SIDEQUESTS - Skellige
A Hallowed Horn
Recommended Level: 12
Location/ Obtained From: Kaer Muire noticeboard
Objective: Track down the thieves and retrieve Holger's horn
Run up the slope from the village to the fast-travel sign at the jarl's fort and teleport to Arinbjorn (in the West of the main central island) if you can. Otherwise teleport as close as you can to the marker on the map and make your way towards the crossing that connects to the small island. You'll likely have to deal with a bunch of sirens as you cross, so use the crossbow, aard sign or just your sword to take them to pieces.
Travel to the Northern tip of the small islands to find a search area and bunch of bandits waiting for you. Start depopulating the area of them until you reach their camp (near the large stone and broken boat). Once you've stopped fighting (as in there are no more opponents left), open the chest in the tent and pick up the horn from inside.
Objective: Bring the stolen horn to Mathios
Backtrack all the way to where you came from and hand over the horn. Quest complete.
Recommended Level: 24
Location/ Obtained From: Approaching the Abandoned Sawmill between Blandare and Gedyneith signposts
Objective: Search the abandoned sawmill using your witcher senses (4)
There are four things to examine in the area, but after looking at the human bones near the North edge of the circle, the culprit will appear.
Objective: Kill the leshen
You'll face off against a leshen here, but it isn't too powerful. Stay close to him and slash away with your sword (continue cutting when it emits smoke as it will keep still if you do).and you should bring the fight and quest to a swift conclusion.
Recommended Level: 13
Location/ Obtained From: Nidas, in Novigrad, west of Hierarch Square
Note: Despite the fact that this quest begins in Novigrad, the rest of it takes place in Skellige so it has been placed in the Skellige section.
Objective: Meet Nidas near the collapsed bridge to the east of Arinbjorn
If you haven't already gone to Skellige, you are in for a trek. Once you can get there, head over to the marker. May be surprised how this guy got here without dying.
Objective: Follow Nidas to the pearl bed
Follow him. Try to not let him die.
Objective: Find a black pearl using your witcher senses
Dive and search until you find one. On the bright side, you will have a lot of regular pearls now.
Objective: Kill the drowners
This would have been so much easier if he didn't come along. Help him out.
Objective: Meet Nidas in the Golden Sturgeon to collect your reward.
Okay, but I'll hang on to the pearl until you pay me. No? Silly Geralt.
Recommended Level: 18
Location/ Obtained From: Triggered automatically upon completion of sidequest - King's Gambit
Watch the scene play out and the new King/ Queen be crowned in front of his/ her people. Quest over. Gee, that was short. I suppose no one wanted a feast to celebrate this time.
Fists of Fury: Champion of Champions
Location/ Obtained From: Fightmaster after completing all three fists of fury sidequest - Velen, Novigrad and Skellige
Objective: Go to Spikeroog to find out about this mysterious opponent
After completing all three areas fist of fury quest, you'll be invited to enter the fights on Spikeroog (svorlag sign post). Run to the nearby arena and talk to the man leaning against the post in front of it to find out that there's a problem.
Note: You must complete the sidequest (or at least get to the final objective of) the sidequest - Master of the arena to access the champion fight.
After finishing that off, return to the man leaning on the post to enter the arena.
Objective: Kill or be killed
Aaannd it's a rock troll. Brilliant. Don't they have human opponents in this league any more? The key focus here is to avoid getting hit (obvious but important). Focus on dodging his swings and dodging away from him if he raises his arms over his head and slams them into the ground. Only attack after he has missed an attack (get in a couple of heavy hits before dodging away). Float like a siren and sting like wyvern to bring the beast down. Anyone else hear 'eye of the tiger' in their head as this fight was going on? Collect your winnings and be crowned champion.
Fists of Fury: Skellige
Recommended Level: 30
Location/ Obtained From: Kaer Trolde Harbor noticeboard
Objective: Defeat Valgard
Objective: Defeat Einar
Objective: Defeat Grim
This will be the second highest quest revolving around fist fights (there's still one to go), so you'll want to make sure you are at least level 20 or have really damn good reflexes to attempt this sidequest (as otherwise your vitality won't be enough to handle stray punches). Other than that it's the typical affair. Use counters to deal damage safely (counter + 2 heavy attacks) and watch carefully for enemies light punches as they are very quick and need good reactions to counter.
