This is the longest chapter in the game. Main quests that see you through it are: Q2.23 Prison Break, Q2.27 Vizima Confidential, Q2.29 A Mysterious Tower and Q2.58. Monoliths. Vizima Confidential has two side-quests: Q2.28 The Crown Witness and Q2.49. Anatomy of a Crime, and so does Mysterious Tower: Q2.50 The Sentry and Q2.51 Clay Pits. Also, there's still that Qp.4. Witchers' Secrets quest going on from the Prologue.
Qp.4. Witchers' Secrets (continued)
Phase 5. Detective
When talking to Siegfried in the sewers (phase 6 of Q2.23 Prison Break) you'll know that he knows a detective in Vizima who can help you.
Phase 6. Vizima Confidential
The detective lives in a house (M8.2) just by the entrance to the sewers. Talk to him. You'll start a new quest, Q2.27 Vizima Confidential.
Phase 7. Azar Javed
When you complete Q2.27 Vizima Confidential (thus going to chapter III), Azar Javed will have been exposed.
Quest will be continued in Chapter III.
Q2.23. Prison Break
Phase 1. Thug
Play the dice with elven convict (you'll get a set of dice from him if you don't have any). After the game Vincent will enter the dungeon. You'll have to beat a muscleman in hand-to-hand combat to win the right to fight the Cockatrice.
Phase 2. Victory (or Defeat)
Defeat the muscleman and talk to Vincent (if the muscleman beats you, speak to him as well). The conversation will advance Qp.3. Berengar's Secret and Q2.24. Memory of a Blade.
Phase 3. Sword
When you leave the dungeon, Jethro will give you a silver sword and 2 potions: Cat and Blizzard.
Phase 4. Cockatrice's Nest
In the sewers you'll meet Siegfried (M7.3) who also is hunting the cockatrice. If you ask him what he knows about them, you'll get an appropriate journal entry. You can join forces with him or decide to do this on your own. Siegfried is useful mostly due to the fact that he's holding a torch so that you don't have to use Cat here.
If you take him on your hunt, Siegfried will later be standing near the city gates (M8.4) and let you enter the Dike.
If you decide to take the monster by yourself, Siegfried will be standing near the hospital (M8.30) and let you enter without any problems.
Phase 5. Trophy
Defeating the Cockatrice is not difficult - silver sword and fast style should get you through. Just in case you might want to drink up one Swallow. When the monster hurls into the air to strike you, you can push it with Aard. From its dead body (its location is generally random, search for it in M7.7 or M7.10) take the Maal'kad Sephirah and Cockatrice's Head. Picking up the trophy activates the quest Q2.25. The Beast from the Sewer. Even if you're not fighting along with Siegfried, he'll make his appearance - follow him and by the exit (M7.14) he'll give you a key to the gate.
Phase 6. Bandits
Near the exit two hired mercenaries will attack you. Defeat them. When you talk to Siegfried after beating them, you'll start to suspect that he was the one who framed you. This will activate Q2.27. Suspect: Vincent Meis.
Phase 7. Skoffin
All that's left for you now is to leave the dungeon, talk to Vincent and confiscate your belongings.
Phase 8. Deposit
Go to Jethro (M8.23) and talk to him. He'll officially discharge you and let you take your belongings from a chest. You can also check out the nearby barrel.
Q2.27. Vizima Confidential
Phase 1. The Investigations Begins
Talk to Raymond (M8.2) and you'll know that he has some info on Salamandra.
Phase 2. Money for the Detective
In order for Raymond to start his investigation, you have to pay him 100 orens (this phase doesn't even appear if you give him the money the first time you talk to him or if you mention Azar Javed).
Phase 3. Vincent
If during the conversation you ask him if that's a personal matter or a commission, he'll tell you a story from his life. He'll also tell you about a captured Salamandra member and about Vincent's weird behavior. This information will initiate Q2.28 The Crown Witness. Ask him about the prisoner to find out that he's probably one of the leaders. When you leave Raymond's house, you'll be attacked (it'll be tough without a steel sword - we recommend group style).
Phase 4. Witness
Before you deal with the bandits, you'll know about a trap set for you by one of the best Salamandra's agents.
Phase 5. Conclusion
This phase begins together with phase 5 of Q2.28 The Crown Witness.
Phase 6. The alchemist's trust
This phase begins together with Q2.28 The Crown Witness.
Phase 7. The alchemist's trust
You'll start getting trust by taking a quest from Kalkstein, such as Q2.29. Mysterious Tower.
Phase 8. Conversation with Raymond
When you have both books, read them and tell Kalkstein about it, go back to Raymond (M8.2) (if you did this part of Q2.29. Mysterious Tower earlier, you can talk to Raymond immediately after leaving his house for the first time).
Phase 9. Assault
When you enter Raymond's house (M8.2) you will have to defend him against three Salamandra bandits.
Phase 10. The Suspects
After you talk to Raymond, he'll give you his notes on main suspects: Ramsmeat, Thaler and Leuvaarden. These will initiate the appropriate quests (if you haven't started them in any other manner already). You'll have to interrogate them all.
Phase 11. Ramsmeat
This phase begins together with phase 2 of Q2.38 Suspect: Ramsmeat.
Phase 12. Thaler
This phase begins together with phase 2 of Q2.38 Suspect: Thaler.
Phase 13. Further interrogations
This phase begins after you interrogate two suspects. You have to talk to the remaining one: Leuvaarden (M9.10).
Phase 14. Contact
When you push all the Suspect-quests to phase 2, wait for Raymond to contact you.
Phase 15. The Meeting
When you get back to Temple Quarter from the Dike, a boy will approach you and say that you are expected at Raymond's house (M8.2). Raymond want you to pay him 200 orens for further work.
Phase 16. Autopsy
The detective (notice that your medallion is moving, and there's some Fisstech on the table) you'll know that the prisoner has been moved to the hospital after Q2.28 The Crown Witness and then died. To solve the mystery of his death, you'll have to perform autopsy with Shani. This initiates Q2.49 Anatomy of a Crime.
If you go to the cemetery - Q2.54. Gravedigger's Gratitude - and find Raymond's body in one of the crypts (M13.7), you won't have to perform autopsy anymore. Go to Raymond-Azar (M8.2) and move to phase 19.