------------------------------------------------------------------------------- The Witcher Enhanced Edition Alchemy / Recipe list FAQ Written by: AdVenon Uploaded: 04/23/2011 ------------------------------------------------------------------------------- CONTENTS: 1. Purpose of this guide. 2. Intro to abbreviations / layout / etc. 3. Potion recipe list. 4. Mutagenic potion recipe list. 5. Oil recipe list 6. Bomb recipe list. 7. Ingredient locations FAQ. 8. Journal entries FAQ. 9. Hints/tips/miscellanious stuff. 10. Credits. 11. Legal / copyright info. 12. Printer friendly version. ------------------------------------------------------------------------------- 1. Purpose of this guide. I suppose the first question anyone writing a guide for this game would be: "Why write a guide when the game itself comes with its own paperback one, that explains everything you need to know anyway?" Well, the answer's pretty simple: It does go over the main story and all the side-quests in good detail, but it's not all that brilliant when you want specific gameplay-related information. Alchemy, in particular, is hardly mentioned at all. That's where this comes in: Not to be a replacement for the guide you already have, but as a handy little add-on to it. So, without further ado: here's a little guide to making any and every alchemical item in the game, exactly the way you want to, and where / how to get all the ingredients necessary for them. ------------------------------------------------------------------------------- 2. Introductory bits. There are 6 main alchemy components in The Witcher, as well as 3 additional substances that generate extra effects in potions when used properly. For the sake of brevity, the names of said substances will be shortened to the following: Vitriol = Vt Rebis = Rb Aether = Ae Quebirth = Qb Hydragenum = Hg Vermillion = Vm Albedo = -A Rubedo = -R Nigredo = -N These will be combined to describe ingredients with more than one substance in them. For example: Vitriol+Albedo ingredients will have the tag 'Vt-A' on them; Quebirth+Nigredo ingredients will be referred to as 'Qb-N', and so on. You get the idea. Special substances will be denoted as 'Sp=[name]', with the exact name of each ingredient in the [name] box (e.g: Sp=[Frightener's Eye] for the Frightener's Eye special ingredient). All of the 'lists' are in A-Z format; the FAQs are not (it only made the layout worse, so wasn't worth it). If you know the name of the alchemy product you're after (there's a list of them in the game's manual, by the way), simply hit Ctrl+F while viewing this and type it in. it should come up on hitting the 'enter' button. Same goes for alchemy ingredients, via the abbreviations listed above, and for monster parts / monsters using their plain English spellings. Simple as that. Also, since I'm on the subject of introducing things, here's a little info on what the point of the 'additional substances' are, for those of you who haven't yet got the journal entry about them: If all of the ingredients in a potion have the same additional substance, the potion will also give one of the following extra effects when drank, depending on which is the 'dominant' substance (i.e. which substance was additionally present in all of the normal ingredients). DOMINANT ALBEDO. Effect: Reduces the toxicity of both the potion it's in AND all other potions drank shortly afterward by 20%. Duration: 1 hour. Comments: Basically, it allows you to consume roughly 25% as many potions as normal without maxing out the toxicity bar and killing yourself. It's good to have at least one Albedo-dominant potion in your collection for those times when taking lots of potions at once is advisable (read: just before boss-battles / hard fights etc.). The only downside is its very brief duration. DOMINANT RUBEDO. Effect: Accelerates the regeneration of health to about half of what a Swallow potion does. Duration: 4 hours. Comments: Overall, this is my favourite additional benefit. It only works about half as well as a Swallow potion, but it lasts twice as long, so it actually balances out quite well, and can be used as a fairly good substitute should you run out of Swallows. Better yet, the effect can stack with that of said Swallow potion, making for a very impressive health regeneration rate if combined. DOMINANT NIGREDO. Effect: Increases physical damage done by 20% Duration: 4 hours. Comments: Always handy whenever you're out in the wild and expecting enemies, this simply allows you to kill things easier. Especially useful when you're up against bosses and the like, because the ability will stack with those of any other damage-increasing potions / oils / etc. too. OK, with all that in mind, it's time to make some potions! ------------------------------------------------------------------------------- 3. Potion recipe list. These are your everyday potions. They can all have one of the three additional effects added to them, and can usually be made at any time in the game, provided you've got a good enough base to make them with. Bindweed: Ae/Qb/Vm Effect: Acid resistance increased by 70%. Duration: 8 hours. Toxicity: Medium. Notes: In-and-of-itself, Bindweed isn't the most useful potion in the world. Its primary use is fending off exploding Bloedzuigers... which is just as easily accomplished by running away from them before they explode. Still, if you've got the ingredients spare and haven't yet got the hang of dodging Bloedzuiger guts, it can save you from a fair bit of damage, so why not? If I had to choose, I'd make this as a Rubedo-dominant potion. That way, what damage it doesn't prevent will be restored by the Rubedo, effectively giving you temporary immunity from acid. Black Blood: Vt/Vt/Vt/Rb/Ae Effect: Causes vampires to die from drinking Geralt's blood. Duration: 8 hours. Toxicity: High. Notes: I have never once found a good use for this. The toxicity is simply too high to use this whenever you encounter vampires, and most of the time said vampires don't even get the chance to feed on you when you're swinging away at them with a sword anyway. I think I've seen a vampire feeding on me twice... maybe. Out of a total of dozens if not hundreds of the damn things being dealt with through less suicidal measures (read "stop waiting for it to bite you and stab the hell out of it"). I'd find something better to do with your top-quality potion base if I were you, to be honest. Blizzard: Vt/Vt/Rb/Rb Effect: Dodge and Parry efficiency raised by 50% Duration: 0.3 hours. Toxicity: Medium. Notes: This would be a good potion to use just before boss battles... if it weren't for the way the visual effect COMPLETELY screws up the camera. Seriously, it's almost impossible to see what you're doing properly when you drink this, which does somewhat ruin the whole point of supposedly improved fighting ability. And then there's the ridiculously brief duration: Just 20 minutes. This effect is so short-lived it often doesn't even last the length of the fight you used it for, let alone the journey through an entire cave / dungeon / etc. Cat: Rb/Qb/Qb Effect: Grants the ability to see in total darkness. Duration: 8 hours. Toxicity: Low. Notes: Cat is a must. Simple as that. The game's storyline will inevitably take you into many areas that are completely pitch-dark, and the only real way of getting through them is with the use of this potion. The only alternative is to use a torch, which renders your ability to do physical attacks useless, or through signs / other potions that produce faint amounts of light in their visual effects (none of which are as good, or last as long, as the Cat). De Vries' Extract: Rb/Ae/Qb/Qb/Hg Effect: Makes hidden / invisible opponents visible. Duration: 1 hour. Toxicity: Medium. Notes: Another useless one. Yes, it makes it possible to spot opponents that are behind walls and obstacles, but the same thing can be achieved by just holding down the Alt key and panning the camera around; the monster / enemy names appear in red, as plainly as what happens when you drink this. There's also the not-so-small issue of there being a grand total of 0 'invisible' monsters in the game, making this potion doubly useless. It's only pragmatic use is if you're in a dark cave and you've ran out of Cats, since the visual effect can light up dark areas just enough to be able to see what you're doing in them... assuming the mini-map isn't enough to help you get out of the place already. Full Moon: Qb/Hg/Hg/Vm/Vm Effect: Doubles maximum Vitality. Duration: 8 hours. Toxicity: high. Notes: Now THIS is what I call a decent potion! Anything that automatically makes you twice as hard to kill is aces in my book. There is one downside though (apart from its high toxicity): It only doubles the MAX health, and you'll have to wait a while before your current health fills the extra space generated by it. Because of this, I'd strongly recommend making a rubedo-dominant one, along with a Swallow to use at the same time, to speed the process up. You don't want to know how long you'll be sat doing nothing for while Geralt regenerates the equivalent of his entire health bar unaided. Golden Oriole: Vt/Vt/Ae/Ae Effect: Removes any current Poison effects and increases poison resistance by 70%. Duration: 8 hours. Toxicity: Medium. Notes: Since all Poison does