This walkthrough is
(necessarily) full of spoilers.
If you get stuck while playing MP2, please feel free to go to the MP2
thread on the Witcher forum and ask for hints. This
is mostly intended for playing "emergencies" or for completionists who
want to see all the possible paths without having to play every
possible permutation of the game.
Watch the opening movie, which will remind
what happened in "Medical Problems 1" (henceforth "MP1").
You're in the Hairy Bear, talking with
who wants to hear all about your adventures. Answer his
in any way you wish; the answers you select will determine the starting
point for your adventure.
you select "Shani and I got there
quickly," you'll find
yourself on the second floor of Kaer
Morhen. Open your inventory, and you'll see that you have the
1000 orens that Riverford paid you for solving their little problem,
the 7 bottles of apple brandy they gave you as part of your reward, the
necklace that Shani gave you as payment for getting her ingredients for
her medicine, a bunch of apples, and a few other items.
Vesemir and Eskel are resting by the fire, very
sick. Lambert is watching over them while Triss and Shani
research on the illness. The illness is a combination of
and magic, so it takes both Shani's researches into the physical aspect
of things and Triss' researches into the magical aspect of things to
find a way of keeping our witchers alive.
Skip to #4.
you select "Shani and I didn't get
until Lambert had also fallen ill,"
you'll find yourself on the
floor of Kaer Morhen. Open your inventory, and you'll see
you have the 1000 orens that Riverford paid you for solving their
little problem, the 7 bottles of apple brandy they gave you as part of
your reward, the necklace that Shani gave you as payment for getting
her ingredients for her medicine, a bunch of apples, and a few other
Skip to 3. d.
you select "A band of the enemy's
henchmen kidnapped me and threw me in a cell,"
a basement, full of rats, with some bones, a locked door leading up,
and a jailer. Open your inventory, and you'll see that you
the 1000 orens that Riverford paid you for solving their little
problem, the 7 bottles of apple brandy they gave you as part of your
reward, the necklace that Shani gave you as payment for getting her
ingredients for her medicine, a bunch of apples, and a few other items,
but no swords and no armor. Talk to the jailer, and he'll
you to see the boss. The boss turns out to be a red-haired
who just starts to tell you what the hell is going on when Triss
When you get back, you discover that Shani ran
Kaer Morhen and notified Triss that you'd been kidnapped.
searched for you magically, which took her a few days, and she
teleported you out -- and all your stuff -- as soon as she found
you. You'll get your swords and armor back.
d. Vesemir, Eskel, and Lambert are
the fire, very sick. Triss and Shani are both alternating
doing research on the illness and caring for the patients.
(Hmm. Triss seems to be mostly taking care of Lambert ... I
thought that squabbling they did in TW1 might be a cover for
attraction. :-)) The illness is a combination of biology and
magic, so it takes both Shani's researches into the physical aspect of
things and Triss' researches into the magical aspect of things to find
a way of keeping our witchers alive.
4. Talk to Shani,
ask her how the patients are doing, and
to get her some ingredients for medicine. She'll teach you
Ruby Mushrooms (you'll get a new journal entry for them), and she'll
ask for 4 Ruby Mushrooms, three Giant Centipede venom glands, and 2
Kickimore claws. You'll get the Medicine Man quest.
also tell you that Triss has something for you.
Talk to Triss, and she'll discuss the problem
illness with you, then give you a teleport scroll. This
bright red and will be in the quest items section of your inventory;
reading it will take you to the second floor of Kaer Morhen, just
outside the door to the room where the other witchers are
resting. You will have this scroll for most of the game,
it will be removed in certain circumstances, such as when you're in a
place that you can't teleport out of. You'll start the
Loot the crate under the window for some
5. If you played
the adventure "The Price of Neutrality,"
remember that there's a cave behind Kaer Morhen that has kickimores in
it. (If you didn't play "The Price of Neutrality or don't
remember it, the location of the cave is marked on your map.)
