The Witcher 3 Wild Hunt arena master. Witcher fun! Fists of Fury: Skellige

You will receive this task when you discover an abandoned sawmill in the Druid domain on the eastern side of Ard Skellige.

Inspect the sawmill using your senses. You will find four clues at once: the owner's diary, the lumberjack's diary, the woodcutter's bones, the druid's letter. From all the papers you will understand that some monster attacked the sawmill. The lumberjacks believe that the Druids did this. You can determine from people's bones that the goblin is to blame for everything. Find him and kill him.

Additional task – Found, not stolen (level 24)

On a small island north of Ard Skellige you will meet pirates of a broken longship. Everyone must be killed. You will find a couple of boxes. You will learn that pirates robbed and intercepted a longship that belonged to the Brokvar clan. In it you will find a valuable Skellig sword. It cannot be used as a weapon.

Travel to the village of Svorlag. There you need to find a merchant. During the conversation, you understand that you need to give him the sword. Receive 55 crowns and gratitude. Walkthrough of the game The Witcher 3: Wild Hunt continues.

Additional quests – Eastern Island

Additional task - In wolf's clothing (level 15)

It is necessary to deal with the immortal werewolf in the sacred grove.

Cross the channel in the grove. Enter the cave in the northeast. The werewolf Morquag interrogates the skeleton. He is trying to find out where the key is. Come in, kill the werewolf again. To the right on the ground you will find a crevice leading to the lower tier of the cave. However, you won't be able to get through there.

Return to the grove to the mechanism, switch the column to the central position. Open the central gateway. Jump into the canal and dive under the waterfall into the water. Swim to the part of the cave that is flooded. Inside you will find the corpse of another robber. Take the key.

Rise into the grove to the upper platform. Enter the house. Use the key to open the room on the left side. In the chest you will find Morkvag's diary. It turns out that Todar was also present in this gang. He is still alive and passes himself off as an ordinary sailor.

Dite do Todar. It is located on the northern coast, near the village of Larvik. There is no need to immediately conflict with him during a conversation. He will tell you that the spell was cast on Morkvag using a special claw.

When passing games The Witcher 3: Wild Hunt take the claw, return to the cave. Kill Morquag again, put the claw on him. Then the werewolf will become human. You can decide what to do with the bandit.

By the way, you can complete this task much easier:

When you win your first victory over a werewolf, you can make a promise that you will remove the curse from him. Then it will be possible to feed him a variety of foods. Kill the werewolf, pick up the werewolf meat from him. Defeat him a second time, feed him with your own meat. Then the curse will be lifted. However, the werewolf will die from this.

Go get your reward.

Additional task – For honor and glory (level 15)

South-west of the village of Larvik. Chat with a couple of Vikings. Together with them, clear the cave of ghouls, as well as one aigul. Get 60 coins.

Additional task – Daredevil Race

Take a horseshoe from old woman Svan in the village of Larvik. Afterwards you can take part in horse races on all the islands.

Order – Bestia (level 16)

Village of Larvik. Man Thorleif. Ask for 580 coins.

The monsters set up an ambush on the road. They killed the local residents. Go find out what really happened. Examine the cart, the tracks, the body. Go to the forest opposite the cart. There you will find a cave. Inside, deal with the Neckers. Walkthrough of the game The Witcher 3: Wild Hunt continues.

Boss – Hagubman – leader of the Neckers

You will find the leader of the monsters in the ground. When he jumps out at you, quickly dodge. Otherwise, a powerful blow will cause a lot of damage. Then hit the enemy. After a couple of hits, he will disappear again and the usual neckers will come again. This is repeated several times. Well, then you still kill him.

Additional quests - Northwestern Island

Order – Missing Groom (Lv. 19)

In the village of Svorlag, talk to the man. He is in search of his sister's fiancé. Go to a sister named Britta on a high cliff opposite the village. She will say that the guy was carried away by a flying monster.

Go to the southwestern part of the island. Enter the cave. In it, climb to the top of the cliff. You will find the dead guy. You are attacked by an echidna. This is a very strong harpy.

Boss - Melusine

You cannot shoot down an Echidna with a crossbow shot. She flies all the time. It is necessary to dodge attacks all the time and shoot from a crossbow all the time. It won't come down to close combat.

