The Witcher/Chapter I

In Chapter I, Gerald reaches the outskirts of Vizima, on the search for the criminal organization called the Salamandra. By the time he reaches the palisade and the Inn, two travelers were trying to outrun the group of ghostly dogs.

Main Quests
The main quest consists of two intertwined quests: Of Monsters and Men, and The Salamander's Tail.

When a villager opens the gate to try to help the woman still trapped outside, there will be four barghests that get in. When fighting them, you should use the fast fighting style. If they surround you, you can switch to the group fighting style.

When the Barghasts are defeated, Alvin will recite a prophecy. You are directed to the Reverend in the main village to the west, who is in front of the chapel during the day, or in the house next door during the night. Likewise, if you make initial questions about Salamandra gang, you are directed to the Reverend.

Of Monsters and Men
The Reverand will first instruct you to light five shrines during the night - during the night, you will encounter scattered Barghest attacks, which are easily defeated. In addition, each shrine will create a guaranteed barghest attack.

After all five shrines are lit (reward: 100 Oren), you are directed to Abigail. She will provide help, but will need five White myrtle petals. You can pick them if you have the herbalism skill and appropriate herb knowledge (she sells the book for 300 Oren), or the flowers can be purchased from the herbalist in front of the inn (9 oren each). Give her the five flowers, and return later for the potion to be ready - simply exiting and re-entering the building is enough time. Report your finding to the reverend. (Receive 200 Oren)

Strangers in the Night
You learn this quest if you present Haren with the signet ring, or bribing him with 60 orens. The signet ring is obtained from the reverend (see Salamander's Tail) or by giving White Gull to an old woman beggar. On gaining his trust, he will tell you that some drowners are damaging his wares, and they need to be protected.

Wait until night, and patrol the goods that are near his house. A group of drowners will attack. They are susceptible to knockdown effects, and the fast or group fighting styles.

When they are killed, Scoia'tael warriors will arrive, and will want to collect the goods they were purchasing. You can permit them and receive an additional 200 orens, but it will result in the death of a character in the next chapter. If you refuse, they will attack instead.

Return to Haren to get the reward of 200 orens.

Buried Memories
Mikul stands guard at the east gate of the city, and he wants to rid the crypt of ghouls. If you can gain his trust - either the eternal fire signet ring from the reverend or bribing him with 40 orens, he will give you a key to the crypt, located in the north-east.

Because the crypt is dark, you should have the Cat potion before entering.

When you enter, you may see a dead women with a glass bottle, which you should take. You will need to find the ghouls in the crypt, and slay them - the strong fighting style is best against them.

When you return to Mikul, you will witness an attack on Kalkstein the alchemist. The enemies depend on a choice made in the prologue: If the frightener was attacked, you will fight against two thugs, a mage and a mutated dog. If you chose to fight Savolla, you will fight against four thugs and a mage.

Once this fight is over, you can get the reward of 200 orens.

The Secret Garden
This part of the main quest has Gerald drunk. He will inflict less damage and move slowly, although there is a trait that gives a benefit for being intoxicated.

Odo is a rich guy south of the inn. He will offer the quest if you can either drink three rounds of strong alcohol, or show him the Eternal Fire signet ring. He will mention that there's two plants in his garden that need to be destroyed - after negotiating a price by downing several gallons of alcohol, the time will advance to midnight and Gerald will be placed outside.

There are two Echinopsae in the corners. They will shoot poisonsous thorns when you approach. They are best handled with the strong fighting style, especially if combined with a strength skill.

Return to Odo to get your 100 Oren reward.

When you leave Odo's house and head to the path, the Beast will make a quick appearance, summon a few Barghests, and depart. As such, you should wait for the alcohol to clear away, or ensure you have the appropriate skill before defending yourself. The Beast will also make additional appearances later, but won't directly attack yet.

Salamander's Tail

 * Note: The enemy at the end of this quest can stun you without having to make an attack. Consider setting up a build that can stun him back or otherwise inflict significant damage.

When you speak with the reverend, he will help you if you complete three tasks for others. He will give you a signet ring, and instruct you to assist Haren Broog (Strangers in the Night), Mikul (Buried Memories), and Odo (The Secret Garden).

After completing these quests, speak with Abigail, to learn that Alvin was taken away. You should also purchase some specter oil from her, as that will increase damage against the enemy at the end of the chapter.

You may want to complete remaining sidequests before continuing on this quest - if you proceed, those quests aren't going to be possible anymore.

Report to the reverend. Even though you didn't yet kill the beast, you should still press the issue. He will refer you to the innkeeper for a key - and everyone else will be cleared from the streets. When you get there, you have to kill a few bandits harassing Shani, and retrieve the key from the innkeeper Olaf's corpse.

The salamandra's hideout is on the south road leading to the cave. There are two guards outside, defeated with either strong or fast fighting style depending on preference. Inside, there are four guards, which should be engaged with group fighting style until they're under control. When they are slain and you are ready, you can enter the trap door to clear out the rest of the hideout.


 * Note: The time will change to midnight when you leave the cave beyond the trap door. If you want to make final preparations, you should create necessary potions before hand, meditate until 1-2 hours before midnight, and collect any other possible buff effects that can make things easier. For example, you can touch the ritual stones to improve the Aard sign, do the magic ritual at the place of power, and drink long-term alchemy potions.

Beyond the trap door are four salamandra lackies waiting for you. They will mention the person you're looking for isn't here, and drop a name about someone potentially responsible. After combat with them, you will meet with Alvin - he suggest breaking down a weak wall to proceed.

You will meet with Abigail. Speak with her - if you remain to hear her story, you can engage with romance with her. This is also your last chance to prepare, wait until just before midnight, then use any alchemy before exiting the cave. Potions shouldn't be consumed during the next fight, due to the constraints.

Once outside, the reverend will start the speech. You have a choice to protect Abigail, or let the crowd lynch her. You can refute their accusations one by one easily, or believe that Abigail has been doing curses and let her get killed.

As you return to the main road, the beast will appear and encircle the area in a wall of fire. If Abigail is present, the fight will also include three Barghasts which will keep respawning as they are killed. The beast is immune to most effets, but is still susceptible to stun or knockdown (from Aard). Unlike Barghasts, it is sensitive to steel, and the fast style is most effective against it. The Beast can inflict the pain condition to Geraly even without needing to make an attack.

The beast is a difficult opponent, especially if you haven't prepared for him. Consider the following tactics:
 * Use the powered up Aard sign - augmented by the ritual stones and place of power a few hours before midnight. Thus can knock down the beast, either giving free attacks or a potential coup-de-grace if he's instead stunned.
 * If the barghasts swarm Abigail, switch to group fighting style and engage them. This will distract them from her, and you should be able to better manage whatever is left.
 * There's a safe spot between the house and little building beside it. You can wait here to restore agility.

When the beast is killed, any hostile peasants will make their final push. Otherwise, you can get the letter of safe passage from the reverend, and head to the inn to start escorting Shani to the city. Present the letter of passage to Mikul. He will bring you into the city, but not in an ideal way - he lures you to be arrested.