That's one of the ingredients you need, so leave the castle and go
outside. The outside of the castle is fairly elaborate, but
eventually you run past all the stairs, ramps, walls, and assorted
debris into the area outside of the castle. Go around behind
castle and enter the cave. Yep, kickimores. They're
little ones, though, so Geralt can kill them without even breaking a
sweat. Collect their claws, and the Medicine Man quest will
Oh, look, and there are Ruby Mushrooms, in this
cave. Collect 4 of them, and the Medicine Man quest will
6. Run down to the
stream, turn right, and run along the
river. At the end of MP1, there were some bloedzuigers
here. If you started the game at Kaer Morhen, there's nothing
between you and the centipedes, because it's assumed that Geralt killed
the bloedzuigers on his way to Kaer Morhen at the end of MP1.
you started the game in a cell, then Geralt didn't have a chance to
kill the bloedzuigers before -- and Shani certainly didn't kill them
when she ran through here on her way to Kaer Morhen -- so they're still
here. They're fairly slow, so you can kill them if you wish,
just run through them.
A glance at your map will show you when you're
getting close to the field where the Giant Centipedes live.
at least 3 Giant Centipedes, collect their venom glands, and the
Medicine Man quest will update again, telling you it's time to take the
ingredients to Shani. Well, you could run back to the castle,
you've got this nifty teleport scroll, so let's try it out.
the red scroll, and you'll see the turquoise ring of the teleport
effect form around you. And ... here you are, back on the
floor of Kaer Morhen. The turquoise ring lingers for a few
seconds, then winks off.
7. Go into the
Evening Hall and give the ingredients to
Shani. The Medicine Man quest will update and complete, and
will warn you that the medicine will only keep the witchers from dying;
it won't make them anything close to well. She'll also tell
that Triss has something to explain to you. Hmmm.
sounds faintly ominous.
8. Talk to Triss,
and she'll tell you that although she
learned to cure the disease, she thinks she's figured out how to
prevent it. Since (if you got there early) Lambert shows
coming down with it,
it's too late to prevent the disease in him, but not in you.
boy, a new, untried potion. Triss is almost certain it won't
you. :-) But our Geralt is a brave boy, and he drinks the
potion. It takes effect quickly, and
9. Geralt is
apparently in a new place, though it seems
that this new place is actually a hallucination induced by that new,
untried potion you just drank. Well, you won't get out of it
just standing here. Let's explore! (You don't have
teleportation scroll for this segment, of course, since you can't
escape a hallucination by teleporting out of it.)
10. Okay, this
place is freaky. The sky is red, the
purple, and ... is that Jacques De Aldersburg up ahead, among the, er,
giant mushrooms. Yep. The grandmaster will approach
a short conversation, then pop out of existence, since he's just a soap
bubble of the mind.
Continue on, and ... hey, who's the purple
babe? She calls you "Beloved," but you've never seen her
before. Still, she's gorgeous, and she's offering to have sex
with you. Take her up on it or not, as you choose.
Regardless of whether you accept or reject her advances, she'll pop out
eventually, just as the grandmaster did.
Keep going. Ah, it's Alvin. He
some questions, and you can either feel guilty for not having taken
better care of the poor, traumatized boy who was once in your care, or
you can disclaim all responsibility for him. If you say you
you'd behaved differently, Alvin will pop out, a soap bubble like all
the others. If you say that you weren't responsible for him,
he'll grow to giant size and tell you that he's now a monster, and
since monsters are a witcher's responsibility, he must be your
responsibility NOW. Ah. Looks like you have to kill
him. Since he's a monster, use your silver sword.
finish with Alvin -- in whichever fashion you finish with him --
continue on ahead.
13. Gee, that guy
training with the sword up ahead looks
familiar. What's HE doing in your hallucination?
since this is all happening in your head, who else would you expect to
find here? :-) You have three choices when you talk with him,
depending on how you answer, you either get told, "You are
Pass, then," or you have to fight him. Once you've finished
that other Geralt, continue on.
14. As you walk
forward, you see a woman in a long
Geralt tells her that he can tell that she's realer than the people
he's been talking with so far, and she confirms it. She's a
sorceress, who's talking with him mind-to-mind, while his hallucination
makes him more receptive to mind-to-mind contact than he usually
is. They talk, and she warns him off. Geralt
she's the one who's behind the witchers' created illness, and she
retreats in confusion. You'll get an update of the Witcher
15. Cross the water
to the little island, and you'll find a
telportation portal. Hmm. This must be your mind's
snapping you out of the hallucination. Well, there's nothing
to do here, so tell the portal you want to go back to reality.
