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Guide · The Witcher

How to enjoy The Witcher 1 today (without giving up in chapter 2)

Rhythm-based combat, alchemy, a long second chapter and why it's worth pushing through. A survival guide for Geralt's first adventure.

By Nordic Gamer Staff · · 6 min read

The first The Witcher is the game in the trilogy most players skip, and the one they most often abandon. It’s understandable: it’s old, it’s slow to start, its combat is unusual and its second chapter is notoriously long. But it’s a shame. Its story is excellent, its atmosphere is unique and it lays the groundwork for everything that follows.

This guide is for players who want to give it a fair chance. We’ll cover which version to get, how the combat works, how to use alchemy, what to expect from each chapter and how to get through the rough patches.

Get the right version

Play the Enhanced Edition. Released in 2008, it improved translations, re-recorded much of the voice acting, shortened loading times and added extra content, including additional adventures. On digital stores, it’s the version you’ll find.

A few setup tips:

  • Check the graphics settings and set your native resolution.
  • Try the camera options: the game offers different perspectives, including an over-the-shoulder view and an isometric one. Many players find the over-the-shoulder camera more comfortable today.
  • Read the in-game help: it explains systems that the game doesn’t teach clearly.

Understand the combat

The combat isn’t about mashing buttons. It’s a rhythm system.

You click on an enemy to attack. When Geralt’s swing is about to end, the sword cursor lights up in flames. If you click again at that moment, Geralt chains into the next attack in a sequence. Get the rhythm right and he performs longer, more powerful combos; click too early or too late and the chain breaks.

It feels strange at first, but once you get it, it’s surprisingly satisfying. Watch the cursor, not just the enemy.

The three styles

Each of Geralt’s swords has three styles:

  • Strong: slow, heavy blows for armoured or heavy enemies.
  • Fast: quick strikes for agile enemies.
  • Group: sweeping attacks for when you’re surrounded.

Switching styles to suit your opponent is the key to the system. The game usually suggests the right style by highlighting it, so pay attention to the interface.

Steel and silver

Remember the witcher’s golden rule: steel sword for humans, silver for monsters. Using the wrong one makes fights much harder.

Signs

Geralt also has five Signs, simple magic spells:

  • Aard: a telekinetic blast that knocks enemies down.
  • Igni: a burst of fire.
  • Quen: a protective shield.
  • Yrden: a magical trap.
  • Axii: a charm that can stun or confuse.

Aard is especially useful: knocked-down enemies can often be finished off with a single blow.

Meditate and use alchemy

You can’t level up just anywhere. Talent points are spent while meditating at fireplaces and inns, and that’s also where you brew potions.

Alchemy

Alchemy is a central system, not an optional extra. Potions provide powerful temporary bonuses, but they’re toxic: drinking too many at once poisons Geralt. You’ll need to plan which potions to drink before a fight.

Some essential potions:

  • Swallow: accelerates health regeneration.
  • Cat: lets you see in the dark.
  • Thunderbolt: increases attack power.

You collect ingredients from herbs and monster remains as you explore. Read the books you find: they teach you about monsters and plants, unlocking the ability to harvest new ingredients.

Spending talents

Talents are divided into attributes (like strength and dexterity), Signs and sword styles. A balanced approach works well: improve your main sword styles, strengthen Aard and Igni, and invest in alchemy.

Chapter by chapter

The game is divided into a prologue, five chapters and an epilogue.

Prologue: Kaer Morhen

The witchers’ fortress is attacked, and their secrets are stolen. This section teaches the basics. Take your time to learn the combat here.

Chapter 1: the Outskirts

A village outside the city of Vizima, plagued by a monster and by suspicion. It’s a self-contained story about prejudice and blame, and a great introduction to the game’s tone.

Chapter 2: the Temple Quarter — the hard part

Many players give up in Chapter 2, set in Vizima’s Temple Quarter and the nearby swamp. It’s long and full of investigation, with many characters, side quests and locations.

Our advice:

  • Take it slowly: it’s a detective story, not an action sequence.
  • Follow one questline at a time: don’t try to do everything at once.
  • Use your journal: it tracks clues and objectives.
  • Explore the swamp in daylight: it’s much more dangerous at night.

Chapter 3 rewards the patience.

Chapter 3: the Trade Quarter

The story deepens, political factions take centre stage, and Geralt’s past begins to catch up with him. Many players consider it the game’s best chapter.

Chapter 4: the lakeside

A change of pace, with a pastoral setting inspired by Arthurian legend. It’s a breath of fresh air after the city.

Chapter 5 and the epilogue

The story comes to a head. Your earlier choices pay off, and the game sets up the sequels.

Your choices matter later

One of the game’s great strengths is that decisions you make come back hours later, sometimes in unexpected ways. The central conflict between the Scoia’tael, elven guerrillas, and the Order of the Flaming Rose, a militant knightly order, runs through the entire story.

There’s also a third path: neutrality. Geralt can refuse to take sides, which has its own consequences.

Don’t reload to get the “right” outcome. There usually isn’t one, and living with your choices is part of the experience.

Tips for a smoother experience

  1. Save often, and keep multiple save files.
  2. Read your bestiary before fighting new monsters.
  3. Collect ingredients whenever you can.
  4. Talk to everyone: many quests start from casual conversations.
  5. Play dice poker: it’s a fun side activity and a good way to earn money.
  6. Don’t sell everything: some items are needed for quests.

Why bother?

Because it’s the beginning of Geralt’s story as a video game hero, and because characters like Triss, Dandelion and Zoltan are introduced here. Many of the choices and relationships in the later games make more sense when you’ve lived through this one.

And because, once you adapt to its quirks, it’s a dense, atmospheric RPG full of moral grey areas — a game with a strong identity that no other entry in the series quite replicates. To see where the trilogy goes next, read From Kaer Morhen to Toussaint.

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