Written by Tom Brown

Email: Wondrhampster@Live.com

Quick little word.  I don't mind questions, and if sending me one regarding
the witcher, be sure to put "The Witcher" as the subject or I'm liable to
delete it thinking its junk mail.  Also, I'm not the fastest person when it
comes to checking email.  I do it maybe three times a week.  So if you send
me something and I don't get right back to you the very next day, its 
probably because I haven't gotten around to looking, not because I'm singling
you out as the person I want to torture this week.

This is the first FAQ I've done, so cut me some slack. Enjoy!

Last updated 4-22-08
===============================================================================

SPOILER ALERT!!!  This FAQ does at times give away information that otherwise
would not have been known at the current juncture.

About this FAQ:
This guide was written based on Patch 1.3 and in normal difficulty setting.

About Monster Hunts:
During chapters 1 through 5, there are unique monsters that can be hunted for
monetary rewards.  These monsters have their own name and are generally
stronger than their generic counterparts.  When killed, a trophy can be taken
from these creatures.  That trophy has its own space within the inventory and
will appear on Geralt's waist in game.  There are also item rewards given when
a certain number of unique monsters have been killed.  These item rewards are
given when three trophies, five trophies, and ten trophies have been turned in.
The first item reward at three trophies will be a Svarog Rune Stone which
temporarily increases a weapon's chance at hitting and damage inflicted by 40%.
The second reward at 5 monsters dead is a Perun stone which temporarily
increases hit chance and damage by 60% and critical hit by 30%.
The reward for all ten trophies turned in is a choice between:
	A silver sword called Moonblade that has +100% damage.
	A steel sword called Mahakaman Rune Sihill that has +100% damage and
penetrates opponent armor.

The prologue and epilogue do not have any unique monsters to hunt.

All monster hunts will be the first quests listed under the chapter, because
these are totally option accept for chapter 2 and can pretty much be done any
time during the chapter, with the exception of Chapters 1, 2, and 5. One of the
monsters for Chapter 1 is not accessible until after a specific quest.  One of
the monsters in Chapter 2 has to be hunted right off the get go.  And the
Chapter 5 monsters are in an area that isn't accessible at the start.

About quests:
Some quests will carry through multiple chapters, and they will appear within
this guide in each chapter with a note beside the quest name stated as (Ongoing
Quest).  Also, there are a few quests that will or won't be available depending
on which allegiance has been made or if neutral.  These will also be detailed as
such in paranthesis beside the quest name.  There are other quests that will or
won't be available simply based on decisions made.  For example, letting the
elves take cargo in chapter 1 makes it impossible to complete 2 quests in
chapter 2.  The detriment taken will be detailed in the quest that person
actually plays a part in.

Quests enclosed with * have some weight on alliances within the game, while
others can greatly affect who and what can be done.  Taking a choice in one
path may make it impossible to do a certain quest, or it will alienate Geralt
from other characters.  So if uncertain about a given outcome, or if the need
to give both paths a try is desired, save often and in different areas.
Remember, The Witcher does autosave, but there are only so many created and
the game will erase previous ones once it reaches about 4, so don't rely on
autosaves as a backup.

Quests are listed alphabetically by chapter and name as they appear in the
Journal.  Its pretty much impossible to list them in the order they come
because quest steps can be skipped, entire quests can be passed over, and
depending on choices made there are some quests that simply aren't available.

There is an invaluable tool when doing quests.  Open the Journal and choose
Quests if on a different page such as Characters or Formulas.  Highlight a
quest and in the bottom right hand corner of the screen, "Track Quest on Map"
may be visible.  Most quests have this and I'll be refering to it as Quest
Track throughout this guide.  It can lead to people and places needed, but it
can only be used for one quest at a time.  The map can also be used and points
of interest shown with dots can be located in the same manner by selecting the
given point.  However, it is not possible to track a quest and a point of
interest on the map at the same time.

About Sex Cards:
Throughout the game, certain females Geralt comes in contact with can be
coerced into sex.  Some of them that are related to quests or can be bedded in 
the duration of a quest are listed in the given area.  It is impossible to get
them all in one game.  There are two in chapter 3 but only one of those two will
sleep with you.  There are 3 in chapter 5, but once again, it is only possible
to sleep with 1 because they are dependent on your alliance or neutrality.
What should be a full list is included at the very end of this FAQ.

About Dice Poker:
Dice poker is a great way to make money.  Its also a terrific way to lose
money. A dice poker match is fairly simple.  It starts out with an opening bet,
and depending on the opponent, the maximum bet can vary widely.  One player may
only allow a maximum starting bet of ten, but another will allow a starting bet
of 110.  After the opening roll, there is an option to raise.  The minumum
amount that can be raised is 0 and the maximum widely varies based on opponent.
And in some circumstances, the opponent can raise, at which point, three options
are available.  First available is to meet the opponents raise, second is a
medium raise, and last is a maximum raise, usually much higher than the medium.
There is also the option to pass, which is the same as folding giving the win
for that hand to the opponent.  After the raise, there's a chance to reroll
anywhere from no dice (stand) to all five.  Naturally, the opponent also gets
the same option.  The player that wins two out of three games takes the pot.

The people available to play against have a limited amount of money on them at
any given time.  So it may only be possible to win 300 orens against one
particular opponent, but in order to win more, they'll need to be left alone.
This can be done by entering a house or another area and then coming back.  If
an opponent loses say 200 but they have a maximum of 300, then they can be
played a second time directly afterwards in most instances, but the maximum
raise allowed will be considerably lower.

This is a run down of poker hands.  It runs in ascending order from nothing to
the best possible, which is five of a kind.  I've placed the order below from
worst to best with a description of the hand.  Why is there a description?
Because even though some people may know what a flush is, there are others
that don't. 

>Nothing - Jumbled hand where nothing matches such as 6, 5, 3, 2, and 1
>Pair - a hand with two like dice amounts and the rest a jumble such as
6, 5, 5, 2, and 1
>Two pair - a hand with two sets of like dice amounts and an off number such
as 6, 6, 3, 2, and 3
>Three of a kind - a hand with three like amounts and two off numbers such as
5, 5, 4, 5, and 1
>Five-high straight - a hand that runs 1, 2, 3, 4, and 5
>Six-high straight - a hand that runs 2, 3, 4, 5, and 6
>Full house - a hand with a combination of three of a kind and a pair such
as 3, 3, 3, 1, and 1
>Four of a kind - four like amounts with an off number such as 4, 4, 4, 4
and 2
>Five of a kind - all dice are the same denomination such as 2, 2, 2, 2, and 2

Just like normal card poker, a pair of 3's will lose to a pair of 5's.  The 
same goes for three of a kind and the like.  If both players roll 2 pair, the
person with the highest pair wins.  So even if one player rolls 5, 5, 4, 4, and
1 while the other player rolls 6, 6, 1, 1, and 2, the player with the pair of
6's wins.  If a five-high straight is rolled and the other player manages a six
-high straight, the 5- high loses.  Also, if a full house with 2 three's and 3
two's is rolled while the opponent manages a full house with 3 three's and 2
two's, the win goes to the person with three 3's.  There may come a time when a
draw occurs.  In the event that happens, neither player will get credit for the
match and it will continue until someone wins two out of three games.  A draw
does not happen often and will usually only be seen with a straight.

Now for a little info on the AI poker player.  If the computer controlled
opponent gets a straight or a full house, it is not likely they will reroll
unless the opposing hand is better.  So on the opening hand, if the npc manages
a five-high straight, but Geralt only has a pair, at least four of a kind or a
six-high straight will be needed to win.  A five-high straight will tie him and
neither player will get a point for the match.  If a pair of five's is rolled
and the computer rolls a pair of six's, don't get frustrated.  Most often, they
will reroll one of those comprising their pair.  If the computer rolls a five-
high straight in their opening game and something higher like a six-high
straight is rolled, the AI will either reroll their entire hand or simply
concede the hand completely.  The same tends to go for a flush.  If both
players manage a flush on the opening roll, but the AI is lower, they will
either reroll the entire hand or simply concede it.

About Intoxication:
The Witcher allows for many instances of drunken conduct.  Usually, its more
annoying than anything because on a few occasions, there is no way around
getting hammered.  The reason its annoying is it blurs vision and Geralt
staggers at about a quarter of the speed he normally moves at.  So naturally it
takes quite a long time to get anywhere.  The walking problem can be somewhat
counteracted by drawing a weapon if possible.  This will put Geralt into combat
speed regardless of his level of inebriation.  But fighting drunk is not a good
idea.  When drunk, a yellow icon will show below the witcher emblem. The chance
to hit when drunk lowers dramatically and damage output also goes down.

There is a limit to how drunk Geralt can be before passing out.  If Geralt does
happen to pass out, he will wind up lying in the dirt somwhere.  That's not
bad, what is bad is that his wallet will be dramatically lighter.  More than a
1000 orens can be lost by passing out.  So before taking anyone on in some
drinking, best to save first.

About potions:
There are numerous choices for potion crafting when it comes to ingredients.
The main thing that arises is figuring out what the ingredient means when it
says something like Vermilion and then below that it says Albedo.  This Albedo
is a primary substance.  Mixing potions together with a primary substance can
yeild a potion that states something to the terms of: Contains albedo as its
dominant substance.  When that potion is imbibed, a secondary effect will occur
along with the normal potion effect.  In order to get a dominant substance, a
potion must be mixed with a primary substance contained in all of its regeants.
Mixing 2 or 3 primary ingredients of differing kinds will yeild a standard
potion.

Example:  The Swallow Potion requires 1 vitriol, 2 rebis, and 1 aether.  If
mixing a vitriol containing albedo with 2 rebis of which both contain nigredo
and an aether containing rubedo, a standard swallow potion will be yeilded.
However, if mixing a vitriol containing rubedo, with 2 rebis that also contain
rubedo followed by an aether containing rubedo, the result will be a swallow
potion with the dominant substance rubedo.

There are 3 primary substances to ingredients.  Listed below are what they are
and what they do in potions when dominant.
Albedo - Reduces toxicity of consumed potions > lasts 1 hour
Nigredo - Increases damage inflicted by 20% > lasts 4 hours
Rubedo - Accelerates regeneration of Vitality > lasts 4 hours

===============================================================================
Prologue+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
===============================================================================

A POTION FOR TRISS
-Started by Vesemir after the labratory is ransacked.
-First stop is upstairs at the kitchen where Lambert is.  After he gives
instructions on the potion, go into the kitchen and out the rear door.  Quest
Track will lead.  Head up the stairs killing any bandits in the way.  Once
upstairs, slay all the bandits to update.  Now to loot all the rooms to get the
required materials.  One of them is in the Evening Hall which is at the far end
on the left.  The white gull is in a box in the room right past the Evening
Hall.  Once those have been acquired, go back downstairs to the fireplace to
talk to Lambert.
-After chatting with Lambert, he'll give up the recipe for the potion along with
a few ingredient definitions.  He'll instruct Geralt to see Vesemir, who may or
may not be present.  If he isn't around, go toward the front door.  That's where
he'll be coming from.  Talk to him and he'll fork over one of the ingredient and
say the other is on the frightener outside.  Selecting all his chat also opens
up "Berengar's Secret".
-After the heart to heart with Vesimir, run outside and open the dead frightener
up.  Loot the claw and the eye along with anything else lying around and then go
back inside to talk to Vesemir again.  After asking where the others are and
telling him the ingredients are ready, click the fireplace to begin meditation
and then select the bottle off the top right to pull up the formula and
combination window.  Select Potion for Triss.  It should be the only thing able
to be made.  Highlight it and then select mix from the bottom right.
-Geralt is required to meditate for an hour after an alchemy combine.  Once
finished with the potion and meditation, take it up to Triss.  Quest Track will
show the way but its upstairs through the kitchen on the second floor.  The door
to her room is directly across the hall from the library.  Feel free to stop
and talk to Eskel and Lambert in the Armory and Evening Hall respectively.  Both
have interesting things to say.
-When ready to move on, head upstairs to Triss' room.  She'll be in bed nursing
her wounds.  Click on her and a window with a little package that resembles a
wrapped birthday gift opens at the bottom of the screen.  Select it to open the
gift window and drag the potion from quest items to the hand or double click it.
 This will start a conversation with her and an opportunity for the first sex
card arises.  When the option presents itself, select "I suppose we could...".
Then choose the top option again about how she helped out.
-This quest is now done.

BERENGAR'S SECRET
-This quest is started by Vesemir and it will progress through all chapters up
till 5.

