The Witcher Prima Official eGuide.pdf
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Welcome, Witcher
You use the right mouse button in combat to cast your
signs. You can right-click on anything—the ground, an enemy,
an object—and that launches the sign at your target (signs
affect things in different ways, and they are mainly used for
enemies).
On the keyboard, the two most important buttons to
remember are
Z
and
A
. Pressing
Z
pauses the
action. While the action is paused, you can use your inventory,
getting any potions, oils, and weapons ready for battle. You can
also select which sword and combat style you want to use.
Holding down
A
tells you that this
character is a drunkard.
Holding down
character is a drunkard.
You are Geralt of the country Rivia. You are a witcher, a highly
trained professional monster slayer. Some time ago, your kind
was revered for swordplay and magical abilities. Sadly, the
human race has lost respect for nonhumans, making them
outcasts.
However, you’ll soon be caught up in the war between the
humans and the nonhumans, and although you just want to
kill monsters and stay neutral, you’ll learn that human and
nonhuman corruption and lawlessness are worse than any
slimy beast you’ll encounter in a cave.
During your quest, you must make choices. These choices
start sequences of events that can’t be stopped, and the effects
persist to the very end. So, witcher, as you hunt down your
foes and help those around you, make your choices carefully.
You are Geralt of the country Rivia. You are a witcher, a highly
You’ll fi nd
A
very useful; while you hold it down, every-
thing that you can use, talk to, or attack is labeled on the map.
This is helpful when you are looking for monster remains or a
crate to loot, or when you’re looking for certain characters to
speak to but don’t know what they look like. Generally, press
and hold
A
each time you enter a new room or area and have
a look around.
You’ll fi nd
A
very useful; while you hold it down, every-
COMBAT
COMBAT
Wait for your sword cursor to fl ame before
you click again.
Wait for your sword cursor to fl ame before
you click again.
Getting Started
THE CONTROLS
THE CONTROLS
Even though
The Witcher
offers a robust gameplay experience,
the controls are very simple; generally you’ll only use about
fi ve buttons.
The mouse controls the on-screen cursor, and the main
button is the left mouse button. This button handles just about
every action and movement in the game. For instance, nor-
mally the on-screen cursor is an arrow. Left-click the ground
anywhere and Geralt runs to that spot. If you hold down the
left mouse button, the cursor changes from a large arrow to a
small arrow that points in the direction you want Geralt to run.
By moving the cursor while holding the left mouse button, you
can steer Geralt where you want him to go.
When your cursor scrolls over a door or crate, the cursor
changes. Left-click and Geralt uses that item. Combat is also
handled by left-clicking on an enemy at the right time, but
more on that later.
Learn to use the middle mouse button. By holding down
the middle mouse button, you can move the camera around
and zoom in and out on Geralt.
Combat is a combination of swordplay and magic. To do a
standard melee attack using your sword, simply left-click an
enemy. You’ll know the character is an enemy when your ar-
row cursor becomes a sword. Once you’ve left-clicked, you’ve
initiated the attack, and Geralt swings his sword. Notice that
the sword cursor is crossed out. If you click while your sword
cursor is crossed out, you’ll interrupt your attack, allowing your
enemy to hit you. Do not left-click again until the sword cursor
becomes a fl aming sword cursor. When this happens, you can
chain your attacks, creating combos.
Combat is a combination of swordplay and magic. To do a
1
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The Igni sign maxed
The Igni sign maxed
Don’t just watch for the sword cursor to start fl am-
ing—also listen to the strikes that Geralt’s sword
is making and watch his moves. Soon, you’ll hear
and see the rhythm of his attacks and will learn to
anticipate when the fl aming sword will appear.
The next most useful sign is
Igni
. This sign gives you the
ability to shoot fi re in a radius around you. Using this sign is
effective on many of the enemies you’ll encounter, causing
damage to them as they burn. The more you level this power
up, the greater and more powerful the attack becomes. This
sign is also useful when you need to rest. Instead of using fl int,
use Igni to light a fi replace or campfi re to meditate by.
Another useful sign is
Quen
. Quen creates a shield around
you for a time, blocking any attacks made by your enemies.
At lower levels, it only partially blocks the attacks and is not
immune to acid- or fi re-based attacks. But after it’s leveled up it
blocks most attacks, absorbs most damage, and even damages
the attacker. When you attack or use another sign, the Quen is
broken. Use this to buy some time while you drink a potion or
two during a long and hectic fi ght.
The
Axii
sign can be fun to use, as it is used on weak-
minded enemies to confuse them. They’ll become your
allies for a time, fi ghting with you. As you level up the Axii, it
strengthens and can cause enemies to panic and run away.
The next most useful sign is
Igni
Combat becomes more complex when the three combat
styles come into play.
