Objectives:
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While Triss checks on survivors, you’re surprised to see Dijkstra, who tells you he’s here to help extricate the mages out to Kovir. Exchange banter (choose any option), before Triss begins to speak. The escape route has been planned. Agree to start planning the route through the city’s sewers. Move north, and head through the open gate. Then descend the sloping tunnel, following it around to an initial encounter with two Drowners. Be sure Triss is behind you. Turn left (west) at the junction.
Head north from the chamber with the wooden barrel scaffold, to what seems like a dead-end. You tell Triss to relax, and strike out at the western wall with Aard. This opens a crack, leading you into a secret library chamber! A wealth of reading material is available here. Loot any tomes you wish, then crack open the loose brickwork in the southwestern corner of this chamber. Step into a subsequent tunnel, tackling a drowner incoming from the west.
The drowner was guarding an iron gate. Fortunately, it is unlocked. Head down the tunnel. Triss hears rats. You spot two more drowners—attack them along with Triss’ magic backing you up. Then push open another gate, leading you into a brick balcony on the perimeter of a large and foul-smelling room teeming with rodents! Triss greets the news with revulsion, but it’s nothing she can’t handle.
Objective:
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Continue around the balcony and down the wooden steps to the ground level. Push back the rats with judicious use of Igni. Along the way, you spot strewn corpses. You’re right under the main square, and ‘The Cleaver’ has his headquarters here. That’s not a coincidence. Head south to the set of wooden steps. The gate beyond is sealed, so head up the steps, and proceed along an ascending tunnel. Stop at the landing for a moment as Triss inspects her bite wounds. Now continue up and easterwards battling three more Drowners at the top of the tunnel. This upper area is a dead-end (come here to clear it of foes). Take the side tunnel to the south, back down the last short tunnel steps you just walked up. It leads to this small chamber of scattered debris and a high window (as shown).
Objective:
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Head west, down a new tunnel, entering a junction chamber and west again, through an open gate and down a tunnel curving around to the right (north). Then it’s a sprint west, past a corpse propped up near an eerie light. Check the slumped body—it has been drained of blood. The reason for this death is in the next chamber (west); a prowling katakan that should be dispatched. Then it’s up a series of curved tunnels east and west, all the way to the Novigrad docks.