DEFENDING KAER MORHEN
-First quest and fairly easy.  If this is the first time playing and tutorial is
on, the game will guide most of this.  But anyway, just follow everyone else for
now.  Lambert will blast the rubble out of the way to advance.  Once at the top,
its a loner mission and the opportunity to learn the combat styles of strong and
fast.
-Head up the ramp and slay whatever is found along the way.  The objective is
the very top of the wall.
-Once around the top wall, there will be a group of archers and others next to a
large pot off to the right, down a set of stairs.  Forget about them and head
for the circular tower directly in ahead.  This gives a cut-scene and seperates
Geralt from those following.
-Head to the right toward the gate.  Ignore the siege cauldrons and bell.
There's nothing that can be done with those right now.  Slay the bandits in the
way and push ahead for the gate.  After slaying all the bandits, operate the
wench and start the next portion.  Follow Leo to the citadel entrance.  Leo is
going to say to drink the thunderbolt potion and that must be done before the
doors will open.  So suck it down and head inside.
-Head straight back, dispatching the bandits.  Loot their bodies when possible
and don't bother with the Kitchen yet.  Its locked.  Just follow Leo.  Once in
the labratory, a cut-scene interrupts and then Leo leads to the first magic
spell, Aard.  Touching the monolith a second time will give an affect that will
bolster that particular magic spell, and then loot the trunk.  There is another
trunk to loot along the wall, between the blocked portion of the lab and the
magic circle.  Blast the collapsed wall and head upstairs.
-The first choice in the game is coming.  Either go with Triss, or fight the
frightener.
	-If going with Triss, Geralt will be forced back inside the citadel.
First boss fight with a mage is coming.  Drink the swallow potion if its still
in inventory.  The mage is sort of annoying because he's linked to a few other
bandits and they have to be killed before the mage can be hit.  He'll also
teleport around once his barrier is down, breaking chain attacks.  Once he's
dead, go around the corner to find Triss sprawled out on the floor. Go down to
the lab for a tragic cut-scene.
	-If the choice was to take on the frightener, things get interesting.
Immediately take the tawny owl potion because Aard is going to play a big part
of this fight.  Also suck down the swallow potion if its still in inventory.
There will be a half a dozen bandits along with the frightener.  Use group style
attack if swarmed by more than 1 bandit, but stay away from the frightener.
Once the bandits are dead, run to a siege cauldron and hit it with Aard.
Immedaitely run to the other and hit it as well.  Ring the little bell and the
frightener should go into a daze.  As soon as it does, open up on it with strong
style.  When the siege cauldrons stop ringing and the frightener comes out of
its daze, go hit the cauldrons again with Aard to daze it.  Run back in and
light it up with strong style again.  Do not take on the frightener without
dazing it.  If it knocks Geralt down with bandits around, they will one shot
kill.  The frightener will also one shot kill if it gets Geralt down.  It also
hits pretty hard.  After the frightener goes down, Geralt and Leo will
immediately be transported to the labratory.  Watch the tragic little cut scene.

-Once done meditating and dishing out any points, hit up the wardrobe for some
swallow potions and head toward the stairs.  Vesemir will give a new quest on
the way out, "A Potion for Triss".
-Next objective is to make sure everyone else is all right.  Actually can't
accomplish this until finished with "A Potion for Triss" and its been given to
her.  So refer to that for now.
-Eventually a prompt to meet Vesemir is given by Triss.  Question her about
everything else first.  If there was anything that caught some attention, to
that now, before agreeing to see Vesemir.  Once the meeting with Vesimir is
done, this chapter finishes.

================================================================================
chapter 1+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
================================================================================
Couple things to do off the get-go.  Take a Barghest skull and a beast tooth
and go see the Innkeeper to store them.  Both are needed for a quest later on
in chapter 3 and barghest only appear in this chapter.  The beast teeth can be
acquired from dogs, wolves, and a few other monsters later on, but its best to
just store one in case of unforseen circumstances.  Also, get herblism as soon
as possible.  It will be needed for a quest and it comes in very useful later on
for ingredients to make potions, bombs, and oils. And the last thing is to get
the contracts from the Notice Board.  The quests off the Notice Board should be
one of the first things done every chapter.  Read them to get their quests and
then drop them on the ground.  Only the quest is needed and they'll eat up space
they don't need to in inventory.

	+Monster Hunts+

	KING OF THE CRYPT
	-Ozzrel can be found in the very back of the crypt on the right side
after completing "Buried Memories".  A wall will need to be blown down with Aard
to get to him.
	-This guy is pretty nasty.  He hits very hard so come prepared with some
swallow.  Tawny owl is another good idea to force him off with Aard and possibly
score a knockdown for a one hit death.  If health is running low, back him off
with Aard and then turn and run the other way.  Swallow should fill health up
rather fast, so use hit and run tactics if need be.
	-Once his head dangles from Geralt's waist, travel it over to the Royal
Huntsman to collect a 200 oren fee.

	THE MONSTER OF THE LAKE
	-Nadir can be found just past the mill between the main Vizima gates.
There is a very large group of drowners near him, but if careful, he can be
pulled away from them becasue he tends to roam onto land opposed to the drowners
that stay in the water.  Simply edge closer till the left side of the screen
turns red showing combat has begun with Nadir and then move back.
	-It doesn't take a lot to put Nadir down, but he does hit rather hard.
Fast style is preferred for him because even though a few hits with strong may
land, he'll dodge them more often than not.  Aard is also good, knocking him
down and giving time to start a chain.  Once is head has taken leave of his
body, take it over to the Royal Huntsman for the 200 oren reward.  He can be
found a little west of the Inn along the path or just use Quest Track.

A GAME OF DICE
-This can be started a number of ways.  The first way is by taking a Dice Box
from a traveler killed during "Racists".  If no help was given to the dwarf, or
simply haven't come to that part by some strange means, a dice box can also be
acquired from a corpse in the crypt during "Buried Memories".  The last and not
so popular way is to completely skip it during this chapter.  However, there is
a forced match in chapter 2 so its best to just start now.  Besides, its a
great way to earn cash for herb books, monster lore, weapons, and armor
considering the first and only piece of armor available till chapter 5 costs
5000 orens.
-The first thing to do after getting a dice box is go to the Inn and talk to
Zoltan Chivay about it.  It will start this quest that will run clear up till
Chapter 5.
-Talk to Zoltan and he'll play a game of dice.  Then talk to him again and ask
if he can play for serious money.  He'll say that Odo, Mikul and Haren all
play.
-Now with the formalities out of the way, a minor choice needs to be made.
There are 4 players available in this chapter, but only 3 need beat.  Its not
much of a decision and money can be won from them all.  The players that can be
challenged are: Zoltan, Mikul, Haren, and Odo.  Any three will suffice and
complete this portion of the quest.  However, to play Mikul, Haren, and Odo the
ring of eternal fire needs to be obtained from the Reverend by working through
a bit of the quest "Of Monsters and Men".
-Once the three victims have been chosen and beaten, this quest is done till
chapter 2.  Any dice playing done till next chapter is strictly for for fun and
personal gain, or possibly loss.

BERENGAR'S SECRET (Ongoing Quest)
-First update will come from the Reverend.

BURIED MEMORIES
-Starts from Mikul at Vizima gates.  Show him the signet of eternal fire the
Reverend gave and offer some witcher services.
-The crypt can be a nasty place.  Lots of ghouls and very dark, so whip up a cat
potion and swallow potion before going in.  Also, make sure to have ghoul entry
in the bestiary.  It can be acquired in 3 different ways.  First, buy it from
the antiquary that frequents the Inn.  Second, spend a bronze tablet on Monster
Lore in the intelligence tree.  The last and cheapest way is to find the
Drunkard at the Inn and challenge him to a drinking game.  He'll fork over a
monster book for ghouls to read.  The reason for getting this is because
Kalkstein wants ghoul parts and there's nowhere else that will have as many
ghouls as the crypt.
-Once inside, take the cat potion and a swallow potion.  There's a dead girl
right at the entrance that seems to have drawn the ghouls.  Take the potion vial
next to her body.  It'll come in handy later and leads to plot development.
-While fighting, its wise to pull the ghouls back a bit when encountered.  They
tend to pop out of the ground, so as one is forced back with chain attacks,
there is a possibility of getting a few more during the fight.  Strong style
works very well on ghouls.
-There's not a lot to do in here, but the second sign, Igni, can be acquired.
It is very handy for a quest later on.  The dice box to start "A Game of Dice"
can also be picked up from a corpse along with some flowers.
-When going back to Mikul for the turn in, several salamandra will show up at
the bridge.  After killing them, depending on which path was taken at Kaer
Morhen, one of two cut-scenes will show.  Once back in control, loot the bodies.
There will likely be 2 or 3 salamandra badges on them.  Keep these, they'll be
used later on.  Talk to Mikul to inform him of the completed task.  He'll say as
a side thought that some of the boys planned to search for treasure.  Now the
place is open to search further back in because a couple guards took some pick-
axes to the rubble that was blocking the path.  This opens the way for "King of
the Crypt" monster hunt.  He'll also ramble on about his love Ilsa.  She's the
dead girl that drew the ghouls.  And this quest is now done.

DEAD HAND OF THE PAST
-This quest starts from Declan Leuvaarden at the Inn.  He can be found inside
during the day.
-He wants a missing friend found.  The cave he's talking about is to the left of
the castle gates along the river.  Its a nasty place with several echinops
inside.  Having Igni helps a great deal on them.  Save before entering.
-The echinops are large plants that will smack and shoot.  Strong style works
well on them as does Igni.  NOTE: If not running patch 1.3, then Geralt must be
manually moved within striking distance.  Anything before 1.3 and clicking on
the plant will do simply nothing as Geralt will be outside actual striking
range.  So if he's not hitting them, manually move another step or two closer.
-The goal is to find and kill the Sated Echinops.  Move slow, because these
things pop out of the ground.  They don't move, but can and will use ranged
attacks.  The sated is roughly between the rock column and the pile of fallen
stones.
-The sated echinops will hit a bit harder than the normal ones, but its still
the same in terms of combat.  Get in close and use strong style.  If an attack
chain breaks, toss out an Igni and start meleeing again.  Shouldn't take but a
few seconds to kill it.  If there are two or three other echinops shooting and
health is plummeting, run back to the entrance and take a rest.  Once its dead,
loot the skull from it and head back to Declan at the Inn.
-Declan refuses to pay because technically, the agreement isn't finished.  If
his friend was found dead, the circumstances were to bury him.  So, now off to
see the Reverend about getting Declan's good friend laid to rest in a more
appropriate place than the belly of a plant.
-After asking for permission to bury the body, head into the chapel and
downstairs.  A nasty little surprise is waiting once the skull is put in the
crypt.  This will be the first encounter with King of the Wild Hunt.  It doesn't
matter how he's answered.  Once he vanishes, a fight with a familiar ghost
ensues. The ghost is nothing to worry about, just use fast style on him and
he'll go down rather quickly.
-Head back to Declan at the Inn once the apparition has been put down like a
lame horse.

FISTFIGHT
-Starts by having a fight with Fat Fred at the Inn.  This quest runs clear
through chapter 5 and is required for another quest.
-Talk to Fat Fred and give up 25 orens.  After beating him, there's a choice of
a ring, vodka and chaser, or cash.  The ring will fetch over a hundred gold
selling it to Declan.
-After beating Fat Fred, this quest is done till the next chapter.

HOT POTATO
-This quest can be gotten from Haren after finishing "Strangers in the Night".
-The objective is to take a package to Coleman at the Hairy Bear Inn.  Nothing
that can be done till the next chapter, so throw this on the back burner for
now.

* OF MONSTERS AND MEN *
-This quest starts at the beginning of the chapter.
-Talk to the Reverend to progress.  He is roughly on the opposite side of the
map.
-He gives the task of lighting the 5 fire shrines throughout the village.  Quest
Track will show the way to them and they can only be lit at night.  Also, upon
arriving at each one to light it, barghests will pop up at each shrine, anywhere
from 2 to 4.  Once they're lit, head back to the Reverend.  He can be found
outside the church during the day or in his house at night which is right next
to the church.
-After lighting all the eternal fire altars and returning for the reward, the
Reverend starts pointing the finger at Abigail.  So time to go visit her to see
what she has to say.
-Abigail has no idea where the beast came from, but she thinks Alvin might. So
now comes the part of harvesting plants.  If unable to do so, go work on
another quest to get a level and spend a bronze tablet in that ability from the
intelligence line.  5 white myrtle petals are needed from the surrounding plant
life.  On a side note, buy the specter oil from Abigail, or if Geralt has the
oil making ability, make a vial or two.  It'll come in handy for a fight at the
end of the chapter.
-After gathering the petals, giving them to Abigail and listening to Alvin go
all demon-boy, head back to the Reverend.  After the turn in to the Reverend,
this is done for a while.  At least until the tasks given by Odo, Haren, and
Mikul are finished.
-Once the end of the chapter draws near, and the children are found in the
caves, Geralt will run into Abigail.  Turns out the town has decided to have a
fire, with Abigail as the kindling.  During the talk with her, a choice to talk
to the townspeople or get to know her better will come up.  Chose to know her
better to recieve her sex card, which is a little frightening actually.  This is
the only time its possible to get her card.  Before leaving the cave, apply some
specter oil.  Also, take a tawny owl and a swallow potion.  This will save
valuable time later.
-Now comes the part that will effect other portions of the game.  If siding
with Abigail, the help of the villagers during the fight with the beast is
lost and she'll show up later in the game.  If siding with the townsfolk,
Abigail is dead so she doesn't help during the fight with the beast, and her
help much later in the game during the epilogue is lost.
	-Fighting the beast with Abigail can be a bit difficult at times even
though she will periodically heal. As soon as the fight starts, two or three
barghest are going to go after her.  Peel them off as quick as possible.  If she
gets hit too much, she'll be knocked down and there will be no healing from her
till she gets back up, which can take a long time.  So go group style until all
the barghests are dead, leaving only the beast.  If Geralt's blade is treated
with specter oil, they should go down in 2 or 3 swings.
	-If fighting the beast with the villagers, they'll draw the attention of
nearly all the barghests so Geralt can concentrate on the beast alone for a few.
Be wary, unlike the fight with Abigail, it is possible to attack the villagers
and if even 1 of them is attacked, they will all turn on Geralt.
-Fighting the beast can be tricky.  He has a tendency to cause pain, which
pretty much stuns and leaves Geralt open.  Also, running into the fire
encircling everything will cause incineration which deals damage and leaves
Geralt unable to move and completely vulnerable to the beast and barghests.  If
health becomes and issue, run in circles near the perimeter to allow swallow
time to work its magic and fill vitality back up.  Also, if some points have
been spent in Aard, there's a good chance it will stun the beast, allowing a
one hit instant kill.
-When the beast is finally dead a few things can happen depending on choices
made.
	-If Abigail was left to the wicked ways of the villagers, the reverend
comes to visit.  Now another choice comes.  Get the permit to enter the city
from him willingly, or take it from his corpse.
	-If Abigail was protected from the villagers, Odo, Haren, and the
Reverend come for a friendly visit.  Kill them all and take and take the permit
from the priest's lifeless body.
-Be sure to loot the beast's body for his hellhound soul that can be used in a
potion.  After all choices have been made and bodies pile up like bricks, this
quest finishes and the end of the chapter picks up with the quest "The
Salamander's Tail".  Also, If Abigail was left to fend for herself during a
'fair trial' go back to the cave that's just down the road and loot some things
from her remains

