2 & 3 - Vizima, Temple Quarter   |
    |Fairytales and Stories | You can buy this book off the Antiquary, who |
    |			|can be found near the corner of Peddler Street|
    |			|             and Merchant Street.             |
    |-----------------------|----------------------------------------------|
    | 			|      Chapter 4 - Murky Waters, Village       |
    |Fairytales and Stories	|               (Adam's House)	       	       |
    |			|   You can find this book in an 'Old Shelf'.  |
    |-----------------------|----------------------------------------------|
    | 			|      Chapter 4 - Murky Waters, Village       |
    |Fairytales and Stories	|                   (House)	       	       |
    |			| You can find this book in a Wardrobe, in the |
    |			|      house north-west of Celina's House.     |
    |-----------------------|----------------------------------------------|
    |			|      Chapter 1 - The Outskirts of Vizima     |
    |    Field Plants+	|     You can buy this book off the Viziman    |
    |			|    Herbalist, who can be found outside the   |
    |			|      Country Inn at all hours of the day.    |
    |-----------------------|----------------------------------------------|
    |			|      Chapter 1 - The Outskirts of Vizima     |
    |			|		(Country Inn)		       |
    |    Field Plants+	| You can buy this book off the Antiquary, who |
    |			|can be found inside the Country Inn during the|
    |			|                    day.                      |
    |-----------------------|----------------------------------------------|
    |			|      Chapter 1 - The Outskirts of Vizima     |
    |    Field Plants+	|              (Abigail's Hut)                 |
    |			|     You can buy this book off of Abigail.    |
    |-----------------------|----------------------------------------------|
    |			|    Chapters 2 & 3 - Vizima, Temple Quarter   |
    |    Field Plants+	| You can buy this book off the Antiquary, who |
    |			|can be found near the corner of Peddler Street|
    |			|             and Merchant Street.             |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 2 - Vizima, Temple Quarter     |
    |    Field Plants+	|  You can buy this book off the Herbalist on  |
    |			|              Merchant Street.		       |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    |    Field Plants+	|You can buy this book off the Bookseller, who |
    |			|can be found south-east of Triss' House in the|
    |			|       Marketplace of the Trade Quarter.      |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    |    Field Plants+	|  You can buy this book off the Zerrikanian   |
    |			|Trader, who can be found south-east of Triss' |
    |			|House in the Marketplace of the Trade Quarter.|
    |-----------------------|----------------------------------------------|
    |			|           Chapter 4 - Murky Waters           |
    |    Field Plants+	|                 (Healer's Hut)	       |
    |			| You can buy this book off the Healer, whose  |
    |			|  house is located next to the Country Inn.   |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    |    Foreign Lands	|You can buy this book off the Bookseller, who |
    |			|can be found south-east of Triss' House in the|
    |			|       Marketplace of the Trade Quarter.      |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    |    Foreign Lands	|               (New Narakort Inn)             |
    |    			| You can find this book in the upper floor of |
    |			| the inn during the quest 'A Posh Reception.' |
    |-----------------------|----------------------------------------------|
    |      			|   	    Chapter 4 - Murky Waters	       |
    |    Foreign Lands	|		 (Country Inn)		       |
    |			|     You can buy this book off of Julian.     |
    |-----------------------|----------------------------------------------|
    |			|    Chapters 2 & 3 - Vizima, Temple Quarter   |
    |  Forensic Medicine	| You can buy this book off the Antiquary, who |
    |			|can be found near the corner of Peddler Street|
    |			|             and Merchant Street.             |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 2 - Vizima, Temple Quarter     |
    |  Forensic Medicine	| 		(Thaler's House)	       |
    |			|       You can buy this book from Thaler.     |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Temple Quarter     |
    |			| 		 (Shani's House)               |
    |  Forensic Medicine	|   This book can be found in Shani's House,   |
    |			|upstairs, where Shani stays. You need not fear|
    |			|              Grandma any longer.	       |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    | Formula for De Vries' |	         (Triss' House)		       |
    |       Extract-        | During the quest 'The Source', talk to Triss |
    |			| after placing the Magic Sensors to get this  |
    |			|                    book.		       |
    |-----------------------|----------------------------------------------|
    | Formula for De Vries'	|             Chapter 4 - Fields               |
    |  	Extract- 	|  You can buy this book from the Hermit who   |
    |			|           resides in the fields.	       |
    |-----------------------|----------------------------------------------|
    | Formula for De Vries'	|         Chapter 5, Vizima, Old Vizima        |
    |       Extract-	|           (Kalkstein's Laboratory)	       |
    |			|    You can buy this book from Kalkstein.     |
    |-----------------------|----------------------------------------------|
    |			|           Chapter 2 - Swamp Forest           |
    |   			|                (Gramps' Hut)		       |
    |  Formula for Hanged	|You can obtain this book by heading to Gramps'|
    |     Man's Venom-	|Hut in the Swamp Forest and starting the quest|
    |			|'The Cannibal'. If you spare Gramps he'll give|
    |			|               you this book.		       |
    |-----------------------|----------------------------------------------|
    |  Formula for Hanged	|             Chapter 4 - Fields               |
    |     Man's Venom-	|  You can buy this book from the Hermit who   |
    |			|           resides in the fields.	       |
    |-----------------------|----------------------------------------------|
    |  Formula for Maribor	|          Chapter 2 - Swamp Forest	       |
    |  	Forest-		|Buy this book off the Elder Druid, who resides|
    |		   	|   in the Druid Grove, in the Swamp Forest.   |
    |-----------------------|----------------------------------------------|
    |  Formula for Maribor	|             Chapter 4 - Fields               |
    |       Forest-		|  You can buy this book from the Hermit who   |
    |			|           resides in the fields.	       |
    |-----------------------|----------------------------------------------|
    |  Formula for Petri's	|             Chapter 4 - Fields               |
    |  	Philter- 	|  You can buy this book from the Hermit who   |
    |			|           resides in the fields.	       |
    |-----------------------|----------------------------------------------|
    |  Formula for Petri's	|         Chapter 5, Vizima, Old Vizima        |
    |       Philter-	|           (Kalkstein's Laboratory)	       |
    |			|    You can buy this book from Kalkstein.     |
    |-----------------------|----------------------------------------------|
    |                	|           Chapter 3 - Trade Quarter          |
    |   Formula for White	|	       (New Narakort Inn)	       |
    | Raffard's Decoction-	|  During the quest 'A Posh Reception', after  |
    |		   	|   discussing "politics" with Adda, talk to   |
    |			|      Declan Leuvaarden to gain this book.    |
    |-----------------------|----------------------------------------------|
    |			|       Prologue - Kaer Morhen, Citadel        |
    | Frightener's Vision-	|Talk to Vesemir during the quest 'A Potion for|
    |			|  Triss' after collecting Calcium Equum and   |
    |			|                 White Gull.                  |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 2 - Vizima, Temple Quarter     |
    |     Golem's Pith-	|             (Kalkstein's House) 	       |
    |    			|After starting the quest 'The Sentry' talk to |
    |			|Kalkstein about the Golem to obtain this book.|
    |-----------------------|----------------------------------------------|
    |			|           Chapter 5 - Old Manor	       |
    |  Greater Brothers*	|		 (Catacombs)		       |
    |			|    You'll get this book from Azar Javed.     |
    |-----------------------|----------------------------------------------|
    |			|      Chapter 1 - The Outskirts of Vizima     |
    |			|               (Abigail's Hut)		       |
    |   Hellhound's Soul-   |   You'll get this 'book' during the quest    |
    |        		| 'Of Monsters and Men', after discovering the |
    |			|            source of the Beast.              |
    |-----------------------|----------------------------------------------|
    | Hymns of Madness and	|           Chapter 3 - Swamp Forest	       |
    |	Despair*	| Complete the quest 'Reaping Time' and Vaska  |
    |			|        will reward you with this book.       |
    |-----------------------|----------------------------------------------|
    | Hymns of Madness and 	|   	    Chapter 4 - Murky Waters	       |
    |       Despair* 	|		 (Country Inn)		       |
    |			|     You can buy this book off of Julian.     |
    |-----------------------|----------------------------------------------|
    |			|      Chapter 1 - The Outskirts of Vizima     |
    |  Ithlinne's Prophecy	|              (Reverend's House)              |
    |			|   In the basement of the Reverend's House.   |
    |-----------------------|----------------------------------------------|
    |			|      Chapter 1 - The Outskirts of Vizima     |
    |			|		(Country Inn)		       |
    |  Ithlinne's Prophecy	| You can buy this book off the Antiquary, who |
    |			|can be found inside the Country Inn during the|
    |			|                    day.                      |
    |-----------------------|----------------------------------------------|
    |			|    Chapter 2 & 3 - Vizima, Temple Quarter    |
    |  Ithlinne's Prophecy	| You can buy this book off the Antiquary, who |
    |			|can be found near the corner of Peddler Street|
    |			|             and Merchant Street.             |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 2 - Vizima, Temple Quarter     |
    |			| 		 (Shani's House)               |
    |  Ithlinne's Prophecy	|   This book can be found in Shani's House,   |
    |			| upstairs, where Shani stays. Beware the old  |
    |			|                      lady.		       |
    |-----------------------|----------------------------------------------|
    |   			|          Chapter 2 - Swamp Forest            |
    |  Ithlinne's Prophecy	|                   (House)                    |
    |         		| You can find this book in the northern-most  |
    |			|     house in the Brickmaker's Village.       |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Temple Quarter     |
    |  Ithlinne's Prophecy	| 		(Vivaldi's House)              |
    |  			|  This book can be found in Vivaldi's House.  |
    |-----------------------|----------------------------------------------|
    |   			|          Chapter 3 - Swamp Forest            |
    |  Ithlinne's Prophecy	|                   (House)                    |
    |         		| You can find this book in the northern-most  |
    |			|     house in the Brickmaker's Village.       |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    |  Ithlinne's Prophecy	|You can buy this book off the Bookseller, who |
    |			|can be found south-east of Triss' House in the|
    |			|       Marketplace of the Trade Quarter.      |
    |-----------------------|----------------------------------------------|
    | 			|      Chapter 4 - Murky Waters, Village       |
    |  Ithlinne's Prophecy	|              (Alina's House)	       	       |
    |			|   You can find this book in an 'Old Shelf'.  |
    |-----------------------|----------------------------------------------|
    |   			|      Epilogue - Vizima, Temple Quarter       |
    |  Ithlinne's Prophecy	|                   (House)                    |
    |         		|   You'll find this book in a trunk, in the   |
    |			|  cellar of a house after meeting Siegfried.  |
    |-----------------------|----------------------------------------------|
    |			|          Chapter 3 - Salamandra Base	       |
    |			|You'll get this book during the terminal quest|
    |   Kikimore's Ire-	| of Chapter 3, 'The Unforgiven'. Simply loot  |
    |			|the Kikimore Queen after killing it to obtain |
    |			|                  this book.		       |
    |-----------------------|----------------------------------------------|
    |			|             Chapter 4 - Fields               |
    |   Kikimore's Ire-	|  You can buy this book from the Hermit who   |
    |			|           resides in the fields.	       |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Temple Quarter     |
    |  Kingdom of Temeria	| 		(Vivaldi's House)              |
    |  			|  This book can be found in Vivaldi's House.  |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    |  Kingdom of Temeria	| This book can be found in the house east of  |
    |  			|                Triss' House.                 |
    |-----------------------|----------------------------------------------|
    |			|           Chapter 5 - Old Manor	       |
    |   Koshchey's Core*	|		 (Catacombs)		       |
    |			|    You'll get this book from Azar Javed.     |
    |-----------------------|----------------------------------------------|
    |     			|      Chapter 2 - Vizima, Temple Quarter      |
    |			|         (House near the Hairy Bear)	       |
    |      Lara's Gift	|Find this book in the house that's on the same|
    |			|building block on your map as the Hairy Bear. |
    |			|        Its door faces to the north.	       |
    |-----------------------|----------------------------------------------|
    |			|    Chapters 2 & 3 - Vizima, Temple Quarter   |
    |      Lara's Gift	| You can buy this book off the Antiquary, who |
    |	 		|can be found near the corner of Peddler Street|
    |			|             and Merchant Street.             |
    |-----------------------|----------------------------------------------|
