Newsgroup: it.comp.giochi.rpg
Titolo: Consiglio per The Witcher

Sto giocando questo splendido rpg, ma volevo un consiglio. Ormai sono a 
Vizima da un pezzo, e non ci sto capendo piů niente, mi arrivano quest a 
manetta e non approdo mai a niente... ho un sacco di quest che seguono 2-3 
filoni ma mi sto perdendo... l'indagine non si capisce niente, l'alchimista 
mi ha dato un incarico e dovrei uscire da vizima per seguirlo ecc ecc... 
come mi muovo? 

 come mi muovo?
Male, (ma proprio male) che vada provi una quest per volta finche' non
capisci quale e' quella che sblocca il segmento di storia e tiene
conto di tutte le scelte fatte fino a quel momento.
Di base, se hai seguito la storia e letto i dialoghi, direi che e'
sempre molto evidente cosa devi fare. Non ha una storia elaborata, e'
molto diretta. Com'e' tipico di molti RPG per computer ti tocca fare
alcuni giri stile moscerino per sbloccare di volta in volta il
segmento di storia successivo, in questo caso pero c'e' la boccata di
aria fresca della scelta cruciale da fare durante il giro, ma di base,
il ragionamento e' molto semplice e immediato.
Basta rileggersi il diario per avere subito chiaro tutto.
Altrimenti se non ancora hai l'enhanced edition basta scaricarla dal
sito che ti danno anche la guida al gioco (c'e' proprio un download a
parte per il PDF) cosi' si capisce meglio quale e' la quest principale
e quali sono le quest secondarie. Le quest secondarie praticamente non
sono prese in considerazione, eccetto alcune, quasi solo quella
principale viene esaminata.


Stai fermo, sai com'č: delle volte se ti muovi troppo fai godere 
l'avversario..............

Basta rileggersi il diario per avere subito chiaro tutto.
E' l'indagine che mi esaspera, non si arriva mai al dunque. Per fare un 
esempio, ho giocato 2 volte l'autopsia, e ho avuto 2 colpevoli diversi in 
base alle mie battute. Boh?? 

 l'avversario..............
Ok, prima vizima e poi il terrapieno e la palude. 

 base alle mie battute. Boh??
O_o non capisco... il bello e' proprio quello.
Non tanto che non si arriva al dunque, quanto che il dunque lo decidi
te.
The Witcher io lo gioco focalizzandomi su una cosa alla volta, quando
vedo che c'e' un punto morto e sul momento non mi ricordo
perche' (solitamente perche' avevo smesso il giorno prima e mi ci sono
rimesso il giorno dopo), faccio mente locale sui dialoghi o mi rileggo
il diario. Di solito la quest in questione sta attendendo la
risoluzione di un'altra quest decisa in base a delle scelte fatte
prima. Quindi si torna indietro a riferire i risultati, in modo che si
possa andare avanti. I "capitoli" di solito non avanzano finche' non
raggiungi una locazione. Quindi mi fermo, e mi metto a finire tutte le
quest secondarie che non avevo finito all'inizio, prima di prendere la
quest principale.
Cioe' in pratica non ho ancora capito dov'e' che trovi difficolta'.

> Cioe' in pratica non ho ancora capito dov'e' che trovi difficolta'.
Nell'indagine. Pensavo ci fosse UN colpevole, non avevo capito che in realtà 
sono le decisioni del giocatore a determinare i fatti oggettivi. Mi par 
strano ma vabbeh... inoltre tra tutte le quest che si intrecciano non si sà 
mai cosa seguire, ma questo dipende dal fatto che lo faccio nel tempo 
libero, e mi perdo il filo. 