is periodically cause insignificant amounts of health loss, and since it wears off so quickly on its own, the need to get rid of it isn't really that high. Certainly not high enough to bother with this, most of the time. If you're playing the game on Hard mode, it might be a different matter, but even then for the majority of cases it's not really worth it unless you're actually about to die from the poison... and you've ran out of Swallows and White Raffard's Decoctions. Kiss: Vt/Vt/Vm Effect: Removes any current Bleeding effects and increases bleeding resistance by 70% Duration: 8 hours. Toxicity: Medium. Notes: Same as the Golden Oriole, only for Bleeding instead. As such, all the same reasons why it's an unwise use of toxicity points apply to this too, since Bleeding is largely the same as Poison (read: short-term, periodical losses of small amounts of health). I can think of maybe one or two situations where this might be useful (the fight with Ozzrel comes to mind), but no more than that. Legal Info: Na/Na/Na/Na Effect: Gets idiots banned off of guide-hosting sites. Duration: Permanent, hopefully. Toxicity: Hilarious. Notes: This is here to tell you that the only place this guide should be is on www.gamefaqs.com, nowhere else. If you find this anywhere else, or under any usernames besides 'AdVenon', please e-mail me at: totallynotajunkmailbox@gmail.com.The reason this fake list entry is here is simple: It doesn't take a genius to copy-paste a guide and delete / replace the legal info section, but your average guide-thief rarely bothers reading beyond that. Hiding a copy of said info in an unrelated section is surprisingly effective at catching out idiotic plagiarists. >:D Maribor Forest: Rb/Rb/Ae/Qb Effect: Raises maximum Endurance by 50%. Duration: 8 hours. Toxicity: Medium. Notes: This can be pretty useful, provided you've not been ignoring your signs and have spent a few talents making them more powerful. If you're into using magic in battles, this is a pretty wise choice. If not, however, there are probably more relevant things to dose yourself up with elsewhere on this list. Perfume: Vt/Ae/Qb Effect: Causes Intoxication (Attack -50%). Best used as a gift or sold. Duration: 8 hours. Toxicity: Low. Notes: This can be a replacement for the items most female NPCs ask for, so as a bartering tool it's pretty good. However, if you've already gotten all the rewards playing with female NPCs gets you, then it's all but worthless save for its mediocre selling price of 20 orens. Which, I might add, is less than what most potion bases cost to buy, so it's not any good for making money with either. Petri's Philter: Rb/Rb/Qb/Hg/Vm Effect: Sign intensity increased by 50%. Duration: 8 hours. Toxicity: Very high. Notes: Finding a place of power, and performing the ritual of magic there, gives you a sign intensity boost of 100%, and with no toxicity problems either. Ergo, why would you use this in any place where there are places of power nearby? Also, I'm having a hard time thinking of areas where said places of power don't appear AND where magic is actually needed in any great measure. Unless your fighting style relies almost exclusively on signs, I doubt this'll ever be worth the toxicity incurred. Shrike: Rb/Qb/Hg/Vm/Vm Effect: Causes Pain to creatures that physically attack Geralt. Duration: 8 hours. Toxicity: High. Notes: Personally, I think there are better ways of causing Pain than to clog up your system with this stuff. Crinfrid Oil, to name but one. And that's assuming the creatures you're up against are actually vulnerable to Pain, which quite a few aren't. Swallow: Vt/Rb/Rb/Ae Effect: Speeds up health regeneration. By a lot. Duration: 2 hours. Toxicity: Medium. Notes: This potion is useful on so many levels I highly doubt I need bother explaining why everyone should have a stock of these. Apart from White Raffard's Decoction, this is the best way to restore health while in a fight. If only it weren't such a short-lived potion... but then again, having this last for the usual 8 hours would probably make the game far too easy. Tawny Owl: Vt/Ae/Ae Effect: Speeds up Endurance regeneration. By a lot. Duration: 8 hours. Toxicity: Medium. Notes: Another useful one, especially if you use signs a lot in combat. Later in the game it becomes useful even to those who don't bother with signs at all, since the special sword attacks Geralt eventually gains consume Endurance too. As a result, the Tawny Owl improves your ability to tear up your opponents, be it through signs or sword techiques. Well worth the toxicity, in my opinion, and given how damn simple to make this is I don't see why having a stash of them is a bad idea at all. Thunderbolt: Vt/Rb/Hg/Vm/Vm Effect: Increases physical damage by 100%, but reduces Parry and Dodge success rates by 50%. Duration: 8 hours. Toxicity: High. Notes: This is given to you at the start of the game for a reason: It's the best overall pre-boss fight potion around. The ability to deal twice the damage you normally do is self-appreciative, and the only real downsides are quite easy to circumvent. Toxicity too high? Use it immediately after an Albedo-dominant potion. Don't like the Dodge and Parry skill penalties? Well frankly you shouldn't be relying on either to get you through tough fights, but you can nonetheless cancel them out by drinking a Blizzard potion at the same time... so long as you can stand what it does to the camera. White Gull: Vt/Vt/Rb Effect: Causes Intoxication (Attack -50%). Duration: 8 hours Toxicity: Medium. Notes: Despite being useless in themselves, you'll still end up making tons of these for their ability to be used as top-quality potion bases, effectively turning bottom-end alcohol into top-end distillate. Keeping a stock of these handy is a smart idea for when you run into trouble and have to use a potion or two to save yourself; with them you can replenish your stocks of real potions without having to buy / find purpose-made distillates. White Honey: Vt/Rb/Ae Effect: Clears all toxicity and potion effects. Duration: Immediate. Toxicity: None. Notes: Although the primary use of these is to quickly replace potion effects and change tactics on-the-fly, they're actually more useful as free tickets to the effects of additional substances. Since these things have no toxicity, and can be made to carry dominant additions, you can leave yourself with an additional effect without having to pay for it in the form of the usual toxicity points. This is especially useful in the case of making Albedo-dominant White Honey, which will basically create the perfect conditions to load Geralt up with other potion effects just before a boss fight. White Raffard's Decoction: Vt/Rb/Hg/Hg Effect: Immediately restores a lot of health. Duration: Immediate. Toxicity: High. Notes: This is the prime candidate for your potion quickslots, IMO. This potion comes in handy loads of times, and can be made right from the start of the game too (it's comprised entirely of ingredients obtainable from Barghest carcasses). They also sell for 40 orens, but personally, I don't think you'd be wanting to give them away that easily, given how damn useful they are. Willow: Ae/Ae/Qb Effect: Grants immunity to the Stun and Knockdown effects. Duration: 8 hours. Toxicity: high. Notes: Unlike the Kiss and Golden Oriole, this status-preventing potion is actually important to have on a number of occasions, thanks to both the effects it protects against being much more dangerous than either Poison or Bleeding. Stun and Knockdown both enable enemies to execute finishing moves on you, some of which can kill instantly. And if that wasn't reason enough, some of the end-game bosses can also do it to you too, complete with insta-death finishing moves. It is worth carrying at least one of these with you at all times, just in case you run into a monster capable of causing either effect. Wives' Tears: Rb/Ae/Qb Effect: Removes Intoxication effect. Duration: Immediate. Toxicity: Low. Notes: Several story points in the game involve Geralt getting completely plastered with his friends... and some of these drinking sessions are immediately followed by fights. As a result, it's always a good idea to have one of these handy, should the unexpected need for combat arise (or if you're just bored of laughing at Geralt's drunken attempts at walking across the room). Wolf: Vt/Vt/Hg/Hg/Vm Effect: Chance of causing Precise Hit raised by 50%. Duration: 8 hours. Toxicity: Medium. Notes: I'm not sure, but I have a feeling the critical effect Precise Hit can only be caused by using the Group style during combat. If this is true, then this potion is only any good in fights where said style is employed. To be honest however, even if it isn't, relying on critical effects is rarely a wise move in any but the most rudimentary of fights (when said effects failing to take hold is of little concern). If you've got the spare toxicity points, and you know you'll be facing large groups of enemies in the near future, then I can see the reasoning. For any other situation, however, I'd spend said toxicity on something else. Wolverine: Ae/Ae/Qb/Hg/Vm Effect: Increases Attack and Damage by 50% when Geralt's health drops below 50%. Duration: 8 hours. Toxicity: Medium. Notes: Using toxicity points, top-quality alcohol and a