Every Witcher 3 side quest and how to complete them


Note: Reaching Skellige requires the completion of main quest "Destination: Skellige."

In the Heart of the Woods

Prerequisite: None | Suggested Level: 22

You can start this side quest from the Kaer Trolde Harbor Notice Board, but you'll have to visit Fayrlund to get more information. There's a group of villagers gathered on the town's edge; talk to them to learn that some woodland spirit has killed on of the residents here.

Step one is to take a look at the woods nearby. Use your Witcher Senses in the three search areas to find claw marks and additional bodies. You're dealing with a leshen here, so read your bestiary to learn more - bombs, oils, and Igni will help with the upcoming battle.

Head back to town to speak with Harald and Sven. The former wants you to honor the spirit, while the latter wants it dead. If you choose Harald's way, you'll have to place a wolf's heart at the beat's alter to sate it. There's a pack near the altar, so you can easily loot one. Return to Harald after making your offering to be confronted by Sven and his boys. Deal with this as you'd like to complete the quest.

If you choose Sven's way, you'll first have to use your Witcher Senses to find out which villager has been marked by the beast. Once you do, return to Sven and decide what to do with her. Step two is to head back into the woods and destroy the leshen's three totems. Then you can head to your maker and face the beast. Defeat it and its band of wolves, and return to Sven for your reward.

The Family Blade

Prerequisite: None | Suggested Level: 15

This quest also comes from the Kaer Trolde Harbor Notice Board. Check it out to learn that Jarl Crach an Craie is offering a reward for the return of his family's sword. Head east to your marker to find a camp of renegades. Take them out, loot the bodies, and read the journal you find to discover that the blade is a band-occupied fort on the southern side of the island.

Head to this new marker to find more renegades around a harpy's nest. Kill them all, then search the bodies for another journal; this one will tell you the blade is with a third set of thieves at the Whale Graveyard on the northeastern edge of the island. Head there, take them out, and loot the bodies to find the all-important blade. Return this to the guardsman at Kaer Trolde to complete the quest.

Gwent: Skellige Style

Prerequisite: None, but requires "Practicum in Advanced Alchemy" to complete. | Suggested Level: N/A

Check the Kaer Trolde Harbor Notice Board to learn of some Gwent players in Skellige. The first is the druid Ermion. Track him down and beat him to learn of two more good players. The first is Crach, and beating him will unlock another match against a tailor named Sjusta. The second is Gremist, but in order to duel him, you'll need to complete "Practicum in Advanced Alchemy." Beating him unlocks a match against Madman Lugos. You'll need to trump all four players to complete the quest.

Practicum in Advanced Alchemy

Prerequisite: None | Suggested Level: 24

West of the Whale Graveyard marker is a place called Gedyenith Grove, where you'll find several druids. When you find it, one of them will be arguing with an aged alchemist named Gremist. Speak to him to learn that Gremist refuses to take an apprentice. Pay him a visit, and he'll agree to teach you advanced techniques if you do three favors for him.

The first is to collect a pimpernel from the woods to the south. Use your Witcher Senses in the area to find a special object… which isn’t the plant you need. Another druid will show up and say one of his fellows has gone missing. Use your Senses again to find a set of tracks; follow these to find the missing druid flirting with a succubus. Cut her down, then follow the scent trail to her lair. You'll find a pimpernel in the back of the cave.

The second favor is to get Skellige spirit from an abandoned distillery. The marker is nearby the succubus' lair, so head up the mountain to find the place. You'll have to battle a cyclops inside, but then you'll be free to explore. Check the buildings to find the distiller's recipe. Now use your Witcher Senses to find mash (it's up the ladder near the machinery). Add this to the cauldron, then ignite the kindling below with Igni. Extinguish it after a moment, then pull the nearby lever to distill the spirits. Pick this up and be on your way.

The third favor is to find the druid Fritjof and bring him back to Gremist. You'll find him in the town of Blandare in the center of the isle. He'll agree to see Gremist if you help him with a ritual of his own. Follow him to his altar, and a few waves of foglets will attack. Fend them off to make Fritjof happy, and he'll head off to see his pal.

