Two major story routes take Geralt to Henselt’s camp or Vergen. This guide identifies branches, quest windows, the significant romances and gear routes without pretending incompatible content fits into one run.
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What this guide covers
Enhanced Edition: prologue, both Act II paths, all Act III rescues and EE side chains; 36 alchemy formulas and reconciliation of all 140 named crafting-diagram entries. Fixed routes, random drops and unconfirmed game data are separate; a database name does not guarantee availability. Mutually exclusive story/romance branches require multiple saves.
Story routes, decisions and endings may contain spoilers. You can show or hide marked sections.
Search across guides for a quest, location or item
Check your edition
Editions & platforms
Edition
Platform
Differences & notes
Enhanced Edition
Windows, macOS, Linux, Xbox 360
Includes expanded Act III content; Xbox One/Series run the Xbox 360 edition via backward compatibility. No native PlayStation/Switch release.
Regionale Fassungen
PC, Xbox 360
Some editions alter optional sexual encounters; access depends on region and edition.
Combat, preparation and talents
Meditate before combat: in The Witcher 2 you cannot drink potions during a fight. Quen and dodging help early on; pull enemies out of groups and avoid becoming trapped between shields. Early Geralt is more vulnerable than his reputation suggests.
After the training tree, invest in swordsmanship, magic or alchemy. Put mutagens only into compatible talents; insertion commits the choice. Check formulae, craftsmen and materials separately: owning a diagram does not mean owning the sword.
Story route with two different second acts
Story details & possible consequences
01
Prologue — La Valette
Play the siege through Foltest’s flashbacks, decide Aryan’s fate and evade the dragon. After Foltest’s death, follow the evidence and escape custody with Roche.
02
Act I — Flotsam
Resolve the gallows incident, prepare the kayran hunt with Síle and Cedric, follow The Rose of Remembrance and Letho’s trail. Start the contracts and Mystic River before leaving.
03
Branch — At a Crossroads
At the end of Act I, actually help Roche or Iorveth escape. The earlier choice about Iorveth’s sword alone does not decide the entire second act. Save before this split.
04
Roche — Kaedweni camp
Work with Henselt, Dethmold and the Blue Stripes. The Blood Curse, Conspiracy Theory and The Eternal Battle drive this route. Henselt’s fate and Roche’s revenge shape the result.
05
Iorveth — Vergen
Investigate Saskia’s poisoning: A Matter of Life and Death, Where Is Triss Merigold? and The Eternal Battle connect ingredients, politics and a spectral battle. Explore Vergen before the assault.
06
Act III — Loc Muinne
Roche: rescue Triss or Anaïs. Iorveth: rescue Triss or pursue Philippa and Saskia’s cure. These rescue routes reveal different information; one all-inclusive run is impossible.
07
Finale
At the summit decide whether to save Síle from the megascope, fight the dragon and hear Letho out. Spare or fight him; his survival can matter in The Witcher 3 with an appropriate import or simulated save.
Dangerous fights
Enemy
Location
Counter
Kayran
Flotsam
Trap tentacles with Yrden, cut marked weak points and follow the scripted dodge/climb phases. Prepare Mongoose beforehand.
Letho
Act I
Wait out his Quen, renew your protection and use short safe attacks rather than long strings.
Draug
Act II
React to attacks and summoned hazards; punish briefly from the flank or rear after an attack.
Dragon
Loc Muinne
Leave burning areas and wait for bite/head openings. The later fate choice depends on available story information.
Side quests with useful starting points
Area / route
Quest
What to do
Flotsam
Troll Trouble; In the Claws of Madness; The Nekker Contract; The Endrega Contract
Check the noticeboard, forest and Cedric. Destroy nekker nests with suitable bombs; destroy endrega cocoons and defeat the queens.
Both routes
Mystic River
Take the papers in the kayran wreck, then follow the cargo trail through Act II to Loc Muinne’s sewers. Early clues cannot be revisited later.
Roche II
Little Sisters; Ave Henselt!; In Cervisia Veritas
Explore the camp, shore and Blue Stripes tents. Win the arena quest to access Ves’s extra encounter.
Iorveth II
With Flickering Heart; Baltimore’s Nightmare; The Harpy Contract; The Queen Harpy Contract
Talk to Ele’yas in Vergen; follow the quarry dreams and harpy plot. Read the evidence before judging the succubus.
Loc Muinne
The Gargoyle Contract; An Encrypted Manuscript; From a Bygone Era
Solve the rune chambers and take the manuscript to Bras. From a Bygone Era requires earlier notes and ends in a difficult optional encounter.
Triss and the other encounter routes
Story details & possible consequences
Person
Requirement
Route
Triss
I, The Rose of Remembrance
Remain with her in the elven bath after the collapse and choose the romantic conversation. Both faction routes can access this encounter.
Ves
II, Roche only
Win Ave Henselt!, then visit Ves in the Blue Stripes tent and express mutual interest.
Mottle
II, Iorveth only
Save the elf from the burning building in Flotsam and visit her later in Vergen. Some regional versions alter the encounter.
Succubus
II, Iorveth only
Start With Flickering Heart through Ele’yas, examine the body, hear her out and expose the real culprit; do not kill her as the monster.
Cynthia
III, Iorveth, Enhanced Edition
In The Secrets of Loc Muinne cooperate with her expedition and side with her against Adalbert. Collect Dearhenna’s notes I–V before leaving the laboratory. Ask to meet again afterwards and visit her at the inn.
Courtesans
Flotsam / camp
Optional paid encounters in the accessible brothels; they do not create another exclusive endgame relationship.
Armor, swords and alchemical targets
Target
Source
Practical advice
Draug / draugir
Act II, spectral battle
Check monster loot after the battles; do not sell rare ingredients before reviewing craftsmen’s recipes.
Vran armor
Mystic River
Follow the cargo through all acts and craft the Vran upgrade in Loc Muinne. Skipping earlier steps prevents the reward.
Caerme
An Encrypted Manuscript
Search the gargoyle puzzle chambers and have Bras decode the manuscript; bring the materials and diagram to a smith.
Mongoose
Kayran preparation
Use the story formula and activate poison resistance before entering combat.
Swallow / Tawny Owl
Meditation
Plan vitality and vigor regeneration before a fight; weigh toxicity and duration against the travel time.
Prologue: story stages and missable jobs
Story details & possible consequences
Quest / target
Start / requirement
Action
Result / deadline
By the King’s Will / At the Fore / Trial by Fire
Roche’s interrogation; flashbacks.
Play the siege/tower assault, spare or kill Aryan and evade dragon fire.
Aryan’s fate alters the prison escape and later recollections.
To the Temple / Blood of His Blood
After the dragon attack.
Reach the monastery through village/well; find Foltest’s children.
