Note: This
walkthrough will only tell you the essentials for
how
to solve the quests. If you follow it step-by-step, you'll
miss
much of what's cool and interesting about this adventure.
Wander
around, talk to people, look at stuff! The quests are only part of
the fun.
1. Watch the
opening movie.
2. Hmm.
There's some sort of mysterious disease here,
and
no medicinal herbs left after the battle. Looks like Shani
needs
help. (And aren't you glad you're immune to
disease?) Go
talk to Shani and agree to get the ingredients she needs.
You'll
get the Shani's
Medicine quest.
3. To get the
ingredients Shani needs for her medicine,
you'll
need to find a wyvern, some basilisks, and a ghoul. Maybe the
locals can tell you where to find the right critters? Leave
the
Outside Inn (The only people in there at this hour of the day are
patients -- who will talk about being sick but not about monsters --
and travelers -- who know nothing about the local monsters) and go
outside into Riverford. Oh, look, there's a notice board,
just
outside the Inn. Click on it and take the two contracts you
find
there. If you feel like doing contracts, read them; you'll
get The
Centipede Contract quest and
the
Troll
Bridge quest. Then
go into the hut next door.
4. The hut turns
out to be Riverford Dye Works, and inside
you'll
find John, Katherine, and Naomi. Talk to John and get him to
tell
you where to find monsters. If you want to do The Centipede
Contract, also get him to tell you about the centipedes.
Hmm. He says that Katherine knows the most about wyverns,
huh? Well, she's standing right there -- go talk to her and
earn
a map point that tells you where the wyverns are.
5. Exit the dye
works and run to your right, past the
Outside Inn
and out through the gap in the fence. (Once you're outside of
the
fence, if you wish, you can turn left, run up the hill, and perform the
Ritual of Magic at the Place of Power, to intensify your signs.)
6. Run to where the
wyverns are, kill one and collect its
venom
gland. (You can kill the others also, if you want, but
there's no
contract for them.)
7. Next, run into
the village. At the front of the
village,
you'll see Henry making a sword and Anne sweeping in front of her
house. Talk to Anne. She'll tell you where to find
the
basilisks and also ask you to kill them all, since they killed her
husband. Tell her that you will, and you'll get the Exterminate Basilisks
quest.
8. While you're in
the village, go down the main "street"
until
you see a woman in a purple dress bent over her washtub (or bent over,
puking. The villagers are all sick, after all).
Talk to
her, and she'll think you're here because you mysteriously know about
the "walking dead man" she's seen. Hmm. Could that
be the
ghoul whose blood you need? Tell Maria you'll investigate the
house, and you'll get the Dead Man
Walking quest.
Maria will walk to the house and unlock it
for you. (It's actually unlocked as soon as she says that
she'll
unlock it, so if you're the impatient type, you don't have to wait for
her to actually saunter all the way there. Would you believe
that, according to Djinni,
Maria's speed is officially "Very Fast," and that there are lots of
SLOWER speeds for NPC's? Sheesh.)
9. Enter the house,
and you'll find an old friend from The
Witcher -- it's Vetala, the talking, well-mannered ghoul. You
have a choice of killing him for his blood or letting him live and
asking Shani for a different ingredient. [[Spoiler:
Actually, you get his blood either way.]]
10. Once you're
finished with Vetala, go back to Maria and
tell
her that she's safe. You'll finish the Dead Man Walking quest.
11. Take the back
exit from the village to the Path to
Basilisks'
Cave. Once inside the cave, quaff a Cat potion and head
further
in. Hmm, garkains. Two at once can be
tough. (Hint:
undead burn very easily.) Kill them and collect their
leavings
(Shani doesn't need them for anything, but you might want them
yourself, one day).
12. In the same
room with the garkains are a few sewant
mushrooms
and a box; loot them all. There are also two fireplaces,
where
you can meditate if you took too much of a beating from the garkains
(and if you don't want to use one of the Swallow potions that Geralt
has in his inventory).
13. Follow the
corridor to the next room, where there will
be
four basilisks. Kill them all and collect their eyeballs
(ewww). Loot the corpse that's just beyond the basilisks.
14. You've got all
of the ingredients that Shani needs for
her
medicine, and you've also fulfilled Anne's quest. Go see
Anne,
and she'll offer her card -- you can take her up on it or not, as
pleases you. If you do take her up on it, you and Anne will
go to
her house. There's stuff in her house, but you wouldn't steal
from a grieving widow you just had sex with, would you?
Whether
you get her card or not, talking to Anne will finish the Exterminate Basilisks
quest.