Objective: Try your strength against the Skellige champion - Olaf
Objective: Defeat Olaf
Walk into the arena to find you are fighting Olaf. No problems there... oh, wait he's a bear. He's a bear??? Yeah, despite that he isn't to hard to deal with. The key thing is you will need to dodge a fair bit more than in other fist fights to get into position to attack. After dodging an attack, continue dodging to the side of the bear to attack. This means he will have to turn around before he can attack you again. As long as your dodging is good, the bout will be yours. Afterwards we may have a little chat with that fight organizer... Oh, quest over.
Flesh for Sale
Recommended Level: 12
Location/ Obtained From: Village to the East of Harviken, entering triggers the quest
When you arrive at the village East of Harviken, you'll enter dialogue with a man at the gates. Agree that you're here to pick up the cargo and he'll take you to see his boss.
Objective: Follow the pirate to his boss
What it says. When you meet him, say the following to convince him to hand over the cargo:
We doing this deal or not? + (500 Gold) Here's your coin OR (Axii sign) Already paid.
Objective: Free the slaves
Walk over to the nearby cage and talk to the slaves.
Objective: Lead the slaves away from the pirate village
Trundle along with the slaves until you reach the marked area outside the village to free them. Now they are safe, you can return to the village and 'take care of business' if you wish. Quest finished.
For Fame and Glory
Recommended Level: 15
Location/ Obtained From: Warriors in a gully directly West of Larvik signpost
Objective: Help the warriors kill the necrophages in the old mine
After having a chat to the warriors, they will begin to move towards the cave ahead. you'll also see two health bars show up on screen for them. They are pretty fragile, so you will want to lead the way here. Take the first right at the fork and then a left to reach a room full of ghouls and a couple of rotfiends. Use necrophage oil and igni or quen to make things easier while you clear out the room. Afterwards, continue along the path to find an alghoul around the bend. Repeat the smackdown (remember, you can also use axii to make it withdraw it's spikes if you are having trouble). After that, the cave is clear, you'll finish the quest and be free to loot the place. If both warriors survived, it's a bonus.
In the Heart of the Woods
Recommended Level: 22
Location/ Obtained From: Kaer Trolde Harbor noticeboard
Objective: Talk to Sven about the contract on the woodland spirit
After reading the notice, fast-travel South to Fayrlund. At the outskirt of the village, you'll find two men in argument over a corpse. Talk to them to find you are gravely needed/ not wanted.
Note: During the rest of this quest, you can choose to side with one faction or another (Sven or the elder).
Objective: Examine the tracks in the woods using your witcher senses and find out what's killing the villagers of Fayrlund
From the corpse impaled on branches, follow the trail of drag marks and blood into the forest. You should run into the body of a dog to examine along the way. After that, follow the trail on your mini map to a search area. Here on the bank of the river, you'll find another set of marks to chase. Nearby on the other side of the river from the marks, you'll spot a body impaled on branches between two rocks.
Resume following the trail to a larger search area where a group of three white wolves are waiting to attack. Igni, quen + light slash = win. Now that the circle is clear, examine the rock on the West edge of the circle to find claw marks on it.
Objective: Learn more about the woodland spirit by reading the bestiary
You'll find the entry you need under relicts, leshens. Afterwards, the path will split, but you can stop and take the other at any point until the final objective for each.
Note: Only the killing the spirit path results in an achievement if you are interested in that.
OPTION ONE: Appease the spirit
Objective: Talk to Harald about the leshen
Harald is the elder who was arguing with Sven earlier. Meet him at the village to hear his side of things.
Objective: Approach the altar
Follow the mini-map trail to find the altar in the woods on top of a cliff.
Objective: Approach the altar
Objective: Kill the wolves
Now it's time to get the hearts you need (what is this spirit? Heartless? Where's Sora when you need him?). You will be facing off against five white wolves. They can hurt, so make sure to take them one at a time instead of stepping into the blender amongst them. Remember to use quen and igni to help make the fight easier.
Objective: Collect wolf hearts (5)
Once all five are dead, loot the corpses for hearts.
Objective: Place offerings on the altar
Note: This is the point of no return for this route
Chuck the hearts on the stone and watch them sizzle like it's a barbeque. Spirit appeased.
Objective: Collect your reward from Harald
Leave the cliff and return to the village to collect your coin. And to watch war break out amongst the villagers. You can either join in or ignore the fight. Either way, your business is concluded afterwards.