RACISTS
-Starts by helping Zoltan Chivay when he's surrounded by 4 travelers.
-Tell the travelers to move along and then kill them.
-After killing the travelers and talking to Zoltan, who actually knows Geralt,
this quest finishes.

SHE'S NO EARLY BIRD
-This quest starts from Vesna.  Find her at the town sign just outside of the
Inn fort at midnight.  She'll be surrounded by bandits.  When prompted, answer
with "You'll lose those shortly..." which leads to killing the entire group.
Then agree to walk her home.  Use Quest Track to find it.
-While taking her home, groups of barghests will pop up to impede the journey.
Use group style to get rid of them and continue on.  Once back at her home,
she'll ask how she can possibly say thanks.  If wanting her sex card, answer
with meeting her again.  Wait till dusk of the next day and show up at the old
mill with a bottle of wine.  Her sex scene is actually quite funny.  Regardless
of the choice, this quest will finish.

* STRANGERS IN THE NIGHT *
-Starts from Haren Brogg after getting the ring of eternal fire from the
Reverend.
-This quest will affect 2 other quests in Chapter 2.
-Go out to the water next to Haren's hut where all the parcels, jars, and boxes
are sitting next to the overturned boat at night.  Kill off about a half a dozen
drowners.
-When the drowners are dead, Some elves will approach.  Now if Geralt lets the
elves take what they want, "Hot Potato" will not be possible to finish, as well
as "The Rat" will not be available in chapter 2.  There's no other detriments
aside from that.  The choice falls to whether or not those other quests are
wanted.
-After the decision is made to give the elves the goods or to kill them, head
back in to give Haren the news and collect the reward.  Then talk to him again
about more work and he'll give the quest "Hot Potato".

THE BARGHEST CONTRACT
-Notice Board Quest
-Abigail, the town witch, wants 10 barghest heads.  These little critters pop up
all over the place in town at night.
-Once ten have been acquired, which should take no time at all, head over to her
hut.  She will also buy any and all barghest heads after turning this quest in.

THE DROWNER CONTRACT
-Notice Board Quest
-The Reverend wants 3 drowner brains.  They can be found at just about any body
of water at night.
-Once three are packed away, take them to the Reverend who is out front of the
church in the day or in his house at night.

THE GHOUL CONTRACT
-Notice Board Quest
-Kalkstein wants three vials of ghoul blood.  Ghouls can be found in a number of
places.  Sometimes they are roaming the villages near the Inn at night, a few
can be found in abandoned huts, but the majority will be in the crypt where
"Buried Memories" takes place.  Just remember, components for this quest cannot
be secured from their bodies if the ghoul entry isn't in the bestiary.  There
are three ways to get it.  The first is by spending a bronze tablet in the
intelligence tree for Monster Lore.  The second way is going to cost 250 gold
and that is by buying it from the Antiquary at the Inn.  The third way is by
outdrinking the Drunkard at the Inn.  Toussaint red works and upwards of 9 can
be found while looting houses and such throughout the village.  It should only
take around 3 or 4 before he caves in.  Once the win is in the bag, he'll give
The Tome of Fear and Loathing, volume 1.  Depending on which method was chosen,
the antiquary can be found sitting around the tables at the inn about anytime
during the day, and the drunkard is around in the evening.
-Once the blood is collected, find Kalkstein at the Inn.  If this quest is done
when going for the turn in to "Buried Memories", the reward can be collected
from Kalkstien at the gate.

THE SALAMANDER'S TAIL
-This quest starts at the beginning of the chapter.
-Talk to the Reverend.  He is roughly on the opposite side of the map.
-Updates to this come after helping Haren, Mikul, and Odo.

IMPORTANT NOTE: When going to ask the Reverend about Salamandra after finishing
the quests given by Odo, Haren, and Mikul, things will be sped along to end the
chapter.  So be sure everything else is done.  Go see Abigail and buy some
specter oil, or if possible, make some.  This will come in very handy when
taking on the beast.  Its also a good idea to hunt the two unique monsters and
to store a barghest head if they haven't been done.  Also, sell any other
barghest heads to Abigail.  This is the last chance before talking to the
Reverend.

-Tell the Rev about the completed tasks done for the others and he'll say he
isn't talking until the beast is dead.  Argue that wasn't part of the agreement,
then he'll say Innkeeper Olaf supposedly has a key for the Salamandra base.
-Once inside the Inn, cute little Shani is surrounded by men that mean to do all
sorts of interesting and probably taboo things to her.  So time to intervene
and rescue the damsel in distress.
-After violently imposing some authority upon the would-be rapists, go check out
the cooling corpse of Olaf.  He'll have a key that will point toward the
salamander base once.  Its roughly to the west.  Very hard to miss because there
will be 2 salamandra lackey's right out front.  Drink a swallow potion before
going into the hut because 4 more thugs will be waiting to swarm like bees.
Group steel works well to thin their ranks.  Aard can also give some breathing
room and most likely, at least 1 will be stunned or knocked down for an instant
kill.
-Once downstairs in the cave, fight some more salamandra goons that actually
seem a bit afraid.  Depending on what path was taken in Kaer Morhen, there may
be some of the equipment from the lab sitting around.  "Berengar's Secret" will
also update.  Follow Alvin back once everything of value has been taken and
blast the wall down with Aard.  At the back of the cave, the friendly
neighborhood witch, Abigail is waiting.  Chose to know her better for her sex
card.
-After killing the beast, hellhound soul stored in inventory, and letter of safe
conduct, go pick up Shani from the Inn.
-Once she's in tow, run to the gate Mikul is guarding.

THE SECRET GARDEN
-This quest is acquired from Odo after obtaining the eternal fire ring from the
Reverend.
-Odo needs some echinops cleared from his garden.  A simple enough task at first
glance.  The problem is, he gets Geralt drunk first in an attempt to lower the
bill for weeding his garden.  And being drunk decreases hit percentage, combat
damage output, lowers walk speed, blurs vision, and is simply annoying overall.
The walking can be easily fixed by simply drawing a weapon.  If Igni is
available, the fight should be a bit simpler.  Use strong style and if missing
two or three times, smack it with some fire.  There's only two plants to clear
and they are far enough away from one another that the second one won't be able
to range hit while the other is being killed.  Just remember that if not playing
with patch 1.3, simply clicking to attack from a distance won't get Geralt close
enough.  He'll need to be manually moved within striking distance.
-Once the echinops are dead, stumble back inside where Odo will try and cheat
Geralt!  The nerve!  Worry not though, he'll give up the full 100 orens.

WANTED
-Notice Board Quest
-Actually can't do anything with this quest yet.

WITCHERS' SECRETS
-This quest starts at the beginning of the chapter and progresses clear through
to the Epilogue.
-Talk to the most prominent members of the outskirts.  The Reverend will be the
first stop and he will tell of the other three to see.
-After helping out Olaf, Mikul, and Haren, talk to the Reverend again and when
he tells of the salamanders taking over the Inn, an update finally occurs.
-Another update comes after talking to the Salamandra boss in the cave.

=======================================================
chapter 2++++++++++++++++++++++++++++++++++++++++++++++
=======================================================
This starts on a down note with Geralt in jail.  In order to progress, have a
chat with the Elven Convict and he'll give up a dice box and force a game of 
dice poker.  The most he has is about 30 orens.  Now whether its a win or loss,
the Jailer Vincent will come in and say to go free, kill a cockatrice in the 
sewers.  The catch to it is that first the Muscleman needs a serious beat down 
in a fist fight.  When finished speaking to Vincent, the quest "Prison Break"
starts.

	+Monster Hunts+

	* THE BEAST OF THE SEWERS *
	-The greater cockatrice is part of another quest, "Prison Break". It
can be found in the sewers in the south-western portion.
	-After entering the sewers, a knight by the name of Seigfreid will ask 
to come along.  Deny him and the dwarven armorer can be used, but the order 
armorer can't.  Allow him to tag along and the dwarven armorer won't sell to 
Geralt but the order armorer will.
	-Not a difficult fight thankfully because Geralt will have next to 
nothing aside from his belt slot item.  Use Aard on him after a couple attacks 
to either knock it down or possibly stun him for a one swing kill.  Take his 
head back to Vincent who will either be in the dungeon or outside it for the 
reward of 400 orens.

	BLOODTHIRSTY VEGETATION
	-The target for this hunt is Archespore.  It is a much stronger version
of an echinops that hits harder and has much more health. It can be found
northwest of the clay pits in the swamp.  Looking at the map, it is where the
two paths from the village and claypits meet.
	-The fight with Archespore is actually quite tough.  This plant hits
very hard and it can kill in a matter of moments if Geralt's health isn't
watched.  Strong style silver works best and Igni also does some good damage.
If a chain attack is broken, throw out an Igni and immediately start attacking
again.  If finding him to be troublesome, its possible to come back later with
a few more levels or even more warriors once the quest "Force Recon" is started.
	-Once the over-powered plant is chopped down like Lincoln's cherry
tree, take its head/stalk back to Vincent for 400 orens.

A GAME OF DICE
-Now the option of taking on other opponents presents itself, commence with the
gambling.
-Munro Bruys or Thaler the fence will progress the quest.  Whichever one is
visited first will end "Dice Poker: The Novice" and start "Dice Poker: The
Professional".  Zoltan Chivay can also end the novice by speaking to him before 
seeing either of the gamblers.

A GHOST STORY
-This quest starts from a Thug in the building directly across from the 
warehouse near the Hairy Bear.
-Once inside, it seems the house isn't haunted at all...at least not yet.
There will be bodies shortly though.  So, after a little amusing dialogue, and
the bodies hit the floor, chat with the half elf.  She doesn't speak so well,
but the general idea gets across to visit her at home and this quest ends.

* A GRAVEDIGGER'S GRATITUDE *
-This quest doesn't affect allegiances, but it can affect several other quests
as well as how major events within this chapter play out once completed.  So
its marked for that reason.
-This quest starts from the gravedigger after Raymond has run off to throw
salamandra from his trail and come back.
-He'll inform say that in order to get in to the cemetary, a pass from Vincent
is needed, or get Thaler to clear his debts.
-So, take a trip on over to see Thaler.  Unfortunately, Thaler won't clear the
debt or let it be bought off till he's proven innocent, which can't be done for 
quite a while.
	-If looking to get the debt cleared, perform the autopsy as normal.
Afterwards, follow "Old Friend of Mine".  Get Shani's sex card in order to clear
Thaler if his innocence isn't proven during the autopsy.
	-Go see Vincent if clearing the debt doesn't sound too favorable.  By
now, Geralt should be on his good side.  If by some chance Vincent won't give
up the pass, there is still getting Thaler to clear the debts.
-Once inside the cemetary, head to the crypt.  It will be near to the left near
the largest body of water.  Lots of necrophages inside, so bring swallow
potions, tawny owls, a cat potion and necrophage oil if its available in
alchemy.
-Inside the crypt, the item needed to progress the quest is the first left.
Not exactly a smoking gun, but it clears all suspects  After getting the update,
search the rest of the crypt for loot, then go chat with the gravedigger.
After telling him what was found, this quest finishes.
-Don't forget to go tell Vincent what was learned in the crypt.