> Cioe' in pratica non ho ancora capito dov'e' che trovi difficolta'.
Allora parlerò chiaro..... magari mi sai aiutare visto che sono davvero 
arenato. :(
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La quest è l'indagine a Vizima.
Ho fatto quasi tutto quello che c'era da fare, autopsia compresa. Ho preso 
per innocente il capo della guardie, e il capo dei delinquenti, 
dall'autopsia emerge la colpa di kalkstein, ma quando vado 
dall'investigatore questo mi dice che il colpevole è il capo dei banditi. 
Non mi convince, ho fatto ubriacare il tizio che compera le spille dei 
salamander, ho parlato con il mercante che vuole 3 spille da me per 
sbottonarsi.
Per avere altre prove ho preso la questo del becchino.
Ma ora succede che le 3 spille le ho vendute al tizio alla locanda e non ci 
sono salamander che mi attacchino, quindi con il mercante sono a un punto 
morto, Thaler non mi parla del debito del becchino, Meis non mi parla nè mi 
ha dato l'anello, non riesco ad entrare nel cimitero per le prove ulteriori, 
neppur e l'uomo misterioso davanti alla porta di thaler mi parla.
Unica opzione mi rimane andare dall'investigatore  e accettare di ammazzare 
il capo dei banditi, ma non sono convinto sia lui... che faccio? 


No, c'e' un solo colpevole, quello non cambia, ma puoi decidere a chi
dare la colpa.