    |    			|            Chapter 2 - Swamp Forest	       |
    |			|Talk to a female Elf in the 'Nonhuman Camp' in|
    |			|the Swamp Forest. She's the only nonhuman that|
    |      Lara's Gift	|is simply called 'Scoia'tael'. When you get to|
    |			|   actually talk to her (it may take a few    |
    |			|  visits), pick dialogue option #2 to obtain  |
    |			|                  this book.		       |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    |      Lara's Gift	|You can buy this book off the Bookseller, who |
    |			|can be found south-east of Triss' House in the|
    |			|       Marketplace of the Trade Quarter.      |
    |-----------------------|----------------------------------------------|
    |    Monstrum, or a	| Prologue - Kaer Morhen, Citadel Upper Floor  |
    | Portrayal of Witchers |  Loot the crate in the Armory to find this   |
    | 			|                   book.                      |
    |-----------------------|----------------------------------------------|
    |			|      Chapter 1 - The Outskirts of Vizima     |
    |    Monstrum, or a 	|		(Country Inn)		       |
    | Portrayal of Witchers	| You can buy this book off the Antiquary, who |
    |			|can be found inside the Country Inn during the|
    |			|                    day.                      |
    |-----------------------|----------------------------------------------|
    |			|    Chapters 2 & 3 - Vizima, Temple Quarter   |
    |    Monstrum, or a 	| You can buy this book off the Antiquary, who |
    | Portrayal of Witchers	|can be found near the corner of Peddler Street|
    |			|             and Merchant Street.             |
    |-----------------------|----------------------------------------------|
    |    Monstrum, or a 	|       Chapter 3 - Vizima, Trade Quarter      |
    | Portrayal of Witchers	|		(Triss' House)		       |
    |			|   You can find this book in Triss' House.    |
    |-----------------------|----------------------------------------------|
    |			|    Chapters 2 & 3 - Vizima, Temple Quarter   |
    |    Ornithosaurs*	| You can buy this book off the Antiquary, who |
    |			|can be found near the corner of Peddler Street|
    |			|             and Merchant Street.             |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 2 - Vizima, Temple Quarter     |
    |    Ornithosaurs*	|             (Kalkstein's House) 	       |
    |			|Buy this book off of Kalkstein, whose house is|
    |			|       located in the nonhuman district.      |
    |-----------------------|----------------------------------------------|
    |			|          Chapter 3 - Swamp Forest            |
    |    Ornithosaurs* 	|                (Mage's Tower) 	       |
    |     			| Buy this book off of Kalkstein, who will be  |
    |			|   exploring the Mage's Tower in Chapter 3.   |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    |    Ornithosaurs*	|You can buy this book off the Bookseller, who |
    |			|can be found south-east of Triss' House in the|
    |			|       Marketplace of the Trade Quarter.      |
    |-----------------------|----------------------------------------------|
    |   			|         Chapter 5, Vizima, Old Vizima        |
    |    Ornithosaurs*	|           (Kalkstein's Laboratory)	       |
    |			|    You can buy this book from Kalkstein.     |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 2 - Vizima, Temple Quarter     |
    |   Petri's Philter	| During the quest 'A Gravedigger's Gratitude' |
    |       Formula-	| complete one of the two tasks to gain access |
    |			| to the cemetery. The Gravedigger will reward |
    |			|             you with this book. 	       |
    |-----------------------|----------------------------------------------|
    |			|           Chapter 3 - Vizima, Sewers         |
    |			|              (Salamandra Hideout)	       |
    |   Petri's Philter	|During the quest 'Following the Thread' you'll|
    |       Formula-	| gain access to the Salamandra Hideout in the |
    |			| Sewers. Talk to the Dwarven 'Chief Chemist'  |
    |			|and pick dialogue option #1. In gratitude, he |
    |			|             will give you this book.	       |
    |-----------------------|----------------------------------------------|
    |			| 	Chapter 3 - Vizima, Trade Quarter      |
    |     Physiologus*	| Talk to a 'Townsman' and he'll give you this |
    |			|                     book.       	       |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    |Plants of Barren Lands+|You can buy this book off the Bookseller, who |
    |			|can be found south-east of Triss' House in the|
    |			|       Marketplace of the Trade Quarter.      |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    |Plants of Barren Lands+|  You can buy this book off the Zerrikanian   |
    |			|Trader, who can be found south-east of Triss' |
    |			|House in the Marketplace of the Trade Quarter.|
    |-----------------------|----------------------------------------------|
    |			|        Chapter 4 - Blacksmith's House        |
    |			|   	          (Village)		       |
    |Plants of Barren Lands+|  You'll get this book as a quest reward for  |
    |			| completing the quest 'Temptation' by giving  |
    |			|the Blacksmith's Wife nine units of Shimmering|
    |			|                   Dust.		       |
    |-----------------------|----------------------------------------------|
    |			|             Chapter 4 - Fields               |
    |Plants of Barren Lands+|  You can buy this book from the Hermit who   |
    |			|           resides in the fields.	       |
    |-----------------------|----------------------------------------------|
    |			|      Chapter 1 - The Outskirts of Vizima     |
    |			|		(Country Inn)		       |
    |    Recent History	| You can buy this book off the Antiquary, who |
    |			|can be found inside the Country Inn during the|
    |			|                    day.                      |
    |-----------------------|----------------------------------------------|
    |			|    Chapters 2 & 3 - Vizima, Temple Quarter   |
    |    Recent History	| You can buy this book off the Antiquary, who |
    |			|can be found near the corner of Peddler Street|
    |			|             and Merchant Street.             |
    |-----------------------|----------------------------------------------|
    |			|    Chapters 2 & 3 - Vizima, Temple Quarter   |
    |    Ritual Plants+	| You can buy this book off the Antiquary, who |
    |			|can be found near the corner of Peddler Street|
    |			|             and Merchant Street.             |
    |-----------------------|----------------------------------------------|
    |			|          Chapter 2 - Swamp Forest	       |
    |    Ritual Plants+	|Buy this book off the Elder Druid, who resides|
    |		   	|   in the Druid Grove, in the Swamp Forest.   |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    |    Ritual Plants+	|You can buy this book off the Bookseller, who |
    |			|can be found south-east of Triss' House in the|
    |			|       Marketplace of the Trade Quarter.      |
    |-----------------------|----------------------------------------------|
    |  			|             Chapter 4 - Fields               |
    |    Ritual Plants+	|  You can buy this book from the Hermit who   |
    |			|           resides in the fields.	       |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    |			|                  (Workshop)                  |
    |			| Talk to the Alchemist in the Workshp in the  |
    |	 Samum-         | Trade Quarter about Kalkstein. Pick dialogue |
    |			|  options #2, #1, and #2 to give the correct  |
    |			|      information about Kalkstein's book      |
    |			|     'Metamorphoses' and obtain this book.    |
    |-----------------------|----------------------------------------------|
    |  			|             Chapter 4 - Fields               |
    |        Samum-		|  You can buy this book from the Hermit who   |
    |			|           resides in the fields.	       |
    |-----------------------|----------------------------------------------|
    | 			|         Chapter 5, Vizima, Old Vizima        |
    |        Samum-		|           (Kalkstein's Laboratory)	       |
    |			|    You can buy this book from Kalkstein.     |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    |Secrets of the Southern|You can buy this book off the Bookseller, who |
    |	Masters-	|can be found south-east of Triss' House in the|
    |			|       Marketplace of the Trade Quarter.      |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    |			|                  (Workshop)                  |
    |Secrets of the Southern| Talk to the Alchemist in the Workshp in the  |
    |	Masters-        | Trade Quarter about Kalkstein. Pick dialogue |
    |			|  options #2, #1, and #2 to give the correct  |
    |			|      information about Kalkstein's book      |
    |			|     'Metamorphoses' and obtain this book.    |
    |-----------------------|----------------------------------------------|
    |Secrets of the Southern|             Chapter 4 - Fields               |
    |  	Masters- 	|  You can buy this book from the Hermit who   |
    |			|           resides in the fields.	       |
    |-----------------------|----------------------------------------------|
    |Secrets of the Southern|         Chapter 5, Vizima, Old Vizima        |
    |       Masters-	|           (Kalkstein's Laboratory)	       |
    |			|    You can buy this book from Kalkstein.     |
    |-----------------------|----------------------------------------------|
    | Shadow People, or the	|      Chapter 2 - Vizima, Temple Quarter      |
    |     History of His	|              (Thaler's House)		       |
    |    Majesty's Secret 	|  Drink with Thaler and he'll give you this   |
    |        Service	|                    book.                     |
    |-----------------------|----------------------------------------------|
    | Shadow People, or the	|       Chapter 3 - Vizima, Trade Quarter      |
    |     History of His	| If you kill Thaler during his confrontation  |
    |    Majesty's Secret 	| with Count de Wett after 'A Posh Reception'  |
    |        Service	|      you can find this book on his body.     |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    |   Sorceresses and	|You can buy this book off the Bookseller, who |
    |      Sorcerers	|can be found south-east of Triss' House in the|
    |			|       Marketplace of the Trade Quarter.      |
    |-----------------------|----------------------------------------------|
    |   Sorceresses and	|       Chapter 3 - Vizima, Trade Quarter      |
    |      Sorcerers	|		(Triss' House)		       |
    |			|   You can find this book in Triss' House.    |
    |-----------------------|----------------------------------------------|
    |   Sorceresses and 	|   	    Chapter 4 - Murky Waters	       |
    |      Sorcerers    	|		 (Country Inn)		       |
    |			|     You can buy this book off of Julian.     |
    |-----------------------|----------------------------------------------|
    |			|    Chapters 2 & 3 - Vizima, Temple Quarter   |
    |Spectres, Wraiths, and	| You can buy this book off the Antiquary, who |
    |     the Damned*	|can be found near the corner of Peddler Street|
    |			|             and Merchant Street.             |
    |-----------------------|----------------------------------------------|
    |			|      Chapter 2 - Vizima, Temple Quarter      |
    |Spectres, Wraiths, and	|		 (Guardhouse)		       |
    |     the Damned*	|  You can find this book in the Guardhouse,   |
    |			|  marked on your map as 'Siegfried's Post'.   |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 2 - Vizima, Temple Quarter     |
    |Spectres, Wraiths, and	|             (Kalkstein's House) 	       |
    |     the Damned*	|Buy this book off of Kalkstein, whose house is|
    |			|       located in the nonhuman district.      |
    |-----------------------|----------------------------------------------|
    |			|          Chapter 3 - Swamp Forest            |
    |Spectres, Wraiths, and |                (Mage's Tower) 	       |
    |     the Damned*	| Buy this book off of Kalkstein, who will be  |
    |			|   exploring the Mage's Tower in Chapter 3.   |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    |Spectres, Wraiths, and	|You can buy this book off the Bookseller, who |
    |     the Damned*	|can be found south-east of Triss' House in the|
    |			|       Marketplace of the Trade Quarter.      |
    |-----------------------|----------------------------------------------|
    |Spectres, Wraiths, and	|         Chapter 5, Vizima, Old Vizima        |
    |     the Damned*	|           (Kalkstein's Laboratory)	       |
    |			|    You can buy this book from Kalkstein.     |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 5 - Vizima, Old Vizima	       |
    |			|In old Vizima, go near the 'Solitary Tower' to|
    |   Striga's Urge-	|trigger a cutscene in which you'll be attacked|
    |			|by a mutant. Kill it, and Kalkstein will talk |
    |			|to you. He'll give you this scroll during the |
    |			|                 conversation.		       |
    |-----------------------|----------------------------------------------|
    |			|      Chapter 1 - The Outskirts of Vizima     |
    | Subterranean Plants+	|     You can buy this book off the Viziman    |
    |			|    Herbalist, who can be found outside the   |
    |			|      Country Inn at all hours of the day.    |
    |-----------------------|----------------------------------------------|
    |			|    Chapters 2 & 3 - Vizima, Temple Quarter   |
    | Subterranean Plants+	| You can buy this book off the Antiquary, who |
    |			|can be found near the corner of Peddler Street|
    |			|             and Merchant Street.             |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 2 - Vizima, Temple Quarter     |
    | Subterranean Plants+	|  You can buy this book off the Herbalist on  |
    |			|              Merchant Street.		       |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    | Subterranean Plants+	|You can buy this book off the Bookseller, who |
    |			|can be found south-east of Triss' House in the|
    |			|       Marketplace of the Trade Quarter.      |
    |-----------------------|----------------------------------------------|
