![]() If you killed the doppler, he'll be pleased and give you the full reward (245 and 182 ). Whichever decision you chose, go back and talk to Sylvester. If you choose to kill him, he won't take on the witcher form again and will fight like a regular bandit, making him a lot easier to kill, but without any extra rewards outside of the loot. More importantly though, letting him go means you won't get a doppler mutagen or the trophy. If you let him go, you'll only get half the reward from the merchant but the doppler gives you 25, 215, and the Diagram: Gnomish Gwyhyr for letting him go. ![]() This option yields no additional rewards as the doppler runs off without giving a bonus of crowns or a weapon diagram, and the merchant will only pay half the reward as Geralt cannot produce a trophy. Horrified, the doppler pleads instead to be killed by Geralt than be subjected to torture. Geralt will ask him to impersonate Caleb Menge and sail to Temple Isle to trigger Dandelion's release. If you have completed the main quest Count Reuven's Treasure but not finished the subsequent main quest The Play's the Thing, a third dialogue option will present itself after catching and defeating the doppler. So the only way to get rid of him at this point is in fact to defeat him. He will not follow Geralt if you go to another map like Skellige, however, he will continue the chase as soon as you return to the Velen/Novigrad map. Even if you manage to fast travel very far away he will run all the way to continue the fight. Note: If you try to run away after starting the fight he will indefinitely pursue Geralt everywhere. You can then choose to let him go or kill him. ![]() Knock his health down to 1/4 and he'll surrender and ask for mercy. ![]() Once you get close enough to him, hit the interact button to grab him and after a short exchange of words, he'll fight you as a replica of Geralt, complete with abilities. If he gets too far away, the quest will fail. Choose whichever dialogue option you want and the doppler will morph before running off. Interact with them and they'll pretend the guard was actually harassing the elf before the elf goes off. Head upstairs and examine the clothes to pick up a strong scent of lavender and follow this trail outside where you'll eventually see an Eternal Flame guard talking with an elf in a rather unusual friendly tone. As dopplers can take any form, you'll need a way to track him down. They lead just a short distance away to the house with the wide open door, so stroll in and pick up the short letter on the table and read it to learn the imp is a doppler, earning 25. As you might have guessed, jump over and swim towards shore to see the tracks pick up again, but examine them to see they've changed to that of footprints. The tracks now have also changed to that of scratches.įollow this new set until you get to the bridge and Geralt will comment that the imp must have dove into the moat. Follow them up to the point you reach a wall where you can examine some of the food the imp dropped. Using Witcher Senses near his stall you'll see he was telling the truth: there's tracks like that of a large cat. He'll tell you what he knows about the imp before letting you get to work. Regardless of choice, the quest will then end.The quest starts by picking up Contract: Imp from Hierarch Square's notice board and then speaking to Sylvester Amello. The witcher may choose to accept the coin payment (50 and 50 ) or fight John and his friends (50 ). Now that he has coin again, John then offers to pay Geralt for his previous kindness. It appears that John and a group of bandits he'd gathered had caught up with the refugees that had tied him up and, in retaliation, proceeded to kill them and loot the area. If allowed to live, John Verdun can be found later, northwest of the Border Post on Grassy Knoll, in a bandit encampment that was formerly a refugee camp. Leave him to his fate and come back a day or two later to find additional drowners and the man's corpseĪt this point the quest concludes, however if Geralt decides to untie the man and let him live the story can continue later in Novigrad.Untie him and receive his thanks, but no coin (earn 25 ).If Geralt should point out he doesn't believe refugees would tie him up to die simply for being a deserter, John insinuates there may be a bit more to the story but doesn't say anything else. When the refugees he was fleeing with found out that he was a deserter they tied him up and left him. It appears that the man was a former Temerian soldier but his army was destroyed by the Nilfgaardians after which he deserted. Take care of them, then speak with John to decide his fate. The man in question, John Verdun, is tied up on the shoreline and surrounded by drowners. ![]() Along the riverbank, on the road between Mulbrydale and Inn at the Crossroads, shouts of a man in distress can be heard. ![]()
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