 il capo dei banditi, ma non sono convinto sia lui... che faccio?
In basso c'e' tutta la descrizione precisa, ma riassumento: la
questione e' semplice.
• C'e' un solo colpevole;
• Scegli tu a chi dare la colpa in base a prove circostanziali e/o
favori promessi.
• Chi sceglierai come colpevole provochera' cambiamenti in capitoli
futuri, cosi' come tue scelte in capitoli precedenti potranno o meno
darti l'opportunita' di avere altre prove (sempre circostanziali) per
dare la colpa a qualcuno in piu' o in meno.
• Non sono sicuro che il colpevole possa saltare fuori dall'indagine
perche' io l'avevo fatta senza la guida a suo tempo e a me quel nome
non era apparso (o se era apparso non mi convinceva) quindi ne ho dato
un altro.
Dopo aver dato un colpevole come ti pare a te concentrati invece sulla
quest principale che non e' questa, ma quella dei pozzi di argilla
(anche a me all'inizio pareva una quest collaterale) dopo che avrai
ammazzato il golem e sarai arrivato nella "Torre Misteriooooosa" nella
palude potrai chiudere il capitolo. ^___^
Non so se puoi chiudere il capitolo senza fare l'indagine perche' non
ci ho provato.
Se proprio ci tieni a sapere chi e' il vero colpevole l'ho messo in
fondo al messaggio dopo il solito S P O I L E R
Comunque sia eccoti i dettagli del caso:
Vizima Confidential
Start: At detective Raymond Maarloeve’s in Vizima’s Temple Quarter.
Task: Learn who is working for Azar Javed and where he is hiding.
With the help of detective Raymond Maarloeve, try to find out where
Azar Javed and the men working for him are.
1. Talk to the detective about the Salamandra. You will learn that the
group has recently begun to invest large sums of money in genetic
research. According to the detective, Azar Javed is the leader of the
Salamanders.
If you mention Azar Javed to the detective, he will agree to help you
free of charge. Otherwise, you will need to pay 100 orens.
2. Expecting an assault from the Salamandra, Raymond will suggest that
you wait until nightfall and ambush the attackers. Fight the assassins
after dark in front of the detective’s house.
3. Raymond gives you the first lead which begins the The Crown Witness
quest. Once you complete it, visit Raymond and tell him what you found
out. Raymond will suggest you talk to Kalkstein but you need to earn
his trust first. You can earn his trust by bringing him the books The
Secret Gates and Ain Soph Aur (the A Mysterious Tower quest).
4. During your next visit, you’ll need to defend Raymond from
Salamandra thugs. The detective has decided to work undercover for
some time and will tell you to carry on with the investigation, giving
you a list of suspects. There are six names on the list and the quests
related to those you have not yet investigated begin:
Suspect: Ramsmeat
Suspect: Thaler
Suspect: Leuvaarden
Suspect: Vivaldi
Suspect: Vincent Meis
Suspect: Kalkstein
To judge whether the suspect is guilty or not you’ll need sufficient
proof or a particular piece of evidence confirming or denying his
involvement in the case. You will collect evidence when talking to
different characters, by gathering information and completing quests
such as Anatomy of a Crime.
5. After some time you will get a message from Raymond – the detective
wants to meet with you. He wants you to perform an autopsy on the body
of a witness (the Anatomy of a Crime quest). Completing this task may
influence how the chapter ends. If you’ve managed to complete certain
Suspect quests with the appropriate outcome, you will have a chance to
start and complete the What Lies Beneath quest.
6. Depending on the results of your investigation thus far, you will
have a number of ways to complete the quest and end Chapter II. It
will end once you go to the Swamp and open the tower with the
sephirah.
The Crown Witness
Start: At detective Raymond Maarloeve’s, enabled after you start
Vizima Confidential.
Task: Find and interrogate the witness.
Reward: Information regarding the investigation.
Raymond tells you about a prisoner kept in the city dungeon who may
know something about the Salamandra.
1. Go to the prison , talk to Jethro and persuade him to give you
information about the prisoner. The only way to make him talk is to
get him a box of fisstech, a very strong drug Jethro is addicted to.
If you killed the elves in Chapter I, you can buy the drug from
Coleman (you will find him at the Dike during the day and at the inn
at night). If not, you can pick up fisstech from the bodies of
Salamanders attacking non-humans walking the streets of the city at
night.
2. In exchange for fisstech, Jethro will tell you that the prisoner
was transferred to Lebioda’s Hospital.
3. Go to the hospital at night (only then will you be able to speak
with the prisoner). If you fought together with Siegfried, you will
need to bribe the guard around 50 orens to enter, or show him the City
guard signet which you will get from Vincent in the Suspect: Vincent
Meis quest. The prisoner is guarded by two guards, so the only two
names you will get from him are Kalkstein and Ramsmeat. This is where
you begin the Suspect: Kalkstein and Suspect: Ramsmeat quests. Before
you manage to learn more, you are attacked by Ramsmeat’s bandits.
4. When you defeat them, return to the detective and report all that
had happened. If you go back to the hospital, it will turn out that
the prisoner was transferred elsewhere.
Suspect: Vincent Meis
Start: After you have gathered at least one piece of evidence.
Task: Decide whether he’s guilty.
Captain Vincent Meis commands the city guard in the Temple Quarter.
Some facts seem to connect him with the schemes of the Salamandra.
1. When you first ask him about his connection with the Salamandra,
Vincent will tell you about the meeting planned around midnight at the
warehouse in the slums. When you arrive there, you will have to fight
the Salamanders. Another conversation with Vincent will give you some
more information.
2. You will get evidence in Vincent’s case:
• by talking to Siegfried in the Sewers;
• by talking to Raymond (at the beginning of the Vizima Confidential
quest);
• in a conversation with Jethro;
• from the guards at the gates when you ask them about the Salamandra.