Once you win, return to the village. Tell the customer what happened. Decide whether or not to talk to Britta about her dead fiancé. If you say you can get more coins.

Additional task – Arena Master (level 14)

In the village to the east, you enter the fighting arena. You meet the spirit of Ulle the Loser. Fight against him. He will lose to you. Go to the guards in the tower near the arena. They will ask you to get rid of the spirit of the arena. Return to the arena, fight against the spirit again. This time you need to give in to him. Stand and don't hit. He will defeat you and disappear.

Take the reward from the guards. Come back here a little later to take interest on your earnings. Walkthrough The Witcher 3: Wild Hunt continues.

Fists of Fury – Champion of Champions (level 11)

When you win all the battles in Velen, Novigrad, Skellige, accept the invitation to participate in the final fight with the main champion.

Travel to Skellige. You need the northwest island. In the village you can take part in a battle against the champion. Your opponent is a stone troll. If you hit from behind or from the side, you will break your fists and lose health. He has vulnerable spot, and it's in the front. If you hit the troll, and he puts a block, you can lose some of your health from this. To win, you need to dodge his attacks and strike a couple of blows at the revealed enemy at the right time.

After winning, you will receive the title of the absolute fist fighting championship.

Additional quests - North Island

Order – Tower from nowhere (level 30)

The village of Urialla is constantly in the rain. It's all the tower's fault. Once upon a time she appeared out of nowhere. Local residents will ask you to rid them of this curse. In addition, we need to find the people who entered the tower.

In the tower you will find a portal. There is a security golem inside, as well as magical prisons. After defeating the golem, talk to the imprisoned magician from the right cell. His name is Zigo Bunz. He will tell you what needs to be done with the tower. Go to the left corridor, get through the water to the laboratory. Take the key from the box. Underwater, open the door to the library. Find the book "Gottfried's Global Unlocking". When further progressing through the game The Witcher 3: Wild Hunt, the book must be given to the magician. Protect him from monsters for a while.

The magician will turn off the tower and send it to its original location through the teleport. You will move to the village. You can choose whether to take a reward from the peasants, or say that you have already been paid. In addition, it is up to you to decide whether to talk about the death of the peasants inside the tower or not.

Treasure Hunt - Nilfgaardian Treasures (Lv. 13)

South coast of the island. You find a body in a wrecked ship. He will have a note about the chest. Dive into the water. On the second half of the sunken ship you will find a treasure chest.

Additional task – Path of the warrior (level 16)

Eastern part of the island, road to Kluk Ingvar. At the entrance to the rocks you will meet a man. He will tell you about the testing path of local warriors. You can go this way. It consists of a couple of roads.


Northern part of the island. There will be ancient ruins on a cliff here. You can only get there by one road. There are many abysses on it. Climb to the very top, examine the Totem of Ingvar's Fang. You will find the Token of Passed Agility Test.

In the central part of the island you will find a cave. It leads under water. Use the killer whale potion and dive into the water. Swim to a remote point in the cave. Underwater at a dead end you will find a chest. It will contain a sign of a passed test.

Go back to the old man. Show both signs. Get your reward and continue playing The Witcher 3: Wild Hunt.

Additional task – Spirit of freedom (level 13)

Sail to the island of Snidhall, north of Ard Skellige. On the beach you will notice two people arguing with each other. It is necessary to quickly rescue the victim. Otherwise the quest will not start.

The rescued man's name is Ivar. He will explain to you that he seduced the attacker’s sister. In addition, she is a priestess of Freya, which entails taking a vow of celibacy. According to the guy, they are in love with each other, and he wants to find an exception among the rules of religion for his beloved Irma. This will help free the girl from the vows of the priesthood. Ivar will ask you to find books on this topic.

So, you need to look for books yourself. There will be no pointer. Look for books from merchants. 3 books will be in Novigrad, one - in Zalipye, one more - in Vronnitsy.

Bring books to the guy, listen to his conclusions about what he read, take a reward.

Additional quests - South Island

Additional task – Flesh for sale (level 12)

Northern coast of Faroe Island. There will be a pirate village here. They will mistake you for a Nilfgaardian and begin to offer to ransom the slaves who are sitting in cages.