15. When you're
finished with Anne, head for the Outside Inn
and
tell Shani that you have her ingredients. She'll give you a
necklace that an old boyfriend gave her, as payment for the
ingredients, and you'll finish the Shani's
Medicine quest.
You'll get a short cutscene -- hey, the
potion really worked!
16. After the
cutscene, Shani will tell you that the potion
has
bought you some breathing room but hasn't cured the illness.
Let
her think aloud at you, and the two of you will decide that the
villagers might be suffering from arsenic poisoning. If they
are,
then someone has been intentionally trying to poison the ENTIRE
VILLAGE.
17. This will start
a new quest, Murky
Waters, during which Geralt
will investigate the
poisoning. The Murky Waters quest has several different
threads
-- check out your journal entries to see what you need to try to
discover. Hmm. One thing you need to find out is
where a
poisoner could get arsenic. Well, you've got a doctor handy;
while you're here, let's ask her about poisons.
18. Apple seeds,
huh? Yeah, there seem to be plenty of
apples on hand. You can either talk to Shani in some detail,
during which Geralt will come up with a few ideas and Shani will
suggest a few, or you can investigate on your own.
19. Go back next
door to the Dye Works. Whoa.
Walk in
the door and surprise John and Greta in a bit of an argument.
So
Riverford's dye is the best, huh, and the other dye-making towns are
hurting? Could that be any kind of a motive? You'll
get a
new quest, Suspect:
The Rival,
for investigating Greta.
20. Talk to
John. Ask him about Greta, and he'll tell
you
that Greta is likely to know all about poisons.
Hmm. That
seems vaguely suspicious. While you're there, also ask him if
the
Dye Works happens to be missing a mortar and pestle. It is,
huh? Interesting. Lastly, ask him who knows about
the
apple supply. Emily does? Okay, good.
21. Depending on
the time of day, Emily might be in the
Orchard
that's across from the Dye Works, in the Outside Inn, having lunch with
her buddies just outside the back entrance to the village, or praying
for the sick at the statue of Melitele that's in the center of
town. Find Emily and ask her about apple
consumption. Ah,
more apples than usual have gone missing, huh? And it doesn't
look as if they've been taken for eating, either. That's
starting
to look like confirmation of the poisoning theory. We still
don't
know who's doing it, though. If you want Emily's card, talk
with
her again and notice that you have a chance to flirt with
her.
Tell her that's a dangerous thing for such a pretty woman to say, and
she'll flirt back. After a bit of back-and-forth, she'll
offer to
have a "philosophical discussion" with you. If you want her
card,
take her up on this, and you and she will go to the apple storage shed
for your tryst.
22. Once you've
finished wooing Emily -- who seems quite
pleased,
unlike poor Anne -- you'll be in the apple storage shed.
There
are apples here for the taking and also apple brandy, which is a strong
alcohol. Feel free to grab a bottle or two while you're here,
though there's no need to go crazy -- alcohol is easy to come by.
23. If you're in
the village (where the apple shed is)
during the
morning or afternoon, talk to Stephen while you're here.
You'll
get a new quest, Suspect: The Prodigal.
Hmm. Looks like Stephen has a good reason to be a bit unhappy
with his fellow villagers. Would he have gone as far as
poisoning
them? And what's this about Jenny? Stephen is too
upset to
talk about her, so go find Elizabeth. She should be fishing
along
the riverbank if it's morning or tending the apple trees along the
riverbank if it's afteroon. If it's late afternoon or
evening,
then she's in the Outside Inn.
24. Oh, even
better. Not only did Stephen have to
leave
town for eleven years, but his beloved baby sister died. Two
motives for the price of one!
25. Everybody here
knows about apples, but all we've ever
seen
Stephen do is carpentry -- how is he with a mortar and
pestle?
Maybe John would know, since many of the villagers take a turn in the
Dye Works.
26. Go to the Dye
Works (if it's morning or afternoon) or
the
Outside Inn (if it's evening) and talk to John. Stephen was
unusually good with a mortar and pestle, huh? Looks like we
need
to take him seriously as a suspect.
27. While you're
over here, where the Dye Works and the
Outside
Inn are, go into the Inn and talk to Bert the Innkeeper.
Hmm. Greta's room has its own door to the outside,
huh? So
poisoning the well would be a snap. Ask Bert to let you into
Greta's room, and he'll refuse. Damn. Who else
might have a
key? Don't most inns have waitresses? Where's the
Outside
Inn's waitress?
28. Talk to Bert
again and ask about refreshments.
He'll
tell you to help yourself because the waitress, Eleanor, is
sick.