Return to Gremist, and he'll tell you that you cannot be present for the ritual. Return the next day to find him and Fritjof rather drunk. Join them to complete the quest.

Fists of Fury: Skellige

Prerequisite: None | Suggested Level: 30

Read the Kaer Trolde Harbor Notice Board to learn about a fighting ring across the islands. There are three brutes to face: Valgard in Kaer Trolde, Grim in Arinbjorn, and Einar in Harviken. Defeat all three to unlock a final bout against Olaf at the arena near Urialla Harbor. Take down this bear (yes, you must fistfight a bear) to become Champion of the Isles.

Fists of Fury: Champion of Champions

Prerequisite: Complete "Fists of Fury: Skellige." | Suggested Level: 11

After becoming the champion, you'll be approached about a fight with the Champion of Champions. Head to Hov on the eastern side of Spikeroog to meet with the bookee, who'll tell you that the arena's closed. You'll have to complete "Masters of the Arena" to continue. Return to him after this to face the true champion: a rock troll. If you pull off a win here, you'll become the new Champion of Champions.

Masters of the Arena

Prerequisite: Begin "Fists of Fury: Champion of Champions." | Suggested Level: 14

You need to get the arena back open. Talk to the men in the nearby watchtower to learn that a wraith is haunting the arena. Head inside to face the ghost, and you'll be able to take him down in a few hits. He'll then vanish, threatening to reappear as he always does.

Wait a day and return. Speak to the ghost again, and let him defeat you. This will send him off to the afterlife. Return to the men in the watchtower and tell them the news to finish this quest. If you decided to take a percentage of the arena earnings earlier, you'll have to come back later to collect those.

Worthy of Trust

Prerequisite: None | Suggested Level: N/A

You can find a man in Kaer Trolde Harbor begging for money; he needs it to get back to Novigrad. Loan him some crowns to get this quest going. Return to the area a while later, and you'll find him on the path leading out of the harbor. Ask him what happened, and you'll learn that the man's not so trustworthy after all.

Despite this, you need to extend his loan to continue the quest. Once you do, head to Fyresdal. You'll find him there, and he'll finally pay you back. Not so bad after all.

The Phantom of Eldberg

Prerequisite: Being "The King Is Dead - Long Live the King." | Suggested Level: 17

During the feast, Geralt will learn of this contract, involving a haunting near Arinbjorn. Head there to meet with Jorund in the inn and find out more: a wraith has set up shop in the area near the lighthouse.

Head north to check the affected area (chances are, you'll run into some weaker wraiths on the way there). Knock on the door of the lone house to meet the lightkeeper Mijkkal. He'll give you a key to the lighthouse, so head up the path and use your Witcher Senses to find a weird symbol painted on the side of the building. Then head inside and use the ladders and your Senses to reach a letter that hides a little secret about our lightkeeper.

Head back to Mikkjal, as you need his help to lift the curse on the land. As you two head for the lighthouse, the Penitent will appear. For the first little while, all you can do is avoid taking damage and kill off any extra wraiths he summons. Once Mikkjal restores the light in the tower, you can deal some real damage. Take him down! Return to Journd after the fight for your reward.

Stranger in a Strange Land

Prerequisite: Complete "The Phantom of Eldberg." | Suggested Level: 14

On your way out, you'll be harassed by some Skelligers. Take them out - Jorund will die in the brawl - and head outside. The father of the thugs you just killed isn't very happy. After a talk, you'll be taken to Madman Lugo to be judged.

You'll wind up in a prison cell, but you can use Axii on the guard to get your trail started early. Madman Lugo remembers you from the wake, so he'll take care of things, as long as you repay the favor…

The Cave of Dreams

Prerequisite: Complete "Stranger in a Strange Land." | Suggested Level: 14

That favor is checking in on Madman's son Blueboy, who's recently journeyed to the dangerous Cave of Dreams. Head to the southern edge of the island to find him camped on the beach.