OPTION TWO: Kill the spirit
Objective: Talk to Sven about the leshen
Have a little chat with Sven to find out that the leshen has marked one of the villagers.
Objective: Find the person marked by the leshen by using your witcher senses
You'll find the person you need on the West edge of the circle, Hilde.
Objective: Talk to Sven about Hilde
Return to Sven and tell him the bad news. Choose to kill them (to prevent the exile returning). Onto the next step.
Objective: Destroy the leshen's totems (3)
Into the woods once again! Follow the trail to each marked spot and use igni or your sword to demolish the totems at each spot. You'll have to contend with attacking branches and white wolves at each location, but you should be used to them by now.
Objective: Find the leshen by using your witcher senses to follow the sounds it makes
Or just follow the trail on the mini-map like a sane person.
Objective: Kill the leshen
Note: This is the point of no return for this route
The leshen is weak to dimeritium bombs, reclict oil and the igni sign. The biggest draw though is the igni sign that affects both the leshen and the wolves it summons. Due to the number of wolves, quen probably won't make much of a difference here (unless you've maxed it out) as it will break too fast to be useful. Go on the offensive, spraying everything with igni and drop the wolves as quick as you can before turning to the leshen. While the leshen will summon more wolves, they won't be in as great numbers as they first were, so you can continue to focus on bringing it down.
Objective: Collect your trophy
Search the corpse of the leshen and take your trophy from it.
Objective: Collect your reward from Sven
Leave the forest and return to the village to collect your coin. And to watch war break out amongst the villagers. You can either join in or ignore the fight. Either way, your business is concluded afterwards.
In Wolf's Clothing
Recommended Level: 15
Location/ Obtained From: Encountering Morkvarg during story quest 20 - Nameless
I'm going to write this one up a little differently as the objectives are extremely convoluted. You'll encounter Morkvarg in the garden of Freya. There are two ways to release him from the curse: Feed him his own flesh (which can be found in his lair).
Or to use a fang to restore him (you have to talk to Einar, read Morkvarg's diary in the chapter house in the middle of the garden and then return to the village to accuse Einar of lying. Tell him you are only here to lift the curse to obtain the Fang, then return to the garden to use it on Morkvarg. Both these items can be found in the quest items inventory tab.
Location/ Obtained From: Solitary woman in a fighting ring between Harviken and Trottheim signposts
Note: I'm unsure if the objectives before the fight with Jutta need to be fulfilled as of the 1.05 patch, but they are listed here for completeness.
Objective: Look for the sword Jutta requested in the sunken ship's wreck using your witcher senses
Objective: Defeat Gunder
Objective: Tell Jutta you have performed the feat
Objective: Defeat Jutta
Note: During this fight you are only permitted to use your sword, using a potion or sign will instantly disqualify you.
The fight is very basic, just use counterattacks and heavy strikes to get past her guard and deal damage. When her health is down to about an eighth, the match will end.
Objective: Meet Jutta at her home after dark
Head down the hill to the village below and talk to Jutta to be given your reward (raises eyebrows).
Recommended Level: 18
Location/ Obtained From: Triggered automatically upon completion of sidequest - The Lord Of Undvik and sidequest - Possession
Objective: Report to Crach an Craite to collect your reward
Fast travel to Kaer Trolde and enter the castle to meet with Arnvald at the gate who will take you to see Crach. After the scene, head through the doors to trigger the scene with Crach. You will get your reward Fate (relic level sword) for helping both his children.
Objective: Defeat the bears
Kill the bears. Once done, there will be some shouting and you will have to choose who to help, or just say screw it and leave.
I'll help you, Cerys. - Help Cerys investigate. Will end up with Cerys crowned.
Going with Hjalmar. - Go with Hjalmar to kill people. Will end up with Hjalmar crowned.
You two can handle this fine without me. - Completes quest, but prevents quest chain from completing (unable to find continuation thread at this point)
OPTION ONE: Cerys Investigation
Objective: Examine the crime scene using your witcher senses
Look around the room with your witcher senses, looking for anything glowing red.
- Bodies on ground
- Bear corpse (Important)
Objective: Examine the traces of mead around the crime scene using your witcher senses
The horn you need to find is next to the open doors at the north end of the hall.
Objective: Ask Hjort to have a look at the mead sample
Follow Cerys out of the hall and down the stairs to find the druid in prayer.
