Fast travel to the hill where Ermion is waiting to ask for your help. Unlike most allies, she will immediately agree to help and leave for Kaer Morhen immediately. I'm impressed. No side missions. Craziness!
Fast travel to Kaer Trolde and find Crach for help. Announcement, rejection. Crach cannot offer any help until the king's succession is complete and his sons have returned. Sigh, I think we know what to do.
The Lord of Undvik
Recommended level: 17
Location/Obtained From: Conversation with Crach at the end of the story quest - The King is Dead - Long Live the King
Objective: Explore the ruins of Urskar and look for signs of Hjalmar's presence using your warlock senses.
Well, first things first. Geralt will have to travel to the correct island. What you're looking for is a large triangle southwest of Kaer Trolde. Hop on a boat and avoid mermaids and other aquatic enemies as you get closer.
After landing on one of the island's two beaches, head inland to discover the demolished town of Urskar and the remains of a great battle that took place in the area.
Near the fast travel marker in the middle of town, you'll see huge pools of blood with footprints leading out of town. Follow it up the hill until you reach the entrance to a cave, which the crew must have entered to escape the giant.
Aim:Find out what happened to Hjalmar's crew.
After entering the cave, you will see the footprints that end on a ledge, which means you need to jump into the water below. Dive into the water below and quickly make your way to dry land. Several erynias (harpy enemies) will fly around the area for you to deal with. As usual, quick attacks and takedowns will finish them off quickly, leaving you free to explore the caves.
Head to the north end of the cave to find the sailors' trail once more. Blood spatters and enemy bodies destroy the path you need to follow. Climb up along the series of ledges to exit the cave via an upper exit, fighting the devourers in the final passage.
Enter the building ahead of you to find out what happened to Hjalmar's crew. A trio of Gobblers will be in a side room for you to deal with, before following the set of footprints that lead from the building down the hill towards the beach. Here you will finally find Hjalmar under attack from flying enemies. After a short conversation, you will join Hjalmar in his final attempt to find and kill the giant. Follow the path to the fallen rocks blocking the giant's lair and clear the path for the scene.
Objective: find a way to the giant's lair.
Enter the cave and continue on your way. When you reach the bottom of the cave, you'll trigger a cutscene and find one of Hjalmar's men in a cage.
Let's release it. - Vigi starts the fight with the giant
All good. Let it stay there. - Resulted in the death of the caged man during the fight against the giant.
Objective: avoid the snow: the sound it makes crunching under your feet will wake up the giant.
OptionalObjective: Find the key to Vigi's door using your witcher senses.
Head through the room, carefully avoiding the white snow on the floor, until you reach a chest with a light behind it, to the left of the giant. Examining the chest with your senses will highlight it in red. Inside is Vigi's cage key.
Carefully go back to the cage and unlock it to trigger a scene.
Objective: Kill the giant.
The giant is vulnerable against Ogroid Oil and Quen's sign. Make sure you have the Quen sign active during the battle to absorb the powerful attacks.
At first, he will use close-range strikes. The giant will also roar and charge across the map, waving its arms. Another common attack is to slowly lift your foot up and down, dealing area of effect damage. Hjalmar is immortal and will occasionally distract the giant slightly, allowing for easier movement and attacks.
If you don't release Vigi, when the giant has lost a quarter of her health, Vigi will die indirectly. If you freed Vigi, he will join the fight with you. He is not immortal and has a health bar that shows his health.
Once the giant has the anchor, it will use it in attacks, increasing its range. He will swing it directly in front of you. If you're close enough, he'll do a spin with his free arm and take you down.
After the giant falls, make sure to stay behind to get some good loot from the giant's corpse. If you do, you'll need to find it at the ship symbol on the map, to accompany you on your journey home.
Group
Recommended level: 17
Location/Obtained From: Conversation with Crach at the end of the story quest - The King is Dead - Long Live the King
Objective: Ask Udalryk where Cerys is.
Fast travel to Svorlag. If you haven't figured it out yet, head northwest from the port of Kaer Trolde. Once there, follow the path on the minimap up the hill to the Jarl's maloca. Have an enlightening conversation with the gate guards before going inside and talking to the Jarl. During the scene, you might get the impression that something is up with the Jarl.
Objective: Ask for Cerys in town.
Walk around the circle until an individual is activated to speak. There are several to find and talk to, and some of them move around, so the locations may differ. One is a Skellige Woman with a broom southwest of the fast travel sign. Another is a fisherman in a yard west of the fast travel sign.
Objective: Talk to Bergthora
Bergthora is an evil chicken plucker. He's plucking chickens north of the fast travel sign. Rather meaningless, since they do not have fewer feathers, nor do they change chickens in the bucket. Talking with her, you will get the necessary information about Cerys.
Objective: Find Eiric
Follow the minimap trail to the nearby beach to find Eiric huddled on top of a cliff (as you'd expect when you're married to an evil chicken plucker), surrounded by drowning people. Kill them to hear his story about how he saved you from the drowners you killed (wait what?).