Engage the pirates in battle. After you win, search the tala. At one you will find the key to the cage, as well as the key to the chest. Open the cage and release the girls. They will tell you that in the house on the contrary, a pirate keeps valuable things in a chest. Search the house and find the Karabella relic sword. Walkthrough of the game The Witcher 3: Wild Hunt continues.

Additional task: The price of honor (level 14)

In the village of Harviken, the blacksmith Timmon will ask you for help. We need to find his relatives on the shore. Walk along the island to the northeastern shore. You will find the girl's body. Use a magic lamp, listen to the conversation between two spirits. Follow the tracks into the forest until you reach a tall tree. You will find a couple of dead bodies. Take the note, you will find other evidence on the tree, as well as on the stone. Return to the blacksmith, give the letter.

Additional task – Iron Maiden (level 19)

Northeast of the village of Harviken, climb the high mountain. There you will find a fighting arena. There, a girl named Jutta an Dimun is considered the champion. In order to meet her in the arena, you must first prove that you have fighting qualities.

The girl will offer to fight with an ordinary fighter. Return to Harviken. Find the fighter Gundar at your local arena. Fight with swords. To win, it is enough for the opponent to be outside the arena circle.

Go to Jutta again. Fight against her. You are not allowed to use witcher signs, bombs, or elixirs. In this case, you will fail the task.

When you win, you can agree to her invitation. Meditate until night, go to Jutta's house. Agree one more time and spend the whole night with her.

Treasure Hunt - Secrets of the Deep (lvl. 31)

South coast of the island. Here you will find the body of a sailor. Read the note. There will be an underwater grotto nearby. Swim into the cave, dive. You emerge in secret. Kill the poisonous head-eyes there, take the treasure.

Additional quests - Western Undvik Island

Treasure Hunt – Precious Cargo (Lv. 13)

Bay in the northern part of Undvik. Not far from the elven ruins, almost under a rocky arch, you will find a broken ship. Search the corpse among the rubble. Find and read the document. Swim to the north side. Find a chest underwater. The walkthrough of The Witcher 3: Wild Hunt continues.

Freak (level 19)

Return to Velen, straight to the baron's fortress. Talk to the sergeant, take Uma for yourself. Go with him to the Kaer Morhen fortress. On the way, Emhyr will call you to give a report.

When you get to Kaer Morhen, you will find out that Yennefer is already in command there. She tries to prepare everything so that Uma turns into a normal person.

You must take part in the preparations. To do this, complete three tasks:

Last test (level 19)

Travel with Lambert to the top of the mountain. Young witchers usually passed tests there. You need to charge the Phylacteries using a power source.

You reach the shore of the lake. On the right side there will be a dead drowned man. The boat is not there. Go look for it along the left bank. Fight off monsters. Swim to the cave entrance.

At the entrance you will hear the screams of children. You can go and check. In fact, this is a fog trap. The cave is home to a large cyclops, Old Grotto. Fight against him.

Peak. Here stone trolls block the road. You can simply negotiate with them. To do this, leave the weapon. To charge the phylacteries, light 4 fire bowls, wait.

After completing the task, you can quickly return with Lambert, or stay and make your way home on your own. Nearby on the mountain there will be treasures guarded by monsters. There will be another treasure on the opposite bank. On the way back to south coast you can pass additional task. Walkthrough of the game The Witcher 3: Wild Hunt continues.

Additional task - Neighbors' quarrel (level 26)

Southern shore of the lake. Find the dead drowners. They are killed by a very strong monster. You won't find any traces nearby. So just walk around. Walk along the right bank. You will find a cave. The Rock Troll lives in it.

Once you defeat the monster, you will find an Old Letter in its lair. You will learn that this troll once killed some of the soldiers during the last siege of the Kaer Morhen fortress.

Bastion (level 23)

When you exit Kaer Morhen, ride to the west. Go to the ruined bastion. Fight off various ghosts. Using a magic lamp, watch scenes of training boy witchers. On the right side of the entrance, look at the horse corral. See the boy's spirit. Climb the wall of the fortress, climb into the tower. You will find the skeleton of a boy. Go down and in the western part of the yard, bury the bones not far from the pile. Place two swords instead of a cross.