Strong style,
indicated by the wolf icon,
is used for large and armored enemies.
Fast style
(cat icon) is
used for quick and agile opponents. And fi nally, when you are
surrounded by three or more enemies,
Group style
(griffon
icon) should be used. If you are having trouble initiating com-
bat or hitting an enemy, try switching styles.
Furthermore, you must switch swords depending on the
type of enemy you are fi ghting. Your two primary weapons
are steel swords and silver swords.
Steel swords
are used for
humans and animals. The
silver sword
is for slaying magical
beasts and monsters. While this is a good rule of thumb to fol-
low, if you fi nd that you’re hitting the enemy but causing little
damage, try switching to a different sword type.
THE SIGNS
THE SIGNS
In addition to melee attacks, you cast magical signs against
your foes. Signs are learned from Elemental Circles that can be
found while questing. Casting signs uses endurance, which is
controlled by Geralt’s stamina. Intelligence controls the inten-
sity, or how much damage, a sign will do. Each time you cast a
sign, your endurance goes down. It will regenerate over time,
or you can drink a potion to restore lost endurance. There are
fi ve signs to learn during the game.
The spikes of the Yrden sign
The spikes of the Yrden sign
The Aard sign
The Aard sign
The last sign is the
Yrden
sign. This sign creates a trap of
spikes on the ground for your opponents to walk into. It can
slow down your enemy’s attacks, and when powered up, Yrden
can even poison enemies and cause damage.
The last sign is the
Yrden
sign. This sign creates a trap of
SIDEBAR INFORMATION
SIDEBAR INFORMATION
SIDEBAR INFORMATION
SIDEBAR INFORMATION
SIDEBAR INFORMATION
SIDEBAR INFORMATION
The fi rst and most useful is the
Aard
sign, which allows
you to use telekinesis to push things out of the way, like debris.
Using this sign on enemies can stun them or knock them
down, allowing an easy kill. Defi nitely power this up soon and
often, as you can even knock down diffi cult bosses, making
killing them easier.
In the upper right-hand corner, next to the mini-map, you’ll
see icons that represent your Inventory, Journal, Hero, Map,
and System menus. The Inventory and System menus are fairly
simple. The System menu lets you save, load, and exit the
game. Inventory allows you to store, equip, and drop items you
fi nd during the game. You have limited space, but you can store
anything with an innkeeper and retrieve it at any time.
The fi rst and most useful is the
Much more useful are the Hero, Map, and Journal menus.
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•
Stamina
has to do with endurance (how much you have)
and endurance regeneration bonuses. It infl uences resis-
tance to poison, pain, and stun.
•
Intelligence
affects sign intensity (how strong they are)
and what level of signs you can use. This attribute also
controls the ability to create potions and oils, and to
identify herbs.
THE HERO MENU
Depending on how you spend your talents, you can
customize your character to your liking. You can level up and
spend talents only during meditation.
THE MAP MENU
The Hero menu lists all of your attributes and skills. Each of
these can be upgraded by purchasing levels with talent points.
You gain talents each time your character levels up by gain-
ing experience from completing quests and killing monsters.
There are three types of talent points that you automatically
gain by leveling up: bronze, silver, and gold. You receive bronze
talents after level 1, silver talents after level 15, and gold tal-
ents after level 30. The more powerful abilities require silver
and gold points, so you won’t be able to buy them right away.
You can also spend these talents to boost your attributes, signs,
and combat styles, making them stronger and giving you
bonuses.
The mini-map is always visible in the upper right-hand corner,
and it shows you where you are facing and kind of where to go.
But the meat of the map system is in the Map menu. The Map
menu offers two options, a Location map and a World map.
The World map slowly uncovers as you go from place to place,
and it gives a very general view of the land, with little specifi c
information. You’ll probably use the Location map more.
In the Location map, you can set markers for yourself,
which will be marked by a red triangle/circle on your mini-
map, allowing you to know which way to go all the time. To
create a marker, simply right-click anywhere on the map. You
can create multiple markers to mark important features, items,
and places, but only the marker that is highlighted shows up
on your mini-map. To highlight any marker, yours or one of the
permanent place markers, left-click the marker. You’ll now see
it on the mini-map.
The map is useful for tracking the phases of a quest. In
the Quests section of the journal, most phases have the option
to be tracked on the map. Doing so automatically creates a
marker for you to follow on your mini-map.
Also, use the map any time you are lost or are not sure
what to do or where to go next.
Meditation
As you defeat enemies and complete quests, you earn
experience (XP). When you earn a certain amount of XP, you
level up. This makes your character stronger and gives you
more abilities. To gain new abilities, you must meditate in
front of a fi replace or campfi re. Often, you need to light the
fi re with fl int or the Igni sign.
