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The Witcher 3: Wild Hunt

Witcher 3 Ursine Armor Scavenger Hunt Part 1 & Part 2

By
Nathan Garvin

It’s time to go hunting for bear!… armor. Ursine Armor. You’ve been finding bits and pieces of the set all for a while now, but have been missing the base diagrams. Let’s fix that, eh? Here is a walkthrough for finding the armor for the Ursine bear school enhanced diagrams.

Ursine Armor: Scavenger Hunt Part 1 and Part 2

First off, head to the shore of Urialla Harbor and backtrack along the road to the west, then north. Continue north at the first two forks, at at the third and fourth forks continue north-east. Along the way you’ll encounter Endrega Warriors (level eleven), perhaps some Harpies (level thirteen) which occupy a hill to the west, between the road you’re on and Urialla Harbor, and some Bandits (level fifteen) to the west.

Eventually you’ll start heading uphill, and will pass a campsite along the western side of the road. Continue north-east to find the “Trail to Yngvar’s Fang” signpost, near which a Rabid Rock Troll (level sixteen) patrols. This is one of the rare trolls that will respawn over time, should you need to harvest it for troll bits. Anywho, kill the beast and head up some stairs, then follow the road as it bends to the north-west, crossing a bridge and leaping over a gap beyond.

Yngvar’s Fang

When the road ends, you’ll need to turn north and leap another gap onto a rocky outcropping, the skies around which are polluted with Sirines (level thirteen) and perhaps the odd Harpy (level seven). Who knew those two species would co-exist? The terrain definitely favors your flying foes here, but persevere and cut them all down. When there are no more enemies pestering you with screeching and claws and whatnot, scale another ledge to the north, then turn south and you’ll find another gap you’ve got to leap across to the west.

Make your way up a narrows, stepped switchback and leap across yet another gap in the path to the east, then climb an alternating set of stairs and ledges to reach the apparent - unintentional - end of the path. A rock slide has washed away the path ahead, leaving you only the options of sliding down the slope to the west to reach a somewhat larger, more intact road below you to the south. Continue uphill to the west on this road and you’ll shortly find some ruins. Leap across another - rather large - gap in the road, then make your way east through a doorway to reach said ruins.

Continue west and you’ll notice two ways to proceed; a short flight of stairs rise to the south-west, while a door beckons to the north. Go through the door, first, and your progress in that direction will immediately be frustrated by a gate. Oh well, nothing worth doing is easy. Except for all those other diagrams that were totally easy to get. Head down a hallway to the north-west and down a spiral staircase to reach a hallway lined with cells.

Make your way south-west down the hallway, ignoring the cells for now, as they’re locked. Shame. After the first set of cells, below the second set of torches along the southern end of the hall you can find some rubble to loot, which hides the “Ballad of Torgeir the Red” . This ballad details the fate of one Witcher Gerd, a footnote in the story of titular character of the ballad, but of course, the Witcher is of much more interest to you than a history lesson. Dead Witcher seem notorious about carrying fancy diagrams with them, after all.

Your pilfering won’t go uncontested, however, as a Wraith (level seven) will show up at the end of the hall in a token response to your trespassing. Put the spirit down, then make your way to the south-eastern end of the hall and turn south to find a chest and, more importantly, a lever on the wall. Flip the lever to open the cells, banish another pair of Wraiths (level seven) then loot a corpse in the north-western most cell to find the steel sword “Daystar” . Once that’s done, go through the south-eastern most cell door and drop down a ledge (remember to hit [Circle] to roll!).

The cell door will lock behind you and before you is another ledge you’ll have to drop down leading to a watery cavern. Oh well, no way to go but forward. Make your way north-west through into some tunnels and smite another pair of Wraiths (level twenty) that manifest to oppose you, then turn north-east and head up some stairs. When the stairs fall into ruin turn south and scale two ledges before blasting a partially collapsed cavern wall with Aard to find yourself in a throne room.

Apply some Specter Oil to your silver sword and head into the throne room where you’ll find a chest in the north-eastern corner, which just so happens to contain “The Ballad of Witcher Gerd” , the “ Chronicles of Clan Tuirseach“ , the “Diagram: Ursine Armor” , the “Diagram: Ursine Boots” , the “Diagram: Ursine Gauntlets” and the “Diagram: Ursine Trousers” . Grab the goodies, then make your way to the southern end of the chamber where you’ll discover that your theft has not been met with approval of the spirits that dwell here. Three Wraiths (level twenty) will spawn and protest your presence by trying to kill you. Ensure they fail, then make your way to the gate to the south, where you’ll find a lever on the western wall that’ll open your way back to the beginning of the ruined fort.

Ursine Silver and Steel Sword: Part 1 & 2

For those looking to complete the set and get the weapons, players will also find those pbase parts in Skellige. The silver Sword is by a level 30 Guarded treasure near the village of Rogne. For those huntring for the Steel Sword, players will find that in a rubble chest around the Kaer Ahlmult area.

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Guide Information
  • Publisher
    CD Projekt
  • Platforms,
    PC, PS4, Switch, XB One
  • Genre
    RPG
  • Guide Release
    24 June 2015
  • Last Updated
    2 January 2023
    Version History
  • Guide Author
    Nathan Garvin (Haeravon)

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You are Geralt of Rivia, a professional monster-hunter known as a Witcher. You’ve fully regained your memories since your miraculous revival and escape from the Wild Hunt, and have cleared your name of the false accusations of regicide. In the wake of the assassination of Foltest, king of Temeria, the north have been rent by warfare as Nilfgaard launches its third major invasion, and the northlands have been united under the insane king Radovid. Overshadowing these petty politics is the mysterious return of Ciri - Geralt’s adopted daughter, who is now being pursued by the Wild Hunt.

The guide offers the following:

  • A full walkthrough that’s more than just a listing of quests-it’s an “ideal chronological order” that will get you through the whole game and allow you to see and do everything the game has to offer.

  • Side quests, including monster contracts and treasure hunts for obtaining powerful Witcher sets.

  • Descriptions of decisions, quests, and events that influence the various endings of the game.

  • Crafting and Alchemy information.

  • General strategies on how to take down foes large and small, monstrous and humanoid, boss or mundane.

  • Information on how to complete all the Gwent quests and obtain all the Gwent cards, including detailed Gwent strategies.

  • Trophy/Achievement information.

MASSIVE UPDATE: 7th September 2016 ongoing

  • Added DLC quests “Fool’s Gold” and “Scavenger Hunt: Wolf School Gear”.
  • Organisational changes in the Velen section of the walkthrough to reflect the increased level of Griffin School Gear.
  • Organisational changes throughout the walkthrough to provide a “no skulls” path through the game.
  • Added Death March difficulty tips and commentary throughout the guide.
  • More XP reward numbers included.
  • Walkthrough now includes additional information based on patch changes.
  • Various typo and grammar fixes.
  • Added DLC pages for Blood & Wine, Heart of Stone
  • Lots more quality of life improvements

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