    |			| Chapter 1 - The Outskirts of Vizima (House)  |
    |    Swamp Monsters*	|  In a wardrobe in a house north west of the  |
    |			|                southern Cave.		       |
    |-----------------------|----------------------------------------------|
    |			|      Chapter 1 - The Outskirts of Vizima     |
    |			|		(Country Inn)		       |
    |    Swamp Monsters*	| You can buy this book off the Antiquary, who |
    |			|can be found inside the Country Inn during the|
    |			|                    day.                      |
    |-----------------------|----------------------------------------------|
    |			|      Chapter 1 - The Outskirts of Vizima     |
    |    Swamp Monsters*	|              (Abigail's Hut)                 |
    |			|     You can buy this book off of Abigail.    |
    |-----------------------|----------------------------------------------|
    |			|    Chapters 2 & 3 - Vizima, Temple Quarter   |
    |    Swamp Monsters*	| You can buy this book off the Antiquary, who |
    |			|can be found near the corner of Peddler Street|
    |			|             and Merchant Street.             |
    |-----------------------|----------------------------------------------|
    | 			|      Chapter 3 - Vizima, Temple Quarter      |
    |    Swamp Monsters*	|              (Kalkstein's House)	       |
    |			|  In the basement of his house, in a trunk.   |
    |-----------------------|----------------------------------------------|
    |			|           Chapter 4 - Murky Waters           |
    |    Swamp Monsters*	|                 (Healer's Hut)	       |
    |			| You can buy this book off the Healer, whose  |
    |			|  house is located next to the Country Inn.   |
    |-----------------------|----------------------------------------------|
    |			|    Chapters 2 & 3 - Vizima, Temple Quarter   |
    |     Swamp Plants+	| You can buy this book off the Antiquary, who |
    |			|can be found near the corner of Peddler Street|
    |			|             and Merchant Street.             |
    |-----------------------|----------------------------------------------|
    |			|          Chapter 3 - Swamp Forest            |
    |     Swamp Plants+	|  You can find this book in a crate near the  |
    |			|              	  Mages' Tower.                |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    |     Swamp Plants+	|You can buy this book off the Bookseller, who |
    |			|can be found south-east of Triss' House in the|
    |			|       Marketplace of the Trade Quarter.      |
    |-----------------------|----------------------------------------------|
    |			|         Chapter 5 - Swamp Cemetery           |
    |     Swamp Plants+	|               (Druid's Cave)		       |
    | 			| You can buy this book from one of the Elder  |
    |			|                   Druids.	               |
    |-----------------------|----------------------------------------------|
    |			|        Chapter 5 - Vizima, Old Vizima        |
    | The Aftermath of the	|                    (House)		       |
    |	  War		|  East of the gate to the dike, in the first  |
    |			|house to the south, you'll find this book in a|
    |			|                   'cupboard'.		       |
    |-----------------------|----------------------------------------------|
    | The Aftermath of the	|       Chapter 5 - Vizima, Old Vizima         |
    | 	  War		|You can buy this book off of a Fence who will |
    |			|              be running around.	       |
    |-----------------------|----------------------------------------------|
    |			|      Chapter 1 - The Outskirts of Vizima     |
    |			|		(Country Inn)		       |
    | The Book of Animals*  | You can buy this book off the Antiquary, who |
    |			|can be found inside the Country Inn during the|
    |			|                    day.                      |
    |-----------------------|----------------------------------------------|
    |			|      Chapter 1 - The Outskirts of Vizima     |
    | The Book of Animals*	|              (Abigail's Hut)                 |
    |			|     You can buy this book off of Abigail.    |
    |-----------------------|----------------------------------------------|
    |			|    Chapters 2 & 3 - Vizima, Temple Quarter   |
    | The Book of Animals*	| You can buy this book off the Antiquary, who |
    |	 		|can be found near the corner of Peddler Street|
    |			|             and Merchant Street.             |
    |-----------------------|----------------------------------------------|
    |			|         Chapter 4 - Black Tern Island        |
    |   The Book of the	|   Near the end of the quest 'The Paths of    |
    |     Full Moon-	|Destiny' you'll be confronted by Berengar. You|
    |			|  will get this book, regardless of how the   |
    |			|               encounter ends.		       |
    |-----------------------|----------------------------------------------|
    |   The Book of the	|         Chapter 5, Vizima, Old Vizima        |
    |     Full Moon-	|           (Kalkstein's Laboratory)	       |
    |			|    You can buy this book from Kalkstein.     |
    |-----------------------|----------------------------------------------|
    |			|          Chapter 5 - Swamp Cemetery          |
    |   The Book of the	|              (Raven's Crypt)		       |
    |     Full Moon-	|      You'll find this scroll in Raven's      |
    |			| 		 sacrophagus.		       |
    |-----------------------|----------------------------------------------|
    |The Book of the Golden |       Chapter 2 - Vizima, Temple Quarter     |
    |        Oriole-  	|	        (Thaler's House)               |
    |        		|      You can buy this book from Thaler.      |
    |-----------------------|----------------------------------------------|
    |			|          Chapter 3 - Swamp Forest            |
    |The Book of the Golden |                (Mage's Tower) 	       |
    |	 Oriole-	| Buy this book off of Kalkstein, who will be  |
    |			|   exploring the Mage's Tower in Chapter 3.   |
    |-----------------------|----------------------------------------------|
    |The Book of the Golden |             Chapter 4 - Fields               |
    |  	 Oriole- 	|  You can buy this book from the Hermit who   |
    |			|           resides in the fields.	       |
    |-----------------------|----------------------------------------------|
    |The Book of the Golden	|         Chapter 5, Vizima, Old Vizima        |
    |        Oriole-	|           (Kalkstein's Laboratory)	       |
    |			|    You can buy this book from Kalkstein.     |
    |-----------------------|----------------------------------------------|
    |			|          Chapter 3 - Swamp Forest            |
    | The Book of the Kiss- |                (Mage's Tower) 	       |
    |	  		| Buy this book off of Kalkstein, who will be  |
    |			|   exploring the Mage's Tower in Chapter 3.   |
    |-----------------------|----------------------------------------------|
    |			|             Chapter 4 - Fields               |
    | The Book of the Kiss-	|  You can buy this book from the Hermit who   |
    |			|           resides in the fields.	       |
    |-----------------------|----------------------------------------------|
    |  			|         Chapter 5, Vizima, Old Vizima        |
    | The Book of the Kiss-	|           (Kalkstein's Laboratory)	       |
    |			|    You can buy this book from Kalkstein.     |
    |-----------------------|----------------------------------------------|
    |			|      Chapter 1 - The Outskirts of Vizima     |
    |			|                   (Cave)   		       |
    | The Book of the Tawny |   You'll get this 'book' during the quest    |
    |         Owl-		|'The Salamander's Tail'. In the cave under the|
    |			| Salamander's Hideout, loot the 'coffer' to.  |
    |			|             obtain this book.		       |
    |-----------------------|----------------------------------------------|
    |			|      Chapter 1 - The Outskirts of Vizima     |
    |			|                   (Cave)   		       |
    | The Book of the Tawny |   You'll get this 'book' during the quest    |
    |         Owl-		|'The Salamander's Tail'. In the cave under the|
    |			|   Salamander's Hideout, kill and loot the    |
    |			|               Salamandra Boss.	       |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 2 - Vizima, Temple Quarter     |
    | The Book of the Tawny |             (Kalkstein's House) 	       |
    |	  Owl-		|Buy this book off of Kalkstein, whose house is|
    |			|       located in the nonhuman district.      |
    |-----------------------|----------------------------------------------|
    |			|          Chapter 3 - Swamp Forest            |
    | The Book of the Tawny |                (Mage's Tower) 	       |
    |	  Owl-		| Buy this book off of Kalkstein, who will be  |
    |			|   exploring the Mage's Tower in Chapter 3.   |
    |-----------------------|----------------------------------------------|
    | The Book of the Tawny |             Chapter 4 - Fields               |
    |         Owl-		|  You can buy this book from the Hermit who   |
    |			|           resides in the fields.	       |
    |-----------------------|----------------------------------------------|
    | The Book of the Tawny	|         Chapter 5, Vizima, Old Vizima        |
    |         Owl-		|           (Kalkstein's Laboratory)	       |
    |			|    You can buy this book from Kalkstein.     |
    |-----------------------|----------------------------------------------|
    |			|          Chapter 3 - Salamandra Base	       |
    |   The Book of the	|You'll get this book during the terminal quest|
    |      Wolverine-	| of Chapter 3, 'The Unforgiven'. Simply loot  |
    |			|the Kikimore Queen after killing it to obtain |
    |			|                  this book.		       |
    |-----------------------|----------------------------------------------|
    |   The Book of the	|         Chapter 5, Vizima, Old Vizima        |
    |      Wolverine-	|           (Kalkstein's Laboratory)	       |
    |			|    You can buy this book from Kalkstein.     |
    |-----------------------|----------------------------------------------|
    |   The Book of the	|             Chapter 4 - Fields               |
    |      Wolverine-	|  You can buy this book from the Hermit who   |
    |			|           resides in the fields.	       |
    |-----------------------|----------------------------------------------|
    |			|      Chapter 1 - The Outskirts of Vizima     |
    |The Conjunction of the	|		(Country Inn)		       |
    |	Spheres		| You can buy this book off the Antiquary, who |
    |			|can be found inside the Country Inn during the|
    |			|                    day.                      |
    |-----------------------|----------------------------------------------|
    |			|    Chapters 2 & 3 - Vizima, Temple Quarter   |
    |The Conjunction of the	| You can buy this book off the Antiquary, who |
    |	 Spheres	|can be found near the corner of Peddler Street|
    |			|             and Merchant Street.             |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    |The Conjunction of the	|You can buy this book off the Bookseller, who |
    |	Spheres		|can be found south-east of Triss' House in the|
    |			|       Marketplace of the Trade Quarter.      |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    |			|                  (Warehouse)                 |
    |The Conjunction of the	| During the quest 'Gold Rush', you'll get the |
    |	Spheres		| option to attempt to infiltrate the bank by  |
    |			|  yourself, by sneaking through an adjacent   |
    |			|   Warehouse. You'll find this book within.   |
    |-----------------------|----------------------------------------------|
    |    		 	|         Chapter 5 - Swamp Cemetery           |
    |    The Disease of 	|               (Druid's Cave)		       |
    |    Civilization*	| You can buy this book from one of the Elder  |
    |			|                   Druids.	               |
    |-----------------------|----------------------------------------------|
    |   The Double Cross    |   	    Chapter 4 - Murky Waters	       |
    |      of Alzur*	|		 (Country Inn)		       |
    |			|     You can buy this book off of Julian.     |
    |-----------------------|----------------------------------------------|
    |   The Double Cross	|         Chapter 5, Vizima, Old Vizima        |
    |      of Alzur*	|           (Kalkstein's Laboratory)	       |
    |			|       You'll find this book in a crate.      |
    |-----------------------|----------------------------------------------|
    |			|          Chapter 2 - Swamp Forest	       |
    |The Druid's Herbarium+ |Buy this book off the Elder Druid, who resides|
    |		   	|   in the Druid Grove, in the Swamp Forest.   |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    |The Druid's Herbarium+	|You can buy this book off the Bookseller, who |
    |			|can be found south-east of Triss' House in the|
    |			|       Marketplace of the Trade Quarter.      |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    |The Druid's Herbarium+	|  You can buy this book off the Zerrikanian   |
    |			|Trader, who can be found south-east of Triss' |
    |			|House in the Marketplace of the Trade Quarter.|
    |-----------------------|----------------------------------------------|
    |    		 	|             Chapter 4 - Fields               |
    |The Druid's Herbarium+	|  You can buy this book from the Hermit who   |
    |			|           resides in the fields.	       |
    |-----------------------|----------------------------------------------|
    |    		 	|         Chapter 5 - Swamp Cemetery           |
    |The Druid's Herbarium+	|               (Druid's Cave)		       |
    |			| You can buy this book from one of the Elder  |
    |			|                   Druids.	               |
    |-----------------------|----------------------------------------------|
    |			|      Chapter 2 - Vizima, Temple Quarter      |
    |  The Flower and the	|		 (Guardhouse)		       |
    |         Flame		|  You can find this book in the Guardhouse,   |
    |			|  marked on your map as 'Siegfried's Post'.   |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    |  The Flower and the	|You can buy this book off the Bookseller, who |
    |	  Flame		|can be found south-east of Triss' House in the|
