Geralt now finds himself in a totally new area of Temeria, far from Vizima and cut off from most of the people he knew. Note that Geralt still has access to the areas he had access to in the second chapter, and he additionally gains access to the Trade Quarter as well as new areas of the Vizima sewers. Important: The choice of whether to bring Alvin to Triss or Shani may alter the events in the remaining chapters. The Scoia'tael also start being more bold in their attempts. Note that Geralt no longer has access to the Outskirts in this chapter, but he gains access to the Temple Quarter, part of the Vizima sewers, the Vizima dike, the Vizima cemetery, and the Swamp.Ĭhapter III ( Trade Quarter of Vizima) ĭuring Chapter III, Geralt will have to follow new leads on the Salamandra, while investigating the mysterious powers of the child Alvin whom he rescued in Chapter I. Who sends assassins after him? Who is involved with the Salamandra? Several influential people in the city are suspects, and Geralt has the help of the private investigator to sort through the clues and follow up on them. Geralt now has access to the Temple Quarter, where he will have to solve a mystery. There are two trophy quests in this and each subsequent chapter.Ĭhapter II ( Temple Quarter of Vizima) After striving to gain the trust of several prominent locals and perhaps dealing with a few less-than-prominent ones, Geralt manages to get through the Miller's Gate into Vizima proper - though not on his own terms. The witcher encounters old friends (whom he doesn't recognize at first) and makes connections with locals while seeking a way into the city, even finding a hint or two about the fate of his fellow witcher Berengar. Hot on the trail of the mysterious men with Salamander badges, our witcher explores the outskirts of Vizima, where a terrifying beast harasses the villagers by night. This chapter opens introducing Alvin, an unusual child whose path will repeatedly cross Geralt's. The remaining witchers and allied characters decide to split up and search for information about the Salamandra to eventually stop them. The chapter ends as the Professor and the mage teleport out of Kaer Morhen with the potions. What they want with those potions is unclear.
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The player eventually learns that they are part of a criminal organization called the Salamandra, and that they are after some special potions and equipment which were developed to genetically alter witchers to give them their powers.
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Geralt starts his adventure in the citadel of Kaer Morhen where bandits attack led by two shady characters, the Professor and a mysterious mage.
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(Whatever the reasoning, only the witcher's closest friends will understand - let alone agree with - this path.) Prologue ( Kaer Morhen) The Witcher / neutral path (with the witcher medallion icon): on this path (most in line with Geralts personality from The Witcher series), Geralt sides with neither the Scoia'tael nor the Order - either to maintain 'witcher neutrality' (referred to several times in the game, presumably referring to politics) or simply to do what he feels is right.