The Witcher 2: Assassins of Kings GAME TRAINER Edycja Rozszerzona v. Trainer - Free download. In order to unpack this file after download, please enter the following password: trainer. For unpacking files we recommend using a free software - 7- Zip.
Unzip the contents of the archive, run the trainer, and then the game. During the game you will be able to use the following keys: NUMPAD1 - immortality. NUMPAD2 - unlimited vigor. NUMPAD3 - 5. 00. 0 experience points. NUMPAD4 - infinite number of experience points.
NUMPAD5 - 5 skill points. NUMPAD6 . This is due to the fact that they generally work with a specific version of the game and after updating it or choosing another language they may (although do not have to) stop working or even malfunction. Extra care should be taken with modifications, trainers, and other things that were not created by the game. In this case the possibility of malfunctioning or even damaging the game, which may necessitate reinstalling the game, is particularly high.
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A Beginner’s Guide To The World Of The Witcher. Good news: The Witcher 3: Wild Hunt is a really cool game. Bad news: It’s dense and complicated as hell, and requires you to keep track of a ridiculous number of people, places, and concepts.
Don’t worry: I’m here to help. Wild Hunt is likely going to attract a bunch of new people to the series, people who didn’t play the first two games. Which is totally as it should be; it’s worth playing whether you’re a Witcher superfan or just someone who likes open- world games and fantasy. To that end, I thought I’d take another journey deep into fantasy lore, similar to what we did last fall with Dragon Age: Inquisition. Looking back over my last 6. The Witcher 3, I feel a bit like its wandering protagonist: .
First of all, this article contains spoilers for both The Witcher and The Witcher 2: Assassins of Kings. However, while it’s based on my time with Wild Hunt and contains the information I think you’ll want to know to get the most out of that game’s story, it does NOT contain any direct spoilers for The Witcher 3: Wild Hunt. Last note: I know a lot more about The.
Witcher universe now than I did when I started researching for this article, but I’m not a Witcher expert. I haven’t read Sapkowski’s books, or watched Hexer, and I actually didn’t finish the first Witcher game. If I got anything wrong, I hope you’ll let me know. I want this reference to be as accurate and helpful as possible. Ready? Okay, let’s go. Hi, it’s me, the disembodied voice that asks questions in Kotaku’s explainers!
Oh, hey! Did you wind up playing Dragon Age? Yeah. What do I need to know? Okay, let’s do this.
For starters, I guess we should talk about the books. The Witcher games are based on a series of fantasy stories by a Polish author named Andrzej Sapkowski. Will reading the books help me understand the games? I’m sure that reading the books would help you keep track of who’s who and where’s where, but the games aren’t actually adaptations. Sapkowski’s Witcher books, several of which were short story collections, don’t depict events that take place in the games.
The games pick up after the books and tell their own story. They’re spin- offs, not adaptations. For The Witcher 3, it’s more important to understand the events of the first two games.
OK, so: the games. Where do we begin? Let’s start with setting.
Like the first two games, The Witcher 3 is set in a land known as The Continent. Yes, that’s actually the world’s name. Broadly speaking, it’s a fantasy world like a lot of fantasy worlds you may already know.
There are elves and dwarves; dragons and castles; mages and sorceresses who cast fearsome spells. Technology hasn’t evolved much past the middle ages. Sounds pretty familiar, yeah. It is, at least on a surface level. It’s a basic fantasy world but it can get pretty weird, thanks mostly to the inclusion of parallel dimensions and extra- dimensional worlds. Ah, got it. It’s one of those deals.
Yeah. About a thousand and a half years before the events in the books/games, The Continent saw an event called The Conjunction of the Spheres. It was a mystical happening that united a whole bunch of parallel dimensions and loosened the walls between worlds. It opened portals that allowed the first demons and beasts to cross over from their dimensions to this one, and ever since then, The Continent has been populated by unnatural beasts. Humans also arrived during the Conjunction of Spheres, which led to them colonizing, populating, and eventually dominating The Continent. Before we get too deep all that, or dig into the the events of the first two games, we should talk a little bit about the main character. He’s a Witcher known as Geralt of Rivia. He’s the white- haired guy on all the promotional art, yeah?
Good- looking dude. That’s him. He’s a sexy one. So he’s a Witcher. That’s not just someone who kills witches, right? Oh, cool, you’re way ahead of me.
Right: A “Witcher” doesn’t actually have that much to do with witches. Rather, Witchers are a rare breed of genetically mutated monster- killer. They were born as ordinary humans, and were taken in at a young age and more or less forced to undergo years of intense mental and physical training before eventually undergoing a mysterious ritual known as The Trial of the Grasses. During the Trial of the Grasses, potential Witchers imbibe a mysterious alchemical concoction that mutates their genes and makes them more dangerous and harder to kill than ordinary men. The Trial kills the majority of those who attempt it—six or seven out of ten candidates die in the process. Also, only human men can undergo the Trial, for.