Talk your way onto the Boat and speak to Blueboy. He'll gather his men, then it'll be time to head into the cave. Follow his crew, and you'll soon come upon some nekkers. Take them out. After a cut scene, you'll wake up in a more nightmarish version of the cave.

Venture further to reach a ghostly court. You'll have to fight the ghostly soldiers here, and doing so opens up more of the cave. You'll encounter a pair of sirens in the next chamber. Kill them and continue on to face a flaming, spectral version of Madman Lugo.

There's one more section of the cave to explore. In it you'll encounter a hallucination of the King of the Wild Hunt and two of his hounds. Defeat this icy trio to face Geralt's fears and complete the quest.

The Lord of Undvik

Prerequisite: Complete "The King Is Dead - Long Live the King." | Suggested Level: 17

This quest will unlock automatically while speaking with Crach about his children. Apparently, his son Hjalmar has sailed off to kill an ice giant. You'll next need to head to the inn in town and speak with some of the folks there about the giant and the island where he lives. After this, it's time to sail to Undvik - your map should land you near the Marlin Coast marker.

You'll find the island abandoned, so head to your quest marker. This will lead you right into the giant's territory. Once he slips away, head toward the massive abandoned ship. Take out the sirens nearby, then climb into the hull to meet a man named Octo, who'll inform you that Hjalmar is camped nearby.

Head there to find the camp abandoned, with a few corpses lying around. Use your Witcher Senses to examine these and find some footprints as well. Follow these to start on a long trek up hills and through an abandoned village, eventually reaching a dead body near the special Hornwall Horn. Pick this handy item up, and keep using your senses to find some troll tracks leading into a cave.

Make your way through the cave to eventually find a group of trolls about to boil a man alive. To free him, you'll have to answer a riddle: the correct choice is "a troll." Folan the archer will now accompany you to the giant's lair. The two of you need to head for your new marker across the lake on the eastern side of the isle. You'll find Hjalmar here, battling sirens; take them out.

Now it's up to the three of you to slay the giant. Head to your new marker to reach his cave. Go inside, and you'll find another one of Hjalmar's comrades locked in a cage near the giant. Free him or don't - either way, it's time to face the giant. His defense is obviously quite high, but Igni will help.

Possession

Prerequisite: Complete "The King Is Dead - Long Live the King." | Suggested Level: 17

This quest will unlock automatically while speaking with Crach about his children. Apparently, his daughter Cerys has set off on a dangerous mission of her town. To find out more, you need to sail for the town of Svorlag, on the northwestern isle of Spikeroog. Speak to Udalryk, the jarl there; you'll soon learn he's not quite right in the head.

Now you need to head to the jarl's old family home. Step inside the creepy place and use your Witcher Senses to spot some footprints. Follow these to find Cerys passed out in a hallway. A cut scene will play, during which you'll learn that Udalryk's family sword can lift the curse on him.

Head back inside the house and use your Senses again - you'll find a cellar key through the first door on the left side of the house. Use it to enter the cellar, and you'll find the all-important sword on a table down there.

Return to the jarl's house with Cerys to learn more about Udalryk's dead brother Aki. You'll have to return the sword to his dead body. Swim out to your new marker and use your Witcher Senses to find Aki's remains under the water. Drop the sword there and return to Udalryk to find that the curse remains. Speak to Cerys, and Geralt will tell her the real source of trouble here: a hym.

You have two choices here: trick the hym, or draw it out of Udalryk and kill it. Either method will take you back to the haunted house. With the former, you'll have to first use your Witcher Senses to check out some of the more mysterious items in the house. Cerys will get an idea for tricking the hym, so return to her. When she returns with a baby - stay with me here - you need to toss it into the oven; remember, it's just a trick. The quest will wrap up in a happy way.

If you choose to try to kill the hym, the first thing you'll need to do is grab some torches. Get them from the nearby storage shed and return to the house. Place the torches you just grabbed at the marked spaces and inform Udalryk that the preparations have been made.