    |			|       Marketplace of the Trade Quarter.      |
    |-----------------------|----------------------------------------------|
    |  The Flower and the 	|   	    Chapter 4 - Murky Waters	       |
    |         Flame 	|		 (Country Inn)		       |
    |			|     You can buy this book off of Julian.     |
    |-----------------------|----------------------------------------------|
    |    			| Prologue - Kaer Morhen, Citadel Upper Floor  |
    |    The Frightener*	| Loot the crate in the Evening Hall room to   |
    |			|               find this book.                |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    |  The Great Book of	|You can buy this book off the Bookseller, who |
    |       Minerals+	|can be found south-east of Triss' House in the|
    |			|       Marketplace of the Trade Quarter.      |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    |  The Great Book of	| You can buy this book off the Alchemist, who |
    |	Minerals+	|can be found south-east of Triss' House in the|
    |			|       Marketplace of the Trade Quarter.      |
    |-----------------------|----------------------------------------------|
    |  The Great Book of	|             Chapter 4 - Fields               |
    |       Minerals+	|  You can buy this book from the Hermit who   |
    |			|           resides in the fields.	       |
    |-----------------------|----------------------------------------------|
    |    		 	|         Chapter 5 - Swamp Cemetery           |
    |  The Great Book of	|               (Druid's Cave)		       |
    |      Minerals+	| You can buy this book from one of the Elder  |
    |			|                   Druids.	               |
    |-----------------------|----------------------------------------------|
    |			|      Chapter 1 - The Outskirts of Vizima     |
    |  The History of the	|		(Country Inn)		       |
    |        World		| You can buy this book off the Antiquary, who |
    |			|can be found inside the Country Inn during the|
    |			|                    day.                      |
    |-----------------------|----------------------------------------------|
    |			|    Chapters 2 & 3 - Vizima, Temple Quarter   |
    |  The History of the 	| You can buy this book off the Antiquary, who |
    |	 World		|can be found near the corner of Peddler Street|
    |			|             and Merchant Street.             |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    |    The Last Wish*	|You can buy this book off the Bookseller, who |
    |			|can be found south-east of Triss' House in the|
    |			|       Marketplace of the Trade Quarter.      |
    |-----------------------|----------------------------------------------|
    |    		 	|             Chapter 4 - Fields               |
    |    The Last Wish*	|  You can buy this book from the Hermit who   |
    |			|           resides in the fields.	       |
    |-----------------------|----------------------------------------------|
    |			|         Chapter 5 - Swamp Cemetery           |
    |    The Last Wish*	|	        (Striga's Crypt)	       |
    |			|      You'll find this book in a trunk.       |
    |-----------------------|----------------------------------------------|
    |    		 	|       Chapter 3 - Vizima, Trade Quarter      |
    |  The Rivian Pogrom	|		(Triss' House)		       |
    |			|   You can find this book in Triss' House.    |
    |-----------------------|----------------------------------------------|
    |			|             Chapter 4 - Fields    	       |
    |   			|              (Witcher's Hut)	               |
    |  The Rivian Pogrom	|Complete the quest 'Hunting the Wild Hunt' and|
    |			|ask for a hut as your reward. You'll find this|
    |			|     book in the hut, on an 'old shelf'.      |
    |-----------------------|----------------------------------------------|
    |			|    Chapter 2 & 3 - Vizima, Temple Quarter    |
    |The Road of No Return*	| You can buy this book off the Antiquary, who |
    |			|can be found near the corner of Peddler Street|
    |			|             and Merchant Street.             |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    |The Road of No Return*	|You can buy this book off the Bookseller, who |
    |			|can be found south-east of Triss' House in the|
    |			|       Marketplace of the Trade Quarter.      |
    |-----------------------|----------------------------------------------|
    |			|      Chapter 2 - Vizima, Temple Quarter      |
    |   			|    Depending on how you resolved the quest   |
    |         		|'Strangers in the Night' in Chapter 1, you can|
    |   The Secret Gates	|  either buy this book off of Vivaldi at his  |
    |			| house, or you can bail him out of prison. In |
    |			| the latter case, he'll give you the book for |
    |			|		      free.		       |
    |-----------------------|----------------------------------------------|
    |   The Story of Lara   |    Chapters 2 & 3 - Vizima, Temple Quarter   |
    | Dorren and Cragen of	| You can buy this book off the Antiquary, who |
    |          Lod		|can be found near the corner of Peddler Street|
    |			|             and Merchant Street.             |
    |-----------------------|----------------------------------------------|
    |   The Story of Lara   |          Chapter 2 - Swamp Forest            |
    | Dorren and Cragen of	|                   (House)                    |
    |          Lod		| You can find this book in the southern-most  |
    |			|     house in the Brickmaker's Village.       |
    |-----------------------|----------------------------------------------|
    |   The Story of Lara   |          Chapter 3 - Swamp Forest            |
    | Dorren and Cragen of	|                   (House)                    |
    |          Lod		| You can find this book in the southern-most  |
    |			|     house in the Brickmaker's Village.       |
    |-----------------------|----------------------------------------------|
    |   The Story of Lara	|       Chapter 3 - Vizima, Trade Quarter      |
    | Dorren and Cragen of	|You can buy this book off the Bookseller, who |
    |	   Lod		|can be found south-east of Triss' House in the|
    |			|       Marketplace of the Trade Quarter.      |
    |-----------------------|----------------------------------------------|
    | 			|     Chapter 1 - The Outskirts of Vizima      |
    | The Tome of Fear and  |               (Country Inn) 		       |
    |  Loathing, Volume I*	|  Drink with the Drunkard and he'll give you  |
    |			|                 this book.		       |
    |-----------------------|----------------------------------------------|
    |			|      Chapter 1 - The Outskirts of Vizima     |
    | The Tome of Fear and	|		(Country Inn)		       |
    |  Loathing, Volume I*	| You can buy this book off the Antiquary, who |
    |			|can be found inside the Country Inn during the|
    |			|                    day.                      |
    |-----------------------|----------------------------------------------|
    |			|    Chapters 2 & 3 - Vizima, Temple Quarter   |
    | The Tome of Fear and	| You can buy this book off the Antiquary, who |
    |  Loathing, Volume I*	|can be found near the corner of Peddler Street|
    |			|             and Merchant Street.             |
    |-----------------------|----------------------------------------------|
    |			|    Chapters 2 & 3 - Vizima, Temple Quarter   |
    | The Tome of Fear and	| You can buy this book off the Antiquary, who |
    | Loathing, Volume II*	|can be found near the corner of Peddler Street|
    |			|             and Merchant Street.             |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 2 - Vizima, Temple Quarter     |
    | The Tome of Fear and	|             (Kalkstein's House) 	       |
    | Loathing, Volume II*	|Buy this book off of Kalkstein, whose house is|
    |			|       located in the nonhuman district.      |
    |-----------------------|----------------------------------------------|
    |			|          Chapter 3 - Swamp Forest            |
    | The Tome of Fear and  |                (Mage's Tower) 	       |
    | Loathing, Volume II*	| Buy this book off of Kalkstein, who will be  |
    |			|   exploring the Mage's Tower in Chapter 3.   |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    | The Tome of Fear and	|You can buy this book off the Bookseller, who |
    | Loathing, Volume II*	|can be found south-east of Triss' House in the|
    |			|       Marketplace of the Trade Quarter.      |
    |-----------------------|----------------------------------------------|
    | The Tome of Fear and	|         Chapter 5, Vizima, Old Vizima        |
    | Loathing, Volume II*	|           (Kalkstein's Laboratory)	       |
    |			|    You can buy this book from Kalkstein.     |
    |-----------------------|----------------------------------------------|
    |			|         Chapter 5 - Swamp Cemetery           |
    | The Tome of Fear and 	|               (Druid's Cave)		       |
    | Loathing, Volume II*	| You can buy this book from one of the Elder  |
    |			|                   Druids.	               |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    |The Wonderful World of	|You can buy this book off the Bookseller, who |
    |      Insectoids*	|can be found south-east of Triss' House in the|
    |			|       Marketplace of the Trade Quarter.      |
    |-----------------------|----------------------------------------------|
    |The Wonderful World of	|             Chapter 4 - Fields               |
    |      Insectoids*	|  You can buy this book from the Hermit who   |
    |			|           resides in the fields.	       |
    |-----------------------|----------------------------------------------|
    | 			|           Chapter 2 - Swamp Forest           |
    |			| During the quest 'A Mysterious Tower' place  |
    |  Tower Mage's Book	|  the ten Sephirot in their Obelisks in the   |
    |			|   Swamp Forest to gain access to the Mages'  |
    |			|          Tower. This book is within. 	       |
    |-----------------------|----------------------------------------------|
    |			|    Chapters 2 & 3 - Vizima, Temple Quarter   |
    |  Transmutations and 	| You can buy this book off the Antiquary, who |
    |     Metamorphoses	|can be found near the corner of Peddler Street|
    |			|             and Merchant Street.             |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    |  Transmutations and	|You can buy this book off the Bookseller, who |
    |     Metamorphoses	|can be found south-east of Triss' House in the|
    |			|       Marketplace of the Trade Quarter.      |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    |  Vampires: Facts and	|You can buy this book off the Bookseller, who |
    |        Myths*		|can be found south-east of Triss' House in the|
    |			|       Marketplace of the Trade Quarter.      |
    |-----------------------|----------------------------------------------|
    |  Vampires: Facts and	|             Chapter 4 - Fields               |
    |        Myths*		|  You can buy this book from the Hermit who   |
    |			|           resides in the fields.	       |
    |-----------------------|----------------------------------------------|
    |  Vampires: Facts and	|             Chapter 4 - Fields    	       |
    |        Myths*		|Complete the quest 'Hunting the Wild Hunt' and|
    |			| ask for the book on vampires as your reward. |
    |-----------------------|----------------------------------------------|
    |			|           Chapter 3 - Swamp Forest           |
    |   Werewolf's Wrath-   |  Kill the leader of the Salamanders in the   |
    |			|  Swamp Forest-Roland Bleinheim-and loot his  |
    |			|           body to obtain this book.          |
    |-----------------------|----------------------------------------------|
    |  			|             Chapter 4 - Fields               |
    |   Werewolf's Wrath-	|  You can buy this book from the Hermit who   |
    |			|           resides in the fields.	       |
    |-----------------------|----------------------------------------------|
    |			|      Chapter 1 - The Outskirts of Vizima     |
    |			|		(Country Inn)		       |
    | Zerrikanian Alchemy-	| You can buy this book off the Antiquary, who |
    |			|can be found inside the Country Inn during the|
    |			|                    day.                      |
    |-----------------------|----------------------------------------------|
    |			|    Chapters 2 & 3 - Vizima, Temple Quarter   |
    | Zerrikanian Alchemy-	| You can buy this book off the Antiquary, who |
    |			|can be found near the corner of Peddler Street|
    |			|             and Merchant Street.             |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    | Zerrikanian Alchemy-	|You can buy this book off the Bookseller, who |
    |			|can be found south-east of Triss' House in the|
    |			|       Marketplace of the Trade Quarter.      |
    |-----------------------|----------------------------------------------|
    |			|       Chapter 3 - Vizima, Trade Quarter      |
    |			|                  (Workshop)                  |
    | Zerrikanian Alchemy-	|Ask the Alchemist in the Workshop in the Trade|
    |			|Quarter about Zerrikanian Masters and give him|
    |			|a piece of Red Meteorite to obtain this book. |
    |-----------------------|----------------------------------------------|
    |			|         Chapter 5, Vizima, Old Vizima        |
    | Zerrikanian Alchemy-	|           (Kalkstein's Laboratory)	       |
    |			|    You can buy this book from Kalkstein.     |
    |-----------------------|----------------------------------------------|
    |			|    Chapters 2 & 3 - Vizima, Temple Quarter   |
    |Zerrikanian Insects and| You can buy this book off the Antiquary, who |
    |     other Vermin	|can be found near the corner of Peddler Street|
    |			|             and Merchant Street.             |
    |-----------------------|----------------------------------------------|
    |   			|      Epilogue - Vizima, Temple Quarter       |
    |     Zeugl Vigor*	|                   (House)                    |
    |         		|   You'll find this book in a trunk, in the   |
    |			|  cellar of a house after meeting Siegfried.  |
    o=======================o==============================================o
    
