En este capítuloAn armed group attacks the fortress and steals the secrets of witcher mutagens; several witchers die.
The game opens in the witcher fortress of Kaer Morhen, where Geralt recovers from amnesia under Vesemir's watch. He remembers fragments and is relearning combat, alchemy and signs when armed men attack. They are not ordinary bandits: they know exactly where the mutagen formulas are kept and take them.
The attackers leave dead witchers behind and flee. Geralt's first purpose is practical revenge, yet the raid has a larger point: someone wants to make new weapons out of what witchers know. The trail leads to Temeria's capital, Vizima, where Geralt's first job is to find out who and why.
The amnesia is more than a narrative trick. It lets the player learn the world with Geralt and creates a protagonist who has to rebuild trust and reputation. Every ally he meets knows more about him than he does, and the game uses that gap to introduce its factions without exposition dumps.
The stolen formulas are the story's engine. Mutagens are the heart of what witchers are: painful alchemy that makes children into monster slayers. Anyone who masters them can create fighters who do not need the Trials, and that is exactly what Salamandra wants.
The prologue also makes a promise about tone. The Witcher is a story of moral grey: nobody who attacks the fortress is a cartoon villain, and the people Geralt turns to for help have their own reasons. The first real choice, who to trust in Vizima, begins with the walk down from the mountains.
Lo que ocurre
Geralt wakes at Kaer Morhen with no memory, among the witchers who are healing him; he is slowly rebuilding his skills.
Geralt and the survivors, including Vesemir, chase the raiders and discover that they are a new organisation called Salamandra.
The attackers escape toward Temeria; Geralt, still missing most of his memory, follows to Vizima.
Chapter I · 1270 · jugando como Geralt
The Outskirts and the Striga
En este capítuloKing Foltest's daughter Adda was cursed in the womb and has become a striga; the court wants her killed or cured.
Geralt arrives in the Vizima outskirts, a rough area of villages, swamps and monster contracts. Triss Merigold, a sorceress and old friend, helps him learn about the capital's politics. The big contract is Foltest's cursed daughter, Adda, born of an incestuous bloodline and transformed into a striga.
Most witchers would kill the striga. Geralt follows the older method: survive the night in the crypt and let the curse break at dawn. The success gives him access to the court and a debt owed by the king, and it shows what kind of witcher he is.
The striga contract is a nod to the original Sapkowski short story and a statement of intent. The game starts with a monster whose real horror is a social one, a royal family's secret turned into flesh. Geralt's solution, patient and humane, is the series' creed in miniature.
Triss's introduction sets up one of the game's romantic threads and one of its political ones: she is a loyal advisor to Foltest, but also knows how fragile his reign is. The player learns about the pressure from the Order and the Scoia'tael through her.
The outskirts also teach the player the structure of the game: contracts, rumours, alchemy and gwent-like side activities. The main plot slips between them, and the first signs of Salamandra begin to appear in the form of murdered witnesses and sealed warehouses.
Lo que ocurre
In the Vizima outskirts Geralt finds Triss Merigold, who helps him get into the city and tells him of the king's cursed daughter.
Geralt lifts the curse by lasting a whole night in the crypt, restoring Adda to a human girl, a rare success for a witcher.
He also learns that Salamandra's members work with powerful patrons inside Vizima.
Chapter II · 1270 · jugando como Geralt
Vizima: The Trade Quarter
En este capítuloA magical being called a Source, a boy named Alvin, is sought by Salamandra and later protected by Geralt.
Vizima's trade quarter is crowded and tense. The Order of the Flaming Rose patrols the streets as the king's holy knights, while the Scoia'tael rebel in the shadows. Geralt follows Salamandra's agents and learns they are looking for Alvin, an orphan who has an extraordinary, uncontrolled gift.
Geralt takes Alvin out of danger. Triss and Shani each offer to care for him, and the decision has consequences beyond this chapter. It is also one of the first clear moral tests: Geralt can act like a protector or like a hired sword, and the characters around him remember.
Alvin is the narrative key of the whole game. He is a Source, someone whose magic is not channelled through study but through blood, a theme the saga later pays off with Ciri. Salamandra's interest in him shows that the stolen mutagens are only half of their plan.
The Order and the Scoia'tael are mirrored extremists. The knights say they protect humans from monsters and elves; the elves say they defend their people from human crimes. Geralt can side with either or refuse both, and each choice has a price in the endgame.
Triss and Shani's offers give the chapter an emotional centre. The player sees how Geralt behaves with a vulnerable child, and how his friends respond when he is honest or evasive. It is a quiet, human beat in a chapter full of intrigue.
Lo que ocurre
In the city Geralt investigates Salamandra and gets caught between the Order of the Flaming Rose and the elven Scoia'tael.
Geralt must decide whether to hand Alvin to Triss or to Shani, a doctor, a choice that shapes the boy's fate and Geralt's romantic route.
He earns Foltest's confidence and learns of a plot against the king.
Chapter III · 1270 · jugando como Geralt
The Temple Quarter and the Professor
En este capítuloHe kills the Professor, a monstrous Salamandra experiment-turned-leader who has been abducting people.