16. You wake up in
Kaer Morhen, and Triss tells you that you
unconscious for 20 minutes. You can meditate to heal up
you took any during your fights in your hallucination, but you're
probably doing okay. When you're ready, talk to
She'll call Shani and Lambert in for a conference, and Geralt will walk
to the head of the table. PLEASE LET GERALT WALK WHERE HE
TO GO. When he walks by himself, it's usually
won't take long, so just let him go. :-)
If you're playing the "Shani and I got there
path, Lambert will join the conversation without fanfare. If
you're playing either of the other two paths, Lambert is sick, and
there will be a short cutscene of him struggling up off of his sickbed
to join the conversation, because he has important information to
17. When Geralt
gets to the head of the table, a four-way
conversation will start. Our heros talk about the stolen
witchers' secrets and speculate about who could be using them to create
an illness that's especially formulated to overcome witchers' usual
immunity to disease. How can they start an investigation into
problem when the only lead they have is a sorceress seen during a
hallucination? Since Salamandra has been broken and
THEY aren't causing the disease. So they must have sold those
stolen witchers' secrets to someone else. Come to think of
they were desperate for money during Chapter 3 of the main
But how can you find out who might have bought those stolen
secrets? Lambert reveals that he has a fence on his payroll,
someone who's been feeding information to the witchers for the past
several years. Our heros agree that Geralt will go see this
and pump him for information. The fence lives in the
Ban Ard, and when Geralt is ready, Triss will teleport him there.
18. After the
four-way conversation breaks up, Lambert will
over to the pallets by the fire and lie down. If you're
the "Shani and I got there quickly path, " then crap.
sick, too, now. If you want to, you can ask Triss how he
you're playing either of the other paths, then Lambert has been sick
all along, and there's no need to ask Triss how he is (at least, not
more than any of the others).
Talk to Triss and tell her that you're ready to
to Ban Ard. She and Geralt will walk to the other end of the
from where the patients are (Geralt walks by himself -- just let him
go) and she'll teleport him out.
19. Well, here you
are in the outskirts of Ban Ard.
Witcher Disease quest will update. You're looking for a fence
named Jackdaw and also for some witcher's work, since you may need
funds for the investigation. Run along the road, until you
the place where the road straightens out and becomes more
town-like. The first house on the left will be Jackdaw's --
there's a sign with a circle on it out front.
20. Go inside the
house/shop, and you'll see Jackdaw's wife,
who's known as "Mrs. Jack." Since Jackdaw himself doesn't
be around, talk to her -- maybe she knows where he is. Oh,
dear. Kidnapped, huh? By a band of thieves that's
than the ones Jackdaw usually deals with. If you want to talk
Jackdaw, you'll have to go and get him back, then. You'll get
Rescue Jackdaw quest. The Old Mine, huh? Just mark
my map, please.
21. Leave Jackdaw's
house and go back outside. A
your map shows that the Old Mine is on the other side of the
river. Run down the main street and onto the bridge, then
the stairs down and to the left. A pair of low-level thugs is
guarding the door to the Old Mine, and as you approach, they'll tell
you to go away. They aren't bright enough for conversation,
you'll have to kill them. Once they're dead, enter the Old
22. There are more
thugs inside the mine, but they're not
a challenge. They may be enough to intimidate the locals, but
Geralt doesn't even have to breathe hard to knock off low-level thugs
like these. Two groups of three thugs will come at
Once you've killed them all, the Rescue Jackdaw quest will
update. Time to talk with Eric Redbeard.
Eric Redbeard is so used to being a big fish
this tiny pond that he thinks you're actually auditioning for
membership in his gang. As if! You have a choice
you can either kill Eric Redbeard or intimidate him into backing
down. If you kill him, search his body for the key; if you
intimidate him, he'll just give you the key.