    Greases								{ITM006}
    o======================================================================o
    Greases are your bases for Oils, just like Alcohol is your base for
    Potions. Oils aren't quite as diverse as Potions, as they only tend to
    serve to improve the damaging qualities of your weapons-but that's a
    fine limitation in its own right. To make Oils some oils you need 
    top-quality grease, rather than high-quality grease.
    
    		o=======================o===============o
    		|        Grease  	|    Quality	|
    		|			|		|
    		o=======================o===============o
    		|   Alchemical Paste	|      Top	|
    		|-----------------------|---------------|
    		|       Bear Fat	|      Top	|
    		|-----------------------|---------------|
    		|      Goose Fat	|     High	|
    		|-----------------------|---------------|
    		|         Suet		|     High	|
    		o=======================o===============o
    
    Potions								{ITM007}
    o======================================================================o
    Potions are the second most important tools of a Witcher-second only to
    their swords. Potions can do all sorts of wonderful things, from 
    increasing your Vitality or Endurance regeneration, allowing you to
    dodge and parry better, deal more damage, or make your blood poisonous
    to blood-sucking beasts. Whatever your situation, you can always find a
    potion that will help you do it better. The following list only includes
    the 'common' potions-those that don't take a special ingredient to make.
    The description of their effects comes straight from the in-game
    journal-for better or worse.
    