In order to lure the forktail... (level 19)

Follow the search for a witcher named Eskel. He went to the mountains to hunt. Find it, leaving the horse. Follow the tracks. You will find fur on the tree. Next, follow the smell.

You will see a goat tied. She was left by the witcher as bait. Together with your partner, fight against the winged monster. After winning, collect the necessary ingredients. On the way back, you can have a horse riding competition with Eskel.

Interference

Talk to Yennefer. The girl wants to establish connections with other sorcerers. However, something is preventing her from receiving the signal. When further progressing through The Witcher 3: Wild Hunt, go to eliminate the obstacle. Use a special sensor.

Go down to the 1st floor of the fortress. The sensor will work near Vesemir and Uma. However, the true cause of the interference will be to the left of them. Take out the wooden boxes and everything will be fine.

Return to Yennefer and take part in a conversation with the sorceress. You will learn about Uma’s transformation plan.


Away is good, but home is better (level 19)

So, Vesemir will take Uma with him to the mountains. He is trying to get rid of the curse in the most painless way. Take part in the witchers' feast while you wait for Vesemir.

Yennefer will go into the room. The three witchers continue to drink. Now take part in the table game. You will have to answer a number of tricky questions. You can also play gwent.

Eskel leaves the castle and does not return. Go look for him. By the smell you will discover that he is sleeping in the yard. You can call it a night. If you agree with Lambert's proposal, the banquet will continue.

Walkthrough Master of the Arena The Witcher 3 starts with northwestern island Skellige. To do this, we find a fighting arena in the eastern part of the island. After asking local residents, we learn that the ghost of the loser Ulle has settled on it.

The story of this warrior is sad. He was constantly defeated and survived his wounds. He could not die on the battlefield like a real warrior, for which he was known as a complete loser. One day he went into battle with Earl Tormar himself. And, having lost, he could not bear the ridicule and mockery with which the earl generously showered him during the tournament, and stabbed his enemy in the back. For which he was cursed and had to lose to everyone in the arena in all centuries.

To complete the “Arena Master” quest, you need to delve into the dialogues with the ghost and the residents. From this it is easy to understand that Ulle can be freed by allowing him to win. We challenge the ghost to a fight, but do not respond to him with blows. After several attacks, Loser realizes that he has won the fight and is freed from the curse. We accept our gratitude and continue our journey.

