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Locations: Urialla Harbor (An Skellig), Mount Aardeklove Characters: Skellige Women, Old Gunnar Enemies: Endriaga, Sirens, Wraiths, Gargoyles |
Two Trials on This Tiny Isle
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After arriving at Urialla Harbor on An Skellig, eavesdrop on a couple of Skellige women, who make mention of the Trial of the Path. Speak to them to find out this is an age-old tradition—only those that return from the trial can consider themselves true warriors. Old Gunnar can tell you more, he lives at the foot of Mount Aardeklove.
Bring your best endriaga-slaying implements with you, and travel along the path to the northeast, slaying at least two of these beasts as you pass a sunken homestead, and finally meet an older warrior sitting on a bench, at the Trail to Yngvar’s Fang (a signpost). He isn’t the friendlist of sorts, but he has some information on the paths:
There are two offshoots. One leads to the mountain peaks, and the other into the bowels of the earth. Traverse both to prove your valor. Speak with Gunnar at length to gain further insight into the trials if you wish. You’re now able to choose which of the paths to start first, though it’s easier to try the Trial of Dexterity (the mountain climb) first.
Trial of Dexterity: A Mad Dash to the Mountain Top
Objective:
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Head up the steps to reach the start of the path. Run forward, over the wooden bridge, and leap the gap before slaying a siren. Wait for two more and defeat them as well. Coax them over with Axii or crossbow bolts. Then move right along the path, leap a gap, and make a tight left turn as you climb up and onto the natural rock bridge. Now dash across the moss.
From the mossy bridge, leap and grab the ledge. Pull yourself up, and make a series of sharp switchback turns as you zig-zag up the mountain trail. Leap the gaps and pass by two tattered flags showing your progress. Continue west along the trail which flattens out slightly, and leap the gaps along the slope, after sliding down a little. When you can’t continue, look left, and perform a series of climbing moves up the stone ledges of the ruined castle battlements above you, in a counterclockwise pattern.
Save your progress and, as the mists descend, make a large leap across the gap and another along this treacherous upper path, and slow as you spot a strange old man sitting by a door. He doesn’t rate your chances. Ignore the door he sits by, and continue along the outer ledge, leaping again and ascending further. Leap a broken bridge with adeptness. Turn back and leap again, and after a final climb, you reach the zenith of Mount Aardeklove.
Now you’re at the top of the peak, you must fight any harpies before you find evidence to support your dexterity. Rummage around the base of the totem marker, and discover the following token (amongst other items and a treasure chest). Then examine the Place of Power and gather an additional Ability Point before descending. Your descent involves either of the following:
- Taking exactly the same route as you did to get here. As always, slow and steady is better than fast and falling!
- Or, turn to the right and continue along a new path leading to a long and extremely entertaining slide all the way down to the next path.
| ITEM: Quest Item: Trial of Dexterity Completion Token, Place of Power |
Trial Of Conviction: A Breath-Taking Journey Underground
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Although it is possible to slide down the slope from the mountain path, leaping off the path usually results in an agonizing death. Instead, you should retrace your steps to where Gunnar was sitting. Then use the main road, before a small detour into the wooded area, to reach the cluster of rocks marking the start of the Trial of Conviction.
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Enter the cave and drop into the green water. Then, swim southwards as rapidly as your legs and lungs allow. Swim swiftly, and stay as close to the ceiling of this underwater tunnel as you can. Ascend into the air-filled cavern that you eventually reach.
When you surface in this small grotto, be mindful of climbing out. There is a reason Skellige warriors do not rest here because gargoyles reside in this cave! There’s skeletal remains showing what happened to the warriors who did not heed Gunnar’s warning.
Continue to dive through the passage. Near the end, you should notice a chest at the bottom. Pry it open and take the token within. Keep an eye on your air supply. If you are dangerously low, go to the end of the tunnel and surface to regain air before returning to get the token. Finally you can surface and climb up a ledge here. Follow the path through the cave, performing some more climbs and jumps until eventually you reach the exit of the cave.
| ITEM: Quest Item: Trial of Conviction Completion Token |
Quest Conclusion: A Deed Worth Shoutingto the Five Isles About
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It is now simply a matter of returning to Old Gunnar, who is usually at his tent near the seat at the start of the mountain path, and reveal the two tokens you’ve obtained. He is situably impressed, and offers a variety of rewards for your dexterity and conviction. The quest concludes.