Banshee Network
 
The Witcher
Game Information
Recent News
Walkthrough (OC)
Walkthrough (Advs)
Equipment Database
Women of The Witcher
Notable NPCs
Notable Locations
Bestiary
Advancement Table
Ability Trees
Attributes
Signs
Combat Styles
Alchemy
Bombs
Oils
Potions
Articles
The Witcher: EE Review
The Witcher Review
The Witcher Hands-on
Witcher RotWW Interview
Witcher EE Interview
Witcher Interview #2
Witcher Interview #1
Witcher Q&A, Part One
Witcher Q&A, Part Two
The Witcher Preview
E3 2006 Preview
E3 2004 Preview
Media
Post-Release Screens
Pre-Release Screens
Loading Screens
Flashback Images
Art Renders
Concept Art 1
Concept Art 2
Sketches 1
Sketches 2
Sketches 3
Wallpaper
Game Resources
Downloads
The Witcher Forum
Site Features
Submit News
News Archives
Join Our Staff
Forums
Community Blogs
Reviews
Previews
Interviews
Editorials
About GB
Advertise With Us!
Advertisement
 

Overview: Chapter III (Miscellaneous Locations)

Did we miss anything in this section? Is there something we didn't discover? Let us know!


Walkthrough

1 - Prison

You’ll meet Jethro in the prison. You won’t have to give him any Fisstech to talk to him in this chapter. He’ll update the quest Following the Thread and give you the quest The Viziman Connection.


2 - House

Inside this house on the upper floor you’ll find a Silver Signet Ring. Signet rings of this sort (without a proper name attached) don’t serve any purpose, and so you can sell any you find.


3 - Angus’ House

Angus’ house is involved in the quest Following the Thread.


4 - Grandmother’s House

The first time you enter this house, the old lady who lives inside will probably throw you out, but if you try again, she’ll allow you to stay inside, provided that you don’t talk to her. The house is involved in the quest “Medic in Distress” (see #10).


5 - Shani’s House

Shani will stick to her house in this chapter. She’s involved in the quest The Source.


6 - Kalkstein’s House

You won’t find Kalkstein here. Instead, he’ll be in the mage’s tower in the Swamp Forest (#31). In the house’s cellar you’ll find a teleporter, which can take you to a few places, including Triss’ bedroom (in the Trade Quarter) and the mage’s tower.


7 - Vivaldi’s House

Yaevinn will start out in the Druids’ Grove in the Swamp Forest (#27), but after the quest Gold Rush, this is where you’ll find him.


8 - Kidnappers’ Hideout

The hideout is involved in the quest The Source.


9 - Dentist’s House

In Chapter II this house belonged to Raymond Maarloeve, but with Maarloeve and his family dead and gone, the house now belongs to the dwarven dentist Zahin Schmartz. However, Schmartz belongs to the Zoltan Chivay school of physical exercise, which requires him to spend his days wandering around the streets of the Temple Quarter, and so you might need to track him down to talk to him. When you do find Schmartz, he’ll give you the quest Won’t Hurt a Bit.


10 - Hospital

At noon a “distressed nurse” will leave the hospital through the front door and loiter around outside (near the Gardener) for a while. If you talk to her during this time, then she’ll give you the quest “Medic in Distress.” She’ll tell you that something is going on at her grandmother’s house (#4), and that her grandmother won’t let her go in the cellar. When you go to the house at night, you’ll discover the problem -- there’s a fleder in the cellar. After killing the fleder, when you return to the nurse, she’ll reward you with 50 orens and 2000 experience points.


11 - Eager Thighs Brothel

After you’ve talked to Carmen in the Swamp Forest (#23), this is where you’ll find her.


12 - Order Cloister

You’ll find Siegfried here during the day, training his troops. He’ll give you the quest Six Feet Under, and you’ll have to choose between him and Yaevinn (#27) during the quest Gold Rush.


13 - Cemetery

The Cemetery and its attached crypt are a good source for undead creatures -- ghouls, alghouls, fleders and graveirs -- which makes it useful for this chapter’s Contracts. The Cemetery is also involved in the quest Six Feet Under.

You won’t have to do anything to enter the Cemetery in this chapter; its gates will start out unlocked.


14 - Transfer Point

You’ll have to fight a battle against the Salamandra here during the quest The Viziman Connection.


15 - Drop-Down Point

This is where you’ll end up if you go through the grate in the Temple Quarter (Exit C).


