Register Lost Password?  Cookie?
  The time now is 10:02 PM GMT -6.  
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 Review
The Witcher Hands-on
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
 

Quest: The Paths of Destiny

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


 
 
Background

You’ll trigger this quest when you meet Berengar in the Lakeside crypt (#1).


Walkthrough

You’ll have to follow along behind Berengar in the crypt, and assist him as he fights alps, bruxae, and eventually a wraith. Berengar will stop if he gets too far ahead, so you can take the time to explore the crypt and loot all of the remains and containers that you find.

After you’ve cleared out the crypt, Berengar will head to a nearby campfire (#2), and you’ll be able to talk to him there. Berengar will tell you that he was forced to work with the Salamandra, much like he was apparently forced to become a witcher, but that the Salamandra didn’t get any information out of him. Then he’ll clam up.

Eventually, you’ll meet up with the Lady of the Lake (#3). She’ll talk to you about destiny, and about a vision she’s had. “Destiny has entangled its threads round a witcher. His path leads into a dark future, into sadness and pain.” She’ll then ask you to talk to Berengar, to see if you can determine if one of you is the witcher in her vision.

When you talk to Berengar this time, he’ll change his tune. He’ll admit to working with the Salamandra because “they paid me well.” But he’ll say that he doesn’t believe in destiny, and that he has no desire to be a hero. When you relay this information to the Lady of the Lake, she’ll decide that you must be the witcher in her vision, and she’ll promise you a gift.

You won’t get the gift until after you’ve finished the quest The Heat of the Day. At that point, Julian (in Murky Waters) will tell you that the Fisher King (#4) would like to speak with you. The Fisher King in turn will direct you to the Lady of the Lake (now probably at #5). The Lady of the Lake will call you “the sword of destiny,” and she’ll give you the silver sword Aerondight so that you can fulfill that destiny. Then she’ll disappear and you won’t see her again.

Note: Aerondight will automatically go into the silver sword slot in your inventory. As far as we can tell, your existing silver sword will simply disappear, so you might want to sell it before meeting with the Lady.

When you attempt to leave Black Tern Island, you’ll be confronted by Berengar. Just in case you didn’t talk to him before, he’ll once again admit to working with the Salamandra. “I wanted to tell you to your face, see that famous icy glare of yours.”

You’ll get two options here: to let Berengar go or to fight him. If you want to let him go, then you should say, “I won’t judge you.” If you want to fight him, then you should say, “Enough self-pity, traitor.” Either way, you’ll receive 6500 experience points, Berengar’s Letter, The Book of the Full Moon, and the scroll Dagon Sap.

If you let Berengar live, then he’ll go his own way for a while, but he’ll hook back up with you in Chapter V and help you out in a battle. If you kill Berengar, then you’ll automatically pick up Berenagar’s Medallion when he dies (not to mention 866 orens from his corpse), and that Chapter V battle will actually be easier.


1 - Crypt


2 - Berengar’s Campfire


3 - Lady of the Lake


4 - Fisher King


5 - Dagon’s Temple


Exits:
  1. Boat between Lakeside and Black Tern Island.


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 ©2000-2008, GameBanshee.com