24. Go further into
the cave, and you'll see a set of double
doors. Click on the door while you have the mine key, and the
door will vanish. Go in, and yep, there's Jackdaw.
Jackdaw, and he'll suggest that the two of you talk back at his house,
then he'll hightail it out of there.
25. Pick up
anything you want in the cave -- sewant
cheese, some stolen goods -- then leave the cave and go back to
town. Now that Jackdaw isn't in danger anymore, you can take
time a bit. There are some townspeople you can talk to, if
like (some of the children are funny), and there are herbs you can pick
if you want to. Hmm. There's a notice board in
front of the
church. Any witcher work? Yes! Two
Ingrid's husband has become a vampire, and she wants him
Read that notice (or talk to Ingrid) and you'll get the
Also, Sven has fleders in his barn. That's probably not good
the livestock! Fleas are bad enough, but fleders...
the noice or talk to Sven, and you'll get the quest.
(In Chapter 1 of the main game, Geralt can meet a traveler who says
that Geralt once "rid my barn of fleders" and pays him for that
long-ago job. It amused me to have Geralt ridding another
fleders ... did you catch the reference to that conversation in Chapter
26. The witcher's
work quests are optional; you can do them
not, as you choose. If you take Ingrid's job before you talk
Sven, you'll also have the option to ask him about Ingrid's husband,
just to make sure that she's telling the truth about the
You can also ask the priestess. You wouldn't want to kill
guy who'd become a vampire willingly and who wasn't actually hurting
anybody ... but no, Ingrid's on the level; you can kill her former
husband in good conscience.
27. After you've
done whatever you wish to in town, go into
Jackdaw's house and talk with him. He HAS heard that
was looking for a buyer for something big, rare, and
Good! That's probably the stolen witchers' secrets,
He even knows who bought them -- a notorious dwarven thief named Royce
Armstrong. Oh, goody. The person who has the
you need is wanted by the police of three countries. That's
going to make him easy to find. But maybe Zoltan knows
Zoltan is a gregarious soul, and he knows an awful lot of dwarves....
28. Once you've
learned everything you can from Jackdaw, use
teleportation scroll to return to Kaer Morhen. As Geralt
into the Evening Hall, he sees Shani approach Triss and suggest that
they talk about him. He hides himself, so as to overhear the
conversation, and ... what's this? Now that Triss and Shani
each seen him interact with the other, they each realize that they
can't claim to love the man and also want to cut someone so important
out of his life. Shani proposes that they share him, and
actually agrees. Gee, this witcher-disease crisis is actually
good for something.
29. There will be a
sex card cutscene, then the three of
will be upstairs next to Triss' bed, where there will be a short
conversation. They'll all agree that this was nice, but they
to get back to work, and Triss and Shani will saunter back downstairs
to resume their nursing and research duties. You still need
tell them what you've learned from Jackdaw, so go back downstairs to
the Evening Hall and talk to Triss. She'll call another
and there will be another four-way converation about what to do next.
30. During the
conversation, Shani will remind Geralt about
letter he found on the Order Fanatic's body, back in Riverford, and
will wonder if there's any connection. By the end of the
conversation, the group will have agreed that there are two possible
paths to take: Geralt can go see Zoltan, for a lead on Royce
Armstrong, or he can go see Radovid, to see if he wrote the mysterious
letter. There will be a short cutscene where Triss calls
on the mirror and asks if Phillipa can get Radovid to agree to see
Geralt. Phillipa conveys the news that Radovid had already
wanting to see Geralt and tells Triss where to find Radovid.
31. After the
mirror call is over, go talk to Triss and tell
that you're ready for the next phase of the investigation.
ask you where you want to go, and you'll have the choice of going to
Zoltan or going to Radovid.