A LONG WAY FROM HOME
-Stars from Yaren Bolt in the lumberjack clearing within the swamp forest after
finishing "Flowers and Gold"
-Yaren needs the road cleared and the vodyanoi dealt with.  Put Quest Track on
because there are three places that need cleared of monsters.
-The first place is along the path just west of the cave.  There are 3
bloedzuiger that want dead.
-The second area is east along the path that runs past the altar of melitele.
There are 3 drowners that require killing.
-The third area is just past the drowners running east and 2 echinapse need to
be trimmed.
-After those areas are cleared, the map is going to point toward the vodyanoi
shrine.  Don't go that way.  Go to Vaska's hut.
-Chat it up with Vaska to learn of a more civil manner, then head back to the
clearing and get Yaren's axe from him.  The axe will occupy the secondary sword
slot, so drop whatever is there.  After placing the axe on the altar, the
dropped item can be retrieved so long as Geralt does go into a house or leave
the zone.  With the axe in hand, place it on the altar by the clay pits.  Camp
till midnight and then go back.  A vodyanoi amulet will be waiting in place of
the axe.  Take the amulet back to Yaren Bolt for the 400 oren reward and quest
finish.

A LOST LAMB
-Started by Vaska in the swamp forest after finishing "Clay Pits"
-Vaska wants one of their children that has gone missing found.  Being the
superstitious fool that she is, she thinks the druids stole him to turn him
into a dyad.  So, druid grove in the northwestern portion is the first stop.
-The druids won't talk at night, so come back during the day.  They'll say they
haven't seen the boy, but to talk to the dryad, Morenn.
-Morenn states that only females are able to be dryads and males are only taken
in to procreate.  Now is the chance to get her sex card.  She wants a wolf pelt
as a test of strength.  So fork one over.  If no wolf petls populate inventory,
make a trip to the cave or hunt around the druid grove for some.  After giving
her the pelt, she mentions that witcher's are sterile.  So now onto convincing
her, which doesn't take much.  Answer with "Intimacy without procreation can be
good." then answer with sex relieves stress.
-Once her card is secure, head back to Vaska to finish this quest for the time
being.  It will pick back up in the next chapter.

A MOST UNCOMMON WINE
-Obtained from Conrad who can be found frequenting the Hairy Bear in the
evenings.
-He wants some one hundred year-old-wine in an abandoned house that happens to
be frequented by Graviers.  The house he's referring to is between Raymond's
place and the Dike entrance.  Be wary, another quest entitled "The Rat" also
takes place inside.  If "The Rat" is also active, 2 wraiths will be waiting just
inside to take a nibble off any visitors.  If "The Rat" isn't active, there
won't be anything upstairs when entering.
-Head down to the basement to find 4 graviers.  Slay them and take the 3 bottles
of wine from the crate on the floor.  Now back to Conrad.
-And good old Conrad doesn't have the cash to pay for it.  But for some strange
reason, he still thinks it would be a good idea to fork a bottle over after
risking death to obtain them.  Obviously he's be drinking quite heavily.  So the
options run as:
	-Give the lying lush a bottle.
	-The second choice is no money, no wine.
	-The last option is Geralt doesn't actually have them.
-Any choice will work, but why give him wine when he promised gold?  Doesn't
matter what option is selected, quest still finishes.  As a side note, the 
wine sells to the waitress for 80 orens a pop, making a total of 240 orens. It
doesn't have any other use aside from drinking it.

A MYSTERIOUS TOWER
-This starts from Kalkstein.  His house stands between Vivaldi's and Shani's.
-First is to get 2 books for him, Ain Soph Aur and The Secret Gates.  There's
only 1 way to obtain The Secret Gates, but there's 2 ways to get Ain Soph Aur.
Regardless, first stop is the Antiquary.
-The antiquary will point toward Vivaldi.  He also eludes to a hermit in the
swamp knowning something of Ain Soph Aur.  So onward to Vivaldi.
-Now there are two ways this can go when going to see Vivaldi.
	-Just meet Vivaldi in his house and ask about the books, of which he has
both.  The Secret Tower will run 100 orens while Ain Soph Aur will cost 300.
Can buy them both from him, or wait and get Ain Soph Aur totally free once
getting to the swamp.  Breaks down to having the extra cash.
	-There is the chance that Geralt will walk in on Vivaldi being arrested.
If so, the quest will shift to breaking the little dwarf out.  So, go to the
dungeon and chat with the junkie-jailer Jethro.  He'll let Vivaldi out if the
200 oren bail is posted.  Naturally, cough up the cash.  Ask Vivaldi comes out
of the cell, ask about the books.  He'll be so grateful, he'll give up both
books totally free.  Read them, then go see Kalkstein.
-Kalkstein will rattle off about the obelisk's and hand over the Chocc'mah
Sephirah.  He'll make notes for Geralt in the Glossary under "Kalkstein's
Notes".  They'll tell about the Sephirah and where they can be found.  Should
already have Maal'kad which the greater cockatrice was carrying.  Now knowing
how to do this, head to Lebioda Hospital to pick up 3 more sephirah.  Its quite
possible to already have them though.  Target is the Melitele statue.  There's
a nun beside it that will give some information on how to make an offering.
Give the statue some fruit to recieve Veen'ah, Ghe'vrath, and the 'Oth 
Sephirah's.
-Now there are a few left to find.  One is held by Vaska, Kezath, who can be
found in the swamp village.  Another, Tipperath, is held by Declan Leuvaarden.
He can be found at the Dike and he's a bit on the greedy side.  Bring 500 orens
when going to see him.  Y'esath can be found in a cave in the swamp.  Its near
the back in vran's sarcophagus.  A wraith will be protecting it along with a
bunch of wolves.  Neh'tza is also in the swamp, held at the golem burial ground
by the frozen golem.  The last comes from an unlikely place...Detective Raymond.
-So first stop is Declan on the Dike.  Give him 500 for Tipperath.  Afterwards,
go see Vaska in the swamp.  She'll have a quest, "Clay Pits", that needs done
and she gives the Kezath sephirah as a reward.  After Vaska forks over her 
sephirot, hit up the cave.  Follow the zone wall to the west from the clay pits
to run right into it. In the back of the cave, kill the wraith and loot Vran's
Sarcophagus for the sephirot.
-Now there's but one left and that is held by Raymond.  "Vizima Confidential"
will have to be advanced in order to obtain his.  Once armed with all ten, head
to the swamp forest and start placing them.  Follow the Quest Track from
"Monoliths" if having problems finding the right locations.
-After placing all the sephirot, the tower will be accessible.  Once inside,
loot the trunk and read the tower mage book, then save.  A nice little fight
will commence once back outside.  Details for the fight are listed under
"Vizima Confidential".  This quest is now over till chapter 3.

A PILGRIMAGE
-This quest starts from Gramps in the swamp.  He'll be near the docks and wants
an escort to the Melitele shrine.  Follow the Quest Track, but be wary because
Archespore will most likely make an appearance during the trip.
-Now there are a few different places that may be worth visiting while gramps is
in tow which are:
	-The clay pits.  He'll tell a few useful pieces of information about
them so long as he doesn't get dragged clear into the pit while fighting
drowners.
	-Northwest of the clay pits is an area called three islands.  Get him
there while still on this quest and he'll give the recipe for the King and
Queen bomb as well as the recipe for Maribor Forest.
	-Dragging him clear up to the druid grove in the northwestern portion
of the swamp forest will result in details about places of power.
-After getting him to the melitele shrine, he'll give details on where to find
his hut.

A RESTLESS GHOST
-Hildegard Zollstock begins this.  she can be found wandering around in front
of the cemetary around noon.
-Seems that Hildegard's late husband has become a wraith and for more fun after
life, he wanders around in front of the cemetary gates at night spouting things
about the good widow.  So after taking the job, find him at midnight in front
of the cemetary.  He can actually be spoken to, so listen to some fun things he
has to say about his wife.  Geralt will need to pull his blade to attack him
and use fast style.  He's just like any normal wraith.
-After cutting down the husband, go back to the cemetary gates at noon to find
Hildegard.  The cheap old bitty wants to deprives cheat Geralt, but in the end,
she fails and the reward comes.

ANATOMY OF A CRIME
-Take a trip over to see Shani at either home or the hospital.  If she's at the
hospital, she'll say to visit her at home later to discuss it.  She'll say she
can do the autopsy at night.  Must talk to Shani at home about doing the
autopsy first, and then take a trip to the gravedigger.  He'll let the body go,
but not for free.  Seems he has a penchant for dwarven ale.  So snag the
gravedigger his poison (Mahakaman Mead works just fine) and he'll agree to drop
the body off at the hospital around 11.
	-While talking to the gravedigger, ask him how to get into the cemetary
and tell him Raymond seems untrustworthy.  He'll say he either needs Vincent
Meis' permission, or clear his debt with Thaler.  This will open "A
Gravedigger's Gratitude".
-On the following night walk over to the hospital after 11 at night.  Shani
will be waiting in the back room with a rather messed up corpse.  There is
now a few ways in which the autopsy can go:
	1. Comment on scavengers sucking the bone marrow out.  Then go with
assassin's dagger.  Next go with the liver, then go with Kalkstein.  This will
finish the quest and point the finger at Kalkstein.
	2. Comment on scavengers sucking the bone marrow out.  Then go with
assassin's dagger.  Then go with the heart and finish it up with indications
pointing to Ramsmeat's men.  This will finish the quest and implicate Ramsmeat.
	3.Comment on scavengers, followed by something is wrong with his head.
Then go to the liver.  This will complete the quest and point the finger at 
Kalkstein.
	4.Comment on scavengers, then move on to his neck muscles and palms
look tense.  Afterwards, move on to can it be confirmed.  The quest finishes
pointing the finger at Kalkstein.
	5.Comment on scavengers, followed by the neck muscles and palms looking
tense.  Afterwards, choose that its too easy.  This will finish the quest with
a most surprising outcome.
-Now, the fifth choice listed is the best outcome in terms of quest progression
if not doing "A Gravedigger's Gratitude".  It updates all "Suspect:" quests as
well as "Vizima Confidential" and "What Lies Beneath".  If doing "A
Gravedigger's Gratitude", implicating Kalkstein or Ramsmeat works better in the
swing of quests, but do not speak to Raymond until "A Gravedigger's Gratitude"
is done.  It could lead to some complicated circumstances.
-"Old Friend of Mine" updates regardless of the autopsy results.

BERENGAR'S SECRET
-Well, it looks like Berengar found a way into Vizima.  So, time to have a look
around for him while attempting other endeavours.
-This will update when taking on the hunt for the cockatrice to win freedom from
jail.
-Talk to Thaler about the blade and Berengar's equipment.  He'll point toward
Coleman, provided he's alive.  Coleman won't talk about it.  So talk to Ramsmeat
instead.  He'll point toward the folks in the swamp, namely Vaska.
-Vaska will point toward the clay pits.  So head on over there and look for a
Mutilated Corpse.  There will be 2 bodies and one will have a salamandra broach
that's split in two.  Take it to update.
-Depending on how "Force Recon" goes, this will update that Berengar is alive
and went willingly with salamandra.

CLAY PITS
-This quest is started by Vaska in the swamp forest.
-She wants the clay pits cleared of drowners.  Take the road toward the dock
but hang a right when it branches.  There will be a whole mess of drowners
around the pits.  Go in with group style silver to mop them up.  They shouldn't
pose any real threat.
-Once they've been dealt with them, go back to Vaska to learn she lied.  She
has no money, but does give the Kezath sephirah, which is needed for "A
Mysterious Tower".  This quest is then finished.

DICE POKER: THE NOVICE
-With 3 players beaten, curiosity to find someone better and the opportunity
to play a professional is up.
-Find Munro Bruys at the Hairy Bear.  Ask him about dice and he'll say he's a
professional.  This quest will end and "Dice Poker: The Professional" will
start.  Speaking to Thaler about gambling first will also do the same thing,
as well as chatting with Zoltan.

DICE POKER: THE PROFESSIONAL
-This quest will open by speaking to Munro Bruys in the Hairy Bear, Thaler who
lives near the dungeon, or Zoltan.
-Naturally, both Munro and Thaler need to be beaten.
-There aren't anymore professionals to take on right now.  So this quest will
pick up in the next chapter.

FINDERS KEEPERS
-This quest can also be done during the next chapter as well, so it will be
listed there too.  If doing it during this chapter, it can't be done during
the next.
-Starts from Con Artist at the sewer entrance in Temple Quarter.  He's only
there in the morning about 2 hours before sunrise.
-Enter the sewers and take the Bars right next to the Temple Quarter exit to
access the crypt.
-Take first 2 rights inside the crypt to get to the box with the ring. (Quest
Tracking will lead right to it)
-Return to the guy to find out, surprise surprise, the ring isn't a family
heirloom.  Didn't see that coming from a con artist or anything.