Regicide and imprisonment; finish village side jobs first.
The Dungeons of the La Valettes
After Foltest’s death.
Deceive/defeat the guard, recover equipment and escape through the prison to Roche.
Escape differs by Aryan/Louisa route; departure starts I.
Woe to the Vanquished
Village during the siege.
Stop looting soldiers, rescue the civilians and decide whether to demand payment.
Later thanks/reward in Flotsam; do not leave the village before rescuing them.
Melitele’s Heart [Prologue]
Newboy in the army camp.
Warn Newboy about the talisman and obtain the magical amulet; it does not provide reliable protection.
Keep the amulet for Anezka in I; resolve the choice before finishing the prologue.
Act I: every main job and subtask
Quest / target
Start / requirement
Action
Result / deadline
A Rough Landing
Arrival outside Flotsam.
Stay within Triss’s magical protection and repel Scoia’tael.
Town access; check the landing chest for the silver-sword diagram.
By the Gods — Stringing Up Sods
Gallows square.
Defend Zoltan/Dandelion against the accusations and win the fistfight.
Friends freed; opens town trading and side exploration.
Indecent Proposal
Loredo invites you to his estate at night.
Surrender weapons, plan with Roche, distract guards and eavesdrop.
Retrieve equipment before leaving; optionally sabotage the ballista.
The Kayran: A Matter of Price
Merchants by the harbor.
Negotiate price/advance before the boss fight.
Collect the reward after victory; part of the kayran chain.
The Kayran: Ostmurk
Cedric / Triss.
Inspect the poison, collect ostmurk in the cave and brew Mongoose.
Drink before combat; clear cave monsters first.
The Kayran: A Trap
Cedric; Loredo’s estate.
Acquire the iron frame from the estate and have the kayran trap crafted.
Optionally simplifies a tentacle phase; not required for boss access.
The Kayran
Síle at the inn.
Place Yrden under tentacles, sever exposed nodes and complete the bridge phase.
Loot tissue/trophy; collect the armor diagram/reward.
The Rose of Remembrance
Triss and the elven ruins.
Find the rose and traverse the ruined baths; remain romantically with Triss or prioritize returning.
Romantic encounter and information about Geralt’s past.
The Assassins of Kings [I]
Zoltan / Iorveth.
Defeat the meeting-site arachas; confront Letho in the baths and decide whether to give Iorveth his sword.
Affects Flotsam’s violence; actual travel allegiance is chosen later.
Where Is Triss Merigold? [I]
After the Letho duel.
Investigate Síle’s room with Derae/Dandelion; use Cat to follow Cedric’s blood trail into the forest.
Finish side jobs before departing Flotsam.
At a Crossroads: Vernon Roche / Death to the Traitor
Roche after searching for Triss.
Infiltrate Loredo’s estate with Roche at night; fight Marietta, bodyguards and Loredo, free Ves and assist with Moril’s childbirth.
Roche route II; loot Loredo’s postbox key for Mystic River.
At a Crossroads: Scoia’tael / The Floating Prison
Iorveth after searching for Triss.
Free the harbor prisoners. When Loredo threatens arson, rescue three elven women in the tower OR pursue Loredo.
Iorveth route II; Mottle appears in Vergen only after rescuing the three elven women in time.
Act I: all side jobs and minigame chains
Quest / target
Start / requirement
Action
Result / deadline
The Ballista
Roche at Loredo’s estate.
Pay Margarita or defeat her two arm-wrestlers; pass the distracted guard and sabotage the ballista.
One-time estate window.
Bring It On: Flotsam
Zoltan/arm-wrestlers at the inn.
Beat Skinny Sten, Wiry Wilks, Big Max and Bartholomew Bargee.
Completes the arm-wrestling chain; Zoltan is a practice partner.
One on One: Flotsam
Sheridan in the inn basement.
Defeat the three local fistfighters.
King Ziggy opens Fight Club.
Fight Club
Ziggy after local wins; from 21:00.
Win four fights at Loredo’s; accept or refuse the demand to throw the last match.
Winning can trigger a later bandit ambush; finish before leaving I.
Hung Over
Blue Stripes house after speaking to Cedric.
Complete knife throwing, Roche’s argument, arm-wrestling and drinking; after waking, question Ves/Margo about equipment.
Optionally remove the tattoo through Triss and her requested ingredients.
In the Claws of Madness
Noticeboard/Cedric; Rupert in the forest.
Traverse the asylum, retrieve Gridley’s medicine and hear the ghost’s story.
Sacrifice the men OR deceive/fight the ghost and decide the culprits’ fate.
Little Shop of Dreams
Matilda near Vilmos after starting Incense.
Threaten/use Axii to stop Vilmos selling the drug, or believe him.
Closing the shop changes trading; buy needed goods first.
Malena
Guards near Anezka/Lobinden.
Investigate the forest cave and soldiers’ bodies; report the evidence or follow Malena’s excuse.
If she flees the ambush, find her in the asylum ruins; kill or spare her.
Margot’s Disappearance
Roche path during Where Is Triss.
Search Margot’s inn room and read the letters.
Only available with the appropriate Flotsam outcome.
Melitele’s Heart [I]
Take the prologue amulet to Anezka.
Bring troll tongue, endrega embryo, arachas eyes and essence of death; protect the 23:00 ritual from wraiths.
Cures the amulet; secure arachas loot before advancing the story.
Poker Face: Flotsam
Casimir/Bendek at the inn.
Beat Casimir, Bendek, Zindrab, Einar and Sendler.
Choosing Sendler’s troll-head reward can avoid killing a living troll.
The Scent of Incense
Vencel Pugg at the docks.
Obtain Vilmos’s real or fake formula; travel to the lab and, if needed, break the barricade with Aard and recover equipment.
The fake formula leads to combat; check the laboratory chest for Tawny Owl formula.
A Sword for Monsters
After the prologue sword loss without an applicable import.
Take the Witcher’s Silver Sword diagram from the landing chest and forge it with silver ore at Berthold’s. The better Robust diagram is behind Loredo’s estate.
An import can already satisfy the quest.
Troll Trouble
Flotsam notice; Chorab.
Hear the bridge troll out; question Zoltan, Sendler and the inn contact about Dmitri, then kill the murderer at the graveyard.
Return the troll head and collect Chorab’s payment; alternatively kill the troll and report to Louis.
Act II Roche: complete main-quest branches
Story details & possible consequences
Quest / target
Start / requirement
Action
Result / deadline
Prelude to War: Kaedwen
Leave I with Roche.
Play Henselt’s negotiation, then repel specters as Geralt and follow Dethmold’s protection to camp.
Zyvik’s tour opens the camp and its jobs.
Conspiracy Theory
Dethmold after Henselt.