Ah!
29. Go to the
gathering of adult patients and talk to
Eleanor. She's thrilled that her daughter isn't going to die
--
at least not yet -- and she's so grateful she'll gladly give you a key
to Greta's room.
30. Exit the Inn,
turn right, go out through the gap in the
fence
and turn right again. There's a door there, and your key fits
it. Enter Greta's room.
31. Search Greta's
room. When you find a letter, read
it. Hmm. Looks like she's all about cooperating
with the
Riverfordians, not killing them. She's not our
poisoner.
You've finished the Suspect: The Rival
quest.
32. Time for
another search! Find Elizabeth -- she
should
be along the riverbank, in the village. Tell her that Shani
suspects that the illness may be poisoning. She'll be eager
to
let you search her house, as the fastest way of clearing her brother.
33. Follow
Elizabeth to her house, go down to the basement,
and
search Stephen's workbench. Hmm, there's a
partially-completed
doll in here. Take it. Once you take the doll,
Elizabeth
will come over and talk to you about it. Oh, geeze.
The
guy's making a doll for one of the kids who's sick. This
isn't
looking too likely. If you want Elizabeth's card, ask her if
she'd be interested in expressing her gratitude personally.
The
two of you will go upstairs, to Elizabeth's bed. Afterwards,
she'll reaffirm her love for her fiancé ... but imply that
her
time
with you has been special.
34. All right,
enough of dallying with Liz. Back to
the
basement and look around some more. What's that portrait on
the
table next to the bed? Walk over towards the portrait, and
you'll
get a cutscene where you ask Elizabeth about the portrait, and she'll
explain. Okay. Definitely not our
poisoner. You've
finished the Suspect: The Prodigal
quest.
35. Well, if it's
not Greta and it's not Stephen, who is it,
then? Liz suggests that John might know. Okay, back
to the
invaluable John. During the morning and afternoon, he'll be
in
the Dye Works; if it's evening, he'll be in the Inn. (If it's
night, he'll be asleep behind locked doors; you can meditate or use the
time to fulfill one of the witcher's contracts.)
Hmm. So an
Order soldier -- no, better than that, a doctor -- seemed "a few apples
short of a bushel" and threatened Riverford. He'd have the
knowledge and skill for poisoning. You'll get the Suspect: The Fanatic
quest.
But where might he be? John suggests that George knows the
most
about places to hide.
36. Talk to
George. If it's morning or early
afternoon,
he's doing light carpentry around the village; if it's late afternoon
or evening, he's in the Inn. He'll suggest a few places that
Geralt will shoot down, then come up with the idea of the underground
room. You can listen to the story behind the room if you
like; in
either case, you'll get a key to the room and a map point showing you
where it is. (If you like, you can also take a conversational
path that will get him to explain his somewhat unusual speech pattern.)
37. Leave the Inn
and go to the underground room. Walk
over
towards the table, and Geralt will observe that it contains a mortar
and pestle, a huge quantity of apples, and a pile of apple
seeds.
Yeah, this is our guy.
38. Talk to the
Order Fanatic. Whew. Well, he's
crazy, but he's not pretending that he didn't do it; our path is
clear. Kill the Order Fanatic, then search his
corpse. A
cryptic letter, huh? Well, those beg to be read.
You've
finished the Suspect: The Fanatic quest.
39. If you want all
six of the sex cards, you'll need to get
any
you haven't gotten yet (except for Shani's) before you finish the Murky
Waters quest.
a. Do
you want Jane's card? She watches over
the
sheep during the day, both the sheep that are in the field near the Inn
and the sheep that are along the riverbank, from just outside of the
village clear down to the ford. She's in the Inn during the
evening. Talk to Jane, and she'll tell you that she's minding
the
sheep this month. Show a personal interest in her by saying,
"Just this month?" and then follow up with a conversation about
reading. When you're done talking to Jane, be playful and
tell
her, "Bye. Give my best to the sheep," and she'll offer her
card. If you take her up on it, the two of you will go to the
hay
barn for your tryst.
b. Do
you want Hexenmeister Raven's card? She
hangs
out at the Inn with the other travelers, just inside the
door.
(No, she's not a prostitute; she uses the same model that Blue Eyes
used
in the main game, but that's just to make her pretty. What
she
really is, is a Geralt groupie.) Talk to her, and she'll
proposition you in a no-nonsense way. Take her up on it, and
the
two of you will retire to her bedroom in the Inn for your
tryst.