few ingredients to effectively bet against yourself like this isn't my idea of skillful gameplay. This potion is only any use when Geralt's health drops below half, meaning most battles will cause neither need nor use of it at all. Of the remaining few (namely, with those creatures dangerous enough to cause that kind of damage), letting yourself get to such a risky state is never smart. Trying to keep yourself in said state, just for the sake of something a Thunderbolt can replicate pretty well (what it doesn't give in accuracy, it makes up for in damage), is even dumber. Could be useful if you've got a spare Full Moon lying around, though, since they effectively cause your health to go to 50% without you actually losing any vitality. ------------------------------------------------------------------------------- 4. Mutagenic potion recipe list. These are special potions that can only be made once per game, using the relevant special ingredients listed. They all have immediate effects and are not toxic at all, so there's no point in listing duration and toxicity here. Note that these potions cannot be given additional effects like regular potions, due to the 'special substance' counting as an ingredient, and therefore making it impossible to match ALL of the ingredients up with the same additional substance (none of the special ingredients have additional substances in them of any kind). Although, like normal potions, you don't need to buy / find the formula in the game, you do only get one chance to make each of these, so you'd best not ham it up! You might want to save your game first before making any of them, just in case something goes wrong. Dagon Sap: Rb/Ae/Hg/Vm/Sp=[Dagon Secretions] Effect: Unlocks the True Grit strength upgrade. Notes: You can make this potion about 2/3 of the way through chapter 4, after you fight Dagon. Frightener's Vision: Vt/Rb/Qb/Sp=[Frightener's Eye] Effect: Grants 1 Bronze talent when consumed. Notes: You can make this as soon as you have the 'herbalism' skill and have knowledge of a few basic plants (or when you have a journal entry about Ghouls), at the start of chapter 1. Golem's Pith: Vt/Ae/Qb/Hg/Sp=[Golem's Heart] Effect: Unlocks the Moonrise intelligence upgrade. Notes: This becomes available to produce once you defeat the Golem, towards the end of chapter 2. Hellhound's Soul: Vt/Rb/Rb/Sp=[Trace of the Beyond] Effect: Grants 1 Silver talent when consumed. Notes: Can be made as soon as the Hellhound is defeated, at the end of chapter 1. Kikimore's Ire: Vt/Qb/Hg/Vm/Sp=[Kikimore Queen's Nerve] Effect: Unlocks the Mutation stamina upgrade. Notes: Can be made at the start of chapter 4, after having escaped Vizima with the special ingredient from the Kikimore Queen. Koshchey's Core: Ae/Hg/Hg/Sp=[Koshchey's Heart] Effect: Grants 1 Gold talent when consumed. Notes: Can be made towards the end of chapter 5, after killing the Koshchey. Striga's Urge: Vt/Ae/Hg/Sp=[Striga Heart] Effect: Grants 1 Bronze and 1 Silver talent when consumed. Notes: Possible to make about halfway through chapter 5, if you decide to kill the Striga. However, doing so has a few story-related consequences, so choose wisely before killing her. Do you really need those extra talents that badly? Werewolf's Wrath: Ae/Qb/Hg/Vm/Sp=[Werewolf Fur] Effect; Unlocks the Predator dexterity upgrade. Notes: The option to kill the Werewolf and obtain its fur presents itself about 2/3 of the way into chapter 3. However, killing the Werewolf has several negative story-related consequences attached to it (more so than what happens if you kill the Striga). Personally, I don't think it's worth it, but that's up to you. Zeugl's Vigor: Rb/Ae/Ae/Sp=[Zeugl Venom] Effect: Grants 1 Silver and 1 Gold talent when consumed. Notes: Can be made about halfway through the Epilogue, after the fight with the Zeugl. ------------------------------------------------------------------------------- 5. Oil recipe list. Oils generally fall into 2 categories: ones for causing critical effects and ones for causing more damage to specific types of monsters. Unlike potions, oils have no use for additional substances (making them all match up doesn't create oils that are any different from the normal versions), so there's no point wasting ingredients with additional substances on them. All oils in the game last for 24 hours, so there's also little point in stating the duration of each individual one in the list. Note that the effects of oils cannot be stacked; applying an oil to a sword will overwrite any previous oils / upgrades on that sword (this fact can be useful if you mess up and put a negative-effect oil all over one of your weapons: applying any type of weapon upgrade / oil will instantly remove the deleterious effect and replace it with said upgrade / oil). All of these can be made as soon as you have the 'Oil Preparation' intelligence skill (costs a Bronze talent to acquire) and have the required base / ingredients. Argentia: Rb/Qb/Qb/Hg/Hg Effect: Increases a silver sword's damage by 60%. Reduces a steel sword's damage by about 50%. Notes: This stuff rocks! If you don't know what you're going up against, or if you know you'll be facing lots of different types of monsters in the near future, this is your best overall choice for what to put on your silver sword. Keep a stock of these; they're almost always useful in situations involving monsters. Brown Oil: Rb/Ae/Qb/Vm/Vm Effect: Adds Bleeding to sword attacks. Notes: Ehh, Bleeding isn't the most dangerous critical effect in the game, so it's not particularly useful when used on your enemies either. On top of that, the Strong style often ends up having a pretty good chance of causing Bleeding on its own, without the help of this oil. If you've already got a store of Argentia and Crinfrid Oil, I don't see why making this is such a bad idea, but making it instead of either is a bit silly, IMO. Crinfrid Oil: Vt/Ae/Hg/Vm/Vm Effect: Adds Pain to sword attacks. Notes: As hinted at above, this is in my opinion the best overall effect-inducing oil. Pain can completely incapacitate enemies and leave them helpless for a few seconds, giving you ample time to finish them off with minimal trouble. It makes fights with humanoid creatures in particular a lot easier: Even if you're hopelessly outnumbered, one swing of the Group style and the entire mob is suddenly too busy writhing in agony to hurt you. Even with monsters, Pain can slow most of them down considerably, if not stop them in their tracks. Hanged Man's Venom: Vt/Rb/Ae/Hg/Vm Effect: Adds Poison to sword attacks. Notes: Same problem as Brown Oil, really. Poison just doesn't do that much to enemies, and what little it does do is already accomplished in much greater volumes by the act of swinging a sword at them in the first place. If you've already got your stocks of more useful oils filled and have a spare top-quality grease lying around, give it a go; otherwise, spend said grease on something else. Insectoid Oil: Rb/Qb/Ae/Vm Effect: Increases damage done to insects by 100%. Notes: Especially useful in chapter 3 when all the Kikimores start appearing everywhere, but its use somewhat wanes after that. However, if you know you'll be up against insects soon, this is a good thing to have handy nonetheless. Necrophage Oil: Vt/Vt/Ae Effect: Increases damage done to necrophages by 100%. Notes: Since necrophages are everywhere in this game, it's always a good idea to have some of this in your collection for pretty much every chapter. An added bonus is that necrophages are very predictable in their locations: Almost every crypt, graveyard and other dark, corpse-filled place is home to them. As a result, you're unlikely to waste this oil by applying it at the wrong time: if an area looks like it'll have necrophages in it, it almost always does, so go ahead and apply it. It's not like it's hard to make more of the stuff either, even if you do get it wrong. Ornithosaur Oil: Vt/Rb/Qb/Hg Effect: Increases damage done to ornithosaurs by 100%. Notes: Ornithosaurs are among the ranks of the more annoying monsters, and they like to show up in fairly large groups in those places where they appear, so having this handy from chapter 2 onwards is never a bad idea (since that's when you first encounter wyverns). Later on in the game, ornithosaurs become rare, and so does the need for this too, but it's useful while it lasts. Specter Oil: Vt/Ae/Rb Effect: Increases damage done to specters by 100%. Notes: Specters, like necrophages, appear in practically every chapter of the game, so having something that makes them go away quicker is a wise move, however you want to look at it. Some specters, unlike necrophages, have an irritating habit of randomly appearing right next to you without any warning, so applying this oil beforehand is not as easy as it is for most others. However, just using it whenever a specter pops up and then making a new batch later isn't difficult, thanks to its simple formula. Vampire Oil: Vt/Qb/Qb/Hg/Vm Effect: Increases the damage done to vampires by 100%. Notes: Vampires are some of the toughest regular enemies in the game, so investing in some Vampire Oil is especially wise toward the end of the game (chapters 4 and 5), when they start appearing in significant numbers. You can usually see them coming a mile off, though, so