Follow Odrin OR Butcher of Cidaris; use the square coin/password with Whistling Wendy and clear Traut’s hideout. Ask Dethmold for help first.
Take Traut’s armor; later meet Roche at the cliff hut. Finish camp jobs before the final spectral battle.
Courage Symbolized
Dethmold; conspiracy.
Loot Vinson Traut’s corpse in the secret hideout.
Seltkirk’s armor, the artifact of courage.
The Blood Curse
Henselt/Dethmold.
Inspect Sabrina’s pyre/nail/letter; question the relic dealer/visionary and obtain the spearhead. Guide Henselt: pixie ring → bread → black candles → goat skull → scorched tree → raven → sour milk → pixie ring.
Ignite with Igni and repel wraiths; lifts the curse.
The Path to Visionary
Soldiers fighting rotfiends on the hut path.
Rescue the soldiers and question the visionary; undergo his vision-night initiation or pay.
Sabrina’s final words and the spearhead lead.
Death Symbolized [Roche]
Dethmold supplies the mist amulet.
Cross with Zoltan; pass Ekhart’s ghost test in Vergen’s catacombs or defeat him. A Dun Banner cloak/beaver cap can excuse wrong answers.
Dun Banner standard; use the medallion to reveal the mist route.
Hatred Symbolized [Roche]
Zoltan on reaching Vergen.
After finding the standard, take the tunnels to Zoltan/Saskia and fight bullvores.
Saskia gives you Vandergrift’s sword.
The Spear of Destiny
Saskia in the tunnel.
Beat Skalen at the gate at dice poker; win twice more for the Dun Banner cloak.
Spearhead for the blood curse; finish before returning to camp.
The Assassins of Kings [Roche II]
Henselt’s invitation after lifting the curse.
Repel the assassins; prepare Gadwall for Dethmold’s necromancy. Follow Serrit and avoid guards in the memories, then clear the hideout.
Loot Serrit’s body and Conflagration diagram; report to Dethmold.
Faith Symbolized
Zyvik/Dethmold; Henselt’s medallion.
Lift the blood curse and finish investigating the assassins.
Dethmold gives you the artifact of faith.
Where Is Triss Merigold? [Roche II]
Roche after returning through the mist.
Visit the Nilfgaardian camp behind Henselt’s; search the abandoned tent for letter/song.
Triss was taken to Loc Muinne as a figurine; continues in III.
The Eternal Battle [Roche]
Give Dethmold all four artifacts.
Play the possessed soldiers without Geralt’s signs; move between cover during arrows and attack the draug from behind after its charge.
Draug loot for armor; permanently changes the camp world.
The Siege of Vergen
After discovering the Blue Stripes’ execution.
Follow Roche through ravines/tunnels to Vergen; fight Dethmold’s men/golem. Let Roche kill Henselt or restrain him.
Starts III; final access to the Act II shipwreck occurs on this route.
Act II Roche: every side quest and contest
Quest / target
Start / requirement
Action
Result / deadline
In Cervisia Veritas
Drunken soldiers call for Odrin.
Find Odrin outside the western cave, carry him inside, persuade/bribe gate guards, gather three friends and question them at the canteen.
Square coin and conspiracy lead; alternative to the arena route.
The Butcher of Cidaris
Manfred and Sven outside the canteen.
Support Sven and fight the butcher and his partner as a team.
Conspiracy lead and access to Ave Henselt.
Ave Henselt!
After Butcher; Proximo.
Win arena duels through Ves; optionally speak with her afterward at the Blue Stripes camp.
Ves encounter with mutual interest; before the camp collapses.
Against the Blue Stripes
Mette at Roche’s camp.
Beat Fenn, Silas, Roche and then Burton at fistfighting.
Burton seeks revenge in III: A Score to Settle.
Bring It On: Kaedweni Camp
Zyvik / campfire.
Beat Martin, Randal and Magnus, then Adam Pangratt in the upper camp.
Local arm-wrestling championship.
Poker Face: Kaedweni Camp
Gondor/Fragile outside the canteen.
Gondor and Fragile → Zyvik → Madame Carole in the Red Camp → Lasota.
Final reward is money or a leather diagram; before the camp collapses.
Lost Lambs
Zyvik is missing two soldiers.
Find them at Sabrina’s pyre; after investigating, personally escort them to camp.
Sending them back alone endangers them; report to Zyvik.
Little Sisters
Mavrick near the west gate; Liva at the brothel.
Inspect Malget’s grave/house, hear the beach ghosts at 23:00; hear Mavrick’s account and return with him.
Accusing him prematurely fails the investigation; allegiance changes the survivors.
A Sackful of Fluff [Roche]
Elthon’s quarry hut; after crossing the mist.
Bring harpy feathers in three deliveries totaling 80; leave the area and return.
Final scene after the last delivery; use the window before the war finale.
Act II Iorveth: complete main-quest branches
Story details & possible consequences
Quest / target
Start / requirement
Action
Result / deadline
Prelude to War: Aedirn
Depart I with Iorveth.
Play Stennis’s negotiations, then escort the dwarves through the spectral mist as Geralt.
Vergen opens for exploration.
The War Council
Meeting at Saskia’s house.
Hear the factions and witness the poisoning; plan the cure with Philippa.
Starts the four ingredient branches; begin Vergen side jobs now.
A Matter of Life and Death
Philippa after the council.
Collect immortelle, royal blood, a powerful dream crystal and the rose of remembrance through the quests below.
Deliver all four: Saskia is cured and the hatred artifact becomes available.
Subterranean Life
Zoltan and the dwarves at the inn.
Bring three Grapeshots; collect shaft keys and Balin’s journal pages. Take immortelle behind the bullvore; search Balin’s body on the trapped path for the storehouse key.
Healing herb; the storehouse includes Robust Sword of Dol Blathanna.
Hunting Magic
Philippa, Cecil and Skalen.
Find the tower-nest crystal; after the insufficient sample, get Cecil’s quarry key. View dreams with the projector in the harpy lair.
Dragon dream supplies power; Baltimore’s dream starts a side quest. Bring seven harpy traps.
Where Is Triss Merigold? [Iorveth II]
Martus Birut at the inn; Philippa.
Visit the troll couple for the bandana; spare both for the troll horn. After the royal-blood riot, cross with Philippa’s protection. Roche helps reach the Nilfgaardian camp.
Sneak or use Madame Carole’s tunnels; defeat Vanhemar. Return to Philippa for the rose and Negotiator.
Royal Blood
Stennis in the town hall; returning the bandana triggers the riot.
Investigate witnesses/Thorak before the verdict. Handing Stennis to the mob yields blood; a fair trial requires Henselt’s voluntary blood donation after Roche’s distraction.
Both routes supply the ingredient; Stennis’s fate differs.
