Prima Games eGuides The Witcher 3: Wild Hunt eGuide

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

The Witcher 3: Wild Hunt eGuide Secondary Quests Secondary Quests: Skellige: Snidhall Isle (1) And An Skellig (2)

The Tower Outta Nowheres

Locations: Urialla Harbor, Strange Tower

Characters: Fisherman, Sigo Buntz

Enemies: Cyclops, Ekhidna, Golem, Ghouls, Alghouls, Gargoyle, Werewolf, Earth Elemental

Thunder and Lightning, Very Very Frightening

Objectives:
  • Talk to the villagers.
  • Enter the tower.

After visiting (via a trek across the island, or by boat) the permanently soggy village of Urialla Harbor, you encounter a group of warriors and fishermen muttering in the gathering spot in the middle of the settlement. Approach them, and one fishermen beckons you out of the rain to tell you about a knoll beyond the village.

For centuries, everything was normal until one day a tower appeared on top of it! Lightning started arcing down from the structure, and it has been responsible for the incessant rain the island has experienced ever since. The waves are too strong for fishing or raiding. Agree to look into this anomaly.

Set off on a roughly northwesterly path from the village. Use the path and and you may discover a wandering cyclops on your way to the strange turreted tower that is responsible for the inclement weather. Follow the winding path (watching for ekhidna) until you reach the stone steps and wooden entry into the tower. Head inside, down some spiral steps and through a portal.

Tower and Relative Dimensions in Situ

Objectives:
  • Defeat the golem.
  • Talk to the man trapped behind the magic barrier.

How very strange. The tower is smaller on the outside than the inside! There’s little time to ponder spatial awareness, as the main chamber has a golem guarding three archway barriers of magic.

The guardian awakens, and must be battered. After slaying the golem, move over to a magician trapped behind the southwestern barrier. You inform him the entire tower teleported here, and in return, you’re told the tower is outfitted with a “Defensive Regulatory Magicon,” which essentially means the structure repels intruders. Apparently, to deactivate the defenses, you must find a treatise (Gottfried’s Omni-opening Grimoire) hidden somewhere in this tower. Find out more about Sigo the mage if you wish.

Objective:
  • Find the key to the library.

Aside from the crumpled remains of others that woke the golem, there’s little else in the barrier chamber, so head northeast, out of the chamber and into a strange waterlogged cave tunnel. Swim left (north) at the tunnel junction, and climb out of the water into a rough-stoned cavern with old ruins jutting out of the ground. The tower informs you that beasta countermeasures are in effect!

  • Two ghouls and two alghouls then warp into view—slay them.
  • Uh-oh! There’s an incoming gargoyle to deal with soon afterwards.
  • Warning! Then a werewolf is teleported into this chamber.
  • Phew! The tower runs out of resources and only manages to teleport in a cow. This shouldn’t be slain.

When the variety of foes are vanquished, move to the small laboratory area in the northeastern part of this cavern, and loot the box on the table to gather the key you need.

ITEM: Quest Item: Key to Library
Objectives:
  • Enter the library.
  • Find “Gottfried’s Omni-opening Grimoire.”
  • Bring the mage “Gottfried’s Omni-opening Grimoire.”

Exit the cavern and swim into the half-submerged tunnel, investigating the other side tunnel at the junction this time. Travel east and dive into the murky water before quickly surfacing again and climbing the steps into the library.

Use your Witcher Senses to uncover a variety of books (and bodies) strewn across this library. Find the book you seek just left of a slumped corpse (as shown). If you inspect the corpses, it looks like they’ve been suffocated.

ITEM: Quest Item: Gottfried’s Omin-opening Grimoire

The tower attempts some poisonous countermeasures as soon as you take the book, so leave the way you came, diving into the water and swim southwest, heading back to the barrier chamber.

Disturbing Indications of Freedom

Objectives:
  • Break the tower’s defenses with the mage’s help.
  • Talk to the mage.

You hand the book over to Sigo, who frees himself from the magic barrier. The tower isn’t happy about this, and Sigo warns you that the hardest part is yet to come. You have the option to meditate and prepare. Then agree to head to the central chamber and power down the security measures. Follow Sigo as he rushes out, deactivates the barrier to the northwest, rushes to a central pulpit, and opens a tome to begin incantations. You’re on guard duty. The tower spits out an immense earth elemental that must be cut into pebbles.

End: Aburraghi V’arathern…

Objective:
  • Talk to the villagers.

The mage speaks to you and, after you request he move the tower away from An Skellig, he duly obliges, and the entire tower departs leaving you standing in midair. A moment later, you’re falling into the water. After this enforced exit, swim back to the fisherman, and inform the villagers that the tower (and the inclement weather) are gone for good. They are thrilled with the news (though less so if you inform them their hunting party was killed within the tower’s walls). After some fine rewards, the quest concludes.

ITEM: Magic Weapon and Items, Diagram, Crowns