witcher
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"Do you really wish to know?" — Spoilers from the books and/or adaptations to follow!
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The Sentry is a quest in Chapter II which begins when, at Kalkstein's request, Geralt asks Vaska about the Mage's tower. She tells him what she knows and gives him the Tower tarot card, saying that she has no more need of it. This tarot card reveals how to defeat the golem which holds one of the keys to the tower.

Walkthrough

Quest Items Tarot card Quest Items Lightning rod

After undertaking the Mysterious Tower quest, Geralt runs into some snags. Namely, he needs ten sephirot to open the tower and he can only find eight. It seems that the ninth sephira is inside a currently motionless stone golem in the Golem burial ground in the swamp. Using the tarot card that Vaska has given him and some help from Kalkstein, it becomes clear that the witcher must first wake the golem and then defeat it, in order to retrieve the sephira.

Waking the golem requires a bit of legwork, and it is not cheap either. Firstly, Geralt must have a lightning rod fashioned by either Malcolm Stein (who charges 50 Items Oren), or by the Order armourer (who needs instructions and charges 70 Items Oren). The choice of blacksmith will depend on which side the witcher supported in Force Recon. Then, once the rod is secured, there comes the question of summoning a storm on demand. Perhaps the druids can help? Yes they can, but it costs another 500 Items Oren more.

You don't have to pay the 500 orens. There is a much more simple and cheap method. It's also very easy. You can awake the golem without the druids by stabbing it with the lightning rod while it's raining. It doesn't matter if it's sprinkling the tiniest bit. Rain = Free.

Once all the preparatory steps have been completed, there remains the fight with the Sentry, so our hero heads out to the Golem cemetery in the swamp. He finds the beast and jams the lightning rod into it. Since the druid has already summoned the storm, it does not take long for lightning to strike and wake the behemoth. It seems he is less than pleased at being roused.

Next comes a lot of running around. Geralt must touch each of the three stone posts for each "round" of the battle. The first two posts do not seem to do much except attract lightning to themselves. It is only touching the third post that can be tricky. Geralt must be outside the triangular area framed by the posts when he touches the third one, otherwise he will be struck too. The flip side of this is that the golem must be inside that same area or he is not struck.

It takes three successful strikes to kill the golem. At that point, it can be "skinned" and the Neh'tza sephira, plus its obsidian heart can be harvested. Voilà!

Alternate Combat Tactics

Direct Combat

Blow it to bits

Notes

the activation sequence for the posts

the activation sequence for the posts

Phases

A Tarot Card

Vaska revealed to me the story of the tower. To open it, I must consult the Tarot card that illustrates how to defeat the golem that is the tower's Sentry. I need to discuss this with Kalkstein.

The Lightning Rod

To wake the golem up, I have to arrange a lightning storm and get a lightning rod. Piece of cake. First I should find a craftsman - storm without the lightning rod is of little use to me anyway. I must find a craftsman who will make a lightning rod for me.

Money for the Dwarf / Armorer

Items Squirrel tail

The dwarven blacksmith wants 50 orens for the lightning rod. I have to bring him the money. I have to bring 50 orens to the dwarf. (500 XP)

Logo Order of the Flaming Rose

The order's armorer will make a lightning rod for 70 orens. I have to bring him the money. I must bring 70 orens to the armorer. (500 XP)

The Storm

Items Squirrel tail

I bought the lightning rod from the blacksmith. Now I must find a way to create a storm in the swamps. I believe the druids are weather experts. I must go to the druids in the swamps to find a way to create a storm. (–50 Items Oren)

Logo Order of the Flaming Rose

The order's armorer will make a lightning rod for 70 orens. I have to bring him the money. I must go to the druids in the swamps to find a way to create a storm. (–70 Items Oren)

Druids

Druids can control the forces of nature, so maybe they can summon a storm for me. I don't think they'll do it for free, though. I'll ask the druids to summon a storm.

Money for the Druids

The druids can create a storm for me, but they want 500 orens for that. I have to bring them the money or wait for the natural storm. I must pay the druids 500 orens for the storm.

Tip: This part and the next can be avoided by simply inserting the metal rod while it is raining, even just slightly, and the normal cutscene will play, saving you 500 Items Oren.

The Golem

I paid the druids. I hope the storm is worth its price. I must now find the golem, place the lightning rod in its hand and wait for the lightning. I must put the lightning rod in the golem's hand. (–500 Items Oren)

Waking the Golem

The golem has awoken. I have to defeat it to enter the tower and find the Sephirah. I must defeat the golem.

The Sephirah

I defeated the golem. I must take the Sephirah out. I must remove the Sephirah from the golem. (2000 XP)

The Sephirah

I got another Sephirah, hidden inside the golem. It was not an easy task. I defeated the sentry.

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