Their eyes turn yellow and cat- like (an easy way to identify a Witcher), they gain heightened senses, strength, and reflexes, and they become able to heal extremely quickly. They become immune to almost all forms of disease and resistant to toxicity and poison. The Trial of Grasses renders men sterile, meaning that no Witcher can ever biologically parent a child.
Witchers also gain unnatural longevity—at the start of Wild Hunt, Geralt is around 1. Witcher. Got it. So they just exist to fight monsters? Yeah, Witchers were first created as a way to effectively combat the monsters who were overrunning the land.
There are a number of different Witcher schools spread across the continent, and each one trains its disciples in a slightly different way. All Witchers wear a Witcher Medallion that indicates where they trained; Geralt trained in the school of the Wolf, and so he wears a nifty silver wolf medallion. Other schools include Griffon, Bear, Cat and so on.
Witchers use their medallions to focus their senses, too, and a Witcher’s medallion is a sort of extension of his inner self. That trial sounds pretty intense, especially if almost everyone who attempts it dies.
Why would anyone volunteer? Most people don’t “volunteer” to become Witchers. Rather, orphans and other cast- off children are taken in at the various Witcher strongholds across The Continent, with the understanding that most of them won’t survive the training. Witchers also sometimes gain new recruits by enacting something called The Law of Surprise. The Law of Surprise is an ancient custom that can be used in lieu of payment whenever one person saves another person’s life. It’s kind of an abstract concept, and it takes a few different forms.
Basically, it dictates that the person who was saved must give his savior something unknown to him, with a cryptic description like “That which you did not yet know you have” or “The first thing that comes to greet you upon returning home.” Weird. It’s a little weird.
The Law of Surprise is kind of a wild card, since neither person in the transaction knows quite what it’ll mean. Sometimes it winds up being a horse, or a pet, or whatever.
But a lot of the time, it winds up meaning that the saved person has to give his or her savior a child. Witchers save a lot of people’s lives, and those people can’t always pay, so Witchers sometimes use the Law of Surprise to gain new recruits. I guess that makes sense. You said payment—Witchers demand payment? Yeah. Witchers operate independently, apart from the kingdoms and empires of The Continent.
They’re politically neutral, like self- contained, mobile versions of Game of Thrones’ Night’s Watch. They hunt and kill beasts, and they always demand pay for their services.
Witchers call their way of life The Path. They usually work alone, going from town to town and accepting Contracts for whatever monsters may be troubling a region. Witchers never work for free—they’re basically just freelance bounty hunters, but they’ve built a whole quasi- sacred way of life out of it. They seem like pretty useful dudes to have around. They are, but most people don’t really like them. Regular people fear Witchers; peasants view them as freaks, and politicians and rulers view them as dangerous and unpredictable.
People are happy to scrape together some coin to hire a Witcher to take care of the monster in the bog, but few want him to stick around after the job is done. Okay, I think I understand what Witchers are all about. Can we talk a little bit more about where this all takes place? Sure! The Continent is made up of a number of nations, and they’re almost always at each others’ throats.
Wild Hunt, like the first two Witcher games, is set in and around The Northern Kingdoms, which, in terms of topography and climate, are a lot like like northern Europe reaching up into Scandinavia. Here’s a map, taken from The Witcher 2 and annotated by me to include the most important locations in The Witcher 3: The most important regions in Wild Hunt are: Redania, a kingdom to the northwest; they’re currently led by a king named King Radovid V. Nilfgaard, a powerful empire located to the south; they’re led by an emperor named Emhyr var Emreis.
The Skellige Islands to the west, which are home to a collection of viking- like clans. They have a king named Bran, but each clan is really just ruled by its own Jarl. There’s also a fourth important kingdom, though it technically doesn’t exist anymore: That’s Temeria, a kingdom located just south of Redania, across a river called The Pontar.
Temeria was ruled by a king named King Foltest, but he was assassinated at the start of The Witcher 2 and since then, the nation has kinda fallen apart. I’ll explain more about that in a second.
Kings, Emperor, Jarls. Roger that. The two other kingdoms you may hear referenced in Wild Hunt are Aedirn and Kaedwen, but they don’t play super important roles. They’re located to the east, separated from their neighbors by mountain ranges. But those nations aren’t that big a deal?
Yeah. Both played bigger roles in The Witcher 2—which we’ll go over later—but they’re not a huge deal in Wild Hunt. Got it. So what’s the current political climate? At the start of Wild Hunt, the Nilfgaardian empire has begun violently expanding northward, conquering kingdoms and and taking land as they go.