Head back inside and light the torches. Now you must face the hym - note that Igni is its weakness. If Udalryk starts to freak out and leave the room, use Axii to calm him down and keep the hym visible. When it retreats, head down into the cellar to finish it off. With the beast slain, the quest will end.

King's Gambit

Prerequisite: Complete "The Lord of Undvik" and "Possessed." | Suggested Level: 18

After helping both of Crach's children, return to his castle to be met by one of his associates, Arnvald - the decision of who'll be the next king is in progress. Follow him into the main hall to find Hjalmar and Cerys arguing. Head past them and toward Crach's chambers.

After receiving a sweet blade for your work from Crach, you'll hear a fight breaking out back in the hall. A trio of bears are tearing the place apart (no, seriously), so take them out quickly. After the brawl, you can go with Cerys or Hjalmar to figure out who's responsible for the massacre.

If you stay with Cerys, you'll need to use your Witcher Senses to figure out what happened. Examine the bear to learn that it's something of a were-bear, triggered by something the host drank. Check around until you discover the scent, then follow it to the source of the transforming drink. Take your findings to Hjort, the castle druid.

You'll then need to check the cellar for more clues. Follow her there and use your Witcher Senses to find the barrel holding the were-bear cocktail. Once you do, someone will set the cellar ablaze. Use Aard to bust away the barrels blocking the exit, then take the tunnel to safety.

Return to the cellar entrance to find footprints. These will lead you to a scrap of Arnvald's tunic. Hurry back to the main hall to find the murderer fleeing on horseback. Chase him down and knock him out of the saddle to learn the truth. The quest will wrap up after a pretty intense cut scene.

If you go with Hjalmar, you'll ride to a village where the tribe members may indeed be the were-bears in question. Use your Witcher Senses to check all around the village, then head for the shrine Hjalmar points out. Use your Senses here too to find a strange scent; this will lead you to an abandoned longhouse. Inside are some strange mushrooms… and a trapdoor.

Head down and explore the cave underneath the house to encounter a berserker named Halgrim. Hjalmar will initiate a fight, so take this dude out - he will enter his bear from at some point. Head further into the cave to find the head of this clan, a druid named Artis. Expect another fight here; Artis will even summon additional bears. Check his corpse after the fight to learn the truth. The quest will wrap up after a similar cut scene to Cerys' quest path.

Coronation

Prerequisite: Complete "King's Gambit." | Suggested Level: 18

After solving the murder at the main hall, you can accompany Crach to see who will be crowned ruler of Skellige. If you helped Cerys, it'll be her. If you helped Hjalmar, it'll be him. Either way, it's a quick and easy quest.

The Last Wish

Prerequisite: Complete "Nameless." | Suggested Level: 15

After the events of "Nameless," Yennefer will ask to meet you at the tavern on Larvik. Head there and speak to her to learn that she needs help tracking down a djinn. Follow her down to the docks to hop into the boat she's rented for the search.

Hop in and let Yen take you out to a search area in the water. She'll cast a spell to let you breath underwater, so dive in and swim down to find a cavern deep below the surface. Use your Witcher Senses to locate and examine the sunken hull of a ship. It won't be the right one, so return to Yen.

She'll sail to another spot. Same deal - dive in and use your Senses to find a skeleton and a buckler. Wrong ship. Swim back to Yen. She'll sail to the largest search area yet. Swim down to find a large crater under the surface, and use your Senses to locate a broken seal.

Return to Yen, and she'll use this seal to teleport you to a shipwreck on a mountaintop (no, really). After a little heart-to-heart, head to the wreck and use your Witcher Senses again to locate some drag marks below deck. You'll find a body and the other half of the seal nearby.

Meet Yennefer at the helm (I'd recommend throwing some elementa oil on your blade right about now). She'll repair the seal and summon the djinn: time for a battle. Take him down - it won't be too tough - and this quest will end after another intimate cut scene.