    	o===============o===============o=======================o
    	|		|  Alchemical	|			|
    	|    Potion	|  Ingredients	|        Effects        |
    	|    		|   Required	|			|
    	o===============o===============o=======================o
    	|		|    Aether (x1)| This potion increases	|
    	|   		|  Quebrith (x1)|resistance to acid and |
    	|   Bindweed   	|Vermillion (x1)|  acid-based poisons.	|
    	|   		|---------------| 			|
    	|		|  Potion Base  |  			|
    	|---------------|---------------|-----------------------|
    	|		|   Vitriol (x3)|  Turns the imbiber's	|
    	|		|     Rebis (x1)|   blood into poison;	|
    	|  Black Blood	|    Aether (x1)|blood becomes lethal to|
    	|		|---------------| monsters which drink  |
    	|		|  White Gull   |          it.		|
    	|---------------|---------------|-----------------------|
    	|		|   Vitriol (x2)|Blizzard is one of the |
    	|		|     Rebis (x2)|most powerful Witchers'|
    	|   		|---------------| potions; it improves	|
    	|   Blizzard	|		| reflexes and reaction |
    	|		| High Quality 	|   time, allowing a	|
    	|		|     Base	|Witcher to better parry|
    	|		|		|  and evade attacks.	|
    	|---------------|---------------|-----------------------|
    	|		|     Rebis (x1)|  This potion grants	|
    	|     Cat	|  Quebrith (x2)|   vision in total 	|
    	|   		|---------------|      darkness.	|
    	|		|  Potion Base  |  			|
    	|---------------|---------------|-----------------------|
    	|		|     Rebis (x1)|   This potion makes 	|
    	|		|    Aether (x1)|  concealed creatures  |
    	|   De Vries' 	|  Quebrith (x2)|        visible.	|
    	|    Extract	|Hydragenum (x1)|			|
    	|		|---------------|			|
    	|		|  White Gull	|			|
    	|---------------|---------------|-----------------------|
    	|		|    Aether (x2)|Golden Oriole renders a|
    	|		|   Vitriol (x2)| Witcher's body immune |
    	|		|---------------|     to poison and	|
    	| Golden Oriole	|		|neutralizes the effects|
    	|		| High Quality 	| of poisons already in |
    	|		|     Base	|    present in his     |
    	|		|		|      bloodstream.	|
    	|---------------|---------------|-----------------------|
    	|		|  Quebrith (x1)|    Fisstech has no    |
    	|		|Hydragenum (x3)|beneficial effects; on |
    	|   Fisstech	|Vermillion (x1)|   the contrary, the	|
    	|		|---------------|  narcotic causes its  |
    	| 		|  White Gull	| user to feel stunned	|
    	|		|		|and lose consciousness.|
    	|---------------|---------------|-----------------------|
    	|		|Vermillion (x2)|      This potion      |
    	|		|Hydragenum (x2)|significantly increases|
    	|   Full Moon	|  Quebrith (x1)|   maximum Vitality.	|
    	|		|---------------|			|
    	| 		|  White Gull	|			|
    	|---------------|---------------|-----------------------|
    	|		|Vermillion (x1)|    Kiss increases	|
    	|     Kiss	|   Vitriol (x2)|resistance to bleeding	|
    	|   		|---------------|   and stanches any 	|
    	|		|  Potion Base  |   current bleeding.   |
    	|---------------|---------------|-----------------------|
    	|		|     Rebis (x2)|     This potion       |
    	|		|    Aether (x1)|significantly increases|
    	|Maribor Forest	|  Quebrith (x1)| maximum Endurance; it	|
    	|		|---------------| is predominantly used |
    	|		| High Quality 	|by Witchers trained in |
    	|		|     Base	|   the use of Signs.   |
    	|---------------|---------------|-----------------------|
    	|		|   Vitriol (x1)|Perfume has a beautiful|
    	|   		|    Aether (x1)|  aroma and is a gift  |
    	|    	  	|  Quebrith (x1)| that almost any lady	|
    	|    Perfume	|---------------|will appreciate; it can|
    	|		|		|   often serve as a  	|
    	|		|  Potion Base	|welcome replacement for|
    	|		|		|     other gifts.	|
    	|---------------|---------------|-----------------------|
    	|		|  Quebrith (x2)|    Petri's Philter	|
    	|		|Hydragenum (x1)|increases the intensity|
    	|Petri's Philter|Vermillion (x1)|  of all the Witcher	|
    	|    		|     Rebis (x1)|        Signs.		|
    	|		|---------------|			|
    	|		|  White Gull	|			|
    	|---------------|---------------|-----------------------|
    	|		|     Rebis (x1)|   Inflicts pain on    |
    	|		|Hydragenum (x1)|   assailants during   |
    	|    Shrike	|  Quebrith (x1)|        combat.        |
    	|		|Vermillion (x2)|			|
    	|		|---------------|			|
    	|		|  White Gull	|			|
    	|---------------|---------------|-----------------------|
    	|		|   Vitriol (x1)|Swallow accelerates the|
    	|		|    Aether (x1)|    regeneration of    |
    	|		|     Rebis (x2)|       Vitality.   	|
    	|   Swallow	|---------------| 			|
    	|		| High Quality 	|			|
    	|		|     Base	|			|
    	|---------------|---------------|-----------------------|
    	|		|   Vitriol (x1)|Tawny Owl significantly|
    	|     		|    Aether (x2)|  increases Endurance 	|
    	|   Tawny Owl	|---------------|  regeneration; it is 	|
    	|		|		|particularly valued by |
    	|		|  Potion Base	|Witchers who often use |
    	|  		|		|   Signs in combat.	|
    	|---------------|---------------|-----------------------|
    	|		|   Vitriol (x1)|   Greatly increases   |
    	|		|Hydragenum (x1)|  damage inflicted on  |
    	|  Thunderbolt	|     Rebis (x1)| opponents, but makes  |
    	|		|Vermillion (x2)| dodging and parrying  |
    	|		|---------------|      impossible.	|
    	|		|  White Gull	|			|
    	|---------------|---------------|-----------------------|
    	|		|   Vitriol (x2)|    White Gull is a    |
    	|     		|     Rebis (x1)|    hallucinogenic 	|
    	|  		|---------------| beverage, but it can 	|
    	|		|		|also be used to create |
    	|  White Gull	|  		|   other potions; it   |
    	|  		|  Potion Base	| serves as a base for 	|
    	|		|		|   complex potions, 	|
    	|		|		|  accommodating up to	|
    	|		|		|five other ingredients.|
    	|---------------|---------------|-----------------------|
    	|		|   Vitriol (x1)|  Reduces Toxicity to  |
    	|   		|     Rebis (x1)| zero and cancels the  |
    	|  White Honey	|    Aether (x1)|   effects of other    |
    	|  		|---------------|       poisons.	|
    	|		|  Potion Base	|			|
    	|---------------|---------------|-----------------------|
    	|		|   Vitriol (x1)|    White Raffard's    |
    	|		|     Rebis (x1)| Decoction immediately |
    	|White Raffard's|Hydragenum (x2)|restores a majority of	|
    	|   Decoction   |---------------|    lost Vitality.     |
    	|		| High Quality 	|                       |
    	|		|     Base	|   			|
    	|---------------|---------------|-----------------------|
    	|		|  Quebrith (x1)|  This potion grants 	|
    	|    Willow	|    Aether (x2)| immunity to the stun	|
    	|   		|---------------|  knockdown effects. 	|
    	|		|  Potion Base  |  			|
    	|---------------|---------------|-----------------------|
    	|		|     Rebis (x1)|This potion immediately|
    	|   		|  Quebrith (x1)| removes drunkenness,  |
    	| Wive's Tears	|    Aether (x1)|  restoring sobriety   |
    	|  		|---------------|  without causing a	|
    	|		|  Potion Base	|       hangover.	|
    	|---------------|---------------|-----------------------|
    	|		|   Vitriol (x2)|Wolf improves focus and|
    	|		|Hydragenum (x2)| coordination, thereby |
    	|     Wolf	|Vermillion (x1)|increasing the chances |
    	|		|---------------|of inflicting critical |
    	|		|  White Gull	|        damage.	|
    	|---------------|---------------|-----------------------|
    	|		|  Quebrith (x1)|  Wolverine increases  |
    	|		|Hydragenum (x1)|damage inflicted when a|
    	|   Wolverine	|Vermillion (x1)|   Witcher's Vitality  |
    	|		|    Aether (x2)|   falls below half.	|
    	|		|---------------|			|
    	|		|  White Gull	|			|
    	o===============o===============o=======================o
    
    Powders								{ITM008}
    o======================================================================o
    Powders are used to create Bombs, and like Bombs, there's not too many
    of them. Most Bombs won't come in handy against monsters, but the
    Dragon's Dream Bomb is interesting for setting explosive traps for
    enemies. Only Dragon's Dream requires a top-quality base.
    
    		o=======================o===============o
    		|        Powder  	|    Quality	|
    		|			|		|
    		o=======================o===============o
    		|  Alchemists' Powder	|      Top	|
    		|-----------------------|---------------|
    		|      Saltpeter	|     High	|
    		|-----------------------|---------------|
    		|  Stammelford's Dust	|     High	|
    		|-----------------------|---------------|
    		|   Zerrikanian Mix	|      Top	|
    		o=======================o===============o
    
