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Overview: Chapter II (Sewers)

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


Overview

You’ll only get to explore the western half of the Sewers in Chapter II. You’ll have to wait until Chapter III to see the rest.


1 - Drop-Down Point

If you drop down into the sewers from the Vizima prison (located in the Temple Quarter), then this is where you’ll start out.


2 - Debris

You’ll need to use the Aard sign to disperse the debris here.


3 - Knight’s Corpse

On the corpse here you’ll find a key and a Letter for Knight Eric. The letter discusses the Lionhead Spider Cult, and the key will open up the door to their lair (#5).


4 - Cockatrice

The cockatrice will show up in one of these two spots (whichever one you visit first). When you kill it, the cockatrice will drop a Cockatrice Head, which you should take to Vincent Meis (in the Temple Quarter) for a reward, and a Cockatrice Feather, which you should save for a later contract quest.


5 - Cultist’s Crypt

This crypt is purely optional. Perhaps at one point the Lionhead Spider Cult was going to play a role in the game, but if so, their quests were removed. To get into the crypt, you’ll need the key from the dead knight (#3). Inside, you’ll find lots of Lionhead Spider Cultists to kill, but not much in the way of loot. In one trunk (on the western side), you’ll find some high quality alcohol and ingredients, and in another trunk (in the center), you’ll find a Diamond and some jewelry. You can also visit shrines for Aard and Igni in the crypt, but they won’t really help you unless you missed the shrines in the Prologue and Chapter I.


6 - Crypt

This is the crypt for the quest Finders Keepers. You won’t be able to enter it until you’ve picked up the quest.


7 - Locked Gate

This gate will unlock at some point during Chapter II, but we don’t know what the trigger is.


8 - Bandits

At some point a pair of bandits will appear here. They’ll claim they’re “rat catchers,” but you won’t be able to do anything with them until Chapter III.


9 - Locked Gate

You won’t be able to move past this gate until Chapter III.


Exits:
  1. Stairs to the Temple Quarter. The door leading to the stairs won’t open until you’ve killed the cockatrice (#4).


Walkthrough
Introduction
Gameplay Notes
Sign Locations
Trophy Monsters
Prologue
A Potion for Triss
Berengar’s Secret
Defending Kaer Morhen
Witchers’ Secrets
Chapter I
Overview
A Game of Dice
Buried Memories
Contracts
Dead Hand of the Past
Fistfight
Hot Potato
Of Monsters and Men
Secret Garden
She’s No Early Bird
Strangers in the Night
The Salamander’s Tail
Wanted
Chapter II
Overview (Temple Qtr)
Overview (Sewers)
Overview (Dike & Swamp)
A Gravedigger’s Gratitude
A Long Way from Home
A Lost Lamb
A Most Uncommon Wine
A Mysterious Tower
Anatomy of a Crime
Contracts
Finders Keepers
Flowers and Gold
Force Recon
Memory of a Blade
Old Friend of Mine
Prison Break
Safe Haven
Suspects
The Crown Witness
The Rat
The Sentry
Vizima Confidential
What Lies Beneath
Working Girls
Worth Its Weight in Gold
Chapter III
Overview (Trade Qtr)
Overview (Misc)
A Posh Reception
All the King’s Men
Beauty and the Beast
Blue Eyes
Contracts
Dandelion’s Lute
Diplomacy and Hunting
Echoes of Yesterday
Following the Thread
Gold Rush
Identity
Lock and Key
Reaping Time
Six Feet Under
The Source
The Unforgiven
The Viziman Connection
Won’t Hurt a Bit
Chapter IV
Overview (Lakeside)
Overview (Murky Waters)
Overview (Fields)
Alvin
Armor
Contracts
Daily Bread
Free Elves
Hunting the Wild Hunt
Old Habits Die Hard
Ripples
Small Problems
Temptation
The Heat of the Day
The Paths of Destiny
Chapter V
Overview (Castle)
Overview (Old Vizima)
Overview (Swamp)
Overview (Old Manor)
Contracts
Her Highness the Striga
Hope Burns Bright
Mud and Velvet
Sweet Revenge
The Flame that Cleanses
Under a Fiery Sky
Epilogue
The Ashes of Vizima
Frozen Reflections
 
 
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