Peace Disturbed

Prerequisite: None | Suggested Level: 25

There's a crypt southeast of Kaer Trolde Harbor. Head there to find two ladies by the entrance. They want to head inside, but according to them, the place is filled with ghosts. Head inside.

As you make your way through the crypt, you'll encounter wraiths. Fight your way to the final room to encounter a nightwraith. Use Yrden to make it vulnerable, then take it out. Return to the ladies outside to let them know the crypt is clear.

Finders Keepers

Prerequisite: None | Suggested Level: 24

At the northeastern edge of the main isle (look for a pair of boat icons on your map), you can find a group of pirates guarding some large chests. Take them out, then use your Witcher Senses to check the chests. You'll find a broken sword in one of them.

The chests belong to Clan Brokvar, so you'll need to sail to Svolarg on Spikeroog. Speak to the merchant there to return the sword for a reward.

Crime and Punishment

Prerequisite: None | Suggested Level: 18

Continue counterclockwise around the coast to encounter a gang of harpies and a man chained to a rock. Kill the harpies and speak to him, and he'll claim he's been framed for murder. Release him or let him be to end this quick quest.

The Nithing

Prerequisite: None | Suggested Level: N/A

You'll learn of this quest from the Rannavaig Notice Board. A man named Lothar has a cursed son, so set off for his house to find out how you can help. Start by examining the nithing itself. There's a trail of footprints next to it; follow these to reach a shawl.

This will have a strong scent, so follow the misty trail to back to Rannavaig. Now you'll need to ask around about the shawl. Talk to the woman near the water to learn that it belongs to Jonna the herbalist. Confront her to learn that she was originally meant to marry Lothar, and she'll lift the curse if he comes back to her. Return to him, and you'll have a choice.

If you tell him to return to her, the quest will end. You can also examine the nithing to reverse the curse on Jonna herself. With this ending, Lothar will give you some crowns as a reward.

The Heroes' Pursuits: Kaer Trolde

Prerequisite: None | Suggested Level: N/A

There are several horse races across Skellige, and the first is in Rannavaig. Talk to the race master to enter, then be sure to win to receive a nice set of blinders. As a heads up, the race takes you from Rannavaig to Kaer Trolde.

The Heroes' Pursuits: Fyresdal

Prerequisite: None | Suggested Level: N/A

The next race starts south of Blandare, and it runs from that spot to the town of Fyresdal. You'll receive an upgraded saddle for the win.

The Heroes' Pursuits: Fayrlund

Prerequisite: None | Suggested Level: N/A

The third race starts just northeast of Fayrlund; it's a brief run along the nearby cliffs. You'll receive upgraded saddlebags for winning.

The Heroes' Pursuits: For the Goddess' Glory!

Prerequisite: None | Suggested Level: N/A

This quest unlocks with the other races, but you must win all three of them to truly begin. Head to Larvik and speak to Svana to enter this final pursuit. Beat the previous champion Astrid to receive an even better saddle.

Armed Assault

Prerequisite: None | Suggested Level: 15

Southeast of Rannavaig, you can come across a lone house with bandits out front, attempting to rob the place. Take them out and knock on the door to let the homeowner know the coast is clear.

Inheritance

Prerequisite: None | Suggested Level: 14

Southeast of Rannavaig is an Undiscovered Location, a corpse marked as a Hidden Treasure. Loot it to find a letter and a key, then read the letter to learn of treasure in the area. Use your Witcher Senses to find a locked chest nearby, and get yourself some loot.

The Sad Tale of the Grossbart Brothers

Prerequisite: None | Suggested Level: 26

At the town of Blandare is a bounty hunter named Djenge Frett (what a reference, eh?) who wants your help tracking down a group of criminal brothers. Agree to help, then head to the southeastern edge of the isle.

You have a wide search area here, but you want to look for a grotto (it has its own fast travel marker) along the coast. This is the brothers' lair. Head inside to meet up with Djenge, then follow him through the cave. You'll soon come across the brothers. Quickly take them out, as they can cut Djenge down pretty quickly. The quest ends after the fight.