FISTFIGHT
-With Fat Fred trounced, time for someone stronger.  So off to the Hairy Bear
Inn.
-Inside, find Butterbean awaiting a good thrashing.  The wager is 75 orens.
He'll ask about issues with fat people, tell him yes for some amusement.
-Humiliate Butterbean and collect the reward which can be:
	-1. two bottles of mandrake cordial
	-2. gold necklace
	-3. 150 orens
-If money is the only tantilizing reward, go for the 150 orens.  Its actually
225, the 150 plus the original wager of 75.

FLOWERS AND GOLD
-This quest can be acquired by speaking with Yaren Bolt at the lumberjacks'
glade in the swamp forest.
-He wants suggests collecting 5 beggartick flowers and taking them to the
ferryman.  Beggartick can be bound near the fallen tower. If foraging seems so
tiring, talk to a druid in the grove and he'll point out that the Elder Druid
sells them.  However, one trip to the ruined tower will easily get the required
5.
-Run back to the ferryman who will give 400 gold for them.  Now its time to
settle up accounts with Yaren.
-The option to keep all 400 is available or give 200 to Yaren since he's the
one who mentioned it.  Splitting it with him leads to everyone being happy.  If
keeping it all, he gets a little agitated and won't speak for a while.
-Whichever is choosen, talk to him again to open up the next quest "A Long Way
from Home".

FORCE RECON (Dual-Faction Quest)
-This quest can be obtained from either Siegfried or Yaevinn at their
respective camps in the swamp forest after making the first turn in to
Vivaldi for "Worth Its Weight in Gold".  If help is given to Yaevinn, the
dwarf armorer is usable, if help is given to Siegfried, the order armorer
becomes usable.  This has no lasting effect on alliance thoughout the game nor
will it effect future quests.  And this quest can actually be completely
skipped.
	-If siding with Siegfried, be sure to turn in "Worth its Weight in
Gold" first.  If Siegfried's request is accepted while on that quest, failure
will occur because Yaevinn won't be seen again this chapter.  So after making
sure of quests, visit Siegfried at the clearing between the lumberjack camp
and the druid grove.  He'll complain about a thorn or something and ask Geralt
to lead his knights.  Accept and head to the golem burial ground.  Its just a
short jaunt to the east.  Kill a half dozen or so scoia'tael.  Very the steel
sword styles depending on circumstance.  By now, a firm firm hold on combat
situations should be established.  After killing off the scoia'tael, head back
to Siegfried for the reward and quest finish.
	-If helping Yaevinn, make sure you turn in "The Drowner Contract" to
Siegfried first.  Yaevinn can be found at the non-human camp near the ruined
tower.  Offer to lead his soldiers to the golem burial ground to kill the order
scouts.  Its to the southwest and Quest Track can lead.  If going too fast, it
possible to actually leave the scoia'tael regimen behind.  Kill off about a
half a dozen order soldiers once at the ruins.  Vary steel sword styles based
on the situation.  After massacring the ill-prepared troops, head back to
Yaevinn for the reward and quest finish.  Being the nice guy that Yaevinn is,
he even looked into Berengar's dissappearance.  Turns out he went with
salamandra willingly.  Weird!  "Berengar's Secret" will update.

HOT POTATO (Ongoing Quest)
-This starts from Haren in chapter 1 after finishing his first quest "Strangers
in the Night".
-Remember that package of Haren's?  Look in quest items after the cockatrice has
been killed and items reclaimed from jail.  Notice how the parcel has gone
missing.  So, time to have a little chat with Jethro about it, and strangely
enough he seems to be sneezing a lot.
-Well, apparently whatever was in the parcel seems to have made its way into
Jethro's pockets...or nose.  So time to give Coleman the news.  He can be found
at the Hairy Bear, usually in the back room. Tell him the guards took it.  All
is forgiven, quest finished.
	-Now, the scoia'tael were allowed to take the goods from Haren's place
back in chapter 1, there's a nice little surprise waiting when entering the
Hairy Bear.  And that surprise is Coleman's body peirced with one of the arrows
taken from that shipment.  Quest failed, do not pass go, do not collect 200
dollars.

MEMORY OF A BLADE
-This quest starts once in the sewer with the shiny new silver sword.  First
objective is to find Thaler the fence after the cockatrice hunt.  He has a
sparse little pad near the dungeon.
-After questioning him about the silver sword, "Suspect: Thaler" opens as well
as an update to "Berengar's Secret".  Thaler said he got the sword from a
famous gambler at the Hairy Bear.  So head over there during the day to find
Gambler. Ask him about the blade and he'll say he won it from the gardener at
Lebioda Hospital.
-Hunt down captain green-thumb outside the hospital and he'll tell a sob story
about how he was so certain he'd win the game and how he was friends with the
person who owned the silver sword.  But he does point out Shani who knew the
blade's deceased owner.  Talk to her at home since she won't spill anything at
the hospital.
-She'll go on about the Battle of Brenna.  Then she'll say Zoltan is supposedly
a weapons expert.  Time to track him down.  Sometimes he's at Vivaldi's house,
sometimes he's at the Hairy Bear, and sometimes he's just wandering around town.
-After tracking him down, ask about the sword.  This quest finishes with Geralt
having a true witcher's sword.

Monoliths
-This quest begins one of two ways:  first it can start just by placing a
sephirah into one of the stones scattered throughout the swamp forest.  The
second and quest-friendly way is by advancing "Vizima Confidential" to the
part of Raymond giving you the last sephirah.  Either way, its a straight
forward quest.  Just run around the swamp using Quest Track and the map to
place all 10 sephirot into their respective monoliths.  After you've placed
the last, this quest finishes and "A Mysterious Tower" updates.

OLD FRIEND OF MINE
-Starts by talking to Shani in the hospital.
-First objective, ask if she needs help.  At which point she'll say no, then
she'll rattle off about celandine slowing the plague, so offer to get some.
They can be found in the swamp forest, if there aren't any left over from
chapter 1.  Either way, get them for her and then return to the hospital and
have a chat.  Doesn't matter which option is choosen on turn in, it all ends
up the same way.
-She'll explain where she lives if asked, so go visit her in the evening, just
beware of the crazy old lady.  She will approach and rattle some nonsense off
each time Geralt enters, and sometimes she'll throw him out for no good reason.
Also, do not try to enter while drunk.  If she asks to have a drink, don't.
She won't let Geralt in at all if he's drunk.
-After finally getting upstairs to talk to Shani, she'll comment about the
crazy old broad downstairs.  Really doesn't matter what choice is picked,
though she does have a little problem with says the old bag should die.  Shani
also doesn't have much to say until the question of the prisoner from "Vizima
Confidential" comes up.
-This quest will go on hold until after "Anatomy of a Crime".  Once the autopsy
is done, talk to Shani at home.  She wants to throw a party but first, she needs
booze.  Precisely, she wants Rose Wine, cherry Liquor and Temerian Rye Vodka.
So head over to the waitress at the Harry Bear.  Get some Cherry Spirit Cordial,
Temerian Rye, and Mettina Rose.
-Armed with the liquor, back to Shani.  After giving her the refreshments,
she'll say to bring a friend.  Naturally, having amnesia doesn't lend itself
to Geralt knowing too many people.  So there are 3 choices:
	Carmen - Yes, Carmen can be invited...for 100 orens.  Shani however
doesn't exactly approve.  If taking this path, Geralt will have to fetch
Grandma's Diary from downstairs...a place that is not good to go while drunk.
Anyway, the diary is procured, head back to the party and talk to Carmen.
There will be an interesting exchange between Carmen and Shani once Dandelion
starts singing.
	Zoltan - Zoltan will come for free so long as there is booze.  If this
path is chosen, Geralt will need to fetch Grandma's Pickles and Lard, and then
talk to Zoltan again.  Everyone gets along on this path.
	Siegfried - Dandelion and Siegfried will get themselves into a nice
little squabble taking this route.  Eventually a bottle of of Grandma's Cordial
will be required.  Siegfried will also sing...frightening.
-After the party, bring Shani some red roses.  She'll tell a neat story about
Thaler that will solidify him as innocent if he isn't yet.  Then she'll give
her sex card.  Afterwards, this quest comes to a close.

* PRISON BREAK *
-Starts from Vincent Meis in the jail after playing the elf in dice poker.
The first order of business is to pound some stupid out of the Muscleman in a
fistfight.  Once that's done, have a chat with Vincent.  He'll direct Geralt to
the genius Jethro who screw's up and immediately blurts out where they
confiscated a silver sword from, updating "Berengar's Secret".
-Once down in the sewers, there will be a new quest "Memory of a Blade" and
Geralt will be armed with a very handy silver sword.  Nice little toy for
dissecting monsters.
-Now then, move forward just a bit and a knight named Siegfried will approach.
He'll chat a bit and then comes decision time.
	-Let him tag along and he'll let Geralt into the Dike later on.  Also,
the Order Armorer can be used.  The downside is the dwarven armorer can't be
used and a guard will need to be paid off to get into the hospital.
	-Deny his help by working alone, and go kill the cockatrice.  The
dwarven armorer will supply any needs and Siegfried will allow Geralt into the
hospital for no charge.  The downside is the order armorer can't be used, and a
guard will have to be paid off to get ito the Dike.
-After making the decision, the greater cockatrice can be found in the
south western portion of the sewer.  Not really a difficult fight.  The main
problem is it hits pretty hard.  Aard can stun it allowing for a quick kill.
Once its dead, loot its body to get its head as a trophy, a square item called
the Maal'kad Sephirah, a feather and possibly an ornithosaur's eye.  The head
goes to Vincent, while the sephirah will be used in a later quest in the swamp.
The feather will also be used in a notice board quest in chapter 3, though its
not necessary to save it since plenty will be found later.
-Before leaving the sewers, have a look around.  In the far southern end
accessible at the time, there's a small alcove.  In that dark alcove, there's a
body of a knight.  He'll have a key and a note.  Read the note, but don't go
into the Lionhead Spider cult just yet.  The silver sword won't do a lot of
damage to humans.  So go retrieve the steel blade and come back.  There are
lots of goodies to loot inside.
-Now with the cockatrice head dangling, follow Seigfried to the exit.  Once
there, a bout with some salamandra assassins will commence.  After they're
dead, Siegfried will tell of his friend who happens to be a detective.  He'll
also give up a key to get out of the sewers.
-Head back to the dungeon and chat with Jethro for updates to "Witchers'
Secrets", a new quest "Suspect: Vincent Meis", and naturally a finish to this
quest.

SAFE HAVEN
-Started by talking to Zoltan Chivay who wonders about town and can sometimes
be found at Vivaldi's house.
-Need to get access to the Dike.  If Siegfried was allowed to tag along on the
kill for the cockatrice, he'll tell the guards to let Geralt through.  Another
option if Siefgried isn't helping out is pay the guards off.
-Once at the Dike, find Declan Luevaarden.  He is usually around the upper
boardwalk, down by the dock, or sometimes he's sitting his chunky rear over in
the grass at a table.  Ask him about the problem and an update to hunt down
some drowners at the swamp dock will come.
-Talk to the ferryman for passage to the swamp forest.  There will be a
campfire next to a tree after getting off the boat.  Either camp out to evening
or come back and wait near the fire.  The drowners will pop up all around the
dock.  Just kill them as they come until this quest updates.
-Once all the nasty little drowners are dead, head back to the Dike and tell
Declan of the success nature of the mission to recieve the reward and end this
quest.

SUSPECT: RAMSMEAT
-Starts after questioning the prisoner in Lebioda Hospital.
-Time to have a chat with Ramsmeat about Salamandra.  This can go several
different ways and it really doesn't matter how it goes.
-So after Ramsmeat rudely tells what he knows, case closed for now.
-There are two possible paths for this.  Clear Ramsmeat during the autopsy in
"Anatomy of a Crime" or during "A Gravedigger's Gratitude".  However, if he's
implicated during the autopsy and "A Gravedigger's Gratitude" isn't done, he'll
'end up being killed.  And even if he isn't implicated during the autopsy but
"A Gravedigger's Gratitude" isn't done, Raymond will pretty much order Geralt
to kill Ramsmeat.  So look to "Anatomy of a Crime" and "A Gravedigger's
Gratitude" if wanting the ways to avoid his death or if wanting to kill him.

SUSPECT: KALKSTEIN
-Starts after questioning the prisoner in Lebioda Hospital.
-Need to have a chat with Kalkstein.  Nothing is really learned from Kalkstein
accept that he hired the salamandra prisoner to protect him from salamandra and
to investigate some stuff in the swamp forest.
-Kalkstein can be cleared during the autopsy in "Anatomy of a Crime" or by
completing "A Gravedigger's Gratitude".
-If he's cleared of any wrong doing, talk to him about the little problem
unconvered during the other two quests and he'll tell how to go about setting
everything to Geralt's advantage.

SUSPECT: LEUVAARDEN
-Starts when Raymond is attacked and gives Geralt a note about possible suspects
-Have a chat with Leuvaarden at the Dike.  Naturally, no real proof of his
involvement can be discerned at the time.
-This quest will update during the course of "Wanted" after bringing 3 badges
to Declan.  It will prove he's innocent.  There is two other ways to prove he's
innocent though, and that is through "Anatomy of a Crime" and "A Gravedigger's
Gratitude".
-No matter what way his innocence is learned, go tell him he's clear to finish
this quest and collect 500 orens.