The Witcher 3 Wild Hunt Tower out of nowhere
Enter the tower.
Explore the tower.
Defeat the golem.
Talk to the person behind the magical barrier.
Find the library key using your Witcher Senses.
Enter the library.
Find Gottfried's Global Unlock using your Witcher Senses.
Bring the sorcerer "Gottfried's Global Unlocking".
With the help of a sorcerer, disable the tower's defense systems.
Talk to the sorcerer.
Talk to the villagers.
Blown through by a fierce wind and soaked to the skin in the pouring rain, Geralt arrived in a small village on the coast of An Skellig. He soon learned that nasty weather had been the curse of these places ever since a mysterious tower appeared one fine morning near the village. It appeared straight out of thin air, as if placed by the hand of an invisible giant. The intrigued witcher decided to look into this matter. As expected, the tower was filled to the brim with magic. More precisely, a defensive regulator of magic operated in it - a magical unit that considered anyone who entered the tower (with the exception of its first owner) to be an invader. So the Kovir magician Zigo Bunz, who bought the tower at auction, found himself locked in the dungeon of his new property. The same fate would have awaited Geralt, but the experienced witcher did not allow himself to be overcome by some tower, even if it was stuffed with magical traps. Under the guidance of Zigo, Geralt found in the depths of the library a tome called "The Global Unlocking of Gottfried." Using the advice from the book, he and the magician managed to disable the tower’s defense mechanisms. Having escaped from captivity, happy Zigo thanked Geralt (I don’t know how generously, since the witcher never specified the size of the reward) and in the blink of an eye transported our hero to the village where it all began (or rather, to the shore near the village), and then went home along with the ill-fated tower. Immediately after this, the storm subsided, and only a few clouds in the clear sky reminded of the recent bad weather. The joyful villagers rushed to express their gratitude to Geralt.
The Witcher 3 Wild Hunt Arena Master
Talk to the locals about troubles in the arena.
Find a way to send Ulle to the next world.
Return to the warriors.
Return to the arena later to receive a percentage of your winnings.
Defeating Ulle the Loser required great skill, but Geralt was up to the task. Grateful fight fans promised to give him a substantial reward as soon as fights in the arena resumed. The warriors kept their word and paid Geralt a reward. And very good, because he fully deserved it. The people of Skellige love simple entertainment: drink, rip throats, punch each other in the face. And for all this, public institutions are needed - taverns and arenas and the like. Geralt ended up in one of these arenas. However, instead of the hot-tempered warrior Skellige, he met only his spirit there. The ghost appeared in the arena, preventing the residents from having fun, so they had to get rid of it.
The Witcher 3 Wild Hunt The sad story of the Grossbart brothers
Find the Grossbart brothers in the south of Ard Skellig.
Help the bounty hunter deal with the Grossbart brothers.
During his travels, Geralt often met interesting personalities. This time he met a certain Django Frett - a tumbleweed and a bounty hunter who was pursuing dangerous criminals. The Grossbart brothers, namely the ones in question, were wanted for numerous atrocities, and a high reward was placed on their heads. According to Frett's information, they could be in the south of the island of Ard Skellig... Django Frett did not lie: the Grossbart brothers really took refuge on Ard Skellig. Geralt and the bounty hunter decided to deal with the bandits together. It's finished. The world is finally rid of the merciless and bloodthirsty Grossbart brothers. And all thanks to the brave Django Frett and my dear friend, Geralt of Rivia.
The Witcher 3 Wild Hunt Niting
Talk to Lothar. Inspect the nitting.
Follow the trail using your witcher senses.
Follow the scent using your witcher's senses.
Ask about the owner of the shawl.
Talk to herbalist Yona.
Talk to Lothar about how to lift the curse.
Carve Jonah's name into the thread.
Contact Lothar for a reward.
While wandering through Skellige, Geralt met a desperate man named Lothar. Someone placed a powerful curse on his son, which sucked the life out of the boy day after day. The Witcher knew that if the spell was not quickly dispelled, the boy would die in the arms of his parents. The Witcher discovered that the curse was cast by the local herbalist Yona, with whom Lothar once shared a bed. Once again it turned out (even I myself am ready to confirm this with numerous examples) that there is no worse enemy in the world than a rejected woman. Geralt managed to reverse the spell, but not without casualties. The disease that struck Lothar's son spread to Yona and brought her to a painful and premature death.
The Witcher 3 Wild Hunt Daredevil Races: Ferlund
Take part in the races.
Win the races!
There are different ways to honor the gods. Someone prays, someone makes bloody sacrifices on altars with pentagrams or donates to temples... On Skellige they worship the gods in their own way. Since on the Islands they honor most of all physical strength and warrior spirit, then in the name of the goddess the Skelligians organize horse races. Geralt decided to take part in them. The goddess was merciful to Geralt, and the witcher won the race. However, the tournament did not end there: the last competition awaited our hero on the island of Hindarsfjall.
The Witcher 3 Wild Hunt Daredevil Races: Fyrsdal
Take part in the races.
Jump as hard as you can and win!
The glory of Freya Modron knows no bounds, and everyone on Skellige worships this goddess. In Fyrsdal, as in many other places, horse races are held in honor of the Great Mother. Geralt decided to take part in them. The islanders are good riders, but this is not the first time Geralt has sat in the saddle. His skill, the efforts of Roach and the mercy of the goddess gave the witcher victory.
The Witcher 3 Wild Hunt Daredevil Races: Kaer Trolde
Take part in the races.
Take a place at the start.
Be the first to reach the finish line.
Anyone who wanted to take part in the final races at Hindarsfjall had to win the races at Kaer Trolde and Färlund. Then on the Sacred Island he could go against Swift Oswald and Sven the Inhuman. Despite all the obstacles and dangers, Geralt defeated these famous riders. In doing so, he honored Freya Modron and gave her pleasure - if gods even exist.
The Witcher 3 Wild Hunt Daredevil Races: For the Glory of the Goddess!
Win at least once in all qualifying races.
Take part in the races.
Be the first to reach the finish line.
On the continent, they pray to the gods by making sacrifices and burning incense. All this is also practiced on the Islands, but the islanders believe that The best way worship of the gods - risking your life, showing the greatest valor and courage. A favorite way to appease Freya was the Daredevil Race, a deadly equestrian competition that undoubtedly brought joy to the goddess. Geralt's piety is questionable to me, but he decided to take part in the race for the sake of the prize. Geralt managed to win all the qualifying races and received a place in the final race, which was to take place on the island of Hindarsfjall. There the witcher met with the winner of last year, Astrid, nicknamed the Snake, and managed to get ahead of her. Geralt's victory covered him with glory and greatly pleased the goddess.