32. Tell her that
you'd like to go see Zoltan, and she'll
teleport you to the outskirts of Mahakam. Wow. The
are hollowed out of the side of the mountain. That must
keep the snow out in the winter, but what a lot of work -- chipping a
house out of solid rock! Unless you get there in the middle
the night, there should be merchants off to your right -- you can buy
food or drink or weapons, if you wish to. You can also talk
the random dwarves that are wandering around if you want to; some of
them have funny lines. Zoltan's house is right in front of
you landed when you teleported in, so click on his door to enter his
33. Talk to Zoltan
and tell him you need help. He'll
that Royce Armstrong could have served as a go-between for Salamandra
and the buyer of the stolen secrets; unfortunately, Zoltan doesn't know
where Royce is. He offers to call in favors to learn Royce's
location, and when Geralt asks just how much learning this will cost
him, Zoltan tells him that he won't have to call in any favors if
Geralt can kill some monster that's been bothering the dwarves,
something they call The Nightmare. Tell Zoltan that you'll
the monster, and you'll get the Nightmare quest. Zoltan will
you that the monster is in the Ruins and will give you a key.
34. If you need to
rest, there's space for Geralt in
Rest Tavern; you can get to it from the back door of Zoltan's house or
from the Outskirts of Mahakam.. (The name of the tavern is a
to the tavern
Kimball Kinnison went to in E. E. "Doc" Smith's book Gray Lensman.)
35. Leave Zoltan's
house and go to the doors that are in
you, towards the left. SAVE YOUR GAME. (The Ruins
a model that's quite large (even though it's not large in the game),
and loading that area can be a strain for some older
Enter the Ruins. (If loading the Ruins gives you
trouble, turn off any non-essential background tasks, restore from
save, and try again.) The Nightmare will head for you as soon
you enter the Ruins, so get out your silver sword. If you're
playing on anything other than Easy, a Swallow might not be
amiss. Kill the Nightmare. SAVE THE GAME.
36. Go back to
Zoltan's house and tell him that you killed
Nightmare. You'll finish the Nightmare quest. Ask
him if he
can get the information you need now, and he'll tell you to go kill
some time while he asks around. You can go back outside, or
can go from Zoltan's house via the back door into the Miner's Rest
Tavern. In any case, you need to leave Zoltan's house --
there won't do it. So, go to the tavern (there's an easter
there for fans of Terry Pratchett), then return to Zoltan.
37. Zoltan has the
information you need, but the other
would only let him have it if he made certain promises. One
that you must swear not to turn Royce Armstrong in or tell anybody who
he is. Since Royce only steals from humans and steals as a
of civil disobedience, to point out how much humans have stolen from
dwarves, he's not a criminal to the dwarves, and they won't chance
having him caught. Okay, so swear. Then Zoltan
that he's not allowed to tell you the name of the city where Royce
Armstrong lives, and he even has to blindfold you on the journey
there. Go along with the conditions -- protesting them or
suits you -- and then you'll get a short cutscene of you and Zoltan
starting your trip.
38. Now you're on
the road to this city that you're not
to know the name of, but you're not alone -- there are wyverns up
ahead. Zoltan tells you to take off the blindfold and help,
although he seems to be pretty good at killing wyverns all by
himself. Still, a handful of wyverns is all in a day's work
an experienced witcher like yourself, so go wipe them out.
39. There are herbs
all around you, many of them herbs that
haven't seen in any of the other places you've been. This new
city you're going to must be pretty out of the way. Pick
you wish to, then continue on ahead, where there are some
archespores. Kill those, then go on, where you'll see some
devourers. It's a dangeorus road! Kill the
keep going. When you get within sight of the city, Zoltan
tell you to put the blindfold back on but to be ready to take it back
off at a moment's notice, because you'll be sneaking into the city via
40. Okay, now
you're in the cemetery, and there are various
necrophages, wraiths, and vampires around. Kill them all,
the cemetery, and click on the doors on the opposite side of the
you're in the city -- the one whose name you
don't know -- and Zoltan tells you that Royce Armstrong's house is now
close, and you should follow him there. Follow him, notice
house he goes into, then click on the door of that house.
42. Well, the
elusive Royce Armstrong! So a sorceress
forced him to help her, huh? Yeah, I guess we believe him;
sorceresses can be like that. He doesn't know her name or
her lab is, but he does know all about the lab's defenses.
that could be useful, so we might as well get that
Royce will write it all down for us, and we should go outside and kill
some time. Sure, there's a whole city here. Maybe
will even tell us the name of the damned place. :-)
43. Leave Royce's
house and go back to the main
There may be two women talking to one another here; if so, listen to
what they have to say to each other. Hmmm. So, the
house was broken into, even though the mayor had hired a sorceress to
install automatic defenses in his house. Yeah, sounds like
guy does know his automatic defenses. That's good to know;
we can trust his information.
