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The Witcher 2 Walkthrough Part 1: By The King's Will

The Witcher 2 opens with protagonist Geralt and his partner Triss getting a little R&R in an otherwise chaotic wartime encampment. Talk to Triss to get a recap on some of the game’s backstory, which picks up after The Witcher and may be confusing for those who haven’t played the original. Once your memory is refreshed, head outside and survey the area. Geralt’s presence has been requested with the King, but it’s wise to make a few pit stops along the way.

Proceed forward from the tent and talk to the unnamed soldier on the right, who will thank Geralt for slaying a Cockatrice and reward you with 200 Orens. As you don’t actually have to slay the monster to get the money, it’s an easy way to fatten your wallet early on.  Talk to the soldier next to him as well. This soldier, simply called Newboy, possesses an amulet which he believes will grant him magical wards on the battlefield. As a Witcher, he calls on your experience to examine the amulet. From here, you can either lie to him and say that the amulet does possess protective properties, or tell him the truth, that the amulet in fact weakens his defense. No matter which option you choose, you can bring the amulet into your possession. If you choose to lie, however, note that you must later loot the amulet off of Newboy’s corpse as you find him later on the battlefield. Either way, be sure to collect the amulet. Although it initially grants you -10% damage reduction, it will open up a quest later in Chapter One.

From here, proceed around the outside edge of the ring of tents. At the back of the area you should find a little shrine, called a Place of Power. Activate it. These Places of Power allow Geralt to absorb energy into his medallion, thus granting him new abilities. This one should yield +300 sign duration and +2 Vitality regeneration outside of combat.

After you’ve activated the Place of Power, head through the opening in the tents and immediately look to your right. Head through the door to find five training dummies. Dummies act as collectibles in The Witcher 2. Destroying ten dummies will grant a bonus to all experience points you earn, so be sure to destroy these five before moving on. This area also contains a few rowdy soldiers who will teach you the basics of arm wrestling and gambling, which you can partake in if you’re so inclined.

Once you have completed these side objectives, walk down the long, narrow path towards the small wooden bridge to continue with the main quest.
Upon reaching the bridge, a cutscene will trigger. After a conversation with King Foltest, you’ll be tasked with manning a ballista. Turn the dial to 1.5 degrees to ensure you face lighter opposition later in the Prologue.
 
Immediately upon firing the ballista, Foltest will lead you into the barracks. Follow him up a long series of ladders to the top of the barracks, where he will give a crude but rousing speech. This speech will conclude By The King’s Will and lead directly into the next quest, granting you 375 experience points along the way.