Freya Be Praised!

Prerequisite: None | Suggested Level: 4

Just southeast of Blandare is an abandoned cart, marked as Hidden Treasure. Loot the corpse near the cart for a letter and a key, then read the letter to learn of some treasure in the water nearby. Dive in and use your Witcher Senses to find it, and unlock it with the key you just looted.

Shock Therapy

Prerequisite: None | Suggested Level: 24

You can find this quest at Gedynieth Grove, northeast of Blandare. A druid by the big tree will ask you to help a fellow druid break his silence. Head to the druid in question to get started.

First, use Aard on the nearby pots and pans when he falls asleep. He'll then move to a different spot. Use Aard on the hornet's nest near this new spot to make him move again. Lastly, he'll light a fire. Extinguish it, and he'll finally speak out of anger - toward you. Return to the druid who gave you the task to complete the quest.

Pearls of the Coast

Prerequisite: None | Suggested Level: 13

There's a Hidden Treasure on the path from Arinbjorn to Eldberg Lighthouse; it's a satchel of loot protected by some pirates. Take them out and loot the bag to find a letter, then read it. There's treasure in the water nearby, so dive in and use your Witcher Senses to find it.

A Hallowed Horn

Prerequisite: None | Suggested Level: 12

You can get this quest from the Notice Board in Holmstein, the town down the hill from Kaer Muire. Apparently someone's all-important horn has been stolen. Head to your new marker on the peninsula north of Arinbjorn to find a group of bandits. Take them out, then check their camp to find the missing horn in a chest. Return this to Mathois back in Holmstein the wrap things up.

Brave Fools Die Young

Prerequisite: None | Suggested Level: N/A

Follow the road out of Fyresdal to the north, and you'll come across a large, flaming monument. Speak to the injured man underneath; he needs something for the pain of his broken leg. Celandine will ease his pain, so you need to pluck some if you don't have any in your inventory. Hand this herb over to wrap up this short quest.

Family Fortune

Prerequisite: None | Suggested Level: 13

The Ruined Inn is an Abandoned Site southeast of Fyresdal you can liberate. Once you do, check inside one of the houses to find a letter in a chest. Read this to learn of treasure in the shipwreck the west.

Scavenger Hunt: Bear School Gear

Prerequisite: None | Suggested Level: 20

Near the Ruined Inn marker is an abandoned house with a pair of wraiths in the basement. Take them out and check the nearby rooms for a chest containing a Bear School diagram and information on the full set. It's time for a scavenger hunt.

There are two markers at first, so your first stop is Fort Etinr, to the north of Rogne. Use your Witcher Senses to find a skeleton holding the next diagram. Now we'll head to the second marker, on the southwest end of Spikeroog. Head inside the cave here to find another skeleton on a high ledge. Loot it for the next diagram, and read the letter it's holding to learn of the next location.

Our next stop is Clan Tuirseach's castle, found directly north of Urialla Harbor. When you enter the castle, look for a pathway to the lower floor with dungeon cells. Head to the far end of this floor to find a lever that opens the cells, then look for one with a busted floor leading to a lower sewer area. This path will take you to the throne room back on the first floor, where you can find the remaining diagrams in a chest.

Ironside's Treasure

Prerequisite: None | Suggested Level:

There's a Hidden Treasure on the small group of islands southeast of the Ruined Inn. Head there to find a skeleton, and loot it to find some notes. Read these to learn about treasure in the water nearby.

Hidden in the Depths

Prerequisite: None | Suggested Level: 31

You can find a Hidden Treasure, a corpse, on the shore southwest of Larviken. Loot the corpse here to find a letter and a key. Read the letter, and the quest will end (there's seems to be something of a glitch). If you actually want the treasure mentioned in the letter, you can enter the nearby cave - be aware of high-level enemies inside - and use the key on a locked chest.