There's a notice board in the big
you wish to do some witcher's work, you can read the notice.
has critters in her basement. If you want to help her, go to
house (down near the giant Melitele statue) and talk to her.
There's a merchant on the other side of the
Melitele statue, if you want to buy anything.
And if you'd like a roll in the hay -- even
you have TWO women at home :-) -- talk to Hildegarde and ask her if
she'd like to get back into bed with you, then don't apologize when she
While you're out and about in town, click on
the wanted posters. Yes, Royce Armstrong is wanted ... wanted
very much, going by the number of posters. But the pictures
the posters don't look much like him, so clearly the authorities
haven't caught up with him yet.
44. Go back to
Royce Armstrong's house and talk with
He'll give you a scroll that gives you the code that unlocks the
sorceress' defenses. While you're talking with Royce and
you'll suddenly be teleported out, and NOT by using your trusty
45. Who's this
guy? You've been snatched by a mage, of
course -- who else could teleport you out, after all? What
he want? Hmmm. He's not the author of the witcher's
himself, but he's worried that you've gotten too close to his
girlfriend, who IS the one who made the disease.
must have been keeping a watch on Royce Armstrong's house.
have to kill the mage, of course, so do it. Search his body
loot and his lab, as well. As you walk towards the stairs,
will notice that there's no door to the outside, so the mage must have
teleported in and out. Well, luckily, you have a teleport
scroll. Now might be the time to use it.
46. Teleport back
to Kaer Morhen and talk to Triss.
journey that you and Zoltan took to the city took awhile, and Triss was
concerned, but you're all right, and you're back. You even
some information, though still not the information you want
Tell Triss everything, then have her teleport you to Radovid.
47. You're just
outside the gate of Radovid's summer
retreat. There are some servants behind and below you, if you
feel like talking with them, but there's nothing especially useful
there. So talk to the guards, and they'll take you in to see
48. Talk to
Radovid, and he'll explain everything. He
so eager to tell you all about it that you realize the guy is actually
lonely. So Radovid did buy the stolen secrets, but he isn't
making the disease. A sorceress in his employ -- Elianna
-- bought them for him but went off and used them without his
permission. He's unhappy about her having done this, unhappy
enough to tell you who she is and where her lab is. He warns
that he doesn't know anything about her defenses, but that's okay --
we've already seen Royce, and we have his scroll that tells us how to
get past her defenses.
49. Radovid asks
for Geralt's advice about his plan to make
that his marriage to Adda occurs by stirring up enough trouble in
Temeria for Foltest to need Redania's military to assist him.
player has a choice here: you can tell Radovid that his plan
good idea, and he should keep stirring up trouble, or you can tell him
that he has no right to stir up trouble in somebody else's kingdom.
50. Teleport back
to Kaer Morhen and talk to Triss
Looks like you have everything you need to proceed, so have her
teleport you to Elianna Corbett's laboratory.
51. You'll arrive
in the security antechamber. There
bunch of standing stones on each side of you, each with a different
symbol on it. Now would be a good time to read that scroll
Royce Armstrong gave you. Read the scroll, and learn which
need to be on. Touch any stone to turn it on. If
accidentally turn on one that you don't want on, just touch it again to
turn it off. Turn on the correct stones, then click on the
to the lab. If you've turned on all the right stones -- and
turned on any of the wrong stones -- you'll get the message "Door
unlocked," and Geralt will find himself inside Elianna's laboratory.
(If you've turned on the wrong stones, a bolt of lightning
kill Geralt, and you'll need to restore from save. Now you
understand why I have all those autosaves. :-) )
52. You're going to
have to fight her, of course, so now
a fine time to save the game. :-) Drink any potions you wish
and use any oils or stones that you want to on your steel sword.