Objective: Search for Cerys in the abandoned house using your witcher senses.
Continue following the path on the minimap, up the slope behind the town, until you reach the abandoned Jarl's house. Go inside and loot the place. Once inside you can feel that something is wrong with this house. Notice the dark edges on the screen. Using your witcher senses, scan the ground near the entrance and follow the steps.
Enter the first door on the right and take the key from the shelf. Go through the second door and around the corner to find Cerys. During the next scene, you will find out more about Cerys and her efforts to help the Jarl.
Objective: Find the sword called Brokvar
After the cutscene, go back to the house to find the sword. Using the previous key, you can unlock the trapdoor in the north corner of the house and go down to the basement. Loot the glowing table to find Brokvar and look at the wall behind the table.
Objective: Tell Cerys that you found the sword
Leave the house to meet with Cerys.
Objetivo: Go to Uldalryk with Cerys
Head back to the village and head back to the Jarl's cabin once more to trigger a scene.
Objective: Place Brokvar near Aki's bones
Leave the progressively mangled/wrecked Jarl on his porch and head down the path to the docks, where a boat is waiting for you. Take the boat and navigate the short distance to the marker on the map. Dive into the icy water and face the mermaids that will try to drown you. In the center of the circle, using your witcher senses, you will find Aki's body. Examine her body to place the sword with it.
Objective: Return to Udalryk
Sail back to the port and return to the Jarl's cabin to hear a blood-curdling scream. She walks in to trigger a scene. Listen to the scene to find out what you're up against and what options you have to combat it.
Objective: Meet Cerys in the old house of Udalryk
Go back up the hill to the house.
Objective: Search the house and find a way to drive out the anthem.
Go inside the house and using your witcher senses, examine the things highlighted in red.
- Portrait: first door on the right, after the scene with Ciri.
- Wooden beam - First door on the right.
- Crib - Second door on the right.
- Fireplace (Important) - Main room
Objective: see what Cerys found
Shortly after going through everything, and as soon as he leaves, Cerys will call Geralt. Join her outside.
I trust you. - Starts the Trick method.
No chance. - The Witcher method begins.
OPTION ONE: The trick
Watch the scene and decide if you are a monster or not.
[Give the baby to Udalryk.] - Activate the witcher's path option.
[Put the baby in the oven.] - Continue the path of the trick.
"Let me make you a deal, you keep your mojo, you keep your money and I keep your baby."
Objective: Defeat the warriors of Udalryk
Hit the saving guards who are trying to save the innocent baby and continue the scene. After this scene ends, this path ends. Fast it is not. It turns out that throwing babies into ovens is a quick way to end a fight.
Note: At this point, option one returns to the side quest for the scene showing the Jarl now free from the anthem..
OPTION DOS: The Witcher's Way
Travel back to the village with or without Cerys.
Objective: Count Udalryk over the hino
Enter the Jarl's cabin and talk to him.
Objective: Place torches around the abandoned house (4)
Take your third walk back to the abandoned house. Apparently, we like haunted sets. Go to each marker on the map and place each torch.
Objective: When you're ready, talk to Udalryk
Walk to the outside balcony and talk to Udalryk to start the ritual.
Objective: Light the torches
When you're ready to begin, light the torches.
Objective: kill him
Anthem has a claw slash that hits farther than it looks, for decent damage. It will also disappear in a puff of smoke and reappear in a different location.
Objective: calm Udalryk
After reducing Hymn to one third of his health, Udalryk will start to scream. Use your Axii sign on him to calm him down. The longer you take to do this, the more health the anthem will recover. Udalryk will also start to move, making it more difficult to treat him. After almost killing him, a cutscene will trigger.
Objective: Go to the basement
Head to the basement to finish the hymn. Turn on the lights to start the fight. He will recover half his health, but will use the same attacks as before. When you are defeated, take your loot.
Objective: Tell Udalryk it's over
Tell him it's over.
Note: At this point, option two returns you to the side quest for the scene showing the Jarl now free from the anthem..
End of side mission
king's gambit
Recommended level: 18
Location/Obtained From: Automatically activated upon completion of Side Quest - The Lord of Undvik and Side Quest - Possession
Objective: Report to Crach an Craite to collect your reward
Fast travel to Kaer Trolde and enter the castle to meet Arnvald at the gate, who will take you to see Crach. After the cutscene, head through the doors to trigger the cutscene with Crach. You will receive your Fate reward (relic level sword) for helping your two sons.
Objective: Defeat the bears
Kill the bears. Once this is done, there will be some screaming and you will have to choose who to help, or just say to hell and leave.
I'll help you, Cerys.- Help Cerys investigate. It will end with Cerys crowned.
I'm going with Hjalmar.- Go with Hjalmar to kill people. It will end with Hjalmar crowned.