The Walls Have Ears
Peasants during the Stennis riot.
Question the wine server with Axii/intimidation; ask Cecil about Olcan’s house and read the goblet sketches there.
Combine with Thorak’s receipt to explain the poisoning evidence; investigate before the verdict.
Hatred Symbolized [Iorveth]
After curing Saskia.
Ask Saskia for Vandergrift’s sword.
Artifact of hatred for the spectral battle.
Death Symbolized [Iorveth]
Philippa; Dun Banner standard.
Visit the forest catacombs; answer Ekhart’s historical questions or fight the ghost.
Standard; Philippa supplies the remaining courage/faith artifacts.
The Eternal Battle [Iorveth]
Saskia cured; bring artifacts to Philippa.
Play the ghost battle: capture the standard, move between cover as messenger, and attack the draug from behind after its charge.
Secure the draug component; the defense finale follows.
Vergen Besieged
After lifting the mist curse.
Support the walls/oil defense, repel the tunnel assault, flank Henselt’s forces through the secret route and follow Iorveth/Saskia.
Starts III; finish side quests, mines and quarry beforehand.
Act II Iorveth: every side job and contest
Quest / target
Start / requirement
Action
Result / deadline
Baltimore’s Nightmare
Baltimore’s dream in the harpy lair.
Ask Thorak about the old workshop; Aard the wall for notes, follow clues through the quarry/signposts to the shipwreck and use the runic key at the concealed entrance.
Thorak confronts Geralt; keep the evidence and loot his key after the fight. Tell Cecil.
Suspect Thorak
Dwarf witnesses during the royal-blood riot.
Solve Baltimore’s case; use Thorak’s key on his house chest and read Olcan’s receipt.
Evidence for the altered goblet; investigate before the verdict.
With Flickering Heart
Ele’yas at the inn; before finishing Royal Blood.
Buy surgical tools from Felicia, examine the catacomb corpse for a metal fragment/poetry book and have Dandelion sing in the burned village at night.
Kill the succubus OR investigate her accusation against Ele’yas, survive his ambush and return; romance requires mutual agreement.
A Sackful of Fluff [Iorveth]
Elthon’s hut by the quarry.
Three deliveries totaling 80 feathers; after the last, leave the area and revisit.
Money and final scene; reserve feathers before selling.
Bring It On: Vergen
Dwarves after Subterranean Life.
Beat Yarpen and Sheldon, then Skalen Burdon.
Vergen arm-wrestling champion; Skalen is also a dice opponent.
One on One: Vergen
Sheridan at the inn.
Beat the three local fighters, then challenge Silgrat.
Silgrat seeks revenge in III: A Score to Settle.
Poker Face: Vergen
Cornelius/Bruno at the inn.
Beat Cornelius and Bruno → innkeeper → Cecil → Haggard.
Money or smith’s reward; before the siege.
Act III and epilogue: every decision and rescue branch
Story details & possible consequences
Quest / target
Start / requirement
Action
Result / deadline
For Temeria! [Roche]
Arrive with Roche.
Follow Roche to Loc Muinne and Radovid; learn Anaïs’s and Triss’s situation.
Opens the rescue choice and Brigita’s side-quest chain.
For a Higher Cause! [Iorveth]
Arrive with Iorveth.
Follow Iorveth through the ruins and investigate Philippa’s imprisonment using the stealth/prison route.
Choose Triss or Philippa; finish open city jobs before the summit.
Where Is Triss Merigold? [III]
Choose to rescue Triss instead of Anaïs/Philippa.
Assault Shilard’s Nilfgaardian camp, play the hostage/dialogue scene and defeat Renuald’s soldiers.
Triss exposes the conspiracy at the summit; replaces your personal alternate rescue route.
Of His Blood and Bone [Roche]
Rescue Anaïs rather than Triss.
Assault Dethmold’s camp with Roche and rescue Anaïs. Choose delivery to Radovid OR John Natalis.
Changes Temeria’s political future; loot Dethmold’s room before leaving.
The Spellbreaker [Iorveth]
Rescue Philippa rather than Triss.
Free Philippa and clear her house; facing the chest, light bottom right → top left → top right → bottom left → center. After Philippa escapes, defeat the golem and take the enchanted dagger from the chest.
Only this dagger route allows Saskia’s cure after the dragon fight.
A Summit of Mages
Rescue branch completed.
Join your companion at the summit and witness the conspiracy. Finish side quests/crafting first.
Major cutoff: no unrestricted return to the city circuit afterward.
Enter the Dragon
After the summit collapses.
Stop Síle at the tower; remove the teleport crystal or leave her to her fate. Dodge the dragon and fight on the tower top.
Disenchant Saskia with the dagger, or spare/kill her without it; politics depend on earlier choices.
The Assassins of Kings / Epilogue
After the dragon fight; Letho in the courtyard.
Hear Letho’s full explanation; leave without fighting or begin the duel.
Letho’s survival can carry forward; retain separate saves for rescue/allegiance branches.
Act III: all side quests including Enhanced Edition
Quest / target
Start / requirement
Action
Result / deadline
Crown Witness [Roche EE]
Roche/Brigita after Radovid.
Escort Brigita through the forest to the boat, repel every ambush; optionally explore the werewolf cave.
Brigita’s letter starts Lilies and Vipers; before the summit.
Lilies and Vipers [Roche EE]
After rescuing Brigita; Kimbolt.
Test the letter at the scribe rather than immediately give it to Natalis: burnt lime → water → cormorant guano → heat, collect vapors and douse with water.
Forgery exposed; opens Messenger and Pacta. Report to Natalis after collecting both evidence chains.
The Messenger [Roche EE]
Kimbolt after the authenticity test.
Follow Aldrich, fight soldier groups and Hieronymus Lash; Yrden on a recurring teleport destination helps.
Lash’s letter proves Maravel’s involvement.
Pacta Sunt Servanda [Roche EE]
Courier outside Kimbolt’s quarters.
Visit Maravel, meet the mercenary leader and defend him against Kimbolt’s men.
Survivors reveal Kimbolt’s scheme; present it to Natalis with Lash’s letter.
The Secrets of Loc Muinne [Iorveth EE]
Scientists in the main square.
Join the tower expedition; activate crystals with Aard/Igni and defeat guardian/wraiths. Accept Cynthia’s cooperation; choose time/dream/fate according to the riddle, then dragon constellation/full moon/mine entrance murals.
Trick the golem as a peaceful guest using a paradox, or fight; collect all five Dearhenna notes before leaving. The device dispute affects Cynthia’s encounter.
A Tome Truly Rare [Iorveth EE]
Adalbert’s rare book through the laboratory route.
Keep the book and Dearhenna notes; discuss the records with Cynthia or Bras according to who survives.
