You’ve stopped the Salamandra and recovered the secrets, but as you go to claim your reward from King Foltest, a shadow moves in the throne room. An assassin with eyes just like yours—vertical slits—attacks the King. You stop him, but the message is clear: You aren't the only Witcher in the world anymore.

Found half-dead and amnesiac in the woods near the witcher stronghold of , you are brought back to health by your few remaining brothers-in-arms. But peace is a luxury you aren't allowed. A mysterious group of bandits called The Salamandra raids the fortress, stealing the secret mutagenic recipes used to create more witchers. The Trail of the Salamander

Stick to the Witcher's Code. Monsters are your business; politics are a poison.

You aren't there to take sides, but the "Director’s Cut" reality is messy. Every choice you make—who you drink with at the Hairy Bear Inn, which girl you give your heart (or a "romance card") to, and which side you take in a swamp skirmish—ripples outward. The Web of Betrayal

The year is 1270, and the world is a bruised, mud-splattered place where the line between "beast" and "neighbor" is thin. You are , a Witcher—a mutant sellsword with cat-like eyes and a silver blade for the monsters that bump in the night. The story begins not with a contract, but with a fall. The Return from the Dead

Fight alongside the elves and dwarves who are tired of being stepped on. The Grand Finale

Side with the religious knights to bring "law and order" to a chaotic world.