    Weapon Upgrades							{ITM009}
    o======================================================================o
    Weapon upgrades include various treatments you can apply to your weapon
    to give them temporary or permanent boosts. This includes whetstones,
    grindstones, powders, and most importantly of all, various runestones.
    While these runestones might seem fairly important early on, since you
    can find a steel sword better than anything you could possibly make with
    runes in Chapter 2, and since silver sword runes are rare to the point
    of being useless.. rune stones don't play a big part in my game.
    
    		o===============o=======================o
    		|Weapon Upgrades|        Effects        |
    		o===============o=======================o
    		|Blue Meteorite	|  Change of Critical	|
    		|		|   Effect: Pain +10%	|
    		|---------------|-----------------------|
    		| Diamond Dust	|   Increases damage	|
    		|		|   inflicted by 40%	|
    		|---------------|-----------------------|
    		|   		|      Damage +10%	|
    		|  Earth Stone	|  Chance of Critical	|
    		|		|Effect: Knockdown +25% |
    		|---------------|-----------------------|
    		|  Grindstone	|   Increases damage	|
    		|		|   inflicted by 20%	|
    		|---------------|-----------------------|
    		|   Moon Rune	|
    		|---------------|-----------------------|
    		| 		|  Temporarily imbues	|
    		|		|  blades with magic.	|
    		|  Perun Rune	|  Increases chance of	|
    		|     Stone	| hitting opponents and	|
    		|		|damage inflicted by 60%|
    		|		| Increases chance of a	|
    		|		| critical hit by 30%.	|
    		|---------------|-----------------------|
    		| Red Meteorite	|      Damage +15%	|
    		|---------------|-----------------------|
    		| 		|  Chance of Critical	|
    		|   Sun Rune	| Effects: Incineration	|
    		|  		|  and Blinding +25%	|
    		|---------------|-----------------------|
    		| 		|  Temporarily imbues	|
    		|		|  blades with magic.	|
    		|  Svarog Rune	|  Increases chance of	|
    		|     Stone	| hitting opponents and	|
    		|		|damage inflicted by 40%|
    		|		| Increases chance of a	|
    		|		|  critical hit by 5%.	|
    		|---------------|-----------------------|
    		| 		|  Temporarily imbues	|
    		|  Vodon Rune	|  blades with magic.	|
    		|     Stone	|  Increases chance of	|
    		|     		| hitting opponents and	|
    		|		|damage inflicted by 20%|
    		|---------------|-----------------------|
    		|   Whetstone	|   Increases damage	|
    		|		|   inflicted by 10%	|
    		|---------------|-----------------------|
    		|    Yellow	|
    		|   Meteorite	|
    		o===============o=======================o
    
    Weapons								{ITM010}
    o======================================================================o
    Despite the fact that about half of Geralt's leveling options focus on
    the use of swords, there's actually quite a bit of variety to the
    weapons in the Witcher. Of course, seeing as how you can level up 
    swords to make them even stronger, there's not much of a point to other
    weapons. Still, if you enjoy the novelty of bashing somebody with a
    flail or chopping them with an axe, you can give it a go. As with all
    weapons save the Silver Sword, I suggest you don't use them on monsters.
    They'll probably just laugh at you.
    
    	o===============o=======o=======o=======================o
    	|    Weapons    |Damage	|Witcher|        Effects        |
    	|	        |	|Styles	| 		        |
    	o===============o=======o=======o=======================o
    	|		|   	|  	|      Attack +10%	|
    	|		|	|	|  Chance of Critical	|
    	|  Aerondight	|  +60%	|  Yes	|    Effects: Pain,	|
    	|		|	|	|Blinding, Incineration,|
    	|		|	|	| and Precise Hit +50%  |
    	|---------------|-------|-------|-----------------------|
    	|   		|	|	|  Chance of Critical   |
    	|  Assassin's	|  1-7	|  No	|   Effect: Pain +45%   |
    	|    Dagger 	| 	|	|   Chance of Critical  |
    	|		|	|	|  Effect: Poison +18%  |
    	|---------------|-------|-------|-----------------------|
    	|      Axe 	|  5-15	|  No	|  Chance of Critical   |
    	|		|	|	| Effect: Bleeding +40% |
    	|---------------|-------|-------|-----------------------|
    	|		|	|	|  Chance of Critical 	|
    	|    D'yaebl	|  +30%	|  Yes	|   Effect: Pain +50%	|
    	|		|	|	|  Chance of Critical	|
    	|		|	|	|  Effect: Disarm +25%	|
    	|---------------|-------|-------|-----------------------|
    	|		|   	|  	|  Chance of Critical   |
    	|  Elven Sword 	|	|	|  Effect: Disarm +20%  |
    	|   the Blue	|  -30%	|  Yes	|  Chance of Critical	|
    	|   Mountains   |	|	|  Effect: Precise Hit  |
    	|		|	|	|         +15% 		|
    	|---------------|-------|-------|-----------------------|
    	|  Chain Mace   |  7-15	|  No	|   Chance of Critical  |
    	|     		|	|	|   Effect: Stun +40%   |
    	|---------------|-------|-------|-----------------------|
    	|   Deithwen    |  2-8	|  No	|  Chance of Critical   |
    	|    Dagger	|	|	|   Effect: Pain +50%   |
    	|---------------|-------|-------|-----------------------|
    	| Dwarvern Axe  |  2-10	|  No	|			|
    	|  from Carbon  |  	|	|			|
    	|---------------|-------|-------|-----------------------|
    	|		|   	|  	|  Chance of Critical   |
    	|  Ceremonial	|	|	|  Effect: Disarm +60%  |
    	|   Sword of	|  -30%	|  Yes	|  Chance of Critical	|
    	|   Deithwen    |	|	|  Effect: Precise Hit  |
    	|		|	|	|         +30% 		|
    	|---------------|-------|-------|-----------------------|
    	|		|	|	|  Chance of Critical   |
    	|   Gwalhir	|  +50% |  Yes	|Effects: Disarm, Pain, |
    	|		|	|	| and Precise Hit +40%  |
    	|---------------|-------|-------|-----------------------|
    	|		|	|	|  Chance of Critical   |
    	|   Harvall	|  +30% |  Yes	|Effects: Disarm, Pain, |
    	|		|	|	| and Precise Hit +20%  |
    	|---------------|-------|-------|-----------------------|
    	|  Heavy Club   |  4-12	|  No	|			|
    	|---------------|-------|-------|-----------------------|
    	|   Holy Axe    |  8-17	|  No	| Chance of Dislodging  |
    	| of the Order	|	|	|     Shield +50%   	|
    	|---------------|-------|-------|-----------------------|
    	|  Holy Battle	|	|	|  Chance of Critical	|
    	| Hammer of the	|  9-18 |  No	|Effect: Knockdown +55% |
    	|     Order	|	|	|			|
    	|---------------|-------|-------|-----------------------|
    	|  Holy Sword   | +10%  |  Yes	|			|
    	| of the Order	|	|	|			|
    	|---------------|-------|-------|-----------------------|
    	|		|	|	|  Chance of Critical   |
    	| Illegal Sword	|  -20% |  Yes	|Effects: Pain, Bleeding|
    	|		|	|	| and Precise Hit +30%  |
    	|---------------|-------|-------|-----------------------|
    	|   Kourbash 	|  6-13	|  No	|   Chance of Critical  |
    	|		|	|	|   Effect: Stun +10%   |
    	|---------------|-------|-------|-----------------------|
    	|  Light Club   |  2-10	|  No	|			|
    	|---------------|-------|-------|-----------------------|
    	|   Mahakaman	|  7-15 |  No	|  Chance of Critical	|
    	| Battle Hammer	|	|	|Effect: Knockdown +40% |
    	|---------------|-------|-------|-----------------------|
    	|   Mahakaman	|  2-10 |  No	|  Chance of Critical	|
    	|    Dagger	|	|	|   Effect: Pain +30%   |
    	|---------------|-------|-------|-----------------------|
    	|   Mahakaman	|  3-15 |  No	|  Chance of Critical	|
    	|  Rune Dagger	|	|	|   Effect: Pain +45%   |
    	|---------------|-------|-------|-----------------------|
    	|   Mahakaman   |  8-16	|  No	| Chance of Dislodging  |
    	|  Dwarven Axe	|	|	|     Shield +45%   	|
    	|---------------|-------|-------|-----------------------|
    	|   Mahakaman	| +100%	|  Yes	|  Pierces Opponent's   |
    	|  Rune Sihill	| 	|	|         Armor		|
    	|---------------|-------|-------|-----------------------|
    	|   Mahakaman 	|  9-27	|  No	|  Chance of Critical   |
    	|Two-Handed Axe |  	|  	| Effect: Bleeding +60% |
    	|---------------|-------|-------|-----------------------|
    	|  Meterorite 	|   	|  	|  Chance of Critical   |
    	|     Sword	| base	|  Yes	|   Effect: Pain +45%   |
    	|  (Blue+Blue+	|  	|	|  Chance of Critical	|
    	|     Blue)	|	|	|  Effect: Disarm +20% 	|
    	|---------------|-------|-------|-----------------------|
    	|  Meterorite   |	|	|  Chance of Critical   |
    	|     Sword	|  +5%	|  Yes	|   Effect: Pain +16%   |
    	|(Blue+Blue+Red)|	|	|			|
    	|---------------|-------|-------|-----------------------|
    	|  Meterorite 	|   	|  	|  Chance of Critical   |
    	|     Sword	|	|	|   Effect: Pain +35%   |
    	|  (Blue+Blue+  |  +8%	|  Yes	|  Chance of Critical	|
    	|    Yellow)	|	|	|  Effect: Disarm and	|
    	|		|	|	|   Precise Hit +10% 	|
    	|---------------|-------|-------|-----------------------|
    	|  Meterorite 	|	|	|  Chance of Critical   |
    	|     Sword     |  +40%	|  Yes	| Effect: Bleeding +30% |
    	| (Red+Red+Red)	|	|	|			|
    	|---------------|-------|-------|-----------------------|
    	|  Meterorite   |  	|  	|  Chance of Critical   |
    	|     Sword	|  +20%	|  Yes	|   Effect: Pain +10%	|
    	|(Red+Red+Blue)	|	|	|      			|
    	|---------------|-------|-------|-----------------------|
    	|  Meterorite 	|   	|  	|  Chance of Critical   |
    	|     Sword	|  +28%	|  Yes	|Effect: Pain, Stun, and|
    	|   (Red+Red+   |	|	|   Precise Hit +10% 	|
    	|    Yellow)	|	|	| 			|
    	|---------------|-------|-------|-----------------------|
    	|  Meterorite 	|   	|  	|  Chance of Critical   |
    	|     Sword	|	|	|   Effect: Pain +20%   |
    	| (Yellow+Red+  |  +13%	|  Yes	|  Chance of Critical	|
    	|     Blue)	|	|	|   Effect: Stun and	|
    	|		|	|	|   Precise Hit +20% 	|
    	|---------------|-------|-------|-----------------------|
    	|  Meterorite 	|   	|  	|  Chance of Critical   |
    	|     Sword	|	|	|   Effect: Pain +30%   |
    	|(Yellow+Yellow+|  +16%	|  Yes	|  Chance of Critical	|
    	|     Blue)	|	|	|  Effect: Disarm and	|
    	|		|	|	|   Precise Hit +20% 	|
    	|---------------|-------|-------|-----------------------|
    	|  Meterorite 	|   	|  	|  Chance of Critical   |
    	|     Sword	|  +21%	|  Yes	|Effect: Pain, Stun, and|
    	|(Yellow+Yellow+|	|	|   Precise Hit +20% 	|
    	|      Red)	|	|	| 			|
    	|---------------|-------|-------|-----------------------|
    	|		|	|	|  Chance of Critical   |
    	|  Meterorite 	|   	|  	|Effect: Pain and Stune |
    	|     Sword	|  +24%	|  Yes	|         +30%		|
    	|(Yellow+Yellow+|	|	|  Chance of Critical	|
    	|    Yellow)	|	|	| Effect: Bleeding and	|
    	|		|	|	|   Precise Hit +30% 	|
    	|---------------|-------|-------|-----------------------|
    	|   Moonblade	| +100%	|  Yes	|			|
    	|---------------|-------|-------|-----------------------|
    	| Mount Carbon	|  7-15	|  No	| Chance of Dislodging  |
    	|  Dwarven Axe	|	|	|     Shield +45%   	|
    	|---------------|-------|-------|-----------------------|
    	| Mount Carbon	| 10-20	|  No	| Chance of Dislodging  |
    	|   Rune Axe	|	|	|     Shield +65%   	|
    	|---------------|-------|-------|-----------------------|
    	| Order Battle	|  6-13 |  No	|  Chance of Critical	|
    	|    Hammer	|	|	|Effect: Knockdown +12% |
    	|---------------|-------|-------|-----------------------|
    	|  Rune Sword	|  +45%	|  Yes	|  Chance of Critical	|
     	|(Earth Rune x3)| 	|	| Effect: Knowdown +75%	|
    	|---------------|-------|-------|-----------------------|
    	|		|	|	|  Chance of Critical	|
     	|  Rune Sword	|	|	|Effect: Knockdown  +75%|
    	|(Earth Rune x1)|  +30%	|  Yes	| Increases opponent's	|
    	|(Moon Rune x2)	|	|	| Sensitivity to Silver	|
    	|		|	|	|         +30%		|
    	|---------------|-------|-------|-----------------------|
    	|		|	|	|  Chance of Critical	|
     	|  Rune Sword	|	|	|Effect: Knockdown  +75%|
    	|(Earth Rune x2)|  +30%	|  Yes	| Increases opponent's	|
    	|(Moon Rune x1)	|	|	| Sensitivity to Silver	|
    	|		|	|	|         +15%		|
    	|---------------|-------|-------|-----------------------|
    	|		|	|	|  Chance of Critical	|
     	|  Rune Sword	|	|	|  Effect: Blinding,	|
    	|(Earth Rune x1)|	|	|    Knockdown, and 	|
    	|(Moon Rune x1)	|  +15%	|  Yes	|  Incineration +25%	|
    	| (Sun Rune x1)	|	|	| Increases opponent's	|
    	|		|	|	| Sensitivity to Silver	|
    	|		|	|	|         +15%		|
    	|---------------|-------|-------|-----------------------|
    	|  Rune Sword	|	|  	| Increases opponent's	|
     	|(Moon Rune x3) | base	|  Yes	| Sensitivity to Silver	|
    	|		|	|	|         +45%		|
    	|---------------|-------|-------|-----------------------|
    	|		|	|	|  Chance of Critical	|
     	|  Rune Sword	|	|	| Effect: Blinding and	|
    	|(Moon Rune x1)	| base	|  Yes	|  Incineration +50%	|
    	| (Sun Rune x2)	|	|	| Increases opponent's	|
    	|		|	|	| Sensitivity to Silver	|
    	|		|	|	|         +15%		|
    	|---------------|-------|-------|-----------------------|
    	|		|	|	|  Chance of Critical	|
     	|  Rune Sword	|	|	| Effect: Blinding and	|
    	|(Moon Rune x2)	| base	|  Yes	|  Incineration +25%	|
    	| (Sun Rune x1)	|	|	| Increases opponent's	|
    	|		|	|	| Sensitivity to Silver	|
    	|		|	|	|         +30%		|
    	|---------------|-------|-------|-----------------------|
    	|		|	|	|  Chance of Critical	|
     	|  Rune Sword	|	|	| Effect: Blinding +15%	|
    	|(Earth Rune x1)|  +15%	|  Yes	|  Chance of Critical 	|
    	| (Sun Rune x2)	|	|	| Effect: Knockdown and	|
    	|		|	|	|   Precise Hit +50%	|
    	|---------------|-------|-------|-----------------------|
    	|		|	|	|  Chance of Critical	|
     	| 		|	|	| Effect: Blinding and	|
    	|  Rune Sword	| base	|  Yes	|  Incineration +75%	|
    	| (Sun Rune x3)	|	|	| Increases opponent's	|
    	|		|	|	| Sensitivity to Silver	|
    	|		|	|	|         +15%		|
    	|---------------|-------|-------|-----------------------|
    	|  Rusty Sword  | -30%	|  Yes	|			|
    	|---------------|-------|-------|-----------------------|
    	|   Small Axe 	|  6-12	|  No	| Chance of Dislodging  |
    	|		|	|	|     Shield +20%   	|
    	|---------------|-------|-------|-----------------------|
    	| Stone Hammer 	|  4-8	|  No	| 		        |
    	|---------------|-------|-------|-----------------------|
    	| Sword of the  | -10%  |  Yes	|			|
    	|     Order	|	|	|			|
    	|---------------|-------|-------|-----------------------|
    	|Temerian Battle|  6-12	|  No	|   Chance of Critical  |
    	|     Flail	|	|	|   Effect: Stun +20%   |
    	|---------------|-------|-------|-----------------------|
    	| Temerian Iron |  5-10	|  No	| Chance of Dislodging  |
    	|      Axe	|	|	|     Shield +30%   	|
    	|---------------|-------|-------|-----------------------|
    	|Temerian Steel |  6-13	|  No	| Chance of Dislodging  |
    	|      Axe	|	|	|     Shield +40%   	|
    	|---------------|-------|-------|-----------------------|
    	| Temerian Iron |  1-6	|  No	|			|
    	|     Dagger	|	|	|			|
    	|---------------|-------|-------|-----------------------|
    	|Temerian Steel |  1-6	|  No	|  Chance of Critical   |
    	|     Dagger	|	|	|   Effect: Pain +10%   |
    	|---------------|-------|-------|-----------------------|
    	|Temerian Steel | -20%  |  Yes	|			|
    	|     Sword	|	|	|			|
    	|---------------|-------|-------|-----------------------|
    	| 		|  	|  	|   Chance of Critical  |
    	|     Torch	|  1-2	|  No	|        Effect: 	|
    	|		|	|	|   Inceneration +20%   |
    	|---------------|-------|-------|-----------------------|
    	|  Two-Handed	|  6-18	|  No	|  Chance of Critical   |
    	| Morning Star	|  	|  	|  Effect: Stun +10%    |
    	|---------------|-------|-------|-----------------------|
    	|  Two-Handed	|  8-22	|  No	|  Chance of Critical   |
    	|   Steel Axe   |  	|  	| Effect: Bleeding +50% |
    	|---------------|-------|-------|-----------------------|
    	|   Witcher's   | base  |  Yes	|			|
    	| Silver Sword 	|	|	|			|
    	|---------------|-------|-------|-----------------------|
    	|   Witcher's   | base  |  Yes	|			|
    	|  Steel Sword  |	|	|			|
    	|---------------|-------|-------|-----------------------|
    