A follow-up to the laboratory job; finish before the summit.
A Score to Settle
Burton (Roche) / Silgrat (Iorveth) after the Act II fistfight win.
Win the rematch in the ruined quarter.
Requires the relevant earlier quest; before the summit.
Bring It On: Loc Muinne
Mighty Numa in the ruins.
Beat Numa at arm-wrestling; exposing his performance aid and demanding a fair rematch is an alternative.
Final arm-wrestling championship.
Poker Face: Loc Muinne
Players northeast of the tower.
Aylaya and Filly → Hadrian the Black → Adelina → Incredible Lockhart.
Final reward is a rune, reinforcement or diagram.
All seven monster contracts: destruction targets and rare materials
Quest / target
Start / requirement
Action
Result / deadline
The Nekker Contract [I]
Flotsam board; Einar: Nekkers in the Mist.
Learn nekker knowledge by reading/killing and blow up four forest nests with Grapeshot.
Louis Merse pays; keep warrior nekker blood for Caerme in III.
The Endrega Contract [I]
Flotsam board; Einar: Three Years Among the Endregas.
Destroy three cocoons at each of two forest sites and defeat both queens.
Louis pays; retain queen endrega pheromones for Caerme.
The Rotfiend Contract [Roche II]
Kaedwen board; Sambor: The Horrors of War.
Burn nine corpses at three sites: northeast of camp, across the river, south of the brothel.
Proximo pays; merely killing rotfiends does not stop reinforcements.
Hey, Work’s on in the Mines [Iorveth II]
Cecil / Subterranean Life.
Seal three mine tunnels with one Grapeshot each.
Cecil pays; open shaft gates with corpse keys.
The Harpy Contract [Iorveth II]
Vergen board; Felicia: Harpies — Daughters of the Gale.
Place seven harpy traps: four in the quarry, three in the lair. Leave harpies alive to carry traps to nests.
Cecil pays; obtain the lair key through Hunting Magic.
The Queen Harpy Contract [Iorveth II]
Vergen board / dream projector.
Play the dream in the lair and defeat the queen and her flock.
Loot the Harpy silver sword and ask Cecil for payment.
The Gargoyle Contract [III]
Loc Muinne board; Bras sells rune knowledge.
Find three rune rooms west, northeast and southeast. Interpret symbols and extinguish them in each room poem’s order; puzzle variants differ.
Bras pays; secure Addan Deith in the western/northwestern room and the manuscript in the southeastern one.
Cross-chapter treasure chains and alternate rewards
Quest / target
Start / requirement
Action
Result / deadline
Mystic River [I → II → III]
Captain’s wreck near the kayran site in I.
Collect the captain’s key/logbook, send the report through royal mail and inspect Louis’s postbox. Loot the second wreck by Vergen’s river in II; Roche’s window is Siege of Vergen. Search the northern sewers in III.
Final chest: armor of Ysgith, Deireadh, fire rune and Vran armor diagram. Keep Ysgith: it is a crafting ingredient.
From a Bygone Era [II → III]
Malget’s house behind Kaedwen camp in II; accessible on either path.
Aard the cellar barrels, solve candles using grave symbols and keep the notes. Have Bras translate in III; sewer guardian: Zi → Uddu-ya → Ia Ia → Gat → Exa → Nibbit → Kanpa → Gat → Uddu-Zi.
Beyond the portal, with the entrance behind you: center → middle right → near left → center. Then accept talent redistribution OR fight the Operator for staff/dragon scales.
An Encrypted Manuscript → Caerme [III]
Take the southeastern gargoyle-room manuscript to Bras.
Deliver queen endrega pheromones + warrior nekker blood (I), bullvore brain and either a rotfiend tongue OR harpy egg.
Bras deciphers the Caerme steel-sword diagram; missing Act I rare loot can block completion.
All 17 campaign potions: purpose and formula routes
Vendors sell formulas, not automatically finished potions. Brew in meditation and drink before combat; unlike Witcher 3, stocks do not automatically refill after each meditation. Read drawbacks and toxicity before combining.
Recipe / English inventory name
Purpose
Acquire formula
Later vendor / note
Cat
Night vision and creatures behind obstacles.
Starting knowledge; Anezka I.
Later: Felicia in Vergen II / Myron in Kaedweni camp II; Felicia in Loc Muinne III.
Swallow
Gradual healing.
Starting knowledge; Anezka I.
Later: Felicia in Vergen II / Myron in Kaedweni camp II; Felicia in Loc Muinne III.
Rook
Sword damage.
Starting knowledge; Anezka or Fioravanti I.
Later: Felicia in Vergen II / Myron in Kaedweni camp II; Felicia in Loc Muinne III.
Golden Oriole
Resistances.
Starting knowledge; Anezka or Vilmos I.
Later: Felicia in Vergen II / Myron in Kaedweni camp II; Felicia in Loc Muinne III.
Petri’s Philtre
Sign damage.
Starting knowledge; spare scroll in the elven bath ruins chest in I.
Quest/starting recipe; do not wait for random loot.
Tawny Owl
Vigor regeneration.
Anezka I; also the laboratory chest in The Scent of Incense.
Later: Felicia in Vergen II / Myron in Kaedweni camp II; Felicia in Loc Muinne III.
Wolf
Critical effects.
Anezka I.
Later: Felicia in Vergen II / Myron in Kaedweni camp II; Felicia in Loc Muinne III.
Lapwing
Strong vigor regeneration with penalties.
Fioravanti I.
Later: Felicia in Vergen II / Myron in Kaedweni camp II; Felicia in Loc Muinne III.
Gadwall
Strong healing with combat penalties; necromancy quest.
Fioravanti I; Myron before the assassin necromancy in II.
Later: Felicia in Vergen II / Myron in Kaedweni camp II; Felicia in Loc Muinne III.
Thunderbolt
More offense, reduced survival/regeneration.
Fioravanti I.
Later: Felicia in Vergen II / Myron in Kaedweni camp II; Felicia in Loc Muinne III.
White Raffard’s Decoction
More maximum vitality with a drawback.
Fioravanti I.
Later: Felicia in Vergen II / Myron in Kaedweni camp II; Felicia in Loc Muinne III.
Tiara
Less vigor lost when blocking.
Fioravanti I.
Later: Felicia in Vergen II / Myron in Kaedweni camp II; Felicia in Loc Muinne III.
Stammelford’s Philtre
Sign intensity with a vitality penalty.
Fioravanti or Vilmos I.
Later: Felicia in Vergen II / Myron in Kaedweni camp II; Felicia in Loc Muinne III.
Maribor Forest
More vigor with penalties.
Fioravanti or Vilmos I.
Later: Felicia in Vergen II / Myron in Kaedweni camp II; Felicia in Loc Muinne III.