Iron Maiden

Prerequisite: Complete "Fists of Fury: Skellige." | Suggested Level: 19

East of Harviken is a hilltop arena where you'll find the warrior Jutta. She's heard of your fight against Olaf and wants to take you on herself. Defeat her in combat, and she'll ask more about you. Offer to tell her more about your past, then pay her a visit back in town.

Meet Jutta in her house at some point after 6pm to spend the rest of the night with her (you know what I mean). After a little roll in the hay, the quest will end.

For Flame and Glory

Prerequisite: None | Suggested Level: 15

Just outside of Larvik is a pair of warriors by a mine entrance. They want to clear the cavern of necrophages, but are too scared to do so. Agree to help them, then head inside. Make your way through the cave, taking out the variety of enemies; there's an alghoul to battle in the final chamber. The quest will end once you've slain every beastie.

Shortcut

Prerequisite: None | Suggested Level: 13

There's a Hidden Treasure on the island of Undvik, just west of the Dorve Ruins marker. Head there to find some pirates guarding a sack of loot. Kill them and check the bag to find a paper, then read it to learn of treasure in the water nearby. Swim out to the spot and dive in to find it.

Precious Haul

Prerequisite: None | Suggested Level: 13

There's another Hidden Treasure on the northwestern coast of Undvik. Check it out to find a corpse holding a letter. Loot and read it to learn about more treasure in the water. Swim out the marker and dive down to find some nice loot.

Only Eagles Dare

Prerequisite: None | Suggested Level:12

Just southeast of Svorlag proper is an Undiscovered Location, a Hidden Treasure on a small jetty in the bay. Check here to find a corpse holding a key and a letter. Read the letter to learn about a nearby treasure, then hop into the water. Use your Witcher Senses to find a chest, and use the key from the corpse to get some sweet loot from inside it.

The Tower Outta Nowheres

Prerequisite: None | Suggested Level: 30

There's no Notice Board in Urialla Harbor, but you can overhear some folks talking near the fast travel marker to unlock this quest. Speak to the fisherman in the crowd to learn that a tower has randomly appeared on a nearby hill, causing storms in the area.

Head to your new marker at the tower (you may encounter a cyclops along the way). Go inside to find a portal, then step through to enter a separate, larger section of the tower. You'll have to fight a golem here, but after the clash, you can speak to a mage named Sigo. Apparently this tower has been teleported here, and he needs your help to get it back home.

Head to your next marker in the laboratory, and be aware that the tower will continually summon more monsters for you to fight as you navigate it. When you can, loot the key from the lockbox on the desk. Use this to enter the library as you move toward the next marker.

Use your Witcher Senses to find the grimoire you need, and be careful - once you pick it up, the room will fill with gas. Return this book to Sigo and he'll open the final chamber. As he starts deactivating the tower's spells, an earth elemental will appear. Defeat it and check in with Sigo to be teleported all the way back to Urialla Harbor. Swim to shore to check in with the townspeople and end the quest.

The Path of Warriors

Prerequisite: None | Suggested Level: 16

There's man by the Trail to Yngvar's Fang marker you can talk to about the island's "path of warriors." To complete the trial, you'll have to pass two trails full of obstacles. For the first test, follow the path, using jumps and ledge grabs - expect to fight some harpies too - to reach the highest peak on the island. Grab the token from the totem there to prove your worth.

Your next marker is a cave opening. Head there to start down the second path. You'll have to swim a very far distance in this cave, so be on the lookout for any place to catch your breath. When you reach the end of the water, you can loot another token from a submerged chest.

Nilfgaardian Treasure

Prerequisite: None | Suggested Level: 12

This is found at the Undiscovered Location southeast of Urialla Isle. The Hidden Treasure here is a dead body; loot it and read the log you find to learn of treasure in the water nearby. Hop in and use your Witcher Senses to find the sweet loot.

Freelance Writer

Tony lives in Maryland, where he writes about those good old-fashioned video games for GamesRadar+. His words have also appeared on GameSpot and G4, but he currently works for Framework Video, and runs Dungeons and Dragons streams.