(And the references to "naked Geralt" are because she kept asking for
that very thing, back when she was modding The Witcher. I
couldn't make her a model, so this was the closest I could get to
giving her the naked Geralt she wanted. :-) )
40. Go find John or
George and tell them that the well is
safe. Then go find Shani and tell her the same
thing.
You've finished the Murky Waters
quest.
41. Now that Shani
isn't caring for patients around the
clock,
you guys can be alone. She's had a hellish week or two and
asks
for Geralt's help in thinking about something else. Aw, what
a
good guy he is, to be so helpful.
42. After you and
Shani have finished your tryst, leave her
room. As soon as you enter the Outside Inn, a messenger will
come
up to you, with an urgent summons from Lambert.
Sick?
Vesemir and Eskel are SICK? But witchers don't GET
sick!
Oh, shit, it's a created
disease. Those stolen witchers secrets
have been used to make an illness that's especially targeted to
witchers. Lovely. You'll get a new quest:
Journey
to Kaer Morhen.
43. If you left
Vetala alive, go see him and ask him if he'd
like
to come to Carraigh Crypt with you. It turns out that he's
always
wanted to go there. I guess a talking ghoul must get pretty
lonely.
44. Go see Shani
and tell her that you're ready to
leave.
What's this? Dye? Hmm. Your white hair IS
your most
identifiable feature, at least from a distance. Do you want
to
disguise yourself, or do you want to go as is? It's up to you.
45. If you want to
dye your hair, you get the Brown Wolf
quest. Go next door
to the Dye Works, where John will have left the celebration to check on
something. Talk to him, tell him you heard he had dye, and
he'll
offer it gladly. Presto! One brown-haired
Geralt.
Say, that IS a pretty good disguise, isn't it? You sure look
different! You'll finish the Brown
Wolf quest.
46. If you haven't
finished The
Centipede Contract or the Troll
Bridge contract and want to,
you still can. If you've
already done them or don't feel like doing them, then head back to the
Inn and tell Shani that you're ready to leave Riverford.
47. It's dawn, and
all of the villagers have gathered to see
you
off. And since Riverford is rich, as villages go, you
actually
get paid for a change. AND seven bottles of apple brandy.
48. If you killed
the troll, you'll be leaving via the
bridge. If you didn't kill the troll, you'll have to go by a
different route, which will add fifty miles to your journey.
49. If you killed
the troll, you'll take a short walk, then
get
into a boat that will take you most of the way to Kaer
Morhen.
The boat will let you off at From the Ferry to the Crypt. If
you
let Vetala live, he'll have entered the ferry once you were out of
sight of the village, and he'll be there when you leave the
ferry. Skip to # 53.
50. If you didn't
kill the troll, you'll walk to The
Beginning of
the Journey.
51. If you let
Vetala live, he'll join you here, at The
Beginning
of the Journey. Follow the path, but watch out for
echinopsae. Once you reach the water, enter the hut and talk
to
the man inside. He'll tell you that the ferry boat isn't
running
because of a monster in the way. Oh, is that all?
Lucky for
him there's a witcher on hand. You'll get the Ferry Blocker
quest.
52. Leave the ferry
office, turn left, and cross the little
bridge. You should see a Devourer Mother. Kill it,
then
return to the ferry office and tell the ferryman it's dead.
You've finished the Ferry Blocker quest.
He'll ask for a minute to gather his stuff (you can meditate at his
fire if you wish). Talk to him again, and you and Shani (and
Vetala, if he's with you) will take the ferry.
53. The ferry will
leave you off at From the Ferry to the
Crypt. Go up the hill. The building on your right
is the
Fir Tree Inn -- sadly underpopulated at the moment, due to the
avalanche. You can enter the Inn or not, as you please -- you
can
meditate (and make potions) there, and there's also a small
shop.
If Shani's necklace is burning a hole in your pocket, you can sell it
here.
54. And look --
there wasn't a battle here recently, so the
fields haven't been trampled and burned. The place is filled
with
herbs. You can pick them or not, as pleases you.
There's
also a crate in a wagon, just beyond the Fir Tree Inn, which you can
loot for some more strong alcohol, not that you really need more.
55. Continue on
down the path. You'll see a bunch of
large
rocks on your right, and Geralt will comment that if the tail end of
the avalanche reaches this far, there's no way that he could take the
usual path through the mountains.
56. There are
wolves in the trees, but they're easy.
Shani
will help you with them, not that you need it, and Vetala (if he's with
you) will swipe at a wolf or two.
57. Enter Carraigh
Crypt.
58. The entrance
hall of the crypt is populated by the
Mistress
of the Crypt and her minions: two garkains, a bruxa, and an
alp.