    o======================================================================o
    |								       |
    |                            Bestiary {BST000}			       |
    |								       |
    o======================================================================o
    Below I'll list all the normal, non-boss monsters in the game and
    give you a few details about them. Note, this doesn't include all the
    humans, elves, dwarves, and other characters you'll fight-just the
    respawning monsters. For purposes of grinding and component gathering,
    you'll spend most of your time killing monsters. If they're in the
    beastiary and not a major boss, they'll be listed below. Note that the
    'Base Experience' column lists the experience each monster would give a
    Level 0 Witcher.. you won't be fighting any of these monsters at that
    level. Every time you level up you'll recieve five less experience per
    kill, to a minimum of one per kill. At level six, therefore, you'll be
    recieving 50 experience per Barghest. It's mostly just for reference,
    so you can see how much experience each monster gives in general. Also,
    the 'locations' column refers to when, in the game, you can find said
    beasties. 'P' stands for Prologue, 'E' stands for Epilogue, and the
    numbers refer to the chapter in which they appear.
    
    *:	Enemies marked with an '*' are unique enemies, typically trophy
    	monsters, and usually tied to some quest or another.
    
    **:	Ifrits only appear when summoned by an enemy mage.
    				
    o===============o===============o=======================o==============o
    |    Monster	|Base Experience|         Drops		|   Locations  |
    o===============================o=======================o==============o
    |		|		|    Alghoul Marrow	|  	       |
    |    Alghoul	|      260	|      Cadaverine	|-/-/2/3/4/5/- |
    |		|		|     White Vinegar     |   	       |
    |---------------|---------------|-----------------------|--------------|
    |		|		|   Abomination Lymph	|	       |
    |      Alp	|      630	|       Alp Fang	|-/-/-/3/4/5/- |
    |		|		|     Naezan Salts	|  	       |
    |---------------|---------------|-----------------------|--------------|
    |		|		|   Archespore Juice	|	       |
    |  Archespore	|      195	|        Spores		|-/-/2/3/-/5/- |
    |		|		|			|	       |
    |---------------|---------------|-----------------------|--------------|
    |		|		|     Beast Fangs	|	       |
    | Armored Hound	|       ?	|     Beast Liver	|-/1/-/-/-/5/- |
    |		|		|	Mutagen		|	       |
    |---------------|---------------|-----------------------|--------------|
    |  		|      		|    Barghest Skull     |	       |
    |   Barghest	|       80	|     Beast Fangs	|-/1/-/-/-/-/E |
    |		|		|      Death Dust       |     	       |
    |		|		|      Ectoplasm	|              |
    |---------------|---------------|-----------------------|--------------|
    |		|		|     Basilisk Hide	| 	       |
    |   Basilisk	|     1630	|   Ornithosaur's Eye   |-/-/-/-/4/5/- |
    |		|		|         Toxin		| 	       |
    |		|		|     Venom Glands	|   	       |
    |---------------|---------------|-----------------------|--------------|
    | 		|      		|   Albar's Crystals	|	       |
    |  Bloedzuiger	|      170	|   Abomination Lymph	|-/-/2/3/-/5/- |
    |		|		|  Bloedzuiger Blood	|	       |
    |---------------|---------------|-----------------------|--------------|
    |		|		|   Abomination Lymph	|	       |
    |    Bruxa	|      825	|     Bruxa Blood	|-/-/-/3/4/5/- |
    |		|		|     Naezan Salts	|              |
    |---------------|---------------|-----------------------|--------------|
    |		|		|   Abomination Lymph	|	       |
    |   Cemetaur	|      455	|     Cemetaur Jaw	|-/-/-/3/4/5/- |
    |		|		|     White Vinegar	|	       |
    |---------------|---------------|-----------------------|--------------|
    |		|		|    Archespore Head	| 	       |
    | Coccacidium*	|     2095	|    (As Archespore)	|-/-/2/-/-/-/- |
    |		|		|			|	       |
    |---------------|---------------|-----------------------|--------------|
    |		|		|   Cockatrice Feather  |              |
    |  Cockatrice	|      825	|   Ornithosaur's Eye   |-/-/-/3/-/-/- |
    |		|		|         Toxin		|	       |
    |---------------|---------------|-----------------------|--------------|
    |		|		|   Albar's Crystals	|              |
    |   Devourer	|      380	|      Cadaverine	|-/-/-/-/4/-/- |
    |		|		|    Devourer Teeth     |	       |
    |		|		|     Shadow Dust	| 	       |
    |---------------|---------------|-----------------------|--------------|
    | 		|		|      Beast Fang	|              |
    |     Dog	|       ?	|     Beast Liver	|-/1/2/3/-/-/- |
    |		|		|			|              |
    |---------------|---------------|-----------------------|--------------|
    |		|		|      Cadaverine	|	       |
    | Drowned Dead  |      135	|  Drowned Dead Tongue  |-/-/2/3/4/5/- |
    |		|		|     Ginatz's Acid	|	       |
    |---------------|---------------|-----------------------|--------------|
    |		|		|      Cadaverine	|   	       |
    |    Drowner	|       90      | Drowner Brain Tissue  |-/1/2/3/4/5/- |
    |		|		|     Ginatz's Acid	|   	       |
    |---------------|---------------|-----------------------|--------------|
    |       	|		|  Echinops Rootstock	| 	       |
    |    Echinops	|      150	|        Spores  	|-/1/2/3/-/-/- |
    |		|		|			|              |
    |---------------|---------------|-----------------------|--------------|
    |		|		|   Abomination Lymph	|  	       |
    |    Fleder	|      400	|     Fleder Fangs      |-/-/2/3/4/5/- |
    |		|		|     Wing Membrane	|   	       |
    |---------------|---------------|-----------------------|--------------|
    |  Frightener*	|     2000	|   Frightener's Eye	|P/-/-/-/-/-/- |
    |---------------|---------------|-----------------------|--------------|
    |Gambling Ghost*|      655	|			|-/-/-/-/4/-/- |
    |---------------|---------------|-----------------------|--------------|
    |		|		|  Abomonination Lymph	|	       |
    |   Garkain	|      555	|    Garkain Saliva	|-/-/-/-/4/5/- |
    |		|		|     Wing Membrane	| 	       |
    |---------------|---------------|-----------------------|--------------|
    |   		|		|   Abomination Lymph	|  	       |
    |     Ghoul	|      140	|      Ghoul Blood	|-/1/2/3/4/5/- |
    |		|		|     White Vinegar	|   	       |
    |---------------|---------------|-----------------------|--------------|
    |		|		|  Chitinous Carapace	|              |
    |Giant Centipede|      355	|	 Toxin		|-/-/-/-/4/-/- |
    |		|		|	Trachaea	|   	       |
    |		|		|     Venom Glands	|  	       |
    |---------------|---------------|-----------------------|--------------|
    |   		|     		|      Cadaverine       |              |
    |    Gravier	|      300	|     Gravier Bone	|-/-/2/3/4/5/- |
    |		|		|     White Vinegar     |   	       |
    |---------------|---------------|-----------------------|--------------|
    |    Greater	|      		|   Cockatrice's Head	|-/-/2/-/-/-/- |
    |  Cockatrice*	|      825	|    (As Cockatrice)	|  	       |
    |---------------|---------------|-----------------------|--------------|
    |		|		|     Beast Fangs	|      	       |
    |Greater Brother|      675	|       Mutagen		|-/-/-/-/-/5/E |
    |		|		|   Pituitary Gland	|	       |
    |---------------|---------------|-----------------------|--------------|
    |		|		|       Mutagen		|      	       |
    |Greater Mutant	|      375	|   Pituitary Gland	|-/-/-/-/-/5/E |
    |		|		|			|	       |
    |---------------|---------------|-----------------------|--------------|
    |		|		|       Ectoplasm	| 	       |
    |    Ifrit**	|      405	|        Pyrite		|-/-/2/3/-/-/E |
    |		|		|			|              |
    |---------------|---------------|-----------------------|--------------|
    |   Kikimore    |		|        Toxin		|	       |
    |    Warrior 	|      600	|	Tracheae	|-/-/-/3/-/-/- |
    |		|		|     Venom Glands	|	       |
    |---------------|---------------|-----------------------|--------------|
    |		|		|    Kikimore Claw	|              |
    |   Kikimore    |      320	|        Toxin		|-/-/-/3/-/5/- |
    |    Worker 	|		|	Tracheae	|	       |
    |		|		|     Venom Glands	|	       |
    |---------------|---------------|-----------------------|--------------|
    |   Koshchay*   |     3155	|    Koshchay Heart	|-/-/-/-/-/5/- |
    |---------------|---------------|-----------------------|--------------|
    |  Lady of the	|      825	| (As Bruxa, sans Bruxa	|-/-/-/3/-/-/- |
    |     Night*	|		|    	 Blood)		|  	       |
    |---------------|---------------|-----------------------|--------------|
    | Midday Bride*	|     1125	|      Ectoplasm	|-/-/-/-/4/-/- |
    |---------------|---------------|-----------------------|--------------|
    |		|		| Head of Wyvern Female	|	       |
    |      Moa*	|      555	|   (As Royal Wyvern)   |-/-/-/3/-/-/- |
    |		|		| 			|              |
    |---------------|---------------|-----------------------|--------------|
    |		|		|     Beast Fangs	|      	       |
    |    Mutant	|      375	|       Mutagen		|-/-/-/-/-/5/E |
    |		|		|   Pituitary Gland	|	       |
    |---------------|---------------|-----------------------|--------------|
    |		|		|       Mutagen		|      	       |
    |Mutant Assassin|      425	|   Pituitary Gland	|-/-/-/-/-/5/E |
    |		|		|			|	       |
    |---------------|---------------|-----------------------|--------------|
    |		|		|  Drowned Dead's Head	|	       |
    |     Nadir*	|      410	|   (As Drowned Dead)	|-/1/-/-/-/-/- |
    |		|		|			|              |
    |---------------|---------------|-----------------------|--------------|
    | Nightwraith*	|      300	|	Ectoplasm	|-/-/-/-/4/-/- |
    |---------------|---------------|-----------------------|--------------|
    |		|		|      Death Dust	|	       |
    |  Noonwraith	|      325	|      Ectoplasm	|-/-/-/-/4/-/- |
    |		|		|   Shimmering Dust	|   	       |
    |---------------|---------------|-----------------------|--------------|
    |    Ozzrel*	|      410	|     Alghoul's Head	|-/1/-/-/-/-/- |
    |		|		|      (As Alghoul)	|	       |
    |---------------|---------------|-----------------------|--------------|
    |		|		|	  Toxin		|	       |
    |		|		|      Venom Glands     | 	       |
    | Royal Wyvern	|      555	|     Wing Membrane	|-/-/-/3/4/-/- |
    |		|      		|       Wyvern Egg      |   	       |
    |		|		|      Wyvern Meat	|	       |
    |---------------|---------------|-----------------------|--------------|
    |Sated Echinops*|      160	|     (As Echinops)	|-/1/-/-/-/-/- |
    |---------------|---------------|-----------------------|--------------|
    |   Sister of	|      600	|     (As Alp, sans	|-/-/-/3/-/-/- |
    |    Mercy*  	|		|     	Alp Fangs)	|  	       |
    |---------------|---------------|-----------------------|--------------|
    |		|		|     Beast Fangs	|    	       |
    |   Skullhead	|      650	|     Beast Liver	|-/-/-/-/-/-/E |
    |		|		|       Tendons		|	       |
    |---------------|---------------|-----------------------|--------------|
    |   Striga*	|     1155	|     Striga Heart	|-/-/-/-/-/5/- |
    |---------------|---------------|-----------------------|--------------|
    |    Teyu*	|       ?	|     Teyu's Head	|-/-/-/-/4/-/- |
    |		|		|    (As Vodyanoi)	|  	       |
    |---------------|---------------|-----------------------|--------------|
    |    Ureus*	|      455	|    Cemetaur Head	|-/-/-/-/4/-/- |
    |		|		|    (As Cemetaur)	|   	       |
    |---------------|---------------|-----------------------|--------------|
    |    Vesper*	|      550	|     Garkain Head	|-/-/-/-/-/5/- |
    |		|		|     (As Garkain)	|	       |
    |---------------|---------------|-----------------------|--------------|
    |    Vetala*	|      610	|     (As Gravier)	|-/-/-/3/-/-/- |
    |---------------|---------------|-----------------------|--------------|
    |		|		|    Stones of Ys	|	       |
    |   Vodyanoi	|       ?	|       Tendons		|-/-/2/-/4/5/- |
    |		|		|   Vodyanoi Bladder	|              |
    |		|		|   Vodyanois Scales	|   	       |
    |---------------|---------------|-----------------------|--------------|
    |    Voref*	|       ?	|      Wolf Head	|-/-/-/3/-/-/- |
    |		|		|    (As Wolf/Dog)	|	       |
    |---------------|---------------|-----------------------|--------------|
    |   Werewolf*	|     1100	|     Werewolf Fur	|-/-/-/3/-/-/- |
    |---------------|---------------|-----------------------|--------------|
    |  Wild Hunt	|      655	|			|-/-/-/-/-/-/E |
    |   Wraith	|		|			|	       |
    |---------------|---------------|-----------------------|--------------|
    | 		|   		|      Beast Fangs	|              |
    |     Wolf	|	?	|      Beast Liver	|-/-/2/3/4/-/- |
    |		|		|       Wolf Pelt	|              |
    |---------------|---------------|-----------------------|--------------|
    |		|		|      Death Dust  	|   	       |
    |    Wraith	|  400 or 600	|       Ectoplasm	|-/-/2/-/4/5/- |
    |		|		|	 	        |  	       |
    |---------------|---------------|-----------------------|--------------|
    |		|		|        Toxin		|	       |
    |    Wyvern	|      225	|     Venom Glands      |-/-/2/3/4/-/- |
    |		|		|    Wing Membrane	|	       |
    |		|		|     Wyvern Meat	|              |
    |---------------|---------------|-----------------------|--------------|
    |    Zephyr*	|     1120	|     (As Drowner)	|-/-/-/-/4/-/- |
    |---------------|---------------|-----------------------|--------------|
    |    Zeugl*	|     3155	|     Zeugl Venom	|-/-/-/-/-/-/E |
    |---------------|---------------|-----------------------|--------------|
    |Zeugl Tentacle*|       ?	|        		|-/-/-/-/-/-/E |
    o===============o===============o=======================o==============o
    
    Note: About the entries that lack experience values.. I'm too lazy to
    track down their experience rewards. I never reach the Swamp Forest at
    a low enough level to recieve more than one experience point from them,
    and really, I just don't feel that it's a great use of my (admittably
    abundant) spare time to do so.
    
    o======================================================================o
    |								       |
    |			Updates/Thanks {UPD001}			       |
    |								       |
    o======================================================================o
    Version 1.01:   Started 8/3/2011
    		Completed 5/11/2012 (984,386 bytes)
    
    Version 1.02 Notes
    o======================================================================o
    As of the release of v1.01, this is a complete FAQ, from start to
    finish-I don't release incomplete guides, after all. Still, plans exist
    for a v1.02 guide. First, I'll correct whatever errors are pointed out
    to me by my faithful readers.. this is an inevitability, and I'll
    doubtlessly be asked to add, change, or correct things, and some of
    these requests will certainly have merit. Obviously, if I had the
    predictive powers to anticipate these exact needs, however, I could
    presumably change them (if I had the necessary foresight), and so there
    would be no need for a v1.02 FAQ. What, then, does crafty Haeravon
    intend?
    
    Version 1.02 will include the more interesting of the modules for the
    game. I decided not to include them for the initial FAQ, simply because
    I just wanted to complete the main game, get the guide posted, and then
    work on the modules at my leisure. Besides, of all the people who play
    the Witcher from start to finish, I'm sure their numbers are greater by
    far than those who play any of the modules. Version 1.02 will include,
    at least 'The Price of Neutrality' and 'Side Effects'. As for the other
    modules included in the Enhanced Edition and the 1.5 patch.. we'll see.
    And who knows? Maybe I'll make a version later that includes tips for
    playing the game on hard mode. I went and did it for Heart of Fury
    mode in Icewind Dale, even though I had nothing to really gain by doing
    so.
    o======================================================================o
    Special Thanks to:
    
      o=o	My girlfriend, again. I played this game time and time again,
    	and she eventually was able to overcome her timidity (why she
    	was afraid to play this game, I'll never know) and play it too.
    	Frankly, I think she was just feigning disinterest until I had
    	made significant progress in my FAQ, and we had a computer that
    	could play the game at max graphical settings. A guide to help
    	hold her hand and the sheer allure of this beautiful game with
    	its legs stretched, who can resist that? The only downside is
    	that I had to continuously listen to her lewdly oogle girls,
    	and attempt to turn her Geralt into a poon-hound that would
    	shame even a teenage boyscout.. and comment on how 'hot' Geralt
    	is. Apparently a super-human sterile swordsman appeals to her
    	nerdiness, and her hatred of children. In any event, having her
    	play through this game using my guide before it was even
    	released saved me the effort of proof-reading it, corrected many
    	errors I'm sure I would have missed, and really, made this v1.01
    	launch more like a v1.02.. better grammar, clearer instructions,
    	and all-around more user-friendly. Thank her for that.
    
    			   ***END OF FILE***