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Related Quests: Main Quest: The King is Dead—Long Live the King, Secondary Quest: Possession, Secondary Quest: King’s Gambit Locations: Bridge to Kaer Trolde (Ard Skellig), New Port Inn, Marlin’s Coast (Undvik), Giant’s Ship, Hjalmar’s Camp, Abandoned Village, Ice Troll Cave, Urskar, Clan Tordarroch Forge, Dorve Ruins, Ice giant’s Cave Characters: Crach an Craite, Axel (Navigator), Rante (Survivor), Jonas the Innkeep, Harald Houndsnout, Folan, Hjalmar an Craite, Vigi the Loon Enemies: Ekhidna, Sirens, Ice Trolls, Devourers, Rotfiends, Myrhyff the ice giant |
Objectives:
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Locate Crach on the exterior battlement crenelations overlooking the gorge. Ask him about Hjalmar, and his venture. He reckons you should ask some Clan Torrdaroch survivors down in the New Port Inn about Undvik and the giant that must be slain there.
Objective:
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Leave the Kaer Trolde Keep, and descend to the bottom of the mountain, all the way to the harbor, before working back (north) toward the New Port Inn where Yennefer is staying. Enter the main tavern, where rowdy drinking and merriment abounds. Hjalmar recruited his crew here, so there are three fellows to speak with:
- The Innkeeper, who recalls how Hjalmar cajoled his crew into undertaking a mission to cut off “that bloody giant’s head.” They wanted to take back the forge, where the best blades on the islands are crafted. He also points out the other two fellows to talk to.
- A Navigator, who tells you to head southwest, watching for rocks “protrudin’” out of the water, and then watch for swift currents. He also likes to talk; amuse yourself with his stories if you wish.
- A Survivor, one of Jarl Harald Houndsnout of Undvik’s personal guards who failed him when the giant attacked. The Jarl died fighting the giant, while the survivor was plucked up by sirens, rescued and brought here.
Objective:
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Leave the New Port Inn, and head southward towards the port, where you can locate a boat. It should appear on your minimap, and allows you to captain a vessel across the treacherous seas, heading in a roughly southwesterly path towards the Isle of Undvik, from Ard Skellig. Your voyage is relatively smooth sailing:
- Head out in an easterly direction, passing below (and right of) the Eldberg Lighthouse.
- Then turn slightly to port (left) and continue in a southwesterly direction across the open waters.
- Make a hard turn to port (left) around the ragged rocks as the coast of Undvik approaches. Then turn starboard (right) slightly, lining yourself up with the objective on your minimap.
It’s advisable to head to either the Marlin Coast (signpost), where you can more safely moor your boat, or into the ship’s graveyard and a giant ruined wharf protruding into the ocean (pictured). As you approach, prepare to fight off the odd ekhidna.