The Temple Quarter is where the faiths of Vizima meet. Geralt tracks Salamandra to the Professor, a deformed mercenary leader who believes he has been abandoned by his masters. The confrontation is brutal but brings partial answers.
At the same time, the city is breaking. The Order's patrols and the Scoia'tael's raids escalate, and Geralt can no longer stay out of it. Whichever side he supports will influence the allies and the final fight later on.
The Professor represents the cost of Salamandra's work. He is a victim of their experiments and a perpetrator of their crimes, and Geralt's duel with him is a reminder that these experiments hurt real people. The fight also shows the limits of witcher training against truly engineered enemies.
The political fighting explains why Salamandra can operate: while the Order and the elves tear at each other, nobody watches the shadows. The group uses the war as cover, and Geralt's support for one faction can mean leaving the other unprotected.
By the end of the chapter, it is clear that the Professor was a mid-level officer. The orders came from somebody with influence over the Order itself, and the player's attention moves from the streets to the highest levels of the city.
Lo que ocurre
Geralt follows Salamandra into the Temple Quarter and fights their enforcers.
The Order fights the Scoia'tael openly, and Geralt must pick a side or remain neutral.
Geralt discovers that the group's real leadership is hidden above the Professor.
Chapter IV · 1270 · jugando como Geralt
The Swamps and the Mage Azar Javed
En este capítuloGeralt follows Salamandra into the swamps and finds their hidden laboratory.
The swamps hide a secret facility where Salamandra tests mutagens on captured people. Geralt breaks in and fights Azar Javed, a dangerous mage who commands the group's magical side. The lab reveals the scale of the plan. The evidence leads to the Order itself. Salamandra is not an outside threat but is sponsored from inside Vizima's most powerful institution. Geralt now carries proof that could save or destroy the city.
The lab is the game's darkest set piece, with failed experiments, captives and notes on witcher mutagens. It shows what the stolen formulas were for: not to heal, but to create fighters at any cost. The horror is that the process works, at least enough to be tempting.
Azar Javed is a convincing antagonist because he believes in the project. He sees witcher science as a path to survival rather than to power, and says so. His defeat does not destroy the idea, only one man's version of it.
The final scene of the chapter changes Geralt's role. He is no longer chasing thieves; he is holding evidence that could topple the Order. The politics he tried to avoid have become the main road.
Lo que ocurre
He faces the mage Azar Javed, Salamandra's magical leader, and learns more about the organisation's goal.
The investigation reveals that the Order of the Flaming Rose's leadership is involved.
Geralt returns to Vizima with proof and with enemies on every side.
Chapter V · 1270 · jugando como Geralt
Jacques de Aldersberg and the White Frost
En este capítuloGeralt confronts Jacques de Aldersberg, the Order's Grand Master, who reveals himself as the head of Salamandra.
Geralt follows the evidence to the Order's Grand Master, Jacques de Aldersberg, and discovers that the head of Salamandra is the leader of Vizima's holy knights. Jacques explains his reasons: an endless winter, the White Frost, is coming, and humanity must be made stronger to survive it.
The revelation of his identity is a time-loop twist. Jacques is Alvin, grown up, who travelled back in time by accident and spent decades preparing for the catastrophe he escaped. Geralt defeats him, but the fact that the Frost is real hangs over the ending.
The twist reframes every earlier scene with Alvin. The boy the player protected is the villain the player defeats, and Geralt's choice of guardian helped create the man who attacked Kaer Morhen. It is a story about cause and effect that stays human: what you do for a child shapes the adult.
The White Frost is introduced here as a distant prophecy, and the saga later makes it the central threat of The Witcher 3. Reading it back, Jacques is a failed first attempt to answer the same question as Ciri's story: what can stop a catastrophe that kills worlds?
Jacques is neither forgiven nor simply condemned. His methods are monstrous, but his fear is real. Geralt's response, to stop him without denying the threat, sets the tone for the sequels.
Lo que ocurre
Jacques explains that he wanted to create stronger humans to survive the White Frost, a coming catastrophe.
Jacques turns out to be an older Alvin, who travelled back in time and became the man who arranged his own childhood.
Geralt defeats him, and the cycle of Salamandra ends, at least for now.
Epilogue · 1270 · jugando como Geralt
The King's Assassin
En este capítuloKing Foltest is attacked by an assassin who turns out to be another witcher.
The epilogue wraps up the factional fights and shows how Vizima looks after the Order's fall. Geralt's choices about Triss, Shani and the Scoia'tael determine who stands beside him. Then comes the hook: a witcher attempts to assassinate King Foltest. The idea that a member of Geralt's own guild would kill a king opens the main plot of the next game.
The epilogue emphasises that Geralt's victories are partial. Salamandra is gone, but its ideas and its technology have escaped into the world. Another witcher with a mission is already moving in the shadows.
The scene also introduces the long game of the series: kings die, treaties are broken and the Continent drifts toward war. Geralt, who tries to stay neutral, finds that neutrality is impossible in a world where witchers are weapons. As an ending, it lacks the finality of most single games and leans into serial storytelling, which is why it works as the first chapter of a saga.
Lo que ocurre
With Salamandra broken, the factions in Vizima settle according to Geralt's earlier choices.
Geralt intervenes or arrives too late, and the epilogue ties his story to the next game.