Where is triss merigold loc muinne




















Triss will be kept in a dungeon in the back right-hand corner of the camp. Head up the climbable area to the right side of the arena, and climb up onto the walls. Rescue Triss and speak with her to advance the story. Spoiler You will learn that Triss was indeed a member of the Lodge of Sorceresses, although if the Nilfgaardians were possessed of the idea of Triss being a powerful member, they were quite mistaken.

In fact, Triss really had no influence in the Lodge at all. You will discover that the Lodge of Sorceresses plotted to have Demavend, the old ruler of Aedirn, killed. This plot was thought up by none other than Philippa and Sile, the sorceress who you encountered when you were fighting against the Kayran.

End Spoiler. Head back out into the camp when you are ready to leave. Start in the direction indicated by the arrow on your on-screen map.

You'll head along a ravine and come across a corpse. When you search the corpse, you find a mysterious figurine. Your discovery is almost immediately followed by the arrival of Vernon Roche with a few of his men by his side. Talk to him and explain that you're looking for Triss. The conversation is a tense one, but in the end he'll offer you two suggestions for how you can find what you need. You can either try a stealthy approach by heading along some canyons to your right to sneak into the camp, or you can battle some monsters in a tunnel.

Unless you live for stealth, the tunnel is definitely a good route to follow. Start off by following in the direction that Roche and his men travel. You'll arrive at some tents that are being used by Madame Carole and her lovely ladies.

She's likely seated outside, on a bench. Talk to her and then ask to talk to her. She'll agree, for a fee. Tell her that you'd like to know how you could get inside the camp. She charges quite the hefty fee, but if you pay up she will tell you that the entrance is inside the tent. Head inside the tent and check the back room.

A trap door is open. Drop through the opening, then make your way through the short series of tunnels beyond. You'll have to head through a doorway, then explore some cells to find an opening in the floor that you can drop through to reach a lower tunnel. Once you're in that tunnel, follow the most direct route. There's nothing of interest along any side passageways.

Along the main route, you'll have to battle a bullvore and some rotfiends, but they're easy to kill with the gear you should have at your disposal by now. You'll reach an exclamation point on your map, where you can head left to venture outside or right to continue along the passageway and battle more rotfiends.

The latter option is really your best option, so continue along that passageway and watch for a path to the right. You can head along it to find a gap that you can leap across. There, you'll find and do battle with a golem. It is guarding some chests that contain actual items of potential interest, including the powerful Armor of Ban Ard and the equally powerful Gwyhyr blade. They're definitely worth the trip.

Collect those goodies, then return to the main trail and continue through the tunnel to finally reach an exit point. When you exit the tunnel and start around the side of the cliffs, you'll trigger a scene.

You can talk to the guards however you like, but ultimately they'll strip you of your weapons. The scene that follows reveals a great deal of information and updates the Returning Memories side quest and also The Assassins of Kings. When those scenes conclude, you'll find yourself about to be executed. However, Vernon Roche and Ves intervene on your behalf.

A battle follows. In this fight, you'll be going up against a few guards and a sorcerer. You'll be helped by your two friends. They can keep the guards mostly occupied while you focus on the sorcerer, who will take a few hits from your sword before throwing up a shield and teleporting to a new location. When he reappears, he'll wait for a moment and then send a fiery blast your direction. You can step or roll to the side if you see it coming, then move in close and hit him with a few more slashes of the sword before the process repeats.

Finally, you should take out the sorcerer and the other guards. You'll have the opportunity to explore the Nilfgaardian camp if you like make sure that you do so if you want to pick up the Armor of Loc Muinne that a soldier has likely left lying on the ground , then it's time to head elsewhere.

If you didn't spare Prince Stennis back in Vergen, you can talk Roche into helping you out of the camp. Just play along and pretend to be his prisoner and you'll get through just fine. Otherwise, now is your opportunity to get some blood from King Henselt before you depart. Again, we'll rely on Vernon Roche for assistance. To sneak into the camp and meet with King Henselt, start forward along the path behind Roche and when you can, move right and duck behind some barrels as Roche talks to the nearest guards.

When he leads them down the path you followed to reach your hiding place, you can then head to the right along the tents. There are soldiers on the opposite side of those tents, so be careful.

When you get near the king's tent, you'll notice two men guarding it. Continue along the side of the tents where you're already positioned and you'll come to a pile of barrels. Get near and a button prompt appears on-screen. You can use magic on the barrels, then run back left.

Wait for the guards to go investigate the source of the noise, then sneak into the tent they were guarding for a scene with the king. He'll give up his blood and have his men lead you outside the camp without the need for additional sneaking around on your part.

The Royal Blood quest will now be marked complete. When you reach the edge of camp, whether with King Henselt's blood or without, it's time to pass through the mist again and return to Vergen. Walk straight forward, then descend along a road leading into a ravine and pass through the mist. As usual, Philippa will appear at that point in owl form to assist as you work your way back across the mist-covered battlefield.

Also as usual, you'll have to hack apart wraiths that try to block the owl's progress. Only then can she pinpoint her magically. A few more enquiries about town reveal that a dwarf is telling tales of seeing a woman fall from the sky. Geralt locates the dwarf, Mantas Birut at The Cauldron. Mantas then relates his tale of two persons falling from the sky, a man and a woman. He also reveals that a troll found the woman after the man abandoned her.

The witcher then proceeds towards the troll lair in the neighbouring ravines, and there he finds a troll enjoying a bit of elf and onion soup. A few more questions reveal that the troll did find a red-headed woman and nurse her back to health, but had to let her go due to his wife's jealousy.

He says that if Geralt wants something belonging to the red-head, he'll have to convince the she-troll to come back home. This will net you the achievement "Friend of Trolls" and they will appear later in the quest " Vergen Beseiged. This will get you the "Trollslayer" achievement if you killed the troll in Chapter I as well. Continuing south, Geralt comes upon the she-troll specifically, he goes south then takes the left turn at the crossroads and climbs up a ledge.

Once on the top he witnesses the she-troll and some mercenaries fighting. He then must choose to support the mercenaries by killing the she-troll and looting her body for Triss' bandana but this leads to bad-will with her husband if Geralt had not also killed him earlier , or he can defeat Pangratt and his men. He gives her Triss' bandana and she promises to try to find Triss.

After finishing that task, the witcher hears a commotion outside and upon investigating, learns that the peasants have accused Prince Stennis of poisioning Saskia allowing Royal Blood to continue.

He later reenters Philippa Eilhart's house and again interrupts a little scene between the sorceress and Cynthia. Philippa tells him that Triss is now on the other side of the mist , but that she can help the witcher cross over with the help of a medallion.

Geralt then proceeds toward the battlefield, leaving via the west gate. Note: crossing the mist is the same as it was at the beginning of the chapter, with the witcher having to periodically defeat wraiths while avoiding draugirs and dead soldiers. Finally on the other side, he finds Vernon Roche and his men cleaning up after a Nilfgaardian ambush. They decide that Geralt must get to Nilfgaardian camp. Vernon then says he'll meet the witcher there and tells him that there are two ways to get there:.

Note : Approaching the prostitutes and talking to Madame Carole saves a rather sneaky adventure through the camp to get to the caves, but it is rather costly a bribe of a minimum of orens. Or you can search for the small path leading to the coast. When entering the camp pass the canteen , head straight ahead through the alley of tents until you can turn left to the path alongside the palisade.

Continue until you reach an entrance notice the Autosave just before the spot where 5 guards will enter. Wait for them to pass, then continue straight ahead along the palisade beware the peeing soldier.



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