SUSPECT: THALER
-Starts after having a chat with Thaler about Berengar's sword.  Don't really
learn anything of value by talking to him though, so the case is closed for the
time being.
-There are three ways to clear Thaler of any involvement with salamandra.  One
way is with the autopsy from "Anatomy of a Crime".  The second way is by
following "Old Friend of Mine" and getting Shani's sex card, and the last way is
by getting the pass to enter the cemetary from Vincent and completing "A
Gravedigger's Gratitude".

SUSPECT: VINCENT MEIS
-This will start after the chat with Siegfried in the sewers.
-First have a dialogue with Vincent concerning Salamandra.  He says to stay
away from the warehouse at midnight.  So what's the first thing a child does
when told not to do something?  That's right, make a trip to the warehouse near
the Hairy Bear Inn at midnight.
-Once going inside, Vincent is having a friendly conversation with some
salamandra goons.  Either answer will work when pressed for a response, but
choosing the first answer of "Right" is a bit on the humorous side and gets
better results later.  After slaughtering the goons, take a trip outside and
then wait around till morning to go have a serious talk with Vincent.
-Not a lot that can done during the talk with him.  Ask about Salamandra, but
he won't give anything up.
-If the scoia'tael were killed in chapter 1 at Haren's place, which allows
Coleman to live, and "The Rat" from Coleman is active, go to the house he told
you about and kill the cemetaur's in the basement.  Coleman will show up on the
Dike talking to a guard, giving proof that Vincent is innocent. So after the
talk with Coleman on the Dike, go back and talk to Vincent.  Ask him about
Salamandra and then tell him there's irrefutable proof he's not involved.
He'll give Geralt a city guard ring that will make the guards leave him alone,
not really quite sure what good it is since the only real use for it is
getting to the dike, which has already been done.  This quest finally finishes.
-If Coleman is dead, "Anatomy of a Crime" or "A Gravedigger's Gratitude" will
need to be done to prove Vincent vindicated.

SUSPECT: VIVALDI
-Quest begins after asking Jethro why the Professor was released from jail.
-Head on over to Vivaldi's place, which is near Kalkstein's lab.  It'll seem
strange for someone that owns a bank to live so modestly.
-With nothing to go on when questioned, this quest goes on hold.  Hunt down
Zoltan and ask him about Vivaldi.  He has some interesting things to say.
-After Zoltan's revelation, head back to Vivaldi to give him the news that he's
definitely innocent.
-Vivaldi will give a little information on Azar Javed's background and the
dwarven armorer can be used.  It will also end this quest.

THE ALGHOUL CONTRACT
-Notice Board Quest
-Once again, Kalkstein manages to amaze with his strange requests.  He wants
the fresh marrow of 3 alghouls.  Find them in the swamp forest lingering near
the fallen tower in the evenings.  They should be with some normal ghouls and
feasting on corpses.  They can also be found in the crypt of the cemetary if
the key has been procured from the gravedigger.
-After getting 3, head them back to Kalkstein in his lab.

THE CANNIBAL
-This quest starts by getting close to the table in a Solitary Hut found in the
north-eastern section of the swamp forest.  Afterwards, find the cannibal.  And
the cannibal happens to be an old man who favors the name Gramps.  He is also
the same person that asks to be escorted to the altar of melitele in "A
Pilgrimage".  So if he isn't in the hut already, go to the docks and look
around the path, he should be near.
-Once confronted about his bizarre eating habits, a choice comes up.  Either
kill him, or let him live.
	-If allowed to live, he'll give up the recipe for Hanged Man's Venom.
He will also allow meditation at anytime by talking to him.
	-Now if deciding to wax gramps, he's going to run out the door and
around the back of his shack.  The old man somehow manages to cultivate himself
an entire garden of echinopse and even an archespor!  Run up to the first plant
and then quickly back off out of their firing range.  Gramps will chase after,
so he can be pulled away from the carnivorous garden.  He's a pretty standard
fight and fast steel style works well.  The echinapse are another story.  If
choosing to take them on, drink a swallow potion and a tawny owl.  Run in and
take out a plant on the edge with strong silver.  Feel free to back off if need
be, throwing an Igni beforehand and then run out till out of range of them.
When health refills, run back in again, rinse and repeat.  Shouldn't take long
to mow them all down, just be wary of the archespore.
-The only thing lost by killing gramps is the Hanged Man's Venom which can be
gotten later on, and a place to meditate.  But there's fireplaces scattered all
around, so its no big loss.  Either choice works fine since gramps plays no
part in any other quest aside from "A Pilgrimage" which should already be done.

THE CROWN WITNESS
-This quest opens after talking to Raymond, the detective.
-First stop to make after this quest is having a chat with Vincent.  Ask him
about the prisoner.  Jethro is the next person to talk to.
-Ask Jethro about the prisoner and he'll say he isn't talking unless he's
brought a little powder.  So time to get some fisstech.  There are 3 ways to
obtain it.  Kill a couple salamander goons that tend to walk the streets at
night or during the course of another quest.  Buy fisstech from Coleman if he's
alive.  Or it can actually be made using alchemy.  The recipe is 1 Vermilion, 1
Quebirth, 3 Hydragenum and a high quality alcohol base.(Recipe acquired from
Seorin's Alchemy Combination Guide)
-With fisstech in hand, head back to Jethro and give it as a gift to the
junkie.  He'll say the prisoner was taken to Lebioda Hospital.  So, time for a
trip to the hospital.  If Siegfried is out front, he'll let Geralt in without a
problem.  If there's a normal guard out front, he'll have to be paid off.
-If going to the hospital during the day, have a chat with Shani first.  Ask
her about the prisoner and she'll suggest comeing back in the evening.  If
trying to talk to him during the day, the guards will want a bribe, and then
they still won't let Geralt talk to him, saying come back at night.  So, wait
till night.
-When night finally comes, give the guard 10 orens.  At that point, the
prisoner will mutter a few things, then everything is interrupted by some of
Ramsmeat's men.  This will give "Suspect: Kalkstein" and "Suspect: Ramsmeat".
-So, head on over and have a go with Raymond on the current situation.  After
the conversation with him, this quest finishes and Raymond will point toward
Kalkstein and "Vizima Confidential" will update.

THE DOG CONTRACT
-Notice Board Quest
-The gravedigger wants six pots of dog tallow.  Not a difficult request. These
can be procured from any stray dog, but only at night.  Have to draw a weapon
and then attack the dog and kill it.  And Geralt can only draw his blade at
night or when being attacked while in the city.  So spend an evening hunting
them down.  Or just rummage through the houses in Temple Quarter.  By the time
all of them are gone through, there should easily be 6 jars of dog tallow.
-Take them to the gravedigger in front of the cemetary during the day.

THE DROWNED DEAD CONTRACT
-Notice Board Quest
-Siegfried wants some drowned dead terminated.  Bring him the tongues of ten as
proof.  They can be found all over the Swamp.  They pretty much infest the
entire place.
-Find Siegfried once 10 are secured.  He can be in 1 of three places depending
on how far the chapter has progressed.  He can be in front of the hospital, in
front of the order of the flaming rose, or he can even be in the swamp forest
itself between the lumberjack clearing and the druid camp.

THE ECHINAPSE CONTRACT
-Notice Board Quest
-The gardener wants 3 echinapse root stalks.  These little beasties can be
found in the swamp forest.
-Must have the echinapse bestiary entry to complete this.  The book can be
bought from the antiquary in town near Shani's house.  The echinapse are
scattered throughout the swamp.  There are two between the cave and the
lumberjack glade along the path through the forest.  There's a few more on the
path around the fallen tower as well.  Kill gramps during "The Cannibal" and
there will be an entire garden behind his house.
-Head them back to the old gardener that will be tending flowers behind the
hospital in the day.

THE RAT (Quest is not accessible if the scoia'tael were allowed to take the
packages at Haren's back in chapter 1)
-Quest starts from Coleman in the Hairy Bear.  Seems he wants to have some
ghosts exorcised from a house.  The place is near the sewer entrance, between
the detective's house and the entrance to the Dike.
-Be wary here.  There are 2 wraiths inside.  They like to inflict pain and can
be very dangerous at low levels.  Aard can score a knockdown on them and can at
least back one off if being overwhelmed.  Specter oil works well.  Its a good
idea to use fast silver, focusing on one and bringing it down as fast as
possible.  In the basement is four Gravier.  In a crate on the floor is 3 very
old wine.  These are used in another quest, "A Most Uncommon Wine", which is
obtained from Conrad at the Hairy Bear in the evening.
-Now that go back to the Hairy Bear to give Coleman the news about the dead
wraiths, and find that he's missing.  Talk to the innkeeper to get the low
down.
-With the knowledge that Coleman likes to frequent the Dike, head on over
whenever the chance presents itself.  The first sight upon entering will be
Coleman having a nice chat with a city guard.
-After talking to Coleman, there's a choice to make.  Talk to the innkeeper and
tell him Coleman was found.  To turn him in, naturally pick that he was seen
informing.  If wanting to keep Coleman around because he's the only one that
buys fisstech, say that he was only found to get the reward and he was lost
track of.  The choice really doesn't matter, but Coleman is the only 1 who will
buy fisstech.

THE SENTRY
-This is started by Vaska after asking her about the mage tower in the swamp.
She'll give a card that needs to be taken to Kalkstein.
-After Kalkstein's explanation, he'll give the Golem's Pith scroll and say to
have a blacksmith make a lightning rod.  The Order armorer will cost 70 orens.
The dwarven armorer will cost 50 orens, though he can't always be used depending
on previous choices.
-After getting the lightning rod, its time for a thunderstorm.  Go back to the
swamp forest and speak with the elder druid.  Bring 500 orens.  Apparently
thunderstorms aren't cheap.
-Once the druid has cash in hand, head to the golem cemetary and place the
lightning rod.  It'll come to life and attack.  If still working with the base
silver sword acquired at the start of the chapter, but the steel sword does
have a percent to %, use strong steel style.  If both swords are comparable in
damage, go with strong silver.  Once some damage has been dealt to the golem,
touch 2 of the pylon's.  Move to the last pylon and when the golem nears it,
touch it to send a bolt of lightning down on it.  If it doesn't die from the
first bolt, wail on him a bit more, then nail it again with another lightning
bolt.  The golem must be between the 3 pylons and Geralt must be outside them.
If Geralt isn't far enough outside the pylons, he'll get flattened by the
lightning bolt too.
-Once the golem goes down, loot it for the sephirah and take its heart for a
potion.  This quest now comes to an end.

THE WOLF CONTRACT
-Notice Board Quest
-Jean-Pierre wants 10 wolf pelts.  The wolves can be found in a cave between
the clay pits and the lumberjack clearing.  They also tend to roam by the druid
grove.
-Once 10 pelts have been acquired, take them over to Jean-Pierre who will be
standing at the swamp forest docks during the day.

VIZIMA CONFIDENTIAL
-This quest opens after speaking with Raymond, the detective.
-The first step in this is to interrogate the witness.  To find out where that
witness is, talk to Jethro.  He likes his fisstech, so bring him some before
he'll cough up any details.  Fisstech can be bought from Coleman if he's alive,
or it can be looted from the carcasses of assassins running around town at
night, or it can be made with alchemy using the recipe of: 1 Vermilion, 1
Quebirth, 3 Hydragenum and a high quality alcohol base.(Recipe acquired from
Seorin's Alchemy Combination Guide)
-After questioning the prisoner at the hospital, two new leads will open in the
form of "Suspect: Kalkstein" and "Suspect: Ramsmeat".  Return to Raymond first.
-Raymond will suggest gaining Kalkstein's trust, so go have a chat with the
good alchemist and then have a talk with Ramsmeat to further their respective
suspect cases.  Also, go have a chat with Shani.  She has some interesting
things to say after the escapades at the hospital.
-Shani will say that the prisoner is being moved to a safe location.  After
exhausting all of the current leads in the "Suspect:" quests, head back to
Raymond.  He should surrounded by salamandra thugs.  He'll then run off after
saying to question Declan Leuvaarden who can be found at the Dike.
-After talking to Declan, this quest will switch to waiting for contact from
Raymond.  The next time entering the Temple Quarter's main streets, a child
will say that Raymond is waiting at home.
-Raymond wants more money for his expenses.  After giving up the 200 orens for
his doubled fees, he'll say the prisoner died and ask to have Shani do an
autopsy, which opens the quest "Anatomy of a Crime".  The investigation goes on
hold till after the autopsy.
-Now, depending on how the autopsy went, Raymond will need to be left alone for
a bit.  When returning with the results, he'll say he has irrefutable proof that
Ramsmeat is guilty.  He won't say what that proof is, but he wants Ramsmeat
dead.  Now, depending on how the autopsy went and whether or not "A
Gravedigger's Gratitude" was done, either kill Ramsmeat or tell Raymond that
he's dead.
	-Now if Ramsmeat needs to die, know this...he isn't alone.  His room
will fill up with somewhere around a dozen men.  Group style is preferred with
this endeavour.  When everyone is dead, loot the body and head back to Raymond.
At this point, Geralt is going to be a little upset that therewasn't any
evidence and the quest will progress with Raymond placating Geralt for now and
giving over the last sephirah.
	-If just telling Raymond that Ramsmeat is dead, then leave the house
and go back in.  The quest will progress naturally and he'll give up the last
sephirah and "Monoliths" will open.  Though if some of the sephirah have already
been placed, "Monoliths" will have already began.
-Once all 10 sephirah are in place, head to the tower.  Raymond will be waiting
outside.

