Lock and Key

This quest is given to Geralt by Declan Leuvaarden after the banquet at the beginning of Act III. It furthers the witcher's investigation of Salamandra.

Walkthrough
After the banquet and the resulting t&ecirc;te-&agrace;-t&ecirc;te with Princess Adda, Triss comes over to Geralt and tells him that their host, Declan Leuvaarden has a proposition for the witcher. He, and his nebulous network of intrigue, also want Salamandra gone. They've determined that Salamandra has cells in the Temple Quarter and the Swamp and they would like the witcher to investigate both areas and try to find some hard evidence proving criminal activity.

This spawns two new quests which must then be completed before proceeding with this main quest: first, Following the Thread, then Diplomacy and Hunting. So Geralt sets out to complete those quests. Once he's done, he returns to the New Narakort Inn to fill Declan in on what he found. Namely, an encrypted document and the key to the Salamandra code which decrypts it.

The merchant then sends the witcher away asking him to come back later, after he has had a chance to have his code-breakers look at the evidence. So Geralt heads off to either meditate for a while, or do some side-quests, and then goes back upstairs to get an update.

This new information has pinpointed the location of the third (and hopefully last) cell within the city. There is a snag, however. The cell is in the restricted area of the quarter and therefore inaccessible by conventional means, but there is a workaround: Declan has a spy inside the City Guard.

He tells our hero that he must find an officer currently patrolling the streets and supply a pass phrase. Geralt is less than impressed with this plan and says so, but must reluctantly comply to get on with things. After leaving the New Narakort Inn, he finds a Guard Officer (not to be confused with an "Armored guardsman"). This first Guard Officer tells him to shove off. So he continues his search.

The second Guard Officer the witcher encounters takes exception to the pass phrase attempt and it looks like Geralt is in trouble for a moment. Luckily, the guard is preoccupied with receiving a medal and lets him off with a warning to behave better out on the streets. And the search continues.

The third Guard Officer is, thankfully, the right one. He gives the correct response, after having a little joke at Geralt's expense. He tells the witcher that he will be in the city sewer at midnight and be there for two hours. He then marks the city sewer entrance to the sewers on your map, in case you did not already have it. The entrance is pretty close to the Maribor Gate.

The witcher then bides his time until close to midnight and then enters the city sewer, heading straight to the other end of the tunnel without taking any turns. At the end of the tunnel is the guard officer and a few of his men. They bring in a ladder which then allows a new exit from the sewers which emerges in the restricted part of the Trade Quarter, the barricaded northern region.

Geralt then proceeds down an adjacent alleyway and enters another building, theSalamandra Hideout. Inside, he finds some Salamanders having an "online chat" with a mysterious stranger via Hartmann's Mirror, a telecommunicator about finances. It doesn't take long before they notice the witcher and attack. He defends himself with his usual style and grace and, having killed all his would-be executioners, continues downstairs. There, a second wave of Salamanders attacks. The same scenario and outcome ensue.

Now that the carnage is over, the witcher can concentrate on finding more evidence (and more loot). He finds a Power Stone on the body of one of the Salamanders, a mage. Then he decides to join the "online chat" with the stranger who is still apparently still "online". It turns out that this is someone called Radovid. He tells Geralt that he has no intention of financing the criminal organization but that they had spoken in the past as he did consider them of possible use to him at one point. He suggests that he has since changed his mind and no longer desires any sort of alliance with them. He then bids the witcher adieu.

After their chat, Geralt grabs the Seeing Stone from the three-legged stand in front of the mirror. It seems to be an integral part of the telecommunication and might be of interest to Leuvaarden or Triss. He then leaves the hideout intent on heading back to the inn to report his findings. Once outside he notices that the area is suddenly crawling with Salamanders, but wait! There's a werewolf who seems to be "taking care" of the Salamanders, one by one.

Interestingly, this werewolf allows a drunken merchant who happens to be passing near the scene live. Then he notices the witcher and the chase is on. Geralt chases him for awhile, but then loses sight of him only to be ambused. It's looking bad again for our hero when suddenly the werewolf speaks. He reveals his identity to the wither. It's captain Vincent!

