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The Witcher
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Gameplay Notes
 
 
Weapons

To re-forge your steel sword, you’ll need three meteorites. To re-forge your silver sword, you’ll need three runes. To complete the re-forging, you’ll need to visit a blacksmith and select the “forge” option. This will bring up a shopkeeper interface, and all of the potential swords that you can create will be listed as items to buy.

It isn’t possible to re-forge named swords.

You won’t pick up a silver sword until Chapter II.


Herbs

You won’t be able to pick herbs until you’ve learned the Herbalism skill. You’ll also need to know about the herb in question (by reading about it in books, or by learning about it from people) before you can pick it.

Herbs will grow back in time, allowing you to pick them again.


Conversations

If an NPC stops talking to you, or if they tell you to come back later, then leaving and re-entering the map location with the NPC will allow you to deal with them again.

Sometimes NPCs with anonymous names (like “peasant woman” and “gossip”) will have interesting things to say. So you should talk to everybody.

Sometimes grey dialogue options can lead to new conversation topics.


Miscellaneous

Once you’ve learned the Igni sign (most likely in Chapter II), you’ll be able to use it to light fires. However, you won’t be able to use signs in safe places, so you might still need Flint.

Locks can’t be picked or bashed open in the game. There are many doors that you just won’t be allowed to open.

If an enemy is carrying a quest item, then its remains won’t disappear until you’ve picked up the item. This is most useful with trophy bosses, since you can only carry one trophy at a time.

Cat potions are far more useful than Torches. You should always keep some around.


Walkthrough
Introduction
Gameplay Notes
Sign Locations
Trophy Monsters
Prologue
A Potion for Triss
Berengar’s Secret
Defending Kaer Morhen
Witchers’ Secrets
Chapter I
Overview
A Game of Dice
Buried Memories
Contracts
Dead Hand of the Past
Fistfight
Hot Potato
Of Monsters and Men
Secret Garden
She’s No Early Bird
Strangers in the Night
The Salamander’s Tail
Wanted
Chapter II
Overview (Temple Qtr)
Overview (Sewers)
Overview (Dike & Swamp)
A Gravedigger’s Gratitude
A Long Way from Home
A Lost Lamb
A Most Uncommon Wine
A Mysterious Tower
Anatomy of a Crime
Contracts
Finders Keepers
Flowers and Gold
Force Recon
Memory of a Blade
Old Friend of Mine
Prison Break
Safe Haven
Suspects
The Crown Witness
The Rat
The Sentry
Vizima Confidential
What Lies Beneath
Working Girls
Worth Its Weight in Gold
Chapter III
Overview (Trade Qtr)
Overview (Misc)
A Posh Reception
All the King’s Men
Beauty and the Beast
Blue Eyes
Contracts
Dandelion’s Lute
Diplomacy and Hunting
Echoes of Yesterday
Following the Thread
Gold Rush
Identity
Lock and Key
Reaping Time
Six Feet Under
The Source
The Unforgiven
The Viziman Connection
Won’t Hurt a Bit
Chapter IV
Overview (Lakeside)
Overview (Murky Waters)
Overview (Fields)
Alvin
Armor
Contracts
Daily Bread
Free Elves
Hunting the Wild Hunt
Old Habits Die Hard
Ripples
Small Problems
Temptation
The Heat of the Day
The Paths of Destiny
Chapter V
Overview (Castle)
Overview (Old Vizima)
Overview (Swamp)
Overview (Old Manor)
Contracts
Her Highness the Striga
Hope Burns Bright
Mud and Velvet
Sweet Revenge
The Flame that Cleanses
Under a Fiery Sky
Epilogue
The Ashes of Vizima
Frozen Reflections
 
 
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