53. Walk forward to
talk to the evil sorceress, and she'll
you that she's eager to dissect you. Oh, yeah, she's a real
sweetheart! Fight her, and when her hitpoints have been
enough that she's close to death, she'll yield. You'll get a
short cutscene, where Elianna will kneel and tell you that you
win. Geralt will insist that she make a cure for the sick
witchers, and she'll go to her worktable, fiddle around with alchemy
flasks for a few moments, then hand Geralt the cure.
54. Elianna tells
Geralt to give two spoonsful of the cure
each sick witcher, and Geralt asks her WHY she wants to kill all the
witchers. Hmm. So, the mages hadn't been thinking
witchers were powerful enough to threaten them, but when Geralt killed
Azar Javed, they realized that witchers could, in fact, kill
them. And the other reason is ... Triss? You have a
to make here. You can keep faith with Triss and tell Elianna
you don't believe her. Or you can agree that Triss' behavior
suspicious and that you intend to check it out.
Geralt realizes that he needs to retrieve
Elianna's copy of the stolen witchers' secrets, lest they fall into yet
another set of unfriendly hands. Search the lab, grabbing
anything you want, and get the secrets. There will be a short
conversation with Elianna when you take the secrets. For
you nearly killed, she's still pretty feisty and defiant.
56. When you have
everything you need from the lab, talk to
Elianna again. She'll want to stay there, but there's no way
we're giving this cure to our friends without her standing
Geralt and Elianna will teleport back to Kaer Morhen. As soon
you get there, Elianna will say something snotty about the crumbling
castle. Geralt and Elianna will walk into the Evening Hall
together -- please allow Geralt to walk into the Evening Hall when he
starts to do so! -- and a four-way conversation with Geralt, Elianna,
Triss, and Shani will start.
57. So, that "cure"
she made us is just colored water, and
refuses to make a real one. She thinks we'll kill her for her
crimes, and if she has to die, she wants to take the witchers with
her. Geralt asks Triss if she can read the information from
Elianna's mind, and Triss says that it would be impossible under normal
circumstances. Okay, under what sort of abnormal
would it be possible to read Elianna's mind?
58. If Geralt kept
faith with Triss during the conversation
Elianna in which she claimed that she concocted the disease under
orders from Triss, then Geralt will have the option of giving the
stolen witchers' secrets -- which he has just recovered from Elianna's
lab -- to Triss, so that she can use the secrets to reverse-engineer
the disease. If Geralt was ready to believe that Triss might
been the true author of the witchers' illness, then that option is not
available, because giving the stolen witchers' secrets to Triss would
require trust in Triss that Geralt doesn't have.
59. If Geralt
chooses to torture Elianna -- either because
player voluntarily chooses that option or because the
give-Triss-the-secrets option was closed off because of earlier choices
-- Shani will try to talk Geralt out of it. Geralt can either
persuaded by Shani, can choose torture while being reasonably gentle
with Shani, or can choose torture while being fairly harsh with
Shani. Your choice will affect future relations with Shani.
a. If Geralt chooses to give the
secrets to Triss, Triss will put Elianna in a stasis field while she
works. Geralt will find himself in the library, and Elianna
be behind bars, surrounded by a glowing blue ball of force.
b. If Geralt chooses to torture Elianna,
you'll be teleported to the Witcher's Laboratory for a cutscene in
which Elianna is tortured. This cutscene will be preceeded by
conversation with Shani, in which you can be understanding about her
qualms or harsh with her. If you're on good terms with Triss
(that is, you did not believe Elianna when she tried to blame
everything on Triss OR you apologized to Triss), the torture cutscene
will end with a friendly Triss; if you believed Elianna when she tried
to blame everything on Triss -- or if you accuse Triss of wanting to
get her hands on the stolen witcher's secrets and tell her that it
doesn't take much to lose her goodwill when she gets mad -- then the
torture cutscene will end with a hostile Triss. After the
is successful, Triss will approach you and tell you that she needs some
time to work on the cure, and you can help by not distracting
her. Save your game. Leave the Witcher
SKIP TO #61.
c. If you were too big of a bastard
faith with Triss (which means that you don't get the option to give her
the secrets) but NOT a big enough bastard to torture Elianna, then your
only remaining option is to put the sick witchers into a sanitarium,
where they can be continuously cared for. (If the player
the wrong set of choices, the other witchers should die. But Vesemir,
Eskel, and Lambert don't belong to me, so I can't kill them. My "bad"
ending has them sent to a sanitarium, where they will be gravely ill
for an indefinite period of time -- gravely ill until CDPR puts them in
another game, in other words. :-)) The game will end
with a cutscene about how sad Geralt is that he didn't save his
friends. THE END.