If you have Vetala with you, he and the Mistress will have a short
conversation, where she welcomes him to his new home, and Vetala will
stop following you. If you killed Vetala, the Mistress will
not
be friendly, and you'll have to fight her and all her little friends.
59. If you have
Vetala with you and the Mistress is
friendly, you
can't take any of her stuff; if the Mistress is dead, of course she
won't object if you pinch her property. She mostly just has
perfume, though -- the undead do have an odor about them, which the
Mistress aparently likes to disguise.
60. Just beyond the
room you entered by is a corridor
crossroads,
plus a cemetaur and graveir. Kill the undead. If
you want
the fastest path through
the crypt, take the first path to your left.
61. Go straight
down the corridor. There are critters
you
can fight in several of the side rooms, but they're not
obligatory. The very end of the corridor is blocked, so turn
right into the last room before the end.
62. If you've dyed
your hair, as you walk through this room,
Geralt will note that it looks as if a bunch of people who aren't
undead have been living there. Strange.
If you did not
dye
your hair, you'll be kidnapped at this point and thrown into a
cell. Skip to #68.
63. Continue
through the room and out the other side; if you
want
the fastest path through the crypt, take the first left, then left
again and exit.
64. Yay!
You're in Kaer Morhen Valley. Just a
short
run to get home.
65. From the exit
from the Crypt, turn left and run until
you
reach the water, then turn left again. You'll come upon a few
bloedzuigers, which you can take out fairly easily or even just run
through -- they're slow.
66. As you run
along the river, eventually you'll reach a
point
where Geralt declares that he's not getting any closer to Kaer Morhen
with "this crap" in his hair. You'll get a short cutscene of
Geralt
washing his hair in the river.
67. Continue on to
Kaer Morhen. As you step onto the
drawbridge, Triss will meet you. You've finished the Journey to Kaer Morhen
quest.
a. If you killed the troll AND let
Vetala live, Triss will tell you that you made good time, that the
patients are holding steady, and that Lambert is a surprisingly good
nursemaid. (Poor thing doesn't realize that Lambert nursed
HER
when she was sick!) She'll compliment you on bringing a
doctor
with you (Whew -- no catfight!), and invite you inside.
You'll
get a cutscene where Geralt, Triss and Shani walk into Kaer
Morhen. Vesemir and Eskel are in beds by the fire, with
Lambert
sitting on a stool watching over them. Geralt checks on
Vesemir
while Shani checks on Eskel, then Geralt, Triss, and Lambert gather
around the table to discuss what to do about the created
illness.
End of Chapter 1.
b. If you killed the troll AND
killed
Vetala, Triss will complain that it took you awhile to get there, and
Geralt will explain that an avalanche blocked the usual route through
the mountains, and he had to fight his way through Carraigh
Crypt. She'll tell you that Lambert is now sick, too; Geralt
is
the only witcher who isn't sick. She'll compliment you on
bringing a doctor with you (Whew -- no catfight!), and invite you
inside. You'll get a cutscene where Geralt, Triss and Shani
walk
into Kaer Morhen. Vesemir, Eskel, and Lambert are all in beds
by
the fire. Geralt checks on Vesemir while Shani checks on
Eskel,
then Geralt and Triss gather around the table to discuss what to do
about the created illness. End of Chapter 1.
c. If you didn't kill the troll, Triss will
complain
that it took you awhile to get there, and Geralt will explain that the
Riverford bridge was out, which required that they go the long way
around. She'll tell you that Lambert is now sick, too; Geralt
is
the only witcher who isn't sick. She'll compliment you on
bringing a doctor with you (Whew -- no catfight!), and invite you
inside. You'll get a cutscene where Geralt, Triss and Shani
walk
into Kaer Morhen. Vesemir, Eskel, and Lambert are all in beds
by
the fire. Geralt checks on Vesemir while Shani checks on
Eskel,
then Geralt and Triss gather around the table to discuss what to do
about the created illness. End of Chapter 1.
68. Geralt is in a
cell with a Jailer, a few corpses of
previous
inhabitants of the cell, and a couple of rats. Your weapons
and
armor have been removed, though you still have the rest of your
stuff. You'll fail the Journey
to Kaer Morhen
quest. Talk to the Jailer, and he'll
explain that he doesn't have the key to the door of the cell, so
neither threatening him or killing him will get you out of
there.
You're stuck. End of Chapter 1. (If you get this
ending,
don't worry -- you haven't lost the game. You'll
start
"Medical Problems 2" in this same cell, but that's not necessarily a
bad thing....)
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