WANTED (Ongoing Quest)
-Talk to Jethro and he'll tell about a man that rewards for Salamandra badges.
He spends his evenings at the Hairy Bear and goes by the discreet name of
Messenger.
-On the first visit to this guy, tell him either 100 orens to talk or the other
option of mangling him.  Now when talking to him the next time, any salamandra
badges in inventory can be sold to him for 10 gold apiece.  Or if looking to
quickly progress, ask him to drink.  Toussaint Red works well and takes about 3.
After he's hammered, ask him about getting work.  He'll say Declan has all
kinds of jobs.
-Go talk to Declan who will request proof in the form of 3 salamandra badges.
-Once the badges are turned in, "Suspect: Leuvaarden" will update if the quest
is still ongoing.  There will also be a promise of help on crushing salamandra
from Declan.

WHAT LIES BENEATH
-Quest starts after talking to Raymond, the detective.
-need to look for leads.  Not a lot to this one.  Just follow the suspect
quests and this will update along the way.
-After exhausting the suspect quests, update this in two ways.  Through
"Anatomy of a Crime" and "A Gravedigger's Gratitude". Both are listed on how to
get them.
-Now if "A Gravedigger's Gratitude" isn't done or the fifth choice listed for
"Anatomy of a Crime" isn't gotten, talk to Kalkstein and go through all of his
dialogue about salamandra and Azar.  This quest will finish up once Kalkstein
has given a strategy.

WITCHERS' SECRETS (Ongoing Quest)
-Nothing that can be directly done with this so just continue normal quests
and pay it little mind.

WORKING GIRLS
-Starts from Carmen who will either be outside or inside of the Eager Thighs
Brothel.  Its located near the Hairy Bear Inn.
-She wants some thugs that are hassling her girls taken care of.  The locations
will show with Quest Track, but the first place to visit is right in front of
the hospital.  The second place is in front of Vivaldi and Kalkstein's place.
And the last girl to rescue is in front of Shani's house.  After helping them
all out, head back to Carmen.  As usual, she will be standing outside of the
Eager Thighs Brothel or if its night, she'll most likely be inside.
-There is a choice of 2 rewards: 200 orens, or favors.  The favors is by giving
flowers to any of the girls in return for some...stress relief.  However, even
if taking the money, they'll still give a discount.

WORTH IT'S WEIGHT IN GOLD
-This quest comes from Yaevinn.  He can be found in the swamp forest hanging
around the druid grove.  He wants a letter delivered to Vivaldi.
-Vivaldi will say to come back later for his answer regardless of the option
chosen.  So just head outside and come back in to get it.  Then go back to the
swamp forest to tell Yaevinn the not-so-good news that Vivaldi lost the bank
and won't be giving any gold.
-Head to the druid grove and talk to any normal druid.  He'll say that Yaevinn
isn't around and he doesn't know where he went.  Now head to the non-human camp.
It can be found between the ruined tower and gramps' hut.  The scoia'tael in
the camp should be seen from a distance.  Quest Track will also lead to it.
-Just tell Yaevinn that Vivaldi is bankrupt when he asks during turn in.  Quest
finished.

=======================================================
Chapter 3++++++++++++++++++++++++++++++++++++++++++++++
=======================================================
Chaper 3 opens in Triss' house in the Trade Quarter.  By the stairs will be a
mirror.  This mirror can teleport to the mage tower in the swamp forest or
Kalkstein's lab in the Temple Quarter.  Very handy.  Later, it can be used to
teleport to the sewers as well.

	+Monster Hunts+

	WHITE FANG
	-This monster is a wolf named Voref.  He wandes near the golem ruins
in the swamp with 3 other wolves in tow.  If armed with some Samum bombs, he
should be able to be stunned and killed fairly quickly. Just rush in with group
style steel and attack him till all his little friends are dead, then go buck
nutty in strong style.
	-When the head is secured, go to Royal Huntsman in Trade Quarter for the
600 oren reward.  He's seated near the guard tower right by the cemetary
entrance.

	THE PREDATORY WYVERN
	-This monster is a wyvern named Moa and lingers in the wyvern islands
in the north of the swamp.  He is surrounded by several other Royal Wyverns.
Best option is to slowly pull the wyverns back till a clear path to him is open.
Taking them all on is pretty much suicide, especially considering normal wyverns
will drop out of nowhere and join the fray.  Use fast silver and he can be
stunned.
	-Once the head is taken, go back to the Royal Huntsman near the guard
tower in Trade Quarter for 600 orens.
	-Quick note:  Take the wyvern eggs recieved from the royal wyverns and
put them in storage.  They'll be used for a notice board quest in the next
chapter.

A GAME OF DICE (Ongoing Quest)
-Currently this should be up to "The First Few Games".
-People to play for progression are:
-The Heirophant at the druid grove in the Swamp.
-Velerad at the guard tower in Trade Quarter.  Ask Velerad if he's working hard
in order to play dice with him.
	-De Wett will play poker if Thaler is killed outside of the New Narakort
after "A Posh Reception".
-Only 2 need to be beaten, so it isn't required to kill Thaler.
-Now hunt down Zoltan Chivay in the Temple District.  He'll say to find some
real sharpers to play.  If Zoltan can't be located, this quest can be progressed
during the next chapter, or by Koster in the back alley gambling house within
the Trade Quarter. 

A LOST LAMB (Continued from Chapter 2)
-This quest can be updated during "Reaping Time".
-The spiritually-touched little boy can finally be found in the cave in the
swamp forest while freeing the brickmakers of Salamandra's reign of terror.
He won't show up there until the quest "Reaping Time".
-Head back to Vaska for the reward.

A MYSTERIOUS TOWER (Continued from Chapter 2)
-Now that the tower is open, there is a little clearing up to do.  Kalkstein
offered a thousand gold to anyone that could get him in.  So, head back to the
tower.  Kalkstein is inside and he's as giddy as a school girl with her first
cell phone.  Collect the 1000 oren reward and quest finished.

A POSH RECEPTION
-IMPORTANT NOTE:  If on the "Echoes of Yesterday" quest, finish it before doing
this quest or echoes will be a failure.
-Just show up at the New Narakort after 6.  The stairs will be open.  There's a
lot of talking to do.  Also, talk to the waitress downstairs till she gives the
Wive's Tears recipe if it hasn't already been gotten.  They are very helpful and
alleviate a lot annoyance.
-When ready, head up the stairs and talk to Triss.
-Go into the next room and talk to Declan, then talk to Velerad, Thaler, and
Erkyn.  Get ready to throw a few back with Erkyn.  Get him good and drunk
(Toussaint Red works well and takes 5).  He'll break his vow of silence and
give a ring for House of the Night.  Gets a discount on the girls and gets
access upstairs without having to throw down with the bouncer.  Now suck down
some wive's tears, or stagger on over to chat with Adda.  Doesn't matter what
choice is used for the first time speak to her.  But asking about the curse
makes a little more sense when talking to Velerad the second time.
-Now chat with Velerad again.  Then have a go with Thaler ("Identity" will
update during the talk with him).  After them, head back over to potty mouth
Adda.  Eventually it'll get around to asking about the king and Adda refuses
to answer unless she gets something she desires.
	-Refuse Adda and she'll leave.
	-Agree to find what she desires, and get her sex card.  So time to have
a talk with Velerad.  But he won't spill the beans until given some vodka. Have
a chat with Thaler and he refuses to tell until Geralt goes to the next room and
gets something out of a box.  Its the door right next to the stairs.  As soon as
the contents of the box are taken, a wealthy merchant interrupts.  Say a
superior drink was the target.  He'll naturally want some.  There doesn't appear
to be anything he actually likes, so whatever is handy.  Head back to Thaler
with the letter from the box, but not before reading it.  He'll finally cough up
what Adda likes and now its time for Triss...who isn't very happy about it.
After getting the dish, back to Adda.  She wants to meet in the alcove.  Same
room those papers were just stolen from.
	-Doesn't matter what the choice taken once in the alcove, it'll come
down to her jumping on Geralt.  There will also be a hint at her intentions.
-Now regardless of whether the sex card was gotten or not, Triss says to have a
chat with Declan and this completes "A Posh Reception" and opens "Lock and Key".
The alchemy recipe for White Raffard's Decoction is also had in the deal.

ALL THE KING'S MEN
-Starts at the beginning of chapter.
-This will update immediately after leaving Triss' house when approached by a
guard.
-After "A Posh Reception" head outside New Narakort to see a disturbance between
De Wett and Thaler.  There will be a choice of whether to kill Thaler or tell
De Wett to go copulate with himself.
	-Waxing Thaler isn't the ideal path to take.  For some strange reason,
after laying Thaler flat, De Wett wants to forget what's been seen.  He'll
speak to Geralt in the guard barracks and even play poker though.  There is no
real detriments from killing Thaler, aside from killing a completely innocent
man.
	-If letting Thaler live, have a walk over to New Narakort to talk to
him and find out the royal edicts are royal fakes.
-Next update will come during "Lock and Key".
-After "Lock and Key", ask Triss at home to learn Radovid's location.
-Take a jaunt over to Radovid's pad and listen to his long-winded spiel on
political gain.  And find out that if Thaler was telling the truth about the
royal edicts.

* BEAUTY AND THE BEAST *
-Starts with Carmen who is hanging around the landing in the swamp forest.  She
says her man is a werewolf and she wants to help him.  Offer to go to the
druids for her.
-Talk to the Heirophant in the druid grove to learn of a rather foolish remedy
and a very corny one.
-Head back to Temple Quarter and find Carmen either in front of or inside Eager
Thighs Brothel and tell her there is a rememdy...but she has to give up her man
for it.  She'll naturally refuse, with Geralt being the monster slaying tyrant
he is, and the quest goes on hold.  Talk to her later to get her real name which
she thinks is way too common for a hooker.
-Quest will naturally progress later in the chapter during "Lock and Key" and a
rather important choice will come up.  Kill the werewolf, or let him go.
	-If the decision is to kill the wolf, use strong silver.  He really
isn't much of a threat.  Also, killing him is a BAD idea.  Not only is the
abilty made from his fur pretty useless, his help later on in 2 places is lost,
the quest is failed, and even Carmen vanishes.  Though she will reappear in the
epilogue with some startling news about her life.
-Now, if letting him go so he can do his superhero thing, head back to Carmen
and give her 5 Fool's Parsely.  Because nothing is simple, that remedy doesn't
work.  So now to find another remedy.
-Remember talking with the Heirophant the first time?  Yup, a potion is the next
step.  So off to Kaulkstein who is still violating himself in the Swamp Mage
Tower.  Lucky thing is, he's still overjoyed at being in the tower, so free
werewolf-curing juice.
-Now the potion isn't done yet until a virgin's tear is added.  And in a world
where a princess will sleep give it up for some steak, where does a Witcher
find a virgin's tear?  Yup, a nun.  So onward to the hospital in the Temple
Quarter to have a chat with one of the nun nurses.
-After giving the completed potion over to Carmen, and finding out that super
wolf still enjoys his roof-hopping superhero lifestyle, tell her the last known
cure of true love.  Then give her a lecture on how being a werewolf isn't the
biggest problem.  She'll ask you to go set him straight.
-After giving the werewolf in human form the once over, head to Carmen to hear
it finally worked.

BERENGAR'S SECRET
-You should be at the step of Berengar is Alive!
-Nothing to do this Chapter.

BLUE EYES
-Starts with Patrick de Weyze at New Narakort
-Talk to Carmen in Temple Quarter (this step can be skipped and go straight to
the brothel in Trade Quarter)
-Head to House of the Queen of the Night and talk to the Blue-eyed Lass.  Choose
to spend the night with her for 500 orens...if wearing the ring from "A Posh
Reception" it'll only cost 300.  She'll also take a saphire instead of money.
This gets her sex card.  Ask about the scar on her neck and tell her that her
brother is looking for her.
-Head back to New Narakort and talk to Patrick.  He'll say someone must be
controlling her mind and its back to the House of Ill Repute.  Talk to the
bouncer and show him the ring if wearing it, if not, beat him down with a
fistfight.
-Talk to the Lady of the Night upstairs.  She'll inform that the blue-eyed lass
isn't under any spell and a choice comes up.
	-Choose to kill the vampires which will really upset the blue-eyed lass.
She takes off and when talking to her brother, no reward.
	-Tell the Lady of the Night "You Win" and get the vampire sex card.
Patrick will bust in afterwards.  Tell him there was no mind control.  Then
slaughter him and his lackeys.  The blue-eyed lass will be overjoyed.  Just be
sure the Lady of the Night doesn't die during the fight.  Still no monetary
reward, but a warm fuzzy in the gut.
	-Kill them all by sleeping with the vampires and then telling them it
has nothing to do with Geralt. That will pit everyone against Geralt.  After
the carnage, the blue-eyed lass is extremely displeased and disgusted and takes
off.

