The Witcher 3: quest «The Lord of Undvik»
Location: Skellige / Kaer Trolde / Undvik
Type: Secondary quest
Reward: 1100 ОО
The next appearance of the Witcher Geralt on the Skellige Islands was accompanied by the passage of the quest "The King is Dead – Long Live the King", where after a dialogue with his old friend Crach an Craite, it became known that his son Hjalmar and daughter Cerys went on risky journeys to earn honor and respect, in order to be able to claim the throne.
Kris tries to remove the curse from the local Jarl Udalryk, and Hjalmar intends to bring the head of the ice giant, which has long been terrorizing Undvik.
Geralt will have to help Cerys and Hjalmar, and then choose who to support as a possible ruler of the Islands. But that's another story.
Before you poison yourself behind the giant's head, you should visit Velen and take the task "Master Armorers", since it can be completed in parallel with this quest.
The sorceress Yennefer will advise you to start by asking the local people to find out how Hjalmar gathered the squad and what plans he made. You should start with the Inn "New port".
Talk to the visitors of the tavern, the information obtained will help you in the domain of the giant:
1. Axel is one of the Jarl's survivors, who miraculously escaped from the Giant;
2. Tante - a sailor who has already been on Undvik, who will tell you about The legendary Hornwall Horn, which repels sirens.
All you have to do is get on the boat and go to the marked area.
On your way there will often be sirens, try to avoid them, as their company will not bring you anything good.
IMPORTANT! There is a variant of quick passage and search for Hjalmar, but it will not allow you to eventually call him to help in the battle in Kaer Morhen with the Wild Hunt Warriors, and much good, except for the most marks about the passage will not bring.
It is worth noting that the quest "Lord of Undvik" is quite interesting in terms of exploring the island, so it is worth spending time on it.
So, moving to the point marked on the map, land on the island and head inland.
Carefully go through the gorge and head down the trail.
The cut scene will begin, where we will first see the same giant next to the unfinished ship, where the "Lord of Undvik" feeds the sirens raw meat.
Wait for the giant to leave and explore the strange ship, first dealing with the sirens (use a crossbow and Aard sign).
As you approach the ship, you will hear a familiar song. When you get up, it becomes clear that the song is sung by a certain madman who surrounded himself with the skulls of his dead comrades from the squad, and his name is "The Eighth".
If you were in no hurry to go to the island and talked with Axel, you will find out that this madman is the Jarl that the survivor spoke about.
Listen to the old man's rather interesting story, about his work on building the ship and about the giant's ambitions.
At the end of the conversation, the old man will tell you that Hjalmar and his team went to the watchtower, wanting to build a camp there. This is where your path lies.
IMPORTANT! The old man will also ask you to bring dratva and nails, which can be easily found as you search for the squad.
Go to the mentioned tower and study the traces left by the Witcher's sense.
Study the clues in detail and start following the tracks that lead South.
Traces will abound, but as you follow, they will be interrupted, but you can conclude from the evidence that you are following the tracks of two people, one of whom was running away from the second.
At the other end of the tracks you will find a corpse, next to which will lie already known to you from the conversation with Tante, Hornwall Horn, scaring sirens, which may later play a role in the passage of the storyline.
Re-activate the Witcher's sense of smell and find new tracks belonging to trolls, which may suggest that the Archer (pursuer) may still be alive.
Follow the tracks that lead you to a cave where two ice trolls are preparing for a meal…
In a huge pot on a slow fire is stewed the same Archer, one of the missing guards Hjalmar.
To release it, you can choose two paths in the Troll dialog:
1. "Enough is enough" - show the trolls why Geralt has such a serious reputation as a monster hunter;
2. "Play it" - when you select this line, you will need to play the game and guess the riddle of trolls – the correct answer is "Troll".
The rescued man's name is Volan, but he does not know where to look for the rest of the squad and Hjalmar, but he can tell you some details about the wreck of their ship and further events.
Saving Folan will bring you 200 experience points, as well as important information about the possible entrance to the Giant's lair.
Go back to the tracks, next to the boat and the watchtower, and go to the waterfall, where you will find traces of the meeting of the team and the Lord of Undvik.
The tracks will lead you to another cave, where the Giant probably lives.
Go down and get ready to fight the sirens, don't forget to use the horn you received earlier.
Moving forward, you will discover new corpses, and Folan will tell you the names of his fallen friends.
Closer to the exit of the cave will appear and Rotfiend level 13, be careful with them, as when you reach 10% of health, they explode.
As a result, the cave will lead you to the forge of the Tordaroch clan, where you will be able to find tools that require the passage of the quest "Master Armorers".
Follow on, along the way, having dealt with a few more Rotfiendl level 17, and return to the cave, where you will find traces of a giant, and later human.
The tracks will lead you to the Ruins of Dorve, where Hjalmar is fighting the sirens, it's time to help him.
After sending the sirens where they should be, a conversation will begin with the possible ruler of the Islands.
IMPORTANT! Search the buildings, and you'll find nails for a deranged ship Builder. You will also be able to find the map and key needed to complete the task "Treasures in ruins".
It's time to finally fight the Giant, and help Hjalmar perform this significant feat, which cost his team many deaths.
Follow Hjalmar to the location of the Giant and be prepared for a difficult choice.
Inside you will find a sleeping Giant who will Wake up immediately if you step on snow or ice.
In addition, another member of the squad, named Vigi the Loon, is waiting for his unenviable fate in a makeshift cage nearby.
He asks for his release, but Hjalmar advise not to do that, given his unpredictable temper. Choosing to save the Whigs or not will lead to consequences:
1. If you leave the Whigs in the cage, the Whigs, confirming the words of Hjalmor, will start screaming, which will Wake the Giant and eventually lead to the death of the Whig.
2. If you release the Whig from the cage – in order to release it, you will need to find the key, which is located next to the sleeping giant. You should be very careful, because if you step on snow or ice, you will Wake up the Giant.
If you save the Whigs, you will get another ally not only in the battle with the Giant, but also in the battle of Kaer Morhen.
So, one way or another, the Giant will have to fight. It will be a difficult and rather long battle.
Use oil against the Ogre, and combine quick attacks with the sign of Quen, protecting yourself from powerful attacks.
After knocking down 20% of your health, the giant will smash the cage where the Whig was previously sitting, and arm yourself with a huge and deadly anchor.
After defeating the Lord of Undvik, be sure to collect loot from him, there is a lot of interesting things there.
Hjalmar will ask you to compose a song about this feat in your honor. You can either agree with him, which will allow you to use the phrase about killing a giant in the Bouncer quest) or leave all the honors to Hjalmor.
Give the old man the nails and dratva and complete the quest "Lord of Undvik".