61. SAVE YOUR
GAME. (The Witcher Laboratory area uses
model that's quite large (even though it's not that large in the game),
and loading that area can be a strain for some older
Enter the Witchers' Laboratory. (If loading the
Laboratory gives you any trouble, turn off any non-essential background
tasks, restore from save, and try again.)
62. Triss will be
working at a table in the lab. Talk
her, and she'll tell you that she's managed to figure out what Elianna
did. She'll then give you the cure.
63. Go upstairs,
talk to Vesemir, and tell him you have
for him. It worked! Vesemir says that he was never
because he knew you were on the job. Hrmph. That
of us. :-) You'll get a short cutscene of Geralt
the cure to Eskel and Lambert.
64. Once the
witchers have been cured, you don't need
anymore. Triss will approach you and ask you what to do with
her. You have two choices: Triss can take her to
of Sorceresses and present evidence of Elianna's crimes, a course of
action that Triss is convinced will result in the Lodge's deciding to
perform a spell that will remove Elianna's ability to do
Or you can kill her. If you kill her, you get a cutscene of
Geralt killing Elianna and Triss disposing of the body by burning it up
with a magical fireball.
65. Once you've
decided about Elianna, Shani approaches you
suggests that it's time for a party to celebrate the witchers'
recovery. Geralt agrees, and Shani says that she'll go
and set out food and drink, and Geralt can gather up his friends and
meet her there.
66. There will be a
cutscene of the witchers partying.
Geralt will ask Shani to dance. If he did not torture
she accepts, they dance, and a good time was had by all. If
Geralt did torture Elianna but was reasonably understanding about
Shani's dismay at his choice, she'll dance with him
If Geralt did torture Elianna and told Shani to stop being a baby about
it, Shani says that she doesn't dance with torturers, and Geralt tries
to sweet-talk her for a bit. Vesemir is up, playing the
Lambert is up, playing the drum, and Eskel is dancing with Triss, so
even if Shani won't dance, things aren't all bad -- at least the
witchers have been saved.
a. Geralt and Dandelion are in the
Bear, and Dandelion asks for the rest of the story.
b. There's a cutscene of the witchers
returning to work and doing what they do when healthy.
c. Depending on whether you chose to kill
Elianna or turn her over to the Lodge of Sorceresses, you get a
cutscene illustrating the results of this decision.
d. If you didn't believe Elianna when she
tried to blame everything on Triss, then you get the good Triss
cutscene, in which she's friendly and happy. If you do
Elianna, then you get the cold Triss cutscene, in which she no longer
interacts with you and is more stand-offish with witchers in general.
e. If you torture Elianna, you get the
Shani cutscene, where she never speaks to you again. If you
torture Elianna, you get the good Shani cutscene, in which she
continues to love you and also has a great relationship with the other
f. If you get the good outcome for both
relationships, you get a short cutscene that talks about how Geralt
gets to keep both of them. If you get the bad outcome for
relationships, you get a short cutscene that says Geralt is
lonely. If you get the good outcome for one and the bad
for the other, you don't get a "summary" relationship cutscene.
g. Geralt's advice to Radovid made a
difference. If you told Radovid to stir up trouble in
Rad ends up marrying Adda and being a good influence on her.
you told Radovid to cut it out, Foltest rapes Adda, she has a baby, and
she and the baby both go crazy, causing many problems
h. If you get the good ending for ALL of
factors, you get a (modified) "happily ever after" summary; otherwise,
you get one saying that Geralt had trouble sleeping at night for many
i. Then you get the end credits,
credits for the play testers, for the sound effects I downloaded, and
gratitude all round. THE END.
Thanks for playing!