DANDELION'S LUTE
-This quest starts with Dandelion in New Narakort.
-Ask him about his loot, but he won't tell until he's good and drunk. Toussaint
Red works well and there should be plenty of it.  Also, run through his other
dialogue choices to hear of a character named Toruviel that will be met later
on in Chapter 4.
-After getting him toasted, head over to the merchants house.  Just tell him
whatever, it all leads to a fistfight.  The brawl with him is fairly simple and
no different from a normal Fistfight.  After making him squeal, head upstairs.
-A few steps away from the stairs and the naughty daughter will start some
dialogue.  Tell her by giving up the lute it shows she dumped Dandelion.  She'll
go off on a tangent about how he proposed and she turned him down.  Tell her to
stop at the marriage proposal, then get another choice.  Either cheer her up, or
simply get the lute.  Choose to cheer her up, then answer her question that a
Witcher's touch tingles.  This will net her sex card.  The lute is in a trunk in
her room.
-Return to Dandelion for the reward.

DICE POKER: THE PROFESSIONAL (Ongoing Quest)
-Munro and Thaler shoulbe be beaten right now.
-Play and beat the Heirophant at the druid grove in the swamp.
-Play and beat Velerad at the guard tower in the Trade Quarter.
	-If Thaler was killed outside the New Narakort, De Wett can be played
for an update instead of 1 of the other 2.
-Find Koster in the back alley gambling house in the Trade Quarter once 2 of
the 3 listed above have been beat.  He'll finish the quest and start "Dice
Poker: the Sharper".  If unable to find Koster, this quest can be updated next
chapter.

DICE POKER: THE SHARPER
-This quest can be started by Koster in a back alley gambling house in the
Trade District.  To find it, run east along the back wall at the Maribor Gate.
A merchant will be standing to the right and directly in front of him on the
left is the door.  Can't play Koster until "Dice Poker: The Professional" is
finished.
-Once 2 of the 3 possible players are beat (Velerad, Heirophant, De Wett), go
back to Koster.  He will now play some dice poker and beating him updates this
quest.

DIPLOMACY AND HUNTING
-Quest starts from Vaska after finishing "Reaping Time".  If Geralt has already
killed Roland Bleinheim at the non-human camp, this quest will not be available.
-Visit the Heirophant at the druid grove once this quest is started.
-Go to the cave and get the Psilocybe mushroom.  Its all the way in the back of
the cave and looks just like any other harvestable cave plant.
-After turning the mushroom over to the Heirophant, follow him to the meeting
area, which happens to be the lumberjack's camp.  He brings along a few wyverns
to lend a hand.  He walks pretty slow.
-Once the Heirophant gets to the meeting area, the fight will start with several
salamanders and Roland.  After Roland is dead, search his body then talk to the
Heirophant again to finish the quest.
-Finishing this quest also updates "Witchers' Secrets".

ECHOES OF YESTERDAY
-Starts from Yaevinn in the druid grove in the swamp forest.  This quest becomes
unavailable once "A Posh Reception" is done.
-Enter the sewers from the Trade Quarter.  (Quest Track will show the way)
-Talk to Ren Grouver, then cross the wood and into the hole in the wall.  The
target is a Bruxa.  There's also a nifty teleport by her as well.  Once the
bruxa is dead, Yaevinn gives the 300 oren reward and Geralt is free to loot the
next room and use the teleporter.

FINDERS KEEPERS
-If this was done last chapter, it won't be available this chapter.
-Starts from a Con Artist at the sewer entrance in Temple Quarter.  He's only
there in the morning about 2 hours before sunrise.
-Enter the sewers and take the bars directly to the left to access the crypt.
-Take the first 2 rights inside the crypt to get to the box with the ring.
(Quest Tracking will lead right to it)
-Return to the guy to find out, surprise surprise, they aren't family heirlooms.
Its stolen goods.  Didn't see that coming from a con artist or anything.

FISTFIGHT (ongoing quest)
-Should now have Fat Fred and Butter Bean both beaten.  The next chellenger
awaits at the Hairy Bear Inn and it'll cost 200 orens to have a go with him.
-Andrew Baglodda isn't difficult.  Just block and swing like the last two. After
he's coughing up blood, a choice is given for:
	-Meteorite steel and a runic stone > red meteorite with damage +15% and
a svarog rune which temporarily increases hit and damage by 40% and critical
hit by 5%.
	-Magical sign and runic stone > earth rune with damage +10% and
knockdown chance of 25% and a svarog rune which temporarily increases hit and
damage by 40% and critical hit by 5%.
	-Gold > 200 oren bet back plus 300 more
-This quest is done until chapter 4.

FOLLOWING THE THREAD
-Starts from the town junkie Jethro in the dungreon of Temple Quarter
-Talk to Angus.  He's standing on the corner before the door for the Hairy Bear
Inn
-Follow Angus back to his house then unleash a sound beating upon him.
-Read the note he drops then head to the sewers - though its a good idea to
empty inventory into storage before heading there because the place is filled
with explosive powder, food items, potion bases and numerous other things.
(could also look at the quest journal at this point.  It mentions a word with
the letters "th--n".  This is a password.  The innkeaper of the New Narakort
will also speak of it if paid.  The word is actually "Thorn")
-There will be some rubish in the path to get to the salamandra drug ring.  Just
blast it away with the Aard Sign then talk to the guys at the door.  Tell them
Angus said it was a good place to score some fisstech, then give the password
Thorn.  This allows Geralt to walk in and loot the whole place first without any
fights.  Be sure to stop and talk to the head chemist asleep on a blanket.  Tell
him it'll be a secret that he was sleeping and he'll cough up Petri's Filter
recipe.
-After the place has been looted, follow the Quest Track to the box.  Then fight
back out to the beginning where Jethro will be waiting.  Quest finishes and
picks up with "The Viziman Connection".

* GOLD RUSH *
-This quest will become available after "A Posh Reception".  A boy will approach
Geralt and ask to be followed.  Turns out the bank is being robbed.
-This quests dictates whether Geralt sides with the Order of the Flaming Rose or
the Scoia'tael.  The decision here dictates events in chapter 4 that decides
alliances in chapter 5.
-Whether chosing to go in the front or use another entrance, it all ends up with
the same decision.  However, if needing fleder fangs, ask if there is another
entrance and then go in through the warehouse where fleders can be found.
-Tell Yaevinn witchers are neutral and Geralt sides with the Order.  Or chose to
help him and Geralt sides with the Scoia'tel.  Or as expected, side with the
Order and kill all the non-humans in the place.
	-If siding with Yaevinn, get ready because there's 2 Kikimore warriors
and 4 kikimore workers waiting in the sewer.  One amusing drawback to siding
with the non-humans is none of the hookers in Temple Quarter will have anything
to do with Geralt.
	-If siding with the Order, chase the scoia'tael into the sewer and kill
about a half a dozen of them.
-Regardless of the decision, leave through the normal sewer exit, teleportation
is down.  If siding with Yaevinn, quest is finished.  If siding with Siegfried,
go talk to Velerad who is still hanging around outside the bank to finish up.

IDENTITIY
-This quest is actually progressed by quest choices made in the rest of the
game.
-First update should come during "A Posh Reception" by speaking to Thaler.
-Next update will come during "Gold Rush".
-After "Gold Rush", talk to Triss about identity to see the decision.
-Following update will come after deciding whether to kill the werewolf or not.

LOCK AND KEY
-Started after finishing "A Posh Reception"
-This quest is part of 2 others.  The first is "Following the Thread" and
second is "Diplomacy and Hunting".  "Following the Thread" is given by Jethro
in Temple Quarter while "Diplomacy and Hunting" is given by Vaska after doING
her other quest "Reaping Time".
-When finished with the other quests, head back to Declan to give him the
documents.
-After turning the papers over, he'll say to come back later.  Just take a
jaunt outside into the Trade Quarter and back.  He'll feel talkative then.
-Now to destroy the last Salamandra cell in the Merchant District after finding
the proper guard.  However, before he'll show up, Geralt must make a moron out
of himself and talk to the 2 wandering guard officers.  After finding the
wandering guard officers, the proper officer shows up outside the House of the
Queen of the Night (Ill Repute).  Talk to him and he'll give details on the
sewer excursion.
-Now that the guard has stopped thinking he's funny, head down to the sewers
around midnight.  There's a fireplace right at the meeting area, so if the urge
hits, just go into the sewers early and camp till midnight.
-After chatting with the mirror, which updates "All the King's Men", snag the
stone and head downstairs.  There's about 7 salamandra goons, but nothing
serious.  Group style steel makes short work of them.  After looting the place,
time to have a meet and greet with a werewolf for "Beauty and the Beast".
-Now head to Triss.  Once done speaking to her, "All the King's Men" updates.
-Talk to Triss again, finishing this quest and "The Unforgiven" starts.

MEDIC IN DISTRESS
-This quest starts from Distressed Nurse standing beside the hospital in Temple
Quarter.  She only shows up around noon.
-follow the Quest Track to the house.  If going during the day, granny won't
talk. Go meditate till midnight or do some other quests and come back.
-Kill the Fleder in the basement and then have a talk with granny.  Crazy old
bat is a little mad that her son was killed.
-Head back to the Distressed Nurse at noon and listen to her tell of how kind
Shanni thinks Geralt is and collect the 50 gold reward.

REAPING TIME
-Starts from Vaska in the Swamp Forest.
-Follow the Quest Track.  First place is near the sunken tower north of the
mage tower.  Couple salamandra thugs with a few villagers.  After the salamander
forces are killed, the villagers will start a dialogue.
-Follow the Quest Track to the second area which happens to be in the Caves. Now
in the cave, after killing the salamandra thugs and the forced dialogue with the
brickmakers, a little boy is going to be left there.  He's the missing kid for
"A Lost Lamb" that started in chapter 2.  Also, lots of cockatrice's in the
cave, so trek further in and nab those cockatrice feathers for "The Cockatrice
Contract" if that quest is still ongoing.  There is also a quest item in the
back called Psilocybe.  It is used for "Diplomacy and Hunting" and will be
needed if the Heirophant is going to be called in for help. If the nonhuman camp
has already been cleared, don't bother with it.
-Follow the Quest Track to the last area which is the Lumberjacks' Camp.  Couple
more salamandra stooges to finish.
-Head back to Vaska for a reward.  She gives the waterlord's blessing, oh my,
and a nifty book called Hymns of Madness and Despair, which actually happens to
be illegal in Vizima.  Truly some spectacular reading material, though it does
give the Vodyanoi bestiary entry.  This also opens up the quest, "Diplomacy and
Hunting" after talking to Vaska.

SIX FEET UNDER
-Quest starts with Seigfried outside of the Order headquarters near the
cemetary.  He wants the cemetary checked out.
-Head into the cemetary and in the center of the crumbling structure, there's a
rather gluttonous ghoul that can talk.  Once approached and conversation starts,
a choice will come up to either let him go, or kill him.
	-If letting him be, he'll say the real killers are the pointy-eared ones
and then run off.  Head over to the elves and dwarves standing next to the crypt
entrance.  There is another choice to make of chasing them when they run off, or
rescue the people they left to the ghouls in the crypt.  The trapped people are
straight back in the last room on the right surrounded by ghouls and alghouls.
Saving the people trapped inside will make the do-gooder Seigfriend nearly go
teary-eyed over Geralt's valiant heroics and knightly choice.  This also gets
access to use the Order Armorer and a pay of 400 orens.
	-If letting Vetala be, but chasing the elves, the people can't be
saved.  Returning to Siegfried also doesn't yeild a lot and he's rather upset
that innocent people died when they could have been saved, so 100 orens is the
reward.
	-If choosing to slay Vetala, there will also be a mix of ghouls,
alghouls, and cemetaurs.  About a half a dozen in total.  Return to Seigreid
for a 200 oren reward.
-If going for money, let Vetala be and save the people in the crypt.

THE ARCHESPORE CONTRACT
-Notice Board Quest
-Find 3 vials of Archespore juice.
-There are very few of these.  2 of them can be found near the mage tower
during the evening and night.  There are also 2 almost directly in the middle
between the clay pits, altar of milintele, and the cave.  If the juice was kept
from the last chapter, its done.  Be careful though.  It will come up first in
most alchemy potions, so be careful not to use it by accident.
-Take the juice to Jethro for a reward.

THE COCKATRICE CONTRACT
-Notice Board Quest
-Plenty of cockatrices can be found in the cave.
-Take them to the scribe at town hall in Trade Quarter

THE FLEDER CONTRACT
-Notice Board Quest
-Fleders can be found in numerous places.  The cemetary will cough a couple up.
Also, taking the warehouse entran