The Kayran: A Matter of Price

The Kayran: A Matter Of Price is a quest in The Witcher 2: Assassins of Kings.

Walkthrough
Talk to one the three merchants in the harbor. Geralt can ask for a minor raise in the reward, demand double the reward, or pretend to walk away. If Geralt demands doubling the reward he might be forced to use persuasion or Axii sign hex (only when using Axii, you will obtain the Haggling ability). If this fails he will be outright rejected. If you select the option that you would walk away and let the merchant suffer the merchant will offer to give you two rather large fists full of orens; of which you can demand an advance of half the extra reward. One large fist full of coins is 200 orens.

If you successfully use Axii to have the reward doubled, after killing the kayran and retrieving the reward, you will also get the "Haggling" ability, Diagram: Kayran carapace armor, and 1000.

Journal entry

 * Sorceresses never do anything out of the kindness of their hearts for this simple reason that they have stones instead of hearts. Síle said she had enough of talking and wouldn't life a finger against the monster until the price of the contract was set. The artless witcher would never have thought to do things that way, but since a sorceress lifting her finger can be mighty helpful in any situation, particularly ones that involve killing huge monsters, our hero went to haggle with the merchants at the harbor.


 * Passing along the waterfront, the witcher approached a merchant who was willing to pay for the beast to be slain. Geralt never liked haggling, but he did it often on account of his profession, so he managed to agree a good price.


 * With much effort and no small help from Síle de Tansarville, the kayran was finally slain. Now came the best part of any contract - Geralt could go see the merchant on the waterfront and collect his reward.


 * A full pouch of orens improved Geralt's mood and was fair compensation for the difficult fight with the kayran. Freed from danger, the townsfolk of Flotsam breathed a sigh of relief, and foreign merchants could finally set off. Everything just like in the old stories, before the time the witchers began to have second thoughts and dabble in politics.