|Important Items in this Area|
|High-Quality Smithing Tools|
|Key to Vigi's Cage|
|Diagram: Mastercrafted Wolven Boots|
Master Armorer (Level 24)
When you surface you’ll find the “Clan Tordarroch Forge” signpost, which is a welcome discovery. Before you mess around with the building to the east, though, let’s take a short - but profitable diversion. Head north from the signpost to find a road leading west into a cave, which is occupied by an Ice Troll (level twenty-six). Kill it and loot a chest to find some “High-Quality Smithing Tools” and the silver sword “Deithwen” . These tools should allow Fergus to craft whatever armor your imaginations come up with… or what’s on whatever diagrams you find.
But first, you’ve got to rescue Hjalmar and finish off the rest of Skellige. Backtrack to the signpost and head around east to the northern side of the building to find a door, then head inside to discover the giant’s gruesome pantry, dispelling any question as to what the beast was feeding the Sirines earlier. Loot some crates, two weapon racks and two chests in the main room, then head east and dispatch some Devourers (level seventeen). If you go through a doorway to the north you can examine a corpse to get Geralt to comment on how the Necrophages were lure lured by death, and if you go through a door to the south you’ll find a room full of human bones. They, and some containers and shelves, can all be looted.
Head through a hole in the wall to the north and examine some tracks, then follow the trail to the east and north to reach a fork in the path. You should notice that the footprints leading north-east are much larger, probably belonging to the Giant, while the smaller ones to the north-west offer a better chance of belonging to Hjalmar. Head along the road to the north-west and it’ll eventually run along southern shore of the lake to the north. If only you had just swam across it earlier, how much trouble would that have saved you? And how much loot would it have deprived you of? Anyways, certainly Folan is pleased you took the scenic route. Follow the road as it turns north-east and it’ll lead to the village of Dorve, where you’ll find Hjalmar fending off some Harpies (level thirteen).
After the fighting Geralt, Hjalmar, and Folan (if he’s with you) will chat. Despite the disasters they’ve met with so far, Hjalmar shows no signs of quitting… determination and stupidity are two sides of the same coin. Before you follow them to the giant’s lair, return to the village’s western entrance, near the signpost. Inside the village, search north-east of the gate to find a skeleton, on which is an “Old Key” and a “Mysterious Map” . Grabbing these starts the quest “Ruins, Hidden Treasure, You Know…” . After you grab these items, kill the Wraith (level seven) that challenges your theft.
Geralt the Giantslayer
We’ll get to that later. For now, follow Hjalmar through the village to the southern hills where the Giant makes its lair. When you approach the cave entrance Geralt and Hjalmar will indulge in some menial labor to clear a path. Once done, head inside the cave, traveling south-west, then north-west when stalagmites block the path. Drop down a ledge to the north, then follow the tunnel as it wraps around to the west, where you’ll spot the sleeping giant.
A captured Skelliger will call out to you, and you’ll have to decide whether you want to try rescuing him without waking the giant. If you don’t, Vigi will end up waking the giant, and during the fight, he’ll be killed. That being the case… we might as well try to free Vigi. To do this, agree to free him, then find the key. You’ll have to stay off the snow as you walk, so head south on the stone to find a chest to the east of the sleeping giant, which contains a “Key to Vigi’s Cage” . Return north with the key in hand and free Vigi from his crude cage. As soon as he’s out, he’ll stupidly provoke the giant and start a fight.
|For freeing Vigi||200 XP|
Either way, a fight begins. At first the Ice Giant has only its fists, but once reduced to three quarters of its health it’ll move to recover an anchor (killing Vigi in the process if you didn’t free him) which it wields like a flail. It’s not too challenging of a foe, just use Quen to protect yourself and hack away at the giant until it falls. Before it grabs the anchor it’ll fight much like a Cyclops, and afterwards it’ll have the benefit of range. Still, it never becomes too dangerous; just speed up your giant-slaying with some Ogroid oil. As usual, damage-over-time effects like poison will do damage comparable to many, many sword strikes.
After the fight Hjalmar will talk to you and offer you the title of “Geralt the Giantslayer”. Accept it or say it belongs to him, then decline to accompany Hjalmar back to shore… you’re got a few more things to do on the island, first.
|For killing the Ice Giant||100 XP / Mastercrafted Silver Sword|
|For helping Hjalmar liberate Undvik||500 XP|
Treasure Hunt - Ruins, Hidden Treasure, You Know… (Level 18)
Loot the giant and its cave, then leave and return to Dorve. It’s time to go hunt down that treasure mentioned in the letter you picked up earlier. Head along a trail north-east of Dorve until you find some ruins, which are guarded by some Sirines (level thirteen). Kill them, head through a doorway into a ruined tower, then scale a ledge to north-west and climb a ladder. Here you’ll find a monster nest you can’t deal with, but more importantly you’ll find a chest nearby. Looting it completes the quest “Ruins, Hidden Treasure, You Know…” .