getting this oil on your sword in time is pretty easy in comparison to some of the other types of monsters listed here. The same can be said for predicting where they'll be, too: basically anywhere you'd expect to find necrophages, in the later chapters of the game. Ergo, having this oil ready long before you ever even see them isn't hard to do. ------------------------------------------------------------------------------- 6. Bomb recipe list. Bombs are mostly used to generate critical effects, so their primary uses are often limited only to when you come across enemies that can have said effects used against them. However, they are a good way of causing certain effects which aren't easily generated by other means, so they're worth the Silver talent (and all the other Bronze / Silver talents necessary to reach said talent) needed to make them. Like oils, bombs have no use for additional substances, so it's better to keep some of the basic ingredients (i.e. those lacking additional substances) for making these instead of using your potion ingredients. Bombs all have an immediate effect, and their exact duration is random to some extent. Devil's Puffball: Ae/Ae/Hg/Rb Effect: Poisons all enemies within detonation radius. Notes: Causing Poison, once again, is not really worth spending powders and ingredients on. Especially when you consider that, with the same base, you can make other bombs that cause much more useful and rare effects. Dragon's Dream: Hg/Hg/Qb/Rb/Vm Effect: Releases an explosive gas. Use of the Igni sign on this gas causes considerable damage to everything caught in it. Notes: This is the only bomb that can do straight-up damage, and also the only bomb that requires top-quality powder to make. It's worth saving said powder to make a few of them, even if they're harder to use than the other bombs. Note that if you don't move far enough away from the gas cloud, it'll hurt you as well when you set it off. As a result, it's not really designed for close-range fights, but if you can set it off in advance of an enemy closing on you it can still prove worthwhile. King and Queen: Rb/Rb/Ae Effect: Causes Fear in all emenies within detonation radius. Notes: For when you just can't be bothered with yet another horde of Ghouls, this is very handy indeed. Fear causes enemies to hesitate, run off, and generally not bother you, making it effective as an escape strategy should you find yourself surrounded. Have some of these in your quickslot, just in case you need to do an impromptu exit-stage-left. Samum: Rb/Rb/Ae/Vm Effect: Stuns all enemies within detonation radius. Notes: This is my overall favourite bomb... because Stun is my overall favourite effect out of those caused by said bombs. Stun is like Knockdown in that it leaves an enemy completely helpless and immobile for a few seconds, which can be used to execute finishing moves on them, or simply to get away if you can't be bothered with fighting and they're immune to the Fear effect. I'd save a quickslot space for this, if I were you. Zerrikanian Sun: Ae/Hg/Qb/Vm Effect: Blinds all enemies within detonation radius. Notes: I like this bomb, simply because it's the only reliable way of blinding enemies without spending lots of talents on powering up the Yrden sign. Blinded enemies have their ability to attack removed for a few seconds, which can leave them open to those skills / spells that take time to pull off... or simply to another faceful of sword-swings. Up to you, really. ------------------------------------------------------------------------------- 7. Ingredients FAQ. OK, so you know what you want and how to make it the way you want it. Now where are you gonna get the ingredients? If you're only interested in making potions / oils / bombs for their ordinary effects, then it shouldn't be hard to find all of the main alchemy components without any help at all. But what if you want a specific additional effect on any of your potions? Well, look no further: Here's a list of every ingredient and possible additional substance in the game, along with explanations of where / when it becomes available. NOTE: some of the ingredients that are bought from herbalists / alchemists may be omitted, or have inaccurate details on when they appear in shops. This is for the simple reason that there is only ever one time when spending money on ingredients is advisable: At the start of the game, when Vermillion isn't found in any monsters or recogniseable plants, it may be bought from Abigail in the form of Phosphorous. Apart from that, there is always a free alternative to all of the stuff merchants offer, so they really shouldn't be relied upon as a means of obtaining anything (Kalkstein wasn't lying when he said they'll rip you off!). As a result, I didn't pay much attention to what was in the shops during most chapters, so I can't guarantee when they'll have what you need (not that it should matter, for reasons stated above). Vitriol (Vt): Beast Fangs - Dogs/Wolves/Barghests(/Skullheads) - Ch1-E White Vinegar - Necrophages(any, except Devourers) - Ch1-5 Shimmering Dust - Noonwraiths - Ch4 Pure Vitriol is easy to get, and is obtainable right from the start of chapter 1. Hell, the very first thing you do in said chapter is fight 4 Barghests, and they drop Beast Fangs pretty often. Chances are you'll end up with a lifetime's supply of the stuff before you even get into Vizima itself, especially since you don't even need any journal entries at all to remove Beast Fangs from the enemies that drop them. Oh top of that, necrophages can be found as soon as you get the key to the crypt in chapter 1 too, but they don't drop White Vinegar as often as Barghests do Beast Fangs. Even so, you can end up with a large stockpile of both without really trying, given how abundant the sources for both are. Noonwraiths, the final source of Vt, are only found in chapter 4, roaming around in the Fields area during the daytime. (Note: Skullheads only appear at the very end of the game, past the point of no return to any campfires, so they are only mentioned for the sake of completeness and are not intended as a reliable source of... well, anything.) Vitriol+Albedo (Vt-A): White Myrtle - Ch1-5 Echinops Rootstock - Echinopsae - Ch2-3(1+5) Vt-A has a very common source: White Myrtle is an abundant, easily recognised plant that grows all over Vizima's outskirts, swamps and grassy regions. Since the game's early story involves you picking 5 of these, you're basically forced into being able to gather it, and after that your supply of Vt-A is essentially unlimited. The other way of obtaining Vt-A is by fighting Echinopsae, however they are nowhere near as abundant, or as easy to harvest things from, as White Myrtle. Wherever they appear, so does White Myrtle, and that at least doesn't try to kill you when you go harvesting it. They mainly appear in chapters 2 and 3, in the swamp, however a small number of them can also be found in the cave under the wall in chapter 1, and in the swamp cemetery in chapter 5 (neither of these groups are big enough to be farmed, and they may not even re-appear at all once destroyed for the first time). Vitriol+Rubedo (Vt-R): Sewant Mushroom - Ch1-5 Calcium Equum - Bought/Found - ChP-5 Archespore Juice - Archespores - Ch3 Bruxa Blood - Bruxae - Ch5 The easiest way of getting Vt-R is via Sewant Mushrooms; those bright green, impossible-to-miss fungi that appear in caves, crypts, or any other underground locations. You need a journal entry about them in order to harvest them, but said entry is available almost as soon as the mushrooms themselves. Sewants alone should be enough to create a stockpile of Vt-R, but if you find yourself short of them there are alternatives. Archespores appear in the swamp in chapter 3 (in the place of some Echinopsae locations), and Bruxae can be found near the house in the swamp cemetery in chapter 5. There's also a grand total of one Bruxa available in chapter 4, which appears amongst a group of Alps during your first encounter with Berengar. However, said Bruxa does not re-appear once killed. Vitriol+Nigredo (Vt-N): Crow's Eye - Ch2-4 Hop Umbels - Bought/Found - Ch?? Ghoul Blood - Ghouls - Ch1-5 Ginatz's Acid - Ghouls/Drowners - Ch1-5 Fun fact: Hop Umbels, despite having a journal entry about them, do not actually appear anywhere in the game. They might've been available in the old version of The Witcher, but they're nowhere to be found in the Enhanced Edition. Odd... Anyway, the easiest source of Vt-N is Crow's Eye, since all you have to do is walk up and take it. It grows in all the same places White Myrtle can be found, throughout chapters 2 to 4 (read: swamp, and later, meadows outside Murky Waters). The earliest opportunity to get it, however, is from the carcasses of Ghouls and Drowners (Ghouls drop Ghoul blood almost all the time, though, while Drowners don't always leave Ginatz's Acid behind). Ghoul-hunting will give you a large stock of the stuff as soon as you open the crypt in chapter 1, with Ginat'z acid being available even earlier, albeit not in as high a volume. Also, Drowners and Ghouls appear in every chapter in the game, so they're more reliable than Crow's Eye, too. Rebis (Rb): Death Dust - Specters(any) - Ch1-4 Cadaverine - Drowners/Devourers/most Necrophages - Ch1-5 Wine Stone - Bought/Found - Ch1-4 Another easy one, which you can acquire huge amounts of without paying any attention to what you're picking up. Death dust is available right from the start of the game from Barghests, and Cadaverine is available once you have a journal entry concerning Drowners. Both are obtainable right at the start of chpter 1, and cadaverine in particular stays available right through the game, wherever drowners appear (read: swamps / rivers / bodies of water / etc.). Rebis+Albedo (Rb-A): Wing Membrane - Wyverns/Royal Wyverns/Fleders/Garkains - Ch2-5 Rb-A is the single most annoyingly difficult alchemy component to find in any noteworthy amount. It's only dropped by 4 monsters; said monsters aren't particularly common; all of them are on the more challenging end of the battle scale; you need a journal entry on the ingredient for it to be dropped at all; and to cap it all, once it's unlocked via the journal, the drop rate is lousy for all of the monsters that have it, too. Avoid trying to make Albedo-dominant potions that use Rebis whenever possible: hunting for this stuff is irritating to say the least. The first "opportunity" (and I use the term VERY loosely) to get Wing Membranes is from the Wyverns that appear in the north of the swamp in chapter 2. Bring up the map and mouse over the islands to the north of the Mage's Tower; one will be labeled "Wyvern Island". That's where the Wyverns are, in both chapters 2 and 3. Later, Wyverns appear in all the areas of chapter 4 (especially Black Tern Island), along with Fleders, which appear both just outside and in the crypt by the lakeside. In chapter 5, Garkains can be found in and around the crypt in the swamp cemetery... very rarely. Rebis+Rubedo (Rb-R): Green Mold - Ch2-3,E Lunar Shards - Bought/found - Ch1-5 Beast Liver - Dogs/Wolves/Mutants(/Skullheads) - Ch1-E Rb-R is best obtained through Beast Livers, since dogs and wolves are common throughout the game, and are replaced in chapter 5 by mutants, which are just as easy to find towards the end of said chapter. Since Dogs don't even fight back when you attack them, and since Wolves appear in large groups wherever they can be found (chapter 2 and 3 = near the druid's grove and in the swamp cave; chapter 4 = in the field surrounding the inn at Murky Waters), stockpiling Beast Livers is very quick and easy to do. Once you have the journal entries for dogs and wolves, that is. If you want a (slightly) easier way of obtaining Rb-R, then Green Mold is always available in the sewers during chapters 2 and 3 (as well as the Epilogue, should you run out during the last few hours of the game). It looks like a very pale green stain (almost white) on the walls of the sewers (It's hilighted by holding down the Alt key anyway, so shouldn't take too long to find). Remember, Green mold is not available for some of the chapters in the game, whereas Beast Livers are. Rebis+Nigredo (Rb-N): Celandine - ChP-3,5 Han - Ch4 Cemetaur Jaw - Cemetaurs - Ch3-5 Stones of Ys - Vodyanoi Priests - Ch4 This one's a complete no-brainer: Celandine is the only sensible choice here. You are given the journal entry for it in the Prologue (for free, I might add), and it grows all over every grassy / swampy area from chapter 1 to 4. During chapter 4 is the only time it becomes rare, but that's where Han comes in useful. Han can be found all over the Fields area in chapter 4, thereby providing a ready supply of Rb-N during the one time when Celandine is not really available. You need a journal entry to harvest Han, but it's fairly easy to acquire. Based on the above, I really can't recommend Cemetaur Jaws as a supply of Rb-N, but if you feel you must, Cemetaurs can be found in all the places you'd expect: Crypts, graveyards, and wherever there's corpses to be had. There's a couple mingling in a large crowd of other necrophages in the swamp in chapter 3, and also a few in the streets in chapter 5, feeding on corpses. Aether (Ae): Spores - Echinopsae/Archespores - Ch2-3(1+5) Cockatrice Feather - Cockatrices - Ch3 Naezan Salts - Alps/Bruxae - Ch3-5 No matter which way you look at it, you'll have to go out of your way to collect pure Ae ingredients if you want a stock of the stuff. All of the enemies that drop it are restricted to just a few areas each. Thankfully, when combined those areas span almost all the game, so there'll usually be at least one of these on offer. Your first chance to get Ae is from the Echinopsae in the swamp in chapter 2 (possibly from the 4 or 5 in the cave in chapter 1, but I don't think they re-appear when killed), followed by Cockatrices in the swamp cave during chapter 3, and finally from Alps / Bruxae during chapters 4 and 5 (in crypts and the swamp cemetery, respectively). Aether+Albedo (Ae-A): Bebercane - Ch1-5 Drowner Brain - Drowners - Ch1-5 Easy, easy, easy. Bebercane is a big, obvious, tree-like plant that grows practically everywhere (including inside towns and cities, where it's used as an ornamental plant), and Drowners are just as common. Preference over either is up to personal choice for this one, since they both appear at the same time, and both can easily be used to create large stockpiles of Ae-A. Aether+Rubedo (Ae-R): Hellebore - Ch1-3,5 Alp Fangs - Alps - Ch3-5 There's really not much choice over what to stock up on here: it's either Hellebore or Alp Fangs. There's even less choice when you realise Hellebore is not present in the one chapter Alps are most common in. Ergo, there's really only one way you can go about getting Ae-R: Stock up on Hellebore through the first 3 chapters, then either live off said stock or switch to collecting Alp Fangs in chapter 4, and then take your pick of either in chapter 5. Hellebore looks almost like a small sunflower, and grows all over everywhere (including inside towns and in people's gardens), and Alps are mostly found in the crypt in the Fields in chapter 4. Aether+Nigredo (Ae-N): Ginatia - Ch3-5 Allspice Root - Bought/Found - Ch1-5 Drowned Dead Tongue - Drowned Dead - Ch2-3,5 Quicksilver Solution - Bought/Found - Ch1-5 The first free way of getting Ae-N is in the form of Drowned Dead Tongues, from the Drowned Dead which appear all over the swamp in chapter 2. This source lasts until chapter 4, where your only real choice is to switch to Ginatia petals instead (Ginatia grows all over the meadows just outside Murky Waters itself, near the inn). Again, both appear in high enough numbers to quickly amass a large collection of either, so go nuts. Quebirth (Qb): Sulphur - Bought/Found - Ch1-5 Abomination Lymph - Vampires(any)/Bloedzuigers/Ghouls/Cemetaurs - Ch1-5 Shadow Dust - Devourers/Nightwraiths - Ch4 By far the most effective way of stocking up on pure Qb is by hunting for Abomination Lymph. The list of creatures carrying it is so long, and the occurence of some of them so frequent, that it's practically impossible not to end up with a fair amount of the stuff just by total accident. Any trip to either a crypt or a swamp will usually yield some Abomination Lymph, since that's where the most common carriers of it (read: Ghouls and Bloedzuigers respectively) can be found. There's also the possibility of obtaining it from Devourers and Nightwraiths (in the form of Shadow Dust), both of which appear in the Fields area in chapter 4, but chances are by then you'll have all the Qb you can use and then some. Legal Info (Lg): Original Host - GameFaqs - ChP-E Original Author - AdVenon - ChP-E Original E-mail - totallynotajunkmailbox@gmail.com - ChP-E As much as I hate ruining the flow of this FAQ, I just can't resist the opportunity to make complete fools out of (some of) those who think stealing guides is clever. Your average guide-thief is an immature moron, you see, and while they usually know to delete / re-write the legal info section to show their own name and e-mail, they rarely bother reading all the way through what they steal. Ergo, putting duplicates of the legal info in a random place like this makes it obvious when someone has re-written the legal info part and tried to pass it off as his / her own work. If this guide appears anywhere besides on the site stated above, you know what to do. Quebirth+Albedo (Qb-A): Verbena - Ch2-4 Honeysuckle - Ch2-3,5 Vodyanoi Bladder - Vodyanoi - Ch4 It's primarily the lack of sources that makes Qb-A ingredients so surprisingly hard to find, since the plants it comes from aren't anywhere near as ubiquitous as most others. Verbena is found in St. Lebioda's Hospital grounds in chapters 2 and 3 (as well as a few places in the swamp), and then in amongst the plants lining the Lakeside in chapter 4. Honeysuckle is found (in very small amounts) in the cesspools in the cemetery in chapters 2 and 3, and later in much larger quantities in the swamp cemetery in chapter 5. Personally, I'd go for Verbena, since it is a bit easier to stock up on in the early stages of the game. Vodyanoi can also be used to supplement the supply of Qb-A, and appear mainly at the water's edge in the Lakeside in chapter 4 (Though they can also be found in the Fields, in places where the riverbed hasn't dried up completely). Quebirth+Rubedo (Qb-R): Balisse - Ch1-4 Fool's Parsely - Ch2-3,5 Optima Mater - Bought/Found - Ch1-5 Graveir Bone - Graveirs - Ch2-5 Kikimore Claws - Kikimore Workers - Ch3 Most ingredients leave you with only one