3. Visit Vincent, talk to him and decide whether he’s guilty or
innocent. Make your decision based on the four premises, Vincent’s own
representation and the obtained evidence. When you have worked out the
plot, you may receive the City Guard signet ring from Vincent.
Suspect: Ramsmeat
Start: After you have interrogated the prisoner in The Crown Witness
and after you have talked to the detective.
Task: Decide whether he’s guilty.
Ramsmeat is the local kingpin. You can meet him after dark at the
Hairy Bear Inn . When you have your first suspicions, you will also
find him at his house in the slums . To get inside you’ll need to
bribe one of the guards in front of the house with 20 orens.
1. You’ll get evidence:
• in your conversation with Ramsmeat when you notice that his men are
acting nervous when asked about the Salamandra;
• from the inhabitants of the slums (available only at random, if you
speak often with the thugs in the area);
• from the attack by Ramsmeat’s gang on the prisoner in the hospital
(the The Crown Witness quest).
2. See Ramsmeat, talk to him and make your decision regarding his
involvement in the case:
• Based on the three premises;
• Based on the outcome of the Anatomy of a Crime quest.
Suspect: Vivaldi
Start: After you have gathered at least one piece of evidence.
Task: Decide whether he’s guilty.
Golan Vivaldi , head of the famous Vivaldi bank, is a proud dwarf who
reacts with fury to the slightest suspicion of wrongdoing. He usually
spends the day at his house, next to Kalkstein’s laboratory in Little
Mahakam.
If you’ve already started A Mysterious Tower and fought the elves in
Chapter I, Vivaldi will be arrested as soon as you enter his house.
You can later bail him out from Jethro in the city dungeon for 200
orens.
1. You’ll get evidence:
• in a conversation with Jethro about the Professor;
• while talking to one of the dwarves in Little Mahakam;
• by talking to Yaevinn at the Swamp (the Worth Its Weight in Gold
quest).
2. Once you collect the three pieces of evidence, you can decide on
Vivaldi’s guilt (considering additional proof and the suspect’s
testimony).
Suspect: Thaler
Start: After you have gathered at least one piece of evidence.
Task: Decide whether he’s guilty.
Thaler is a rather shady character engaged in fencing and having
rather unclear connections with criminals and officers of the law in
Vizima. He resides in his house near the guard post.
1. You’ll get evidence:
• from Jethro in exchange for fisstech.
• during your conversation with Thaler when completing the Memory of a
Blade quest;
• from a mysterious man whom you can meet between 9 p.m. and midnight
in front of Thaler’s house or inside his apartment.
2. Once you collect the three pieces of evidence, you can decide on
Thaler’s guilt (considering additional proof and the suspect’s
testimony).
Suspect: Leuvaarden
Start: After you have gathered at least one piece of evidence and
talked to Raymond.
Task: Decide whether he’s guilty.
Leuvaarden (Dike: ) is a Nilfgaard merchant and one of the richest
residents of Vizima. Rumour has it that he has connections with the
city’s underworld.
1. You’ll get evidence:
• from Raymond (during the Vizima Confidential quest);
• from the mercenaries at the Dike (available only at random, if you
speak often with the three mercenaries guarding the wares at the Dike
during the day);
• from the letter covered in blood found on the corpse at the Swamp on
the Wyvern island (Swamp: ).
2. Visit Leuvaarden, talk to him and decide whether he’s guilty or
innocent. Make your decision based on the evidence, the testimony of
the merchant or obtained evidence.
Suspect: Kalkstein
Start: After you have interrogated the prisoner in The Crown Witness
and after you have talked to the detective.
Task: Decide whether he’s guilty.
The alchemist is suspected of having connections – too close for a
scientist – with Vizima’s underworld.
1. You’ll get evidence:
• by talking to Ramsmeat;
• from the prisoner at the hospital (the The Crown Witness quest);
• after you have completed the Anatomy of a Crime quest.
2. Visit Kalkstein and interrogate him. Decide whether he’s guilty or
innocent based on his testimony and the evidence.
Anatomy of a Crime
Start: At Raymond Maarloeve’s, after he has sent a messenger asking
you to meet with him.
Task: Perform an autopsy to learn who murdered the witness.
The detective tells you that you need to pay 200 orens to cover the
costs of continuing the investigation. As you talk, you also learn
that the witness from Lebioda’s hospital was murdered and the autopsy
may give you proof and evidence needed in the investigation.
1. Go to Shani’s house in the evening and ask her for help in
performing the autopsy. The medic will give you advice on where and
how to look for clues. She will suggest browsing through books and
talking to people who had carried out investigations or had dealt with
bodies before. The phase of collecting evidence and gathering
information is extremely significant for the conclusions drawn from
the autopsy. The books Forensic Medicine and Zerrikanian Insects and
Other Vermin can be purchased from the antiquarian.
2. In exchange for a bottle of strong alcohol (preferably Mahakaman
Mead) the gravedigger will secretly deliver the corpse of the witness
to Lebioda’s hospital. It’s worth talking to Vincent and Raymond about
the autopsy as well.
3. Show up at the hospital around midnight and perform the autopsy
with the help of Shani. Depending on the information gathered, the
results will vary.
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Indipendentemente da chi hai scelto ti si dovrebbe aprire questa quest
che ti da anche il nome del vero e proprio colpevole, se proprio ci
tieni :)
What Lies Beneath
Start: After you have spoken with Raymond and after at least one of
the suspects was found not guilty or if either Anatomy of a Crime or A
Gravedigger’s Gratitude has been completed.
Task: Resolve uncertainties in your investigation.
1. Try to find evidence to resolve uncertainties in the investigation.
2. Go to Kalkstein and present proof of Azar’s guilt. Plan the ambush.

dare la colpa.
La palla è che ho capito chi è e mi smarono a dare la colpa ad un 
innocente... :)