Mastercrafted Wolven Boots
Leave the tower and follow the road south-west towards Dorve, and when you reach a fork continue south to reach another, larger ruined structure. Make your way to the south-western edge of these ruins to find an ornate chest, just lying on the snow. Inside you’ll find the “Diagram: Mastercrafted Wolven Boots” .
Now, there’s more to do around Undvik, but it’ll require some sailing. Use the “Dorve Ruins” signpost to return to the “Marlin Coast” signpost, then board your ship (ignoring Hjalmar and company). Your goal now is to sail north out of the bay, then make your way south along the eastern end of the island. Stick close to the coast, however, as you’ll discover the “Gull Point” signpost on a peninsula. What purpose does this signpost serve? Not much, really… but who doesn’t want to fill out their map?
Smugglers Cache (Level 10)
Continue sailing to the southern end of Undvik and note three smaller islands south of Undvik, running in a line from south-east to north-west. Sail to the southern end of the eastern-most island, making your way between the islands two small peninsular “arms” and two tiny islands. Off the southern coast of this island you’ll find a Smuggler’s Cache event, with the customary three barrels floating near a derelict vessel. Dive into the water and kill some Drowners (level ten), then loot the treasure.
There’s still a little bit of treasure to be had around here, so swim back to your boat, then pilot the vessel north to the southern shore and make your way onto the island. Trudge uphill to the northern end of the island to find an altar, upon which lies the corpse of a dead bear. loot two chests on either side of the altar, then return back to your ship.
Sail north-west and land on south-western end of the middle of the three islands. When you find purchase on land, work your way uphill to the north-east and activate your Witcher Senses to spot a chest well-camouflaged in some bushes to score some treasure. Loot this chest, then make your way east over some short, snowy hills to reach more forest and continue traveling north-east along the transition where green vegetation gives way to rock and snow to find a second chest hidden by some trees. Loot it, then make your way to the north-western end of the island, which forms a diagonal line. Near the center of this coast you’ll find another, smaller, circular chest full of goodies.
Guarded Treasure (Level 21)
Return to your ship and sail to the eastern coast of the next island to the north-west, even though your destination is the south-western corner of this island. Still, sheer cliffs prevent you from getting on the island at any other place (save the northern end of the island, but why make your on-foot trek longer?). Land near the island, then make your way onto the beach and head uphill to the south-western end of the island to find a Guarded Treasure event. Here you’ll find a Cyclops (level twenty-one), which is easily dispatched with a few blasts of Igni (gotta love that damage-over-time!) Put the beast down, then loot the chest it was guarding to complete this event. If that’s not enough loot for you, however, you can find a few parcels and a crate along the northern end of the island, near the beach.
Hidden Treasure (Level 16)
One more island remains to the north, and this one is rather oddly shaped, looking as it was split nearly in half. Sail to the northern end of the island, then navigate south-east down the island’s cleft to find a Hidden Treasure event near the shore. Make your way to the shore and kill two Bears (level sixteen), then search an armored corpse lying amidst some crates and parcels to find a “Plain Key” . Once you’ve got the key, head uphill to the west and slightly south to find the chest the key unlocks. Loot it to complete this event.
Treasure Hunt: Precious Haul (Level 13)
Only one more event to clear before you’re done with Undvik. Board your ship and sail out of the cleft, then sail north-east. Spot an tower looming in the distance on a rocky island that seems almost… custom-built for the purpose of housing an ominous tower. You’re not here to mess with that tower just yet, however, instead you want to make your way to the peninsula to the south of the island this tower is on, which makes the north-westernmost point of Undvik. Sail through Harpy-infested waters and under a natural stone bridge, then sail south-east along the peninsula’s eastern coast to find a wrecked ship.
Abandon your boat and swim over to ship to find a corpse on the deck, which can be looted for some “Traveler’s Notes” . Read the notes to start the quest “Precious Haul” then swim north to the south-eastern end of the island with the tower on it to find the search area. Kill two Sirines (level thirteen) then dive to find a chest in the center of the search area.
You’re now done exploring Undvik, so sail back to the “Marlin Coast” signpost to find that Hjalmar and his friends have left without you. How rude! Oh well, this signpost is still the fastest way to get off Undvik.