16 - Crypt

This crypt is a good source of graveirs, which you might need for the Graveir Contract.


17 - Salamandra Base

You’ll infiltrate this base during the quest Following the Thread.


18 - Locked Gate

There are two keys that can unlock this gate. You’ll find one during the quest Following the Thread, and you’ll find the other on a corpse in the eastern part of the Sewers (#19).


19 - Corpse

You’ll find a key on this corpse. It unlocks the gate to the west (#18). You might also notice a corpse behind the gate just to the south. There isn’t any way to unlock the gate, but if you move the camera just right you can loot the corpse. You’ll find another key on this corpse, but as far as we can tell it doesn’t unlock anything.


20 - Elven Ruins

You’ll encounter a few undead creatures in the ruins, including an alp. You’ll also find some Diamond Dust, a Vodon Rune Stone, and a Circle of the Vengeful Flame, which will give you (or temporarily improve) the Igni sign when you click on it.

The ruins are involved in the quests Echoes of Yesterday and Gold Rush.


21 - Desperate Merchant

The Desperate Merchant will give you the quest “The Ring.” He’ll tell you that his uncle was killed in the Swamp Forest near the Shrine of Melitele (#25), and that he was carrying a Family Ring at the time, which the merchant would like to get back. You’ll have to kill several bloedzuigers to loot the uncle’s corpse, but when you pick up the ring you’ll earn 500 experience points, and when you give it to the merchant you’ll get 100 orens and 2000 experience points more.


22 - Ferryman

For 5 orens, the Ferryman will take you to the landing in the Swamp Forest (#23).


23 - Landing

You’ll find the Ferryman at the landing. For 5 orens he’ll take you back to the dock at the Dike (#22).

When you first arrive in the Swamp Forest, you’ll also meet Carmen here. She’ll give you the quest Beauty and the Beast, and then she’ll head back to the Eager Thighs Brothel in the Temple Quarter (#11).


24 - Brickmakers’ Village

You’ll meet Vaska here again. She’s involved in the quest Reaping Time.


25 - Shrine to Melitele


26 - Cave

This cave is involved in a few quests, including A Lost Lamb, Diplomacy and Hunting, and Reaping Time. You’ll also encounter several cockatrices in the cave, which you’ll need for the Cockatrice Contract.


27 - Druids’ Grove

When you visit the Druids’ Grove in Chapter III, you’ll find the same people here as in Chapter II, but with two exceptions:

28 - Voref

This is where the trophy wolf Voref starts out, but he’ll wander around and so you might need to hunt around for him for a bit to find him. We’ve also heard people claim (and other people dispute) that he’ll only show up after you’ve completed the quest Diplomacy and Hunting.

Voref shouldn’t be too tough to kill. He’ll only have regular wolves with him, and you’ll only get 1 experience point for killing him. But Voref will drop a Wolf’s Head when he dies, and when you take this trophy to the royal huntsman (in the Trade Quarter), he’ll reward you with 600 orens and 5000 experience points.


29 - Moa / Wyvern Island

You’ll find the trophy wyvern Moa on this island surrounded by a handful of royal wyverns. Some regular wyverns will drop by as well. The best way to deal with the wyverns is the same now as it was in Chapter II. Try to draw them to you one at a time, because they’re pushovers when you attack them one-on-one (since your attacks will disrupt their attacks), and they can cause a lot of damage otherwise. Moa herself isn’t too bad. We took a Swallow potion before the battle and we regenerated faster than she could damage us, and so it was just a matter of wearing her down.

When Moa dies she’ll drop a Head of a Wyvern Female, and when you take it to the royal huntsman (in the Trade Quarter), he’ll reward you with 600 orens and 5000 experience points.


30 - Camp

Instead of Scoia’tael here, you’ll find a bunch of Salamandra thugs. You’ll need to defeat this base during the quest Diplomacy and Hunting.


31 - Mage’s Tower

This is where you’ll find Kalkstein in this chapter. You’ll also find a teleporter here, which can take you to places like Triss’ bedroom (in the Trade Quarter) and Kalkstein’s laboratory (#6).


Exits:
  1. Gate to the Trade Quarter.
  2. Gate between the Temple Quarter and the Sewers.
  3. Grate to the Sewers. If you go through the grate, you’ll drop down into the Sewers (#15). This is a one-way exit.
  4. Gate between the Temple Quarter and the Dike.
  5. Gate to the Trade Quarter.


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
 
 
      Copyright ©2000-2009, GameBanshee.com