Now Geralt must make a difficult choice: kill this "monster", or let him go. This decision also advances the Identity quest.

Having dealt with the werewolf, he heads back to the inn to speak to Declan, but Leuvaarden sends him to talk to Triss Merigold instead as she is the one who knows about magical devices. So it's off to find Triss.

Triss also needs some time alone with the stone, so the witcher leaves her in peace to continue her examination. When he returns, she announces that she has located the last position "dialed" using the stone marks it on his map. Geralt decides to there right away, after all, why waste time?

When he enters the building, he finds that it is in fact Radovid's Hideout, and Radovid himself is there, in the flesh this time. They speak and Radovid tells the witcher that he knows a few things about Adda and Philippa Eilhart. A bit more conversation and his political agenda becomes apparent. Geralt puts two and two together and realizes that this is king Radovid and lets the monarch know he's onto him. This amuses Radovid greatly. They part on relatively good terms and our hero takes his leave to go back and report his findings to Triss and Leuvaarden.

This concludes the quest, and spawns a new quest: The Unforgiven.

Leuvaarden's Request
Leuvaarden asked me to infiltrate the local Salamandra cells. I can pursue that only once I've completed my investigation in the Temple Quarter and the swamp. I should find some of Salamandra's documents in both places. I need to complete my investigation in the Temple Quarter and the swamp.

The Documents
I have both of the documents. It's time to see Leuvaarden again. It's time to see Leuvaarden again.

Analyzing the Documents
I should return to see Leuvaarden later. He's analyzing the documents found at Salamandra's base. I should return to see Leuvaarden later.

The Officer
I am to meet a Temerian officer who is patrolling Vizima. He will direct me to the Salamandra hideout. I have a password, he'll answer with his own. This is all a bit too top secret for my taste, but Leuvaarden seems to think it's necessary... ''I'm to meet Leuvaarden's contact. I should search for him among the Temerian soldiers patrolling Vizima's streets.''

Fiasco
OK, failed there. Luckily they had no idea what I was talking about. I must fine the secret agent. I must find Leuvaarden's secret agent among the officers patrolling Vizima's streets.

Mistaken
Phew, that was close. Where is that agent? Which of the officers is he? I must find Leuvaarden's secret agent among the officers patrolling Vizima's streets.

The Salamandra Hideout
I can get to the Salamandra hideout through the sewers. Leuvaarden's allies will leave a ladder for me in one of the sewer branches leading to another part of the Trade Quarter. I'm to be in the sewers at midnight. I must enter the sewers and meet the secret agent at midnight.

Salamandra Territory
I need to be careful. I'm entering dangerous terrain. The Salamandra hideout is located somewhere up there, in the section of the Trade Quarter that has been closed off. I must leave the sewer, enter Vizima's Trade Quarter.

The Peeper
The magic stone! I have a feeling it might be the key to the riddle. I need to get it, but maybe I should do some spying first, see what the Salamanders are up to? I need to get the magic stone, but maybe I should see what the Salamanders are up to first?

The Magic Stone
I have the magic stone. Salamanders use this to contact headquarters. I should show the stone to Triss and Leuvaarden. I should show the stone to Triss and Leuvaarden.

Radovid
I told Vincent about Radovid. Why is the king of Redania talking to Salamanders? Are they desperately seeking a new source of funds? Time to decide what to do with Vincent the werewolf.

A Life Spared
Upon leaving the Salamandra hideout I ran into a werewolf who turned out to be Captain Vincent. By all appearances, he is an untamable beast, yet I saw something in his eyes, some hope, so I spared his life for now. I should show the magic stone to Leuvaarden and Triss. Triss and Leuvaarden need to see the magic stone.

A Plan
I need to get back to the banquet in a while to see what Triss and Leuvaarden agreed on. I should get back to the banquet and speak with Triss or Leuvaarden.

Investigation Complete
I destroyed the Salamandra den in the Trade Quarter and learned the location of their base. They won't get away this time. ''I've completed my investigation. Time to confront the guilty.''

Cerrojo y Llave