STORY 13 - Count Reuven's Treasure
Recommended Level: 12
Note: This quest and the story quest "Get Junior" are both given to you at the same time and can be completed in either order.
Question Reuven about Dandelion's disappearance without raising any suspicions
This first step of this quest begins after the opening part of the "Get Junior" story quest. When talking to Rueven/ Dijkstra after the assassin attack in the bathhouse. While talking to Dijkstra, Geralt will ask him about the missing Dandelion. When he does, But, he might be willing to help you in locating him if you help him out with a little problem (of course).
Objective: Follow Dijkstra
After watching the scene and climbing down into the hidden corridor beneath the bathhouse, follow Dijkstra along the torch-lit passages until you reach the location of the vault and it's unusual guardian. Dijkstra (and Bart the troll) will describe what happened during the theft, providing Geralt with some clues about how the treasure was stolen.
Objective: Return to Dijkstra when you're ready to help him
After the explanation, you will be free to pursue other quests or just continue on with this one.
Objective: Investigate the site of the break-in using your witcher senses
Time to get our detective caps on. At the site of the hole blasted in the wall, examine the snapped off pipe in the corner of the hole. Take some of the Pop's Mould antidote that Dijkstra gave you before passing through the hole into the tunnels beyond. Directly across from the hole is a the pipe's grating to look at. Geralt will begin to form ideas about how the bomb was placed near the wall.
Objective: Follow the current
A blue line will appear on the mini-map, showing the current of the water in the tunnels. Start following the current and looking for the following:
- Bits of pipe on the left, just past the grate you just found
- A normal pipe in the wall on the right a little on from the last item
As you round the next corner after these two pieces of evidence, you will run into a trio of drowners. Make sure to equip your igni or quen signs (offense or defense) and use some necrophage oil if you have it before engaging them. Properly prepared, they should fall quickly to the regular tactics (deal with one at a time, roll away from them if they surround you, etc). Two more drowners will be around the next tunnel corner, so repeat the beat-down until the tunnel is clear.
- In the square room just past the drowners will be the body of Dijkstra's guard (burn the body to prevent drowners being attracted)
- At the next corner in the current, you'll find the corpse of one of the thieves (burn the body to prevent drowners being attracted)
Another drowner awaits in the room beyond, dispatch it quickly to get the room to yourself.
Objective: Use your witcher senses to search the sewer room for evidence
- At the back of the room, next to the metal gate is a piece of the bomb, looks like it was swept all this way by the current.
Objective: Return to the bathhouse and summarize with Dijkstra
Backtrack all the way back through the watery tunnels until you return to the area where you entered them from. Open the metal gate and climb up the ladder leading to the bathhouse. Once you are back above ground, head into Dijkstra's office to fill him in on what happened.
Objective: Look for clues about the thieves in the bathhouse side rooms using your witcher senses
Now that you know that the thieves used one of the bathhouse baths to plant the explosive, you need to find which bath was affected by the blast. Approach the nearby pools to find one of them with a black liquid floating on top, showing that the residue of the explosion has floated to the surface. Behind the pool is another piece of the bomb.
Objective: Go to Margrave Henckel's house
Now we're on the trail of a guy who is supposed to be dead. Hmm, just a normal day in the life of a witcher, I suppose. Leave the bathhouse and make your way across town until you reach the house in question. Take the obvious way in (blasting down the front door with the aard sign). Subtle isn't really in Geralt's vocabulary.
Objective: Search Margrave Henckel's house using your witcher senses
As soon as you are inside, begin to look around for clues:
- Trail of footsteps on the floor in front of you leading to a table on the second floor (first floor, if you use the American floor system - ground floor --> first floor)
- A bottle and letter on the table where the footprints end
Objective: Solve the riddle from the mysterious note
Read the mysterious note in your inventory to find you must place the bottle in a wine rack in the correct year. The small room next to the table holds the wine rack you need. Place the bottle in the slot for 1251 vintage (on the right) to trigger the secret door in the room outside.
Objective: Search the other room using your witcher senses
In the secret room, you'll be able to look over the bomb making site. It is quite small, so I'll just list what you can examine here:
- Instructions on how to build the bomb
- Sugar and potassium on a bench
- Wyvern oil on the floor
- Letter from Dudu on a chest
After examining the letter from Dudu, you'll hear a ruckus begin downstairs.
Objective: Check what's going on downstairs
Descend the stairs to reunite with Dijkstra and find Triss has joined up to help.
Objective: Meet Triss at the eternal fire shrine near the harbour around midnight
After the discussion scene ends, follow the mini-map marker until you reach the shrine. Meditate until midnight to trigger a scene with Triss. Looks like you've got a dangerous plan to pull off, so it's off to meet the witch hunters. At the gate of the witch hunter outpost, you'll converse with a squad leader.
Objective: Follow the witch hunt leader
Follow Triss and the witch hunter up the stairs until you arrive in Menge's office, triggering another scene. The idea of this conversation is to hold out until he reveals the location of Dandelion. Keep him talking until he mention's Dandelion's location, shortly after this the discussion will end and he'll go to check on Triss.
Why not - Drink and prove you aren't a doppler
Not in the mood
Your hunters are torturing Triss, but I haven't been paid - continues conversation, helps convince Menge you are only interested in the money
Tell them to release Triss
Witchers do anything for gold - continues conversation, helps convince Menge you are only interested in the money
Don't know what you're talking about
Triss betrayed me first
Changed my mind. Let her go
Objective: Find a way out of the witch hunter's outpost
Optional Objective: Sneak out of the witch hunter's outpost
Great, you're in the middle of a witch hunter outpost and have just killed their leader. Things couldn't be rosier. The good news is, there is a "stealth" way out of the building. In Menge's office, you can find a locked door that will open when you interact with it. Descend the stairs to reach the yard below, triggering a scene on the way. Afterwards, jump up onto the roof of the low building here to get over the fence. In the next area, use your witcher senses to locate the weak wall and break it down with the aard sign to make your exit, triggering another scene with Dijkstra.
Objective: Kill the witch hunters
If you decide to take the aggressive path, you'll be facing off against around ten witch hunters or more (a group of four on the upper level and the rest on the lower level). Use the doorways on the upper level to employ hit and run tactics, replenishing your quen sign between attacks. Once Triss gets out in the open and begins attacking, your job gets a bit easier. On the lower level, there are many explosive barrels scattered around, a quick blast from igni and a roll away can help deal with several enemies at once. Once the hunters are finally all dead, you will need to leave the outpost.
In Menge's office, you can find a locked door that will open when you interact with it. Descend the stairs to reach the yard below, triggering a scene on the way. Afterwards, jump up onto the roof of the low building here to get over the fence. In the next area, use your witcher senses to locate the weak wall and break it down with the aard sign to make your exit, triggering another scene with Dijkstra.
Objective: Tell Dijkstra what you've learned
Hand over the key and tell Dijstra what you found out. He won't be particularly happy, but will hand over the reward.
Objective: Talk to Priscilla
To finish up the quest, head back across town and talk to Priscilla in the inn.