real way of collecting them, but not Qb-R: You're practically spoilt for choice here. Balisse presents you with the first opportunity to collect it: it's a fairly large, easy to spot plant (looks a bit like Bebercane, only with orange fruits instead), and it grows in most grassy areas throughout the first 3 chapters, but it's not as common as most others are. Still, it serves as a decent source of the stuff until you get access to the swamp in chapter 2, when Fool's Parsely becomes available in much larger volumes (it grows everywhere in the swamp). In chapter 3, Kikimore workers will throw themselves at you in such numbers that you'll probably have a ton of claws from them anyway, and Graveirs are as predictable as ever in their locations (crypts / graveyards / cemeteries etc.). Personally, I like Fool's Parsely best, since you don't have to fight it to harvest it, but meh; whatever works is cool here, I suppose. Quebirth+Nigredo (Qb-N): Ducal Water - Bought/Found - Ch1-5 Mandrake Root - Bought/Found - Ch1-5 Alghoul Marrow - Alghouls - Ch2-5 Garkain Saliva - Garkains - Ch4-5 Given how damned rare Garkains are, the only real option here is to go hunting Alghouls (which can be found in any crypt / cemetery from chapter 2 onwards, when you get the key to the city cemetery). They almost always drop Alghoul Marrow when killed. There's a grand total of one Garkain in the crypt in the fields in chapter 4, and another one either just outside or somewhere inside the Swamp Cemetery's crypt in chapter 5. That's it. Hydragenum (Hg): Albar's crystals - Bloedzuigers/Devourers - Ch2-5 Vodyanoi Scales - Vodyanoi - Ch4 Tendons - Vodyanoi(/Skullheads) - Ch4,E Mutagen - Mutants - Ch5-E Fifth Essence - Bought/Found - Ch1-5 Another no-brainer. Albar's Crystals, in addition to being very easy to find, also happen to sell for 40 orens each should you find a merchant willing to buy them. Bloedzuigers are rare in chapter 4, but that simply means you can switch from hunting them to going after Devourers instead during said chapter. Bloedzuigers are everywhere in the swamps in chapters 2, 3 and 5, and Devourers appear at the river outside Murky Waters and in the Fields at night in chapter 4. Vodyanoi may drop pure Hg more often in chapter 4, however, so if you're into the habit of selling your Albar's Crystals you might want to go hunting for
Vodyanoi during chapter 4 and build up a stock of the stuff to keep for oils / bombs and sell all your Albar's Crystals during that chapter. Either way works, so it's up to you. Hydragenum+Albedo (Hg-A): Wolf's Aloe - Ch2-3,5 Ectoplasm - Specters(any) - Ch1,4-5 Another one where you don't have much choice: In chapters 1 and 4, your only source is Ectoplasm; in chapters 2 and 3, it's available only from Wolf's Aloe. Ectoplasm is obtained from Barghests in chapter 1, and all the other specters in chapters 4 and 5. Wolf's Aloe is a unique plant in that it can only be found indoors, in people's houses. There's one each in Shani and Kalkstein's houses in chapters 2 and 3, and another in Triss' house in chapter 3. There are others in random NPC houses, too; just go door-to-door and look for them, you'll find quite a few if you spend long enough looking. Hydragenum+Rubedo (Hg-R): Beggartick - Ch2-3,5 Pituitary Gland - Mutants - Ch5-E The only other component, besides Rb-A, with only one possible source for most of the game, but this time it's nowhere near as much of a problem. Beggartick grows prolifically in the swamps in chapters 2, 3 and 5, and its bright red blooms make it easy to find, too. Which is just as well, since you're going to need a large stock of them to last you through chapter 4 when they disappear. In chapter 5, the only other way of getting Hg-R becomes available, in the form of Mutants. Since you'll be fighting lots of these as per the story anyway, obtaining Hg-R from then on shouldn't be a problem (though it's still worth stocking up on Beggartick, just in case). Hydragenum+Nigredo (Hg-N): Ornithosaur Eye - Cockatrices/Basilisks - Ch3-4 Mistletoe - Bought/Found - Ch1-5 This is probably the latest-appearing of all the alchemy components, not presenting itself until chapter 3 when Cockatrices take over the swamp cave. Said Cockatrices are the only real source of Ornithosaur Eyes too, since the Basilisks in chapter 4 don't seem to re-appear once killed. I'd strongly recommend taking some time out in chapter 3 just to hunt Cockatrices, for their eyes amongst other things. Vermillion (Vm): Toxin - Ornithosaurs(any)/Kikimore Warriors/Giant Centipedes - Ch2-5 Tracheae - Kikimores/Giant Centipedes - Ch3-4 Phosphorous - Bought/Found - Ch1-5 Like Qb, Vm is something you'll likely have coming out the wazoo without even trying. Although initially rare, it becomes available in chapter 2 from the Wyverns in the swamp, and very abundant in chapter 3 when all the Kikimore Warriors and Cockatrices start appearing in the swamp and cave respectively. By the end of Chapter 3, you'll probably have more Toxin than you can readily use for the rest of the entire game. And even if you don't, Kikimores (both kinds) also drop Tracheae too, which contains the same component as Toxin. In short: Hunt Kikimores and Wyverns; get Vm. Lots of Vm. Vermillion+Albedo (Vm-A): Bloedzuiger Blood - Bloedzuigers - Ch2-5 Wolfsbane - Bought/Found - Ch1-5 Only one way you can really go here: Bloedzuigers. Fortunately, Bloedzuigers are very common in chapters 2, 3 and 5, and almost always drop Bloedzuiger blood when killed. It's perfectly possible to collect a lifetime's supply of the stuff in chapter 2 without even breaking a sweat... just don't let them get it on you, OK? Vermillion+Rubedo (Vm-R): Feainnewedd - Ch2-3 Devourer Teeth - Devourers - Ch4 Pyrite - Ifrits - Ch2-3,5-E The easiest way of getting Vm-R is via Feainnewedd, a plant that grows in the swamp (particularly around the nonhuman camp) in chapters 2 and 3. After that, supplies of it peter out somewhat, so it's best to spend a while stockpiling it. Feainnewedd itself looks like a wide, very flat disc of pale-green leaves with small pink flowers on it (were it not for the flowers, it'd more closely resemble a fungus than a plant). It's a bit harder to spot than your average swamp plant, but as always the Alt key is your free ticket to having them pointed out for you if you can't find them. Devourers, the only other reliable source of Vm-R, are found wandering by the river near Murky Waters, and in the Fields area, at night in chapter 4. Vermillion+Nigredo (Vm-N): Bryonia - Ch4 Ergot Seeds - Bought/Found - Ch?? Venom Glands - Ornithosaurs(any)/Giant Centipedes/Kikimore Warriors - Ch2-5 Every enemy that drops Toxin also drops Venom Glands. As a result, amassing huge piles of Vm-N is just as easy as it is with ordinary Vm. Follow exactly the same guidelines for obtaining Toxin, and you'll end up with more Vm-N than you can shake an overfilled alchemy sack at. There's also the added possibility of harvesting Bryonia in chapter 4, but there are Wyverns present in all the areas of chapter 4 too, as well as Giant Centipedes, so there's no real need to think about replacing the former for the latter, unless you've somehow already ran out of Venom Glands and don't feel like fighting Wyverns for more. (Note: Ergot Seeds, like Hop Umbels, don't actually exist in the game. Dunno where they went or why they're gone, but meh; they're not here, period.) ------------------------------------------------------------------------------- 9. Journal entries FAQ. Right, so you know what you want to make, how to make it and where to get everything necessary to make as many of them as you want. However, there's one final thing standing between you and complete freedom to do whatever the hell you like with your alchemy stash: The journal. Almost all of the above ingredients can't be harvested at all until you have a journal entry about the monster you want to obtain said ingredients from. How do you get Journal entries? Mostly from either books, or from NPCs in exchange for an item (usually food). I prefer books since remembering all the exact locations of NPCs who give you them is a pain to do, and you only get one entry per item as opposed to several at once in most books. Most books will give you a list of all the monsters they cover when you mouse over them in the store screen, but here's a comprehensive list of what book covers which monster, and where / when you can find said book. I'll include NPC-related journal entries if and when possible, but I don't know all of them. If you're having trouble finding the money to pay for all these books, I recommend checking out the hints / tips section for some ways to make a lot of money early in the game. BOOKS DESCRIBING PLANTS: Field Plants. Describes: Balisse, Bebercane, Celandine, Crow's Eye, Hellebore, Sewant Mushrooms and White Myrtle. Location: Buy from either the Viziman herbalist, the Antiquary, or from Abigail, in chapter 1 for 200 orens. Swamp Plants. Describes: Fool's Parsely, Beggartick and Celandine. Location: It can sometimes be found for free in a trunk near the collapsed tower in the swamp, but if not it can be bought from either the Antiquary in chapter 2 (Dwarven guy outside Shani's house), or from the Bookseller in chapter 3 (where all the other merchants are). Each charges 400 orens for this book. Plants of Barren Lands Describes: Bryonia, Ginatia, Honeysuckle, Verbena and Wolf's Aloe. Location: Bought from the same Bookseller who has the Swamp Plants book in chapter 3, and also from the Hermit in the Fields in chapter 4, for 600 orens. It's also possible to get this book for free as a reward for completing one of the side-quests in chapter 4, too (side with the Blacksmith's wife in 'Temptation', and she'll give it to you when you complete the quest). Feainnewedd. Describes: Feainnewedd, Feainnewedd and Feainnewedd. Also Feainnewedd. Location: Sold by the antiquary outside Shani's house, and the Elder Druid in the Druid's grove, in chapter 2 for 300 orens. As dumb as it is to shell out 300 orens just for one lousy journal entry, this is the only way to get the Feainnewedd entry, so meh. Subterranian Plants. Describes: Green Mold and Sewant Mushrooms. Location: Bought from the Antiquary (inside the inn) or Viziman Herbalist (outside the inn) in chapter 1, or from either the Dwarven Antiquary or Herbalist outside Shani's house in chapter 2. Also available from the Bookseller in the Trade Quarter in chapter 3. Whoever you buy it from, it costs 300 orens. Ritual Plants. Describes: Allspice Root, Ergot Seeds, Han, Hop Umbels, Mandrake Root, Mistletoe and Wolfsbane. Location: The Dwarven Antiquary and Elder Druid have it in chapter 2; the Bookseller also has it in chapter 3. It costs 400 orens. The Druid's Herbarium. Describes: Allspice Root, Ginatia, Hellebore, Mistletoe, Verbena and Wolf's Aloe. Location: I really do have to advise against buying this one, because all of the journal entries it gives can already be found in other books, most of which appear earlier in the game for a lower price. If you feel the need to get it anyway, the Elder Druid sells it, as does the Bookseller in the Trade Quarter, in chapters 2 and 3 repectively. It costs 600 orens. BOOKS DESCRIBING MONSTERS: The Book of Animals. Describes: Dogs and Wolves. Location: Abigail and the Antiquary have it in chapter 1, the Dwarven Antiquary outside Shani's house has it in chapter 2. It costs 100 orens. Barghests. Describes: Hmmm... I wonder... Barghests maybe? ...Nah. Location: Abigail and the Antiquary in chapter 1 sell this. It costs just 50 orens, but you can get the journal entry for free by spending a Bronze talent on the 'Monster Lore' upgrade instead. Swamp Monsters. Describes: Drowners, Drowned Dead and Bloedzuigers. Location: The Antiquary and Abigail sell this in chapter 1, and the Dwarven Antiquary also sells it in chapter 2. It may also be possible to find this book for free, since it may appear in one of the huts in the outskirts. If it doesn't, it costs 200 orens to buy from either merchant. The Tome of Fear and Loathing, Volume I Describes: Ghouls and Graveirs. Location: The antiquaries in both chapters 1 and 2 sell this book, however it's not an advised purchase since you can get both journal entries by spending a Bronze talent on the 'Monster Lore' upgrade instead, for free. If you value your talents more than money, however, the 250 oren asking price should trouble you less. Curses and the Cursed. Describes: Echinopsae, Archespores, Strigas and Werewolves. Location: The Dwarven Antiquary in chapter 2 sells it for 500 orens, however talking to the inkeeper in chapter 3 can result in him giving it to you for less than half that. It can also be found for free in the Salamandra base at the end of chapter 3, in a trunk in the main hall. Both of the latter options do necessitate going an entire chapter without the ability to harvest some things from Echinops carcasses, though. The Tome of Fear and Loathing, Volume II Describes: Alghouls, Cemetaurs and Devourers. Location: The Dwarven Antiquary and Kalkstein in chapter 2 both sell it for 500 orens, and the Bookseller also sells it in chapter 3 for the same amount. Ornithosaurs. Describes: Wyverns, Royal Wyverns, Cockatrices and Basilisks. Location: The Dwarven Antiquary and Kalkstein both sell this in chapter 2 for 400 orens, as does the Bookseller in chapter 3. Vampires: Facts and Myths. Describes: Alps, Bruxae, Fleders and Garkains. Location: The Bookseller in the Trade Quarter sells it in chapter 3, and later the Hermit in the Fields has it in chapter 4, for 600 orens each. A Description of the Vodyanoi or the Fishpeople. Describes: Dagon, Vodyanoi Priests and Vodyanoi Warriors. Location: The Bookseller in chapter 3 sells it for 600 orens. The Wonderful World of Insectoids. Describes: Giant Centipedes, the Kikimore Queen, Kikimore Warriors and Kikimore Workers. Location: The bookseller in chapter 3, and the Hermit in chapter 4, both sell this for 600 orens. The Last Wish. Describes: Ifrits. Location: The Bookseller and the Hermit sell it in chapters 3 and 4 respectively, for 800 orens. Can also be found for free in the Striga's sarcophagus room, in chapter 5. Note: Geralt can also obtain this entry by talking to the nurses in chapter 5 and giving them what they ask for. The Double Cross of Alzur. Describes: Skullheads, the Frightener and Koshchey. Location: Sold by Julian in chapter 4 for 200 orens, but can be found for free in Kalkstein's laboratory in chapter 5. Experiment Notes. Describes: Armored Hounds, Mutants and Greater Mutants. Location: Found on De Wett in chapter 5. Physiologus. Describes: Cemetaurs, Garkains, Golems, Royal Wyverns, Skullheads, Vodyanoi Priests, Werewolves, Witchers (yes, Witchers), Wolves, Wraiths and Zeugls. Location: One of the townsmen in the Trade Quarter may hand you this book for free in chapter 3. His exact location isn't fixed, though. He's supposed to be around John Natalis Square, but he has a habit of wandering off into nearby areas. Still, if you find him he can save you a lot of money on journal entries, so it's worth looking for. ------------------------------------------------------------------------------- 9. Hints / tips / miscellanious stuff. This is a random pile of things that, while not having much to do with alchemy, are useful / interesting to know nonetheless. -The "infinite" money trick. You can do this as long as you've started the Dice Poker sidequest and completed the 'Novice' stage. The trick itself is available not long after starting chapter 2, when you first meet Thaler. If you've got yourself recognised as a professional dice player, Thaler will have no problem playing you. Most of the time, if you play poker with the same character repeatedly, they'll eventually run out of orens and the option to play more will be disabled. Thaler, on the other hand, never seems to run out of money no matter how many times you play him. As a result, dice poker with Thaler + blatant abuse of the save / load buttons = as much money as you can be bothered to win. If there is a limit, I never found it, and I'd made something like 3000 orens off of him before getting bored. Besides getting all the money you need for books relating to alchemy, this is also useful for being able to afford the Excellent Leather Jacket (the single most expensive thing in the whole game) in chapter 2. But what if you want a lot of money before chapter 2? Well, the total sums you can win from the dice players in chapter 1 combined add up to a fair amount (again, blatant abuse of the save / load buttons is the key to getting it all), and when they run out, you can always go hunting Drowners. If you have the journal entry about them, you can harvest Ginatz's Acid from them, which sells for 15 orens each. The ones by the river respawn at midnight, so you can run around and kill them all, fetch the acids they drop, go to a fireplace, hit the 'meditate til midnight' button, then get up and kill them all again in the space of less than 5 minutes. Keep doing this (Kill, meditate, kill, meditate etc.) until you have all the acid you can carry, then go to Abigail and sell it all (a full pouch of them can get you 750 orens). -Power-levelling. The mechanics of this game are not at all suited to power-levelling, but there is one place where you can do it and gain levels quickly. That place is in chapter 3, in the swamp cave. The Cockatrices in there will give you somewhere around 700XP each, and there's usually 7 or 8 of them each time they respawn. They, like everything else in the swamp, respawn at midnight, so by using the fireplace just outside the cave you can effectively cause them to respawn as many times as you like. After killing them all, go to the fireplace, hit 'meditate til midnight', and once you wake up you can go back to the cave and there'll be a new group of Cockatrices there. The entire cave-ful of them gets you somewhere between 4000 and 5000 XP each time you go through it, and you can make them respawn as many times as you like through use of the 'meditate til midnight' button. Just be prepared to get mobbed by all the other things that spawn right next to said fireplace at midnight too! (There may be other power-levelling places in the game, but this is by far the most effective one I've found to date.) -Making Fisstech. Yes, you can actually make Fisstech. Why you'd want to, I've no idea, since it consumes top-end alcohol and only sells for 20 orens each (meaning you'll be making no money at all from it at best), but if you just want to make some for a (not so) cheap laugh, here's the formula: Qb/Hg/Hg/Hg/Vm. I don't know if this stuff can have dominant substance effects put on it, since I've never tried making it, but if you want to have some fun experimenting with drugs, be my guest. And don't say the manual's description of what Fisstech does didn't warn you! ------------------------------------------------------------------------------- 10. Q&A If you ask about something particularly relevant, I might put your question here for everyone to read. Especially good questions will get you a mention in the credits, should you want one. Q: Where is / How do I [insert something not related to alchemy]? A: Check the Wiki site I put in the credits, or the guide the game comes with. This is only supposed to cover the topic of alchemy, not the whole game. Q: You missed a monster / ingredient / book / etc! A: First of all, make sure I actually did miss something, and you're not just being stupid and misspelling it in the Ctrl+F box. I've proofread this thing at least a dozen times by now, and I'm fairly sure I've gotten rid of all the spelling errors on my end. If I really have missed something, feel free to tell me via the e-mail listed in the credits. Be specific about what I missed, and if I can confirm your info I'll fix it. Q: Can I suggest something for the hints / tips section? A: Sure, knock yourself out. If you think you've got something that would fit with this guide (or if it's just plain awesome / funny to do), by all means tell me about it. I'll try it myself, and if it works it'll go in with what's already there, and you get a mention in the credits. :) Q: What about the Potion for Triss? A: It's not a real potion (as you can't drink it yourself), and the game spends half an entire chapter spelling out how to make it. If you still can't figure out what to do here, then the problem is more deeply rooted than what some text on the internet can solve. Q: I'm confused about [insert explanation here]. A: If you don't understand anything here, ask me via the e-mail and I'll try to put it in simpler terms. If it turns out you're not just being dense, or if several people raise the same concern over any part of this, I'll edit it to be less confusing wherever possible. No, I'm not re-writing the entire thing just because you can't get to grips with the abbreviations, but small changes here and there shouldn't be a problem. Q: NO ASCII ART!??!? F$^& YOU!!! A: Dear obvious 12 year old, I will (temporarily) ignore the fact that you should not be playing this game at your age, let alone yelling obscenities at people over the internet because of it, and instead direct you to the fact that this is a guide, not a doodle-pad. The point is to convey informaton regarding a videogame, not to see how well I can creatively waste GameFaqs' server space with pointless headers and drawing little boxes around everything. If your attention span does not allow you to read anything devoid of either, then this guide is not for you. Now give your big brother his game back already! ------------------------------------------------------------------------------- 10. Credits. All credit for writing this guide goes to... me. :P All comments, questions, complaints, death-threats, marriage proposals and pyramid-scheme offers concerning the content of this guide should be sent to 'totallynotajunkmailbox@gmail.com' (<=Yes, that is my real e-mail address, shut up). Please type coherently, and make sure I've not already answered your question here, if asking about something. Imbeciles, 1337speakers, spam-bots and obvious little kids will be ignored. Oh, also this site gets a mention for filling in the things I couldn't remember through my own completion of the game (mostly book locations, and one or two ingredient compositions): http://witcher.wikia.com/wiki/Witcher_Wiki Whatever's not in here, will almost certainly be in there. Visit it; you won't be disappointed. I suppose I should thank www.gamefaqs.com (the only place this guide should be found on, by the way) for giving people a place to share guides like this too. Without this place, a lot of people would by very, very stuck on their games. Me most certainly included. ------------------------------------------------------------------------------- 11. Legal / copyright info. Copyright (c) 2011 AdVenon The only place this should appear is on www.gamefaqs.com, under the username AdVenon. Don't steal this guide. That clear enough for ya? ...OK, I personally couldn't care less where this ends up, but I know for a fact that most guide-hosting sites do. If they find someone to be uploading guides they didn't make, it usually results in the offending account being deleted, and possibly IP-banned for copyright infringement. So don't do it. Or at the very least, don't get caught. ------------------------------------------------------------------------------- 12. Printer friendly version. Want to print this out? Here's a simple, no-nonsense list of all the recipes, as well as a brief description of where the ingredients are. NOTE: The chapter locations are approximate. Not every monster/ingredient in each entry will be available for all the chapters listed next to it; it only serves as a general reminder that, at any given chapter, at least one of the ingredients mentioned is available. Check the full FAQ above to find out exactly which one appears when. POTIONS: Bindweed: Ae/Qb/Vm Black Blood: Vt/Vt/Vt/Rb/Ae Blizzard: Vt/Vt/Rb/Rb Cat: Rb/Qb/Qb De Vries' Extract: Rb/Ae/Qb/Qb/Hg Full Moon: Qb/Hg/Hg/Vm/Vm Golden Oriole: Vt/Vt/Ae/Ae Kiss: Vt/Vt/Vm Maribor Forest: Rb/Rb/Ae/Qb Perfume: Vt/Ae/Qb Petri's Philter: Rb/Rb/Qb/Hg/Vm Shrike: Rb/Qb/Hg/Vm/Vm Swallow: Vt/Rb/Rb/Ae Tawny Owl: Vt/Ae/Ae Thunderbolt: Vt/Rb/Hg/Vm/Vm White Gull: Vt/Vt/Rb White Honey: Vt/Rb/Ae White Raffard's Decoction: Vt/Rb/Hg/Hg Willow: Ae/Ae/Qb Wives' Tears: Rb/Ae/Qb Wolf: Vt/Vt/Hg/Hg/Vm Wolverine: Ae/Ae/Qb/Hg/Vm MUTAGENS: Dagon Sap: Rb/Ae/Hg/Vm/Sp=[Dagon Secretions] Frightener's Vision: Vt/Rb/Qb/Sp=[Frightener's Eye] Golem's Pith: Vt/Ae/Qb/Hg/Sp=[Golem's Heart] Hellhound's Soul: Vt/Rb/Rb/Sp=[Trace of the Beyond] Kikimore's Ire: Vt/Qb/Hg/Vm/Sp=[Kikimore Queen's Nerve] Koshchey's Core: Ae/Hg/Hg/Sp=[Koshchey's Heart] Striga's Urge: Vt/Ae/Hg/Sp=[Striga Heart] Werewolf's Wrath: Ae/Qb/Hg/Vm/Sp=[Werewolf Fur] Zeugl's Vigor: Rb/Ae/Ae/Sp=[Zeugl Venom] OILS: Necrophage Oil: Vt/Vt/Ae Specter Oil: Vt/Ae/Rb Insectoid Oil: Rb/Qb/Ae/Vm Ornithosaur Oil: Vt/Rb/Qb/Hg Vampire Oil: Vt/Qb/Qb/Hg/Vm Crinfrid Oil: Vt/Ae/Hg/Vm/Vm Brown Oil: Rb/Ae/Qb/Vm/Vm Hanged Man's Venom: Vt/Rb/Ae/Hg/Vm Argentia: Rb/Qb/Qb/Hg/Hg BOMBS: King and Queen: Rb/Rb/Ae Samum: Rb/Rb/Ae/Vm Zerrikanian Sun: Ae/Hg/Qb/Vm Devil's Puffball: Ae/Ae/Hg/Rb Dragon's Dream: Hg/Hg/Qb/Rb/Vm INGREDIENTS: Vt: Beast Fangs - Dogs/Wolves/Barghests(/Skullheads) - Ch1-E White Vinegar - Necrophages(any) - Ch1-5 Shimmering Dust - Noonwraiths - Ch4 Vt-A: White Myrtle - Ch1-5 Echinops Rootstock - Echinopsae - Ch2-3(1+5) Vt-R: Sewant Mushroom - Ch1-5 Calcium Equum - Bought/Found - ChP-5 Archespore Juice - Archespores - Ch3 Bruxa Blood - Bruxae - Ch5 Vt-N: Crow's Eye - Ch2-4 Hop Umbels - Bought/Found - Ch?? Ghoul Blood - Ghouls - Ch1-5 Ginatz's Acid - Ghouls/Drowners - Ch1-5 Rb: Death Dust - Specters(any) - Ch1-4 Cadaverine - Drowners/Devourers/most Necrophages - Ch1-5 Wine Stone - Bought/Found - Ch1-4 Rb-A: Wing Membrane - Wyverns/Royal Wyverns/Fleders/Garkains - Ch2-5 Rb-R: Green Mold - Ch2-3,5 Lunar Shards - Bought/found - Ch1-5 Beast Liver - Dogs/Wolves/Mutants(/Skullheads) - Ch1-E Rb-N: Celandine - Ch1-3,5 Han - Ch4 Cemetaur Jaw - Cemetaurs - Ch3-5 Stones of Ys - Vodyanoi Priests - Ch4 Ae: Spores - Echinopsae/Archespores - Ch2-3(1+5) Cockatrice Feather - Cockatrices - Ch3 Naezan Salts - Alps/Bruxae - Ch3-5 Ae-A: Bebercane - Ch1-5 Drowner Brain - Drowners - Ch1-5 Ae-R: Hellebore - Ch1-3,5 Alp Fangs - Alps - Ch3-5 Ae-N: Ginatia - Ch3-5 Allspice Root - Bought/Found - Ch1-5 Drowned Dead Tongue - Drowned Dead - Ch2-3,5 Quicksilver Solution - Bought/Found - Ch1-5 Qb: Sulphur - Bought/Found - Ch1-5 Abomination Lymph - Vampires(any)/Bloedzuigers/Ghouls/Cemetaurs - Ch1-5 Shadow Dust - Devourers/Nightwraiths - Ch4 Qb-A: Verbena - Ch2-4 Honeysuckle - Ch2-3,5 Vodyanoi Bladder - Vodyanoi - Ch4 Qb-R: Balisse - Ch1-4 Fool's Parsely - Ch2-3,5 Optima Mater - Bought/Found - Ch1-5 Graveir Bone - Graveirs - Ch2-5 Kikimore Claws - Kikimore Workers - Ch3 Qb-N: Ducal Water - Bought/Found - Ch1-5 Mandrake Root - Bought/Found - Ch1-5 Alghoul Marrow - Alghouls - Ch2-5 Garkain Saliva - Garkains - Ch4-5 Hg: Albar's crystals - Bloedzuigers/Devourers - Ch2-5 Vodyanoi Scales - Vodyanoi - Ch4 Tendons - Vodyanoi(/Skullheads) - Ch4,E Mutagen - Armored Hounds/Mutants - Ch5-E Hg-A: Wolf's Aloe - Ch2-3,5 Ectoplasm - Specters(any) - Ch1,4-5 Hg-R: Beggartick - Ch2-3,5 Hg-N: Ornithosaur Eye - Cockatrices/Basilisks - Ch3-4 Mistletoe - Bought/Found - Ch1-5 Vm: Toxin - Ornithosaurs(any)/Kikimores/Giant Centipedes - Ch2-5 Tracheae - Kikimores/Giant Centipedes - Ch3-4 Phosphorous - Bought/Found - Ch1-5 Vm-A: Bloedzuiger Blood - Bloedzuigers - Ch2-5 Wolfsbane - Bought/Found - Ch1-5 Vm-R: Faeinnewedd - Ch2-3 Devourer Teeth - Devourers - Ch4 Pyrite - Ifrits - Ch2-3,5-E Pituitary Gland - Mutants - Ch5-E Vm-N: Bryonia - Ch4 Ergot Seeds - Bought/Found - Ch?? Venom Glands - Ornithosaurs(any)/Giant Centipedes/Kikimore Warriors - Ch2-5