If you happen to be in the Urialla Harbor area, then you’ll be pleased to know there’s plenty of other content in the nearby area.This guide will take you through all the side content around Witcher 3’s Urialla Harbor location and the rewards you can grab along the way.
Important Items in this Area | . |
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Arachas Card | Chronicles of Clan Tuirseach |
Werewolf Card | Diagram: Ursine Armor |
Elven Skirmisher Card | Diagram: Ursine Boots |
Cargo List | Diagram: Ursine Gauntlets |
Ballad of Torgeir the Red | Diagram: Ursine Trousers |
Daystar | Trial of Dexterity Completion Token |
The Ballad of Witcher Gerd | Ashrune |
Gwent Players in this Area |
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Armorer - Random Card |
Blacksmith - Random Card |
Innkeep - Random Card |
There are only two islands left to explore in Skellige; An Skellig to the north-east and Faroe to the south-east. Quests you can complete on the latter will provide a nice transition back to Novigrad, so start out by tackling An Skellig, first. You’ve already done most of the sea exploration between Ard Skellig and An Skellig, so just head over to the nearest signpost and fast-travel to the “Urialla Harbor” signpost.
Urialla Harbor¶
When you arrive at Urialla Harbor, some Skelligers will be talking about some mysterious tower, and have a typically Skelliger solution for it. When they spot you, however, they decide to call you over, and one will talk to you. Apparently a tower appeared out of nowhere, and with it, a storm. You’ll be told about their ill-fated attempt to greet the tower’s owner, after which accept the quest.
To be fair, just arriving at Urialla Harbor starts the quest “The Tower Outta Nowheres” , and if you’ve been following the guide diligently, you should JUST be high enough level to complete it. It’ll be tough, and you may even have a skull next to the quest if you’re level twenty four, but the strongest foe you’ll face during the quest is level twenty-nine, so as long as you’re level twenty-four or higher you should be fine. It’ll be included in the next section, if you feel you’re up to the challenge… and also to keep this things tidy and finish up this island. If you don’t feel up to it, just return later, perhaps after getting yourself some superior arms and armor and a few more levels?
Now for the almighty Gwent haul. There’s a Blacksmith and an Armorer who both play Gwent. Defeat them both if you still need the cards, then head to the tavern, which is along the eastern edge of town. The Innkeeper not only plays Gwent, but he also sells an “Arachas” Card, a “Werewolf” Card, and an “Elven Skirmisher” Card. Of them, the first is the best, being a 4 Strength Close Combat Unit Card with the “Muster” Ability.
Treasure Hunt - Nilfgaardian Treasure (Level 13)¶
Once you possess those Gwent cards, loot the town as much as you care to (or as much as the guards allow), then head south to the port, and from there follow a trail along the road to the south-east. It’ll veer east away from the coast shortly before eventually forking, at which point head south, then continue south through another fork. Ultimately turn east to reach the coast on the south-eastern side of the island.
Off the coast here you’ll find a Hidden Treasure event, so swim north-east along the rocky coast to find half a ship, on the deck of which is a corpse. Search the body to find the “Cargo List” , which will start the quest “Nilfgaardian Treasure” . Swim out east and dive near the mast of a ship which is barely breaching the water near a rock to find a sunken ship, on the deck of which is a chest. Kill the Sirines (level thirteen) guarding the chest, then get to looting to wrap up this quest.
Place of Power¶
You now have the Ursine set diagrams at your disposal, but before you run off and try to craft anything, let’s continue exploring this island. Besides, it’s easier to go forward than it is to backtrack. Leave the fort and go up the stairs to the south-west which were neglected earlier. Loot some containers and turn east to find a ledge you can climb, then continue east to find another ledge to scale to the north. Travel north and you’ll find some stairs to the north-east, but before you ascend them,go through a ruined wall to the west and leap a gap to reach another section of intact floor, upon which you’ll find a chest along with some other containers for your looting pleasure.
Return back east and ascend the stairs to the north-east until they abruptly end, forcing you to leap a gap. To the north you’ll find a doorway, but before you go through head onto another section of floor to the west to score another chest. Go through the doorway, turn west up some stairs, climb a ledge, then turn north-west and leap across another gap. Another gap you must jump over lies to the north-west, after which turn west and follow the trail, stopping to loot a house you can find built into the mountain to the south.
Continue east from the house and jump across several more gaps in the road and climb some more ledges and you’ll eventually reach the top of this mountain, where a Place of Power rests, along with the “Yngvar’s Fang” signpost. Draw from the place of power, then loot a decorative pillar to obtain the “Trial of Dexterity Completion Token” . This will be necessary for a quest you can do after completing “The Tower Outta Nowheres” . Loot a chest to the west to obtain the steel sword “Ashrune” , then use the signpost to return to Urialla’s Harbor.
Bay of Winds¶
Time to turn your attention to the western half of the island. Don’t worry, you’re done leaping gaps and scaling ledges along mountain trails for now. West of Urialla’s Harbor are three roads running in a westerly direction. Take the center of these three roads and follow it until it forks into a four-way. Dispatch a Cyclops (level twenty-one) prowling around here, then turn south-east into the forest to find a hole in the ground, misleading labeled on your map as an “Entrance”. It is no such thing, however, as you won’t survive the fall.
Ignore the “Entrance” and continue west to the fork, at which point turn south-west. When you hit another fork turn down a road to the south, south-west and follow it until you hit a beach, which is now infested with Drowned Dead (level eighteen). Kill the necrophages, discover the nearby “Bay of Winds” signpost, then search the shallows south of the seaside house to find a submerged chest you can loot.
¶
From the “Bay of Winds” signpost head north, north-west into the hills to find a Monster Nest, around which a flock of Harpies prowl. Defeat the flying menaces and bomb their nest to teach them a lesson. And that lesson is genocide.
Objective | Reward |
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For destroying the Monster Nest | 20 XP |
You’re now done with all the map markers on An Skellig. If you don’t feel up to the quest “The Tower Outta Nowhere” , skip to the next session “Exploring Skellige: An Skellige to Spikerogg” to get your sailing lootage on. Otherwise… it’s time to challenge a level thirty quest. Again, if you’re level twenty-four or higher (which you should be after following this guide - even on Death March difficulty) it should be manageable. Difficult in a few spots, perhaps, but manageable. What? “No skulls walkthrough” doesn’t mean no difficulty!
"Defeat the flying menaces and bomb their nest to teach them a lesson. And that lesson is genocide."
If you followed the guide, you should get the "Pest Control" achievement.
"When you hit another fork turn down a road to the south"
not the road that goes south right after the first fork, but further.
"Continue east from the house and jump across several more gaps"
Not east, but west, and after climbing some legdes, then road turn east. It's more like zig-zaging.
I do realize this is an old post, but I want to make a correction for others that come along in the future. The entrance west of Urialla Harbor is not a death trap if you are careful and worth attempting.
Go to near the west end of the hole on the southern side and jump to a ledge and proceed down.
Spoiler: You will face a couple of Gargoyles.