Brock / Badger
Stronger critical effects.
Vilmos I before Little Shop of Dreams.
Later: Felicia in Vergen II / Myron in Kaedweni camp II; Felicia in Loc Muinne III.
Virga
Defensive/resistance profile with penalties.
Vilmos I before closing the shop.
Later: Felicia in Vergen II / Myron in Kaedweni camp II; Felicia in Loc Muinne III.
Mongoose
Poison protection for the kayran.
Triss gives the formula during The Kayran: Ostmurk.
Quest/starting recipe; do not wait for random loot.
All eight blade coatings and the misleading Blade Oil formula
Recipe / English inventory name
Purpose
Acquire formula
Later vendor / note
Brown Oil
Bleeding.
Starting knowledge; Anezka I.
Later: Felicia in Vergen II / Myron in Kaedweni camp II; Felicia in Loc Muinne III.
Falka’s Blood
Damage bonus.
Starting knowledge; Anezka I.
Later: Felicia in Vergen II / Myron in Kaedweni camp II; Felicia in Loc Muinne III.
Hanged Man’s Venom
Against humans/humanoids.
Fioravanti I.
Later: Felicia in Vergen II / Myron in Kaedweni camp II; Felicia in Loc Muinne III.
Insectoid Oil
Against endregas/arachas.
Anezka I.
Later: Felicia in Vergen II / Myron in Kaedweni camp II; Felicia in Loc Muinne III.
Necrophage Oil
Against rotfiends/bullvores.
Anezka I.
Later: Felicia in Vergen II / Myron in Kaedweni camp II; Felicia in Loc Muinne III.
Specter Oil
Against wraiths.
Anezka I.
Later: Felicia in Vergen II / Myron in Kaedweni camp II; Felicia in Loc Muinne III.
Arachnid Oil / Spider Oil
Poison chance.
Fioravanti I; Vencel Pugg’s lab as a loot alternative.
Later: Felicia in Vergen II / Myron in Kaedweni camp II; Felicia in Loc Muinne III.
Whirl
General damage bonus.
Vilmos I before closure.
Later: Felicia in Vergen II / Myron in Kaedweni camp II; Felicia in Loc Muinne III.
Formula: Blade Oil
Produces ordinary crafting oil.
Anezka I; later Myron/Felicia/Marcus/Lockhart.
Not another combat coating; alternative to Diagram: Oil.
All nine bomb formulas and the tutorial potion
Recipe / English inventory name
Purpose
Acquire formula
Later vendor / note
Samum
Stun.
Starting knowledge; Anezka/Cedric I.
Earso in Vergen II/Loc Muinne III; Isidor Kay or Lasota in Kaedwen II. Samum also at potion vendors.
Grapeshot
Shrapnel; nekker/mine nests.
Cedric I.
Earso in Vergen II/Loc Muinne III; Isidor Kay or Lasota in Kaedwen II. Samum also at potion vendors.
Dancing Star
Fire explosion.
Cedric I.
Earso in Vergen II/Loc Muinne III; Isidor Kay or Lasota in Kaedwen II. Samum also at potion vendors.
Devil’s Puffball
Poison cloud.
Cedric I.
Earso in Vergen II/Loc Muinne III; Isidor Kay or Lasota in Kaedwen II. Samum also at potion vendors.
Dragon’s Dream
Flammable gas cloud.
Cedric I.
Earso in Vergen II/Loc Muinne III; Isidor Kay or Lasota in Kaedwen II. Samum also at potion vendors.
Flare
Illumination.
Cedric I.
Earso in Vergen II/Loc Muinne III; Isidor Kay or Lasota in Kaedwen II. Samum also at potion vendors.
Stenchbulb
Weaken enemies.
Cedric I.
Earso in Vergen II/Loc Muinne III; Isidor Kay or Lasota in Kaedwen II. Samum also at potion vendors.
Zerrikanian Sun
Blinding.
Cedric I.
Earso in Vergen II/Loc Muinne III; Isidor Kay or Lasota in Kaedwen II. Samum also at potion vendors.
Red Haze
Confusion/turn enemies against each other.
Cedric/Fioravanti I; talk to Mathias Tumm during Fight Club.
Earso in Vergen II/Loc Muinne III; Isidor Kay or Lasota in Kaedwen II. Samum also at potion vendors.
Healing Brew [Tutorial]
Tutorial for healing/alchemy.
Play the separate Enhanced Edition tutorial; its formula belongs to that introductory sequence.
Do not search Felicia for a missing campaign formula.
All 36 formulas: required alchemical substances
These are substances, not mandatory individual herb species: any matching plant/monster ingredient in the alchemy panel works. Deselect rare crafting/quest ingredients when auto-filling. The 2011 Prima list gives different Thunderbolt quantities; this register uses the currently documented Quebrith + Hydragenum + Sol formula.
Armor of Ysgith + Vran enhancement + 6 cloth + 4 studded leather + 7 twine. Check Bras for the enhancement.
Consumes Ysgith: compare sign bonuses with defense.
Blasphemer: all six Dark items and crafting materials
Dark difficulty only. Wear all four matching armor pieces before drawing a cursed sword; an incomplete outfit drains vitality. The sword names denote silver/steel as marked. Reserve a draugir fragment before advancing the mist for Oathbreaker, and nine gargoyle dust plus dragon scales for Kinslayer.
Oathbreaker: all six Dark items and crafting materials
Dark difficulty only. Wear all four matching armor pieces before drawing a cursed sword; an incomplete outfit drains vitality. The sword names denote silver/steel as marked. Reserve a draugir fragment before advancing the mist for Oathbreaker, and nine gargoyle dust plus dragon scales for Kinslayer.
2 Iron Ore + 14 Silver Ore + 2 Timber + 2 Diamond Dust + 2 Essence of Death
Black Unicorn [steel]
II: Mael in Vergen / Lasota in Kaedweni camp.
14 Iron Ore + 2 Hardened Leather + 3 Timber + 2 Blue Meteorite Ore + 5 Amethyst Dust
Kinslayer: all six Dark items and crafting materials
Dark difficulty only. Wear all four matching armor pieces before drawing a cursed sword; an incomplete outfit drains vitality. The sword names denote silver/steel as marked. Reserve a draugir fragment before advancing the mist for Oathbreaker, and nine gargoyle dust plus dragon scales for Kinslayer.
Piece / inventory name
Diagram source — Dark only
Crafting materials
Kinslayer’s Armor
III: Bras outside Loc Muinne’s inn.
16 Hardened Leather + 18 Robust Cloth + 6 Twine + 6 Harpy Feather + 2 Harpy Saliva
2 Iron Ore + 14 Silver Ore + 2 Timber + 4 Elemental Stone + 2 Blue Meteorite Ore
Mourner [steel]
III: Bras outside Loc Muinne’s inn.