During meditation, you can click the Hero menu in the
sidebar to level up your abilities. To gain these abilities, you
must spend bronze, silver, and gold talents. Also, during medi-
tation you can mix potions, oils, and bombs, or just meditate
to pass the time (useful when you can complete a quest only
at night).
The signs and fi ghting styles are pretty self-explanatory,
but it is important to understand a bit about attributes. Here is
a list of the four attributes and what they infl uence.
•
Strength
infl uences damage (how hard you hit), parry
(blocking), and vitality (how much health you have)
bonuses, along with resistance to bleeding and knock-
down.
•
Dexterity
affects attack (chance to hit) and dodge bo-
nuses, as well as resistance to blinding and incineration.
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THE JOURNAL MENU
The journaling system is very robust, to say the least. The Jour-
nal menu consists of the following sections: Quests, Glossary,
Beastiary, Tutorials, Locations, Characters, Ingredients, and
Formulas. From these you can learn more about the world that
surrounds you. The most oft-used section will be the Quests
section.
The Quests section shows all of your quests, past and
present. You can view each quest by its type (primary or
secondary) and by its act number (Act I, Act II, etc.). You can
also toggle active quests and phases (phases are the steps to
complete the quest). Select a quest on the left, then select the
phase. You then can read what you need to do to complete that
phase of the quest. Then, if you can, click on the “track quest
on map” button on the bottom right. This allows you to see on
the map exactly where to go. New quests (and this goes for any
new entry in the journal) are indicated by a red exclamation
point next to them.
To create a potion, bomb, or oil, you need to be in medi-
tation mode. Once in meditation mode, select the alchemy
button in the upper right by the mini-map. The easiest way to
create a potion, oil, or bomb is to left-click the entry in the For-
mula section on the left side of the screen. The formulas listed
here are the ones you have learned from conversations or by
reading letters, scrolls, and books. If you have the ingredients
available for your chosen formula, the alchemy circle in the
center will automatically fi ll with what you need. All you need
to do is press the mix button on the lower right, then click the
hourglass to meditate.
However, if you do not have a formula or do not wish to
follow a formula, insert a base into the base slot in the alchemy
circle, then fi ll the slots with at least three ingredients and
press mix. When you awake from meditation, you’ll fi nd an
“unknown” potion/bomb/oil in your inventory. Use it at your
own risk. Often it will just fi zzle out and you’ll have created a
“failed” formula. But sometimes it could have adverse affects,
poisoning you or blinding you. If you are lucky, you might just
create an experimental potion that is actually useful.
To create a potion, bomb, or oil, you need to be in medi-
ALCHEMY 101
ALCHEMY 101
To produce a potion, oil, or bomb, you start with a base. For
potions, which you drink to give you damage, endurance, vital-
ity, and other bonuses, you need an alcohol base, and most
strong alcohols will work. The quality of the alcohol depends
on how many ingredients you can mix with it, and thus, which
potions you can make.
The same can be said of oils and bombs. The oils, which
are used on your blades, use grease as a base, and bombs,
which blow up enemies, use powder or dust. Look in your
inventory and journal in the item’s description to see if the
alcohol, oil, or powder is a base.
After a base, you need ingredients. There are six basic al-
chemical substances that are found in many of the things you
can collect, including herbs, plants, food, and various items
skinned from monsters (to acquire these items, you must have
read about the monster in a book). The six basic alchemical
substances are:
INGREDIENTS CONTAINING AETHER
INGREDIENT
FOUND IN
ALLSPICE ROOT
PLANT GROWN BY DRUIDS
BERBERCANE FRUIT
BERBERCAIN PLANT
• Aether
• Hydragenum
• Quebrith
• Rebis
• Vermillion
• Vitriol
COCKATRICE FEATHER
COCKATRICES
DROWNED DEAD’S TONGUE
DROWNED DEADS
DROWNER’S BRAIN
DROWNERS
GINATIA PETALS
GINATIA PLANTS
HELLEBORE PETALS
HELLEBORE PLANTS
NAEZAN SALTS
[QUERY]
POWDERED PEARL
[QUERY]
Each alchemical ingredient, be it an herb, plant, or mon-
ster part, can have one of three secondary substances (Rubedo,
Albedo, or Nigredo) in addition to one of the six basic sub-
stances. When you mix a potion, if all of the ingredients have
the secondary substance in common, then the potion will have
that substance’s effects:
QUICKSILVER SOLUTION
AT KALKSTEIN’S
SPORES
ECHINOPS AND ARCHESPORES
•
Rubedo
regenerates vitality.
•
Albedo
lowers poison and toxicity levels.
•
Nigredo
increases damage infl icted on enemies.
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