Objective: Follow Cerys to the cellar
Follow Cerys out of the main hall to the cellars. You may need to wait for her to unlock the door to get into the cellars. Because it is locked. And you don't have a key.
Objective: Examine the cellar
Head through the cellar until you jump down some stairs. These barrels will be glowing red.
Objective: Examine the mead in the open barrels
Examine the barrels until you find the spiked one. The south most barrel is the one.
Objective: Flee from the burning cellar
As soon as you find the spiked barrel, someone throws some fire and catches the stone alight. Flee. Run to the north wall, and use the Aard sign to blast away the pile of barrels blocking the passage.
Objective: Follow Cerys through the tunnel
Follow Cerys through the tunnel. Partway along, you will find a place of power to draw upon, to gain an ability point.
Objective: Look for tracks around the cellar door using your witcher senses
Follow Cerys through the storerooms back to the entrance of the cellar. At the door you will find a smashed bottle of mead to examine.
Objective: Follow the footprints using your witcher senses
Follow the footprints to find the culprit.
Objective: Look around for a clue using your witcher senses
One the trail ends, examine the torn material on the torch bracket.
Objective: Catch Arnvald
Race Cerys back to the entrance to the castle for a scene showing Arnvald fleeing the castle.
Objective: Chase Arnvald
Note: The presentation of evidence will proceed a little differently depending on if you catch him before he reaches the soldiers or not. It is actually more convincing to let him get to the soldiers. But either way, the true culprit will be served justice.
Run him down, and smack him to interrogate him. If you let him get too far, he will make it to some soldiers which you will have to fight. Once done, the trial will begin.
OPTION TWO: Hjalmar Vengeance
Objective: Explore the Vildkaarls' village using your witcher senses
Follow Hjalmar up the hill to the search area to trigger a scene. Some of these can be found in multiple locations. Discovering the trapdoor will progress the quest, and skip the optional objectives below. However, these can give you more flavour text if you want to know more about the clan.
- Northern hut - Human scalps hanging from ceiling.
- North of cliff, at base - Human body
- Southern house - Tattoo dyes
- Southern house - Dried mushrooms
- Southern house - Footprints on floor leading to concealed trapdoor (Important)
Optional Objective: Examine the place Hjalmar pointed out using your witcher senses
Up here is an arena training area.
Optional Objective: Examine the place where fights are held using your witcher senses
Examine the shrine to learn of Geralt's super sniffing ability.
Optional Objective: Follow the scent using your witcher senses
Follow the scent which will lead up to the southern most house. In here is the trapdoor which will lead you to the Southern most hut.
Optional Objective: Follow the footprints using your witchers senses
If you find the bloody footprints, you will get this objective to follow to the southern most hut.
Objective: Explore the cave
Whichever path you take, you will end up at an entrance to a cave through the trapdoor. Follow the path until you drop down into a small area, to fight a small man.
Objective: Defeat Hallgrim
Once he reaches a third health, he will become even smaller and cuter. Well, at the very least fluffier. He will regenerate health, but in all regards, is a bear. He takes very little damage from physical attacks, but he really hates fire. So Igni isa good choice here. It will deal lots of damage over time, as well as stopping the regen for a short time.
Objective: Venture further into the cave
Venture further to find out how the new recruits are initiated.
Objective: Interrogate the druid
Approach the druid for a scene.
Objective: Defeat the druid and the beserkers
Druid smackdown begins. All of these enemies are weak to fire. However, these bears will take normal damage from your silver sword (if you switch to it), and very little from your steel. The druid has an area of effect blast, and a staff strike if you are close enough.
Use silver for the bears, and steel for the druid. Geralt likes to auto switch here, so pay attention to which sword is out. Or if you have a good enough Igni sign, just blitz through them all. After defeating the druid, you will find proof of another conspirator.
Note: Both options rejoin the sidequest here.
You will be rewarded with Death From Above (crossbow). If you do choose to go to the coronation, this quest chain is completed.
Master of the Arena
Location/ Obtained From: After arriving at the arena once you have obtained the sidequest - Fists of fury: champion of champions
Objective: Talk with the villagers about the problem at the arena
Trundle over to the marked men and engage them in dialogue. You'll find a spirit is haunting the arena. Listen to the story. Any ideas how to lift the curse?