16 Iron Ore + 4 Leather + 2 Timber + 3 Gargoyle Dust + 2 Essence of Death
All five rune diagrams and all five craftable armor reinforcements
Runes and armor reinforcements occupy existing slots permanently. Do not apply Witcher 3 dismantling/runewright rules to Witcher 2; reserve strong upgrades for equipment you intend to keep.
Item / diagram
Location / vendor
Action / ingredients
Limit / result
Sun Rune
Berthold I → Haggard II → Lockhart III.
4 amethyst dust + 1 elemental stone + 1 essence of water.
Permanently occupies a sword slot.
Moon Rune
Berthold I → Haggard II → Lockhart III.
4 diamond dust + 1 elemental stone + 1 essence of water.
Sign profile; compare before inserting.
Earth Rune
Berthold I → Haggard II → Lockhart III.
5 silver ore + 1 elemental stone + 1 essence of water.
Defensive profile.
Fire Rune
Berthold I → Haggard II → Lockhart III.
8 endrega saliva + 1 elemental stone + 1 essence of water.
Fire profile; a finished rune also appears in Mystic River’s final chest.
Ysgith Rune
Berthold I → Haggard II → Lockhart III.
8 nekker hearts + 1 elemental stone + 1 essence of water.
Kayran skin also goes into armor; plan before crafting.
Magic Wrap [diagram]
Lockhart III: choose the diagram after the poker final.
3 studded leather + 2 essence of death + 2 necrophage skin.
Bras also sells finished Magic Wrap; distinguish diagram from finished item.
All seven obtainable trap diagrams
Item / diagram
Location / vendor
Action / ingredients
Limit / result
Biter
Cedric I; Isidor II; Earso III.
1 oil + 1 twine + 1 timber.
Basic damage trap.
Clawer
Cedric I; Isidor II; Earso III.
1 endrega venom + 2 oil + 1 timber.
Bleeding profile.
Conflagration
Cedric I; Isidor II; Earso III; Serrit’s corpse on Roche II.
2 endrega embryo + 1 oil + 1 timber.
Fire profile.
Rage / Fury
Cedric I; Isidor II; Earso III.
1 nekker heart + 2 oil + 1 timber.
Confusion effect.
Talgar Winter
Cedric I; Isidor II; Earso III; alternate Sendler poker reward.
1 amethyst dust + 2 oil + 1 timber.
Freezing effect.
Kayran Trap
Cedric I; iron frame behind Loredo’s estate.
1 iron frame + 1 iron ore + 1 silver ore + 2 oil.
Kayran tool; no purpose after that boss.
Harpy Trap
Haggard/Thorak/Earso in Vergen II; Earso III.
1 silver ore + 2 oil + 1 timber; seven for the contract.
A harpy must carry the trap to its nest.
All twelve crafting-material diagrams: targeted vendor route
Cloth, twine, timber and iron/silver ore are basic loot/trading materials. These twelve diagrams convert materials; no single universal material location exists. Reserve named monster parts needed by Caerme, Melitele or a Dark outfit.
Item / diagram
Location / vendor
Action / ingredients
Limit / result
Leather
Fioravanti/Mysterious Merchant I; Myron or Felicia II; Felicia/Lockhart III.
1 cloth + 1 necrophage skin + 1 oil
Check vendor stock and revisit after meditation if necessary.
Hardened Leather
Fioravanti/Mysterious Merchant I; Myron or Felicia II; Felicia/Lockhart III.
3 Leather + 2 oil
Check vendor stock and revisit after meditation if necessary.
Studded Leather
Fioravanti/Mysterious Merchant I; Myron or Felicia II; Felicia/Lockhart III.
2 Hardened Leather + 1 oil + 1 Twine
Check vendor stock and revisit after meditation if necessary.
Robust Cloth / Solid Cloth
Fioravanti/Mysterious Merchant I; Myron or Felicia II; Felicia/Lockhart III.
3 cloth + 1 Diamond Dust + 1 Twine
Check vendor stock and revisit after meditation if necessary.
Oil
Fioravanti/Mysterious Merchant I; Myron or Felicia II; Felicia/Lockhart III.
1 necrophage blood + 1 necrophage skin
Check vendor stock and revisit after meditation if necessary.
Amethyst Dust
Fioravanti/Mysterious Merchant I; Myron or Felicia II; Felicia/Lockhart III.
1 drowner brain + 2 nekker eyes
Check vendor stock and revisit after meditation if necessary.
Diamond Dust
Fioravanti/Mysterious Merchant I; Myron or Felicia II; Felicia/Lockhart III.
1 necrophage teeth + 2 Silver Ore
Check vendor stock and revisit after meditation if necessary.
Elemental Stone
Fioravanti/Mysterious Merchant I; Myron or Felicia II; Felicia/Lockhart III.
1 Amethyst Dust + 1 gargoyle heart
Check vendor stock and revisit after meditation if necessary.
Essence of Water
Fioravanti/Mysterious Merchant I; Myron or Felicia II; Felicia/Lockhart III.
1 Amethyst Dust + 1 Diamond Dust
Check vendor stock and revisit after meditation if necessary.
Expensive compared with buying ore; check the crafting panel first.
Random diagrams: named inspection register without a false guarantee
This does not claim every diagram appears in every playthrough. It separates rare random loot from fixed vendor/quest routes. Also check whether the actual crafting ingredients are obtainable.
Random diagram
Documented loot areas
Availability
Barber-surgeon
I: the ruined hospital behind an Aard wall, harbor nekker cave and burned harbor tower are documented places to inspect.
Loot available chests before leaving the chapter; a particular random roll may be absent.
Devil
I: the ruined hospital behind an Aard wall, harbor nekker cave and burned harbor tower are documented places to inspect.
Loot available chests before leaving the chapter; a particular random roll may be absent.
Head-taker
I: the ruined hospital behind an Aard wall, harbor nekker cave and burned harbor tower are documented places to inspect.
Loot available chests before leaving the chapter; a particular random roll may be absent.
Ichaer Aardanna
I: the ruined hospital behind an Aard wall, harbor nekker cave and burned harbor tower are documented places to inspect.
Loot available chests before leaving the chapter; a particular random roll may be absent.
Judge
I: the ruined hospital behind an Aard wall, harbor nekker cave and burned harbor tower are documented places to inspect.
Loot available chests before leaving the chapter; a particular random roll may be absent.
Marag Bator
I: the ruined hospital behind an Aard wall, harbor nekker cave and burned harbor tower are documented places to inspect.
Loot available chests before leaving the chapter; a particular random roll may be absent.
Myrmidon’s Gauntlets
I: the ruined hospital behind an Aard wall, harbor nekker cave and burned harbor tower are documented places to inspect.
Loot available chests before leaving the chapter; a particular random roll may be absent.
Viroledan Longsword
I: the ruined hospital behind an Aard wall, harbor nekker cave and burned harbor tower are documented places to inspect.
Loot available chests before leaving the chapter; a particular random roll may be absent.
Wight
I: the ruined hospital behind an Aard wall, harbor nekker cave and burned harbor tower are documented places to inspect.
Loot available chests before leaving the chapter; a particular random roll may be absent.
Wild Hunt Armor
I: the ruined hospital behind an Aard wall, harbor nekker cave and burned harbor tower are documented places to inspect.
Loot available chests before leaving the chapter; a particular random roll may be absent.
Wild Hunt Gauntlets
I: the ruined hospital behind an Aard wall, harbor nekker cave and burned harbor tower are documented places to inspect.
Loot available chests before leaving the chapter; a particular random roll may be absent.
Wild Hunt Riding Boots
I: the ruined hospital behind an Aard wall, harbor nekker cave and burned harbor tower are documented places to inspect.
Loot available chests before leaving the chapter; a particular random roll may be absent.
Wild Hunt Trousers
I: the ruined hospital behind an Aard wall, harbor nekker cave and burned harbor tower are documented places to inspect.
Loot available chests before leaving the chapter; a particular random roll may be absent.
Database entries without a confirmed ordinary diagram source
A name in game files or a wiki category does not prove ordinary availability. These entries therefore are not mandatory missing checklist goals or supposedly guaranteed treasure at invented coordinates. Mods can change availability.
Diagram entry
Status
Arbitrator
No guaranteed vanilla diagram route here; the finished item may still be obtainable.
Kaedweni Falconer’s Gauntlets
No guaranteed vanilla diagram route here; the finished item may still be obtainable.
Negotiator
No guaranteed vanilla diagram route here; the finished item may still be obtainable.
Nilfgaardian Harpy
No guaranteed vanilla diagram route here; the finished item may still be obtainable.
Reinforced Leather Boots
No guaranteed vanilla diagram route here; the finished item may still be obtainable.
Temerian Falconer’s Gauntlets
No guaranteed vanilla diagram route here; the finished item may still be obtainable.
Arachas Trap
No guaranteed vanilla diagram route here; the finished item may still be obtainable.
Basilisk
No guaranteed vanilla diagram route here; the finished item may still be obtainable.
Basilisk Boots
No guaranteed vanilla diagram route here; the finished item may still be obtainable.
Beann’shie
No guaranteed vanilla diagram route here; the finished item may still be obtainable.
Blame
No guaranteed vanilla diagram route here; the finished item may still be obtainable.
Blessed Armor
No guaranteed vanilla diagram route here; the finished item may still be obtainable.
Bride
No guaranteed vanilla diagram route here; the finished item may still be obtainable.
Craag Ross Armor
No guaranteed vanilla diagram route here; the finished item may still be obtainable.
Dragon Trap
No guaranteed vanilla diagram route here; the finished item may still be obtainable.
Draug’s Confession
No guaranteed vanilla diagram route here; the finished item may still be obtainable.
Eclipse
No guaranteed vanilla diagram route here; the finished item may still be obtainable.
Gnomish Pattern Breeches
No guaranteed vanilla diagram route here; the finished item may still be obtainable.
The Good Shepherd
No guaranteed vanilla diagram route here; the finished item may still be obtainable.
Groom
No guaranteed vanilla diagram route here; the finished item may still be obtainable.
Halfling Pattern Trousers
No guaranteed vanilla diagram route here; the finished item may still be obtainable.
Heavy Elven Armor
No guaranteed vanilla diagram route here; the finished item may still be obtainable.
Lionhead Spider Boots
No guaranteed vanilla diagram route here; the finished item may still be obtainable.
Long Studded Leather Gauntlets
No guaranteed vanilla diagram route here; the finished item may still be obtainable.
Mongoose Gauntlets
No guaranteed vanilla diagram route here; the finished item may still be obtainable.
Reformer
No guaranteed vanilla diagram route here; the finished item may still be obtainable.
Seven-Furlong Boots
No guaranteed vanilla diagram route here; the finished item may still be obtainable.
Shadow
No guaranteed vanilla diagram route here; the finished item may still be obtainable.
Superb Sword of Dol Blathanna
No guaranteed vanilla diagram route here; the finished item may still be obtainable.
Sword of Yspaden
No guaranteed vanilla diagram route here; the finished item may still be obtainable.
Tir Tochair Armor
No guaranteed vanilla diagram route here; the finished item may still be obtainable.
Vanguard Trousers
No guaranteed vanilla diagram route here; the finished item may still be obtainable.
Rare hospital chest in I; Kaedweni tent area in II is also reported.
14 iron ore + 2 timber + 7 endrega saliva, if the diagram actually drops.
Rare documented loot; no universally guaranteed Act II source. Distinct from the purchased Poisoned Saberra.
Armor of Ysgith [diagram]
Sources disagree between Bras in III and an unknown source.
Check Bras; if the diagram is absent, obtain the fixed armor of Ysgith through Mystic River.
The finished armor has a verified route; its diagram is not a guaranteed required collectible.
Draug Trap [diagram]
Game data / older crafting lists.
No confirmed ordinary acquisition route.
Distinct from the draug boss and the seven obtainable traps.
Duelist’s Gauntlets [diagram]
Listed in categories/game data.
No reliable fixed diagram source confirmed.
Do not count it as a missing guaranteed collectible.
Gargoyles: all six riddle variants and four rune symbols
Three rooms select from six variants; read each note. Animal resembles an S/snake, Sky a diagonally divided quadrilateral, Time an open-topped hourglass and Art a harp/triangular form. Room position alone does not determine the sequence.
Number / identifying motifs
Extinguish runes in this order
1 — deer shadow, moon sound, autumn
Animal → Sky → Art → Time
2 — field mice, dusk dance, stars
Animal → Art → Time → Sky
3 — fish, death in a mural, lightning
Animal → Time → Art → Sky
4 — comet, hungry wolf, lullaby
Sky → Animal → Time → Art
5 — music, bee-like clouds, bells
Art → Sky → Animal → Time
6 — dark sky, falcon flight, acceleration
Sky → Art → Animal → Time
No section matches your search.
Unlocks & rewards
Roche / Iorveth II
Choose the relevant ally at the end of Act I.
Cynthia-Expedition
Enhanced Edition and Iorveth route.
Vran-Rüstung
Follow Mystic River across the chapters.
The Witcher 2: Assassins of Kings
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Sources & editorial date
Independently written game guidance. The following sources support quest routes, mechanics and edition notes. Editorial date: 22 October 2026.