You two can handle this without me.- Complete the quest but prevent the quest chain from completing (cannot find continuation thread at this point)
OPTION ONE: Cerys Investigation
Objective: Examine the crime scene using your witcher senses.
Look around the room with your witcher senses, looking for anything bright red.
- bodies on the ground
- Bear carcass (important)
Objective: Examine traces of mead at the crime scene using your witcher senses
The horn you need to find is next to the open doors at the north end of the hallway.
Objective: Ask Hjort to take a look at the mead sample
Follow Cerys out of the hall and down the stairs to find the druid praying.
Objective: Follow Cerys to the basement.
Follow Cerys out of the main hall and into the cellars. You may need to wait for her to open the door to enter the basements. Because it's blocked. And you don't have a key.
Objective: examine the basement.
Go through the basement until you jump some stairs. These barrels will be bright red.
Objective: examine the mead in the open barrels
Examine the barrels until you find the one with spikes. The southernmost barrel is the only one.
Objective: escape from the burning basement
As soon as you find the pointy tube, someone spews fire and catches the burning stone. Escape. Run to the north wall and use the Aard sign to blow up the pile of barrels blocking the way.
Objective: Follow Cerys through the tunnel.
Follow Cerys through the tunnel. Halfway through, you'll find a place of power to draw on to gain a skill point.
Objective: Search for footprints around the cellar door using your witcher senses
Follow Cerys through the storerooms to the basement entrance. At the door you will find a broken bottle of mead to examine.
Objective: Follow the tracks using your witcher senses
Follow the tracks to find the culprit.
Objective: Search for a clue using your witcher senses
Once the trail is over, examine the torn material on the torch holder.
Objective: trap Arnvald
Take Cerys back to the castle entrance to watch a scene showing Arnvald running from the castle.
Target: Chase Arnold
Note: The presentation of the evidence will be slightly different depending on whether you catch it before it reaches the soldiers or not. In fact, it is more convincing to let it reach the soldiers. But either way, the real culprit will get justice.
Run over him and hit him for interrogation. If you let him go too far, he will run into some soldiers that you will have to fight. Once this is done, the trial will begin.
OPTION TWO: Hjalmar's Revenge
Objective: Explore the village of Vildkaarls using your witcher senses
Follow Hjalmar up the hill to the search area to trigger a scene. Some of them can be found in various places. Discovering the trapdoor will advance the quest and skip the optional objectives below. However, they can give him more information if he wants to know more about the clan.
- North cabin: human scalps hanging from the ceiling.
- North of the cliff, at the base - Human body
- Southern House - Tattoo Dyes
- Casa del Sur - Dried Mushrooms
- South House - Footprints on the floor leading to a hidden trapdoor (Important)
OptionalObjective: Examine the location Hjalmar pointed to using your Warlock Senses.
Up here is a training area in the sand.
OptionalObjective: Examine the place where the fights take place using your witcher senses
Examine the shrine to learn about Geralt's super-scent ability.
OptionalObjective: Follow the scent using your witcher senses
Follow the trail to the southernmost house. Here is the trapdoor that will take you to the southernmost cabin.
OptionalObjective: Follow the tracks using your witcher senses
If you find the bloody footprints, you will have this objective to head to the southernmost cabin.
Objective: Explore the cave
Whichever way you go, you will end up at the entrance of a cave through the trap door. Follow the path until you drop into a small area to fight a small man.
Objective: Defeat Hallgrim
Once it reaches a third health, it will become even smaller and prettier. Well, at least cuter. It will regenerate health, but in all respects, it is a bear. He takes very little damage from physical attacks, but really hates fire. So Igni is a good option here. It will deal a lot of damage over time, and will stop regeneration for a short time.
Objective: venture further into the cave
Venture further to discover how new recruits get started.
Objective: Interrogate the druid
Approach the druid for a scene.
Objective: Defeat the druid and the beserkers.
The druid fight begins. All these enemies are weak to fire. However, these bears will take normal damage from your silver sword (if you switch to it) and very little from your steel. The druid has an area of effect blast and a staff strike if you're close enough.
Use silver for the bears and steel for the druid. Geralt likes to auto switch here, so he pays attention to which sword is out. Or if he has a good enough Igni sign, check them all. After defeating the druid, you will find evidence of another conspirator.
Note: Both options return to the side quest here.
You will be rewarded with Death From Above (Crossbow). If you choose to go for the coronation, this quest chain is complete.
End of side mission
Coronation
Recommended level: 18
Location/Obtained From: Automatically triggers upon completion of Side Quest - King's Gambit
Watch as the scene unfolds and the new King/Queen crowned before his people. Mission closed. Wow, that was short. I guess no one wanted a party to celebrate this time.
End of side mission
Objective: talk to Cerys
Objective: Talk to Hjalmar
Talk to both of them, whoever is king/queen will send his brother to help him in Kaer Morhen.
If Cerys is crowned, she will be a good leader who focuses on improving the lives of her compatriots.