October 14, 2017

The passage of the “Arena Master” in “The Witcher 3” provides for a rather interesting battle, in which many users get lost. The quest is quite easy with interesting story, but you should know how to defeat the ghost, because an ordinary fight cannot solve the issue here.

Start of the task

To begin the “Arena Master” mission in The Witcher 3, the player should go to the island of Spikeroog, which is located northwest of Skellige. Then head to the far east until you reach the village of Hove. In it, the managers of the fighting arena will talk about an invincible ghost who constantly returns after another defeat and cannot get rid of him. Anyone who manages to liberate their fiefdom is entitled to a double bet and reward after the opening of battles. The conditions are attractive, despite the fact that there is only one fight.

Ghost Story

So that the passage of the “Arena Master” mission in The Witcher 3 does not seem difficult, you need to study the history of your opponent. Once upon a time, a fighter named Ulle lost all his fights at this place and was never able to knock out his opponent. This gave rise to anger in him, and when one earl easily sent him to the ground, he drove an ax into his back. Before his death, the man cursed Ulle and said that his lot would be constant defeat even after death. And so it happened that the ghost of an incompetent warrior remained in the arena after death. Each time he is defeated, but the next day he has to return, and there is no end to it. If you try to fight with him, the user will notice that winning will not be difficult, but this will not help complete the task. The ghost will return the next day and you will have to start over.

Achieving results

To complete the "Arena Master" in The Witcher 3, you must succumb to this ghost. The curse says that he must always lose, but if he wins, he will be able to calmly retreat to world of the dead and the soul will find the desired peace. Therefore, enter the arena and just wait for the enemy to deliver his blows. At a low level of Geralt's health, a cutscene will begin with the disappearance of Ulle's spirit, after which follow to the stewards for your well-deserved reward. Don’t forget that completing the “Master of the Arena” quest in The Witcher 3 Wild Hunt also provides a bonus reward. In a few days, come here again and you will be given a percentage by the same manager. You can see that things have gone up for them and there are a lot of people on the site watching the spectacular fights of the two rivals.

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Miscellaneous
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Coffee from a fairy tale: in Shanghai they serve the drink under a small sweet “cloud”

Where to find (on the map):

In order to pass this quest, you will first have to receive a task in which you will have to approach the Bookmaker located next to the arena, it is he who will tell you that the battles in the arena are temporarily suspended until the circumstances are clarified. After which you will automatically receive a task.

First, you need to find out what exactly caused the closure of the arena; the managers who are located on the right observation deck, above the arena, will be able to tell you about this. From the conversation you will learn that a ghost has appeared in the arena. A long time ago, a certain Ulle the Loser, who received his nickname due to the fact that he constantly lost in fights, was chosen by lot to become the rival of Earl Tormar. The jarl had no doubt about his victory in this fight, so he allowed himself to mock Ulle and as soon as he decided to declare himself the winner in the fight, Ulle crept up to the jarl from behind and struck him with a dagger. Before his death, the jarl managed to curse Ulle to eternal existence in this arena; he must lose in every battle for eternity. The managers will ask you to rid the arena of the presence of a ghost, for which they will promise a reward, as well as a percentage of the profits from the fights. You'll have to find a way to send Ulle to the next world.

Now you need to go to the arena, the same ghost Ulle will immediately come to meet you, already knowing that you have come to defeat him. You can first talk to the ghost, which will help you find a way to get rid of the ghost. Ulle the Loser was cursed to constantly lose, you might be wondering what would happen if you gave in to the ghost? This is precisely the solution to the problem, since after the victory is won over you, the main condition of the curse will be violated. Ulle finally won, which is why the curse was lifted and the ghost left the arena.

All you have to do is return for the reward, but this task will not be completed, since you will need



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