Objective: Find a way to send Ulle on to the afterlife
Talk to the shadowy spirit in the arena and challenge him to a fight. Then just stand there tanking hits. After a little while (around an eight of your health bar), the battle will end. Tough wasn't it?
Objective: Return to the warriors
Objective: Return to the Spikeroog arena later to collect your percent of the takings
Now you'll have to meditate for around three days (or after completing the sidequest - Fists of fury: champion of champions) to return to the warriors to get your coin. Quest finished.
Recommeded Level: 17
Location/ Obtained From: Conversation with Crach at the end of story quest - The King Is Dead - Long Live The King
Objective: Ask Udalryk where Cerys is.
Fast travel to Svorlag. If you haven't yet discovered it, head north-west from Kaer Trolde Harbor. Once there, follow the minimap trail up the hill towards the Jarl's longhouse. Have an illuminating chat with the guards at the door before heading inside and talking to the Jarl. During the scene, you may get the impression there is something up with the Jarl.
Objective: Ask about Cerys in the village.
Walk around the circle until it triggers into a individual person to talk to. There are multiple to find and talk to, and some of them move around so locations may differ. One is a Skellige Woman with a broom to the south-west of the fast travel sign. Another is a Fisherman on a patio to the west of the fast travel sign.
Objective: Talk to Bergthora
Bergthora is an evil chicken plucker. She is plucking chickens to the north of the fast travel sign. Somewhat pointless, as they do not have any less feathers, nor any change of chickens in the bucket. Talking to her will get you the information you need about Cerys.
Objective: Find Eiric
Follow the minimap trail to the nearby beach, to spot Eiric cowering on top of a cliff (to be expected when you're married to an evil chicken plucker), surrounded by drowners. Kill them to hear his story about how he saved you from the drowners you killed (wait, what?).
Objective: Look for Cerys in the abandoned house using your witcher senses.
Resume your following of the minimap trail, up the hillside behind the village, until you reach the Jarl's abandoned house. Head in and loot the place. Once inside, you may feel that something is wrong with this house. Notice the dark edges to the screen. Using your witcher senses, examine the floor near the entrance and follow the footsteps.
Enter the first door on the right, and pick up the key off the ledge. Walk past the second door and around the corner to find Cerys. During the following scene, you will find out more about Cerys and her efforts to help the Jarl.
Objective: Find the sword named Brokvar
After the scene, head back into the house to find the sword. Using the key from before, you can unlock the trap door in the north corner of the house, and descend into the basement. Loot the glowing table to find Brokvar, and watch the wall behind the table.
Objective: Tell Cerys you found the sword
Leave the house to rejoin Cerys.
Objective: Go to Uldalryk with Cerys
Return to the village and return to the Jarl's longhouse once more to trigger a scene.
Objective: Place Brokvar near Aki's bones
Leave the progressively maimed/mutilated Jarl on his balcony and head down the trail to the docks, where a boat is waiting. Take the vessel and sail the short distance to the marker on the map. Dive into the freezing water, and take on the sirens who will try to drown you. In the centre of the circle, using your witcher senses, you will find Aki's body. Examine the body to place the sword with it.
Objective: Return to Udalryk
Navigate your way back to port, and return to the Jarl's longhouse, to hear a bloodcurdling scream. Walk inside to trigger a scene. Listen to the scene to find out what you are up against, and what options you have to combat it.
Objective: Meet Cerys in Udalryk's old home
Head back up the hill to the house.
Objective: Search the house and find a way to drive off the hym
Enter the house and, using your witcher senses, examine the things highlighted in red.
- Portrait - First door on right, after cutscene with Ciri.
- Wooden Beam - First door on right.
- Cradle - Second door on right.
- Fireplace (Important) - Main room
Objective: See what Cerys has found
Shortly after examining everything, and once she has gone outside, Cerys will call out to Geralt. Join her outside the house.
I trust you. - Begins Trick method.
No way. - Begins Witcher method.
OPTION ONE: The Trick
Watch the cutscene, and decide if you're a monster or not.
[Give the baby to Udalryk.] - Trigger Witcher path option.
[Put the baby in the oven.] - Continue Trick path.
"Let me make you a deal, you get your mojo, you keep your money, and I'll get your baby."
Objective: Defeat Udalryk's warriors
Beat up the saviour guards trying to save the innocent baby, and continue the scene. After this scene plays out, this path is over. Quick isn't it. Turns out throwing babies into ovens is a quick way to end a fight.
Note: At this point option one rejoins the sidequest for the scene showing the Jarl now free of the hym.
OPTION TWO: The Witcher's Way
Travel back to the village with or without Cerys.
Objective: Tell Udalryk about the hym
Enter the Jarl's longhouse and talk to him.
Objective: Place torches around the abandoned home (4)
Make your third trek back up to the abandoned house. Apparently we like haunted scenery. Go to each marker on the map, and place each torch.
Objective: When you're ready, talk to Udalryk
Walk to the balcony outside, and talk to Udalryk to start the ritual.
Objective: Light the torches
When you're ready to begin, light the torches.
Objective: Kill the hym
The hym has a claw swipe that hits further than it looks, for decent damage. He will also disappear in a puff of smoke, and reappear in a different location.
Objective: Calm Udalryk
Once you have taken the hym down to a third of its health, Udalryk will start screaming. Use your Axii sign on him to calm him down. The longer you take to do this, the hym will regain more health. Udalryk will also start moving around making it harder to treat him. Once you have nearly killed it, a scene will trigger.
Objective: Go to the basement
Head to the basement to finish off the hym. Turn on the lights to start the fight. It will have half of its health back, but will use the same attacks as before. When it is defeated, take its loot.
Objective: Tell Udalryk it's all over
Tell him it's all over.
Note: At this point option two rejoins the sidequest for the scene showing the Jarl now free of the hym.
Practicum In Advanced Alchemy
Recommended Level: 24
Location/ Obtained From: Witnessing an argument between Gremist and another alchemist, at Gedyneith on the eastern side of Ard Skellige
Objective: Ask the druid about Gremist
Head to the druid and have a chat.
Objective: Talk to Gremist.
Walk around to Gremist and have a chat to him too. He's not really all that hard to convince really. Just ask twice.
Objective: Find a pimpernel in the woods using your witcher senses.
Head to the area to trigger a scene.
Objective: Search in the woods for the missing apprentice and some pimpernel using your witcher senses.
Search around until you find the hoofprints you can follow. Your seach areas will update. Keep following until a scene triggers.
Objective: Follow the succubus to her lair.
You heard the objective. Follow her. And go get your pimpernel.
Objective: Find the abandoned distillery.
Head up the mountain and into the cave.
Objective: Use your witcher senses to search the distillery for instructions on how to produce alcohol.
No mention of the cyclops. Watch out for the cyclops. Look around using your senses. Inside the shack is the recipe.
Objective: Read instructions for distilling alcohol.
Instructions are as follows:
- Put the mash in the evaporator.
- Light the fire under the evaporator.
- Cool the condenser. First turn the right lever, then the left. Not the other way around.
Objective: Find some mash.
Find some mash. It is up the ladder
Objective: Use the machine to produce alcohol.
Read the instructions and follow.
Objective: Take the spirit.
Pick it up.
Objective: Find Fritjof the druid in the nearby village and convince him to talk to Gremist.
Head over to the druid and convince him. Of course everything can be solved by a guy with a sword.
Objective: Go to the ritual site with Fritjof.
So far you must walk.
Objective: Defend Fritjof while he completes the ritual.
Kill the enemies. Puppy will help you.
Objective: Return to Gremist.
Head back to Gremist's house and have a chat with the lads.
Objective: Wait till the next day.
Objective: Talk to Gremist about your reward.
Yup, you guessed it. Go see what state they are in.
Recommended Level: 24
Location/ Obtained From: Lone druid between Gedyneith and Gedyneith signposts (not a typo, there are two signs with the same name)
Objective: Go visit Egill
This is quite a funny sidequest. After obtaining the quest from the druid, follow the trail to where the second druid is waiting nearby. When you arrive, you can have a one sided conversation with him if you wish.
Objective: Help Egill recover his voice by giving him a scare (3)
You'll notice that around Egill are three red outlined objects when you use your witcher senses:
- A rack of utensils
- A hornet's nest
- A camp fire
You can probably guess what to do here, but I'll describe it anyway. When Egill is trying to sleep (lying down on the rug) use aard to blast the utensils to wake him. When he lights the fire to warm himself up, extinguish it (how is that scary?). When he sits on the rock to meditate, hit the hornet's nest with aard to cover him with hornets. After performing all three, his reaction is damn funny.
Objective: Return to the druid who gave you the task
Stroll back to the original druid and collect your prize to conclