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Head through the cellar. Feel free to examine an old, ordinary spoon on a table near some wine barrel alcoves, before heading east into a chamber where the cauldron can be found. Though there’s a tunnel passage through some dangling spoons to a cellar vault, (with, you guessed it, more spoons), it isn’t necessary to enter yet.
Instead, pay close attention to the table and use your Witcher Senses:
- The table is set; the Wight seems to be getting ready for a feast. The Wight appears to be desperately trying to lift the curse.
- Close to a chest is a cauldron. Unfortunately, it is empty. You have little choice but to locate a spot and observe the Wight when it steps close to the cauldron.
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It shouldn’t take long (especially if you use your Witcher Senses) to find a wardrobe in the far corner of the chamber, opposite the cauldron, examine the door, and enter it. Hide inside, remaining patient as the Wight eventually appears, and begins to pace about the room. Continue to wait until the following happens:
(Attack the monster: No choice) If you’ve failed to search the house (particularly the dining room) for clues, you’re spotted by the Wight, shaken out of the wardrobe without the knowledge of lifting the Wight’s curse, and must face it in combat.
(Attack the monster: Choice) You are given the opportunity to attack the monster, or choose a more peaceful solution (“Try to lift the curse”) if you’ve thoroughly inspected the manor for clues.
(Try to lift the curse: Choice) You step out of the wardrobe, offering soothing words of wisdom about figuring out how to lift the curse. Time for dinner.
PLAN A (DEATH TO THE WIGHT): STICK A FORK IN IT
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If you have malice in your heart, or just didn’t bother to investigate the manor for clues, you have little choice but to follow the Wight down into the main wine cellar vault, and maneuver about the knee-deep collection cutlery while battling this atrocity. Once you’ve killed the Wight, you can collect a vial of vile spittle, and be on your way.
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Items: Wight Saliva gland, Wight trophy, Disgusting Wight key, Fork |
PLAN B (DINNER WITH THE WIGHT): THERE IS NO SPOON
Should you choose to try and solve the riddle of the curse without resorting to violence, you inform the Wight that you’re its willing guest at a dinner. At this point, you must choose how to eat (based on the solving of the riddle, which you can remind yourself of before making one of the following choices). You can:
Swap spoons with the Wight. You swap spoons, chow down some disgusting gruel, fail to lift the curse, but retrieve some Wight brew for your troubles (and for Regis). You can optionally chase the Wight down into the wine vault to kill it (Plan A), or leave the Wight and the manor and head back to Regis.
Eat without using spoons. You down some particularly unpleasant broth, ordering the Wight to open its eyes and gaze on its likeness. This freaks it out and it flees. You believe the curse is lifted. You can optionally use your Witcher Senses to follow the odor of the broth out of the manor. This leads to Plan B (Interlude), below.
Eat using spoons. You down some vile vittles, fail to lift the curse, but retrieve some Wight brew for your troubles (and for Regis). You can optionally chase the Wight down into the wine vault to kill it (Plan A), or leave the Wight and the manor and head back to Regis.
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Items: Wight Brew |
PLAN B (INTERLUDE): THERE’S NO PLACE LIKE CORVO BIANCO
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If you lifted the Wight’s curse, follow the scent of the fleeing wretch across the gardens, down a winding path, pausing to slaughter any Barghests along the way, to a rocky outcrop where a ragged bag of bones is huddled and pleading for food. Some time later, back at Corvo Bianco, you tell your majordomo (Barnabas) that leading this old woman back here was the only suitable course of action. If you speak with Barnabas, he reveals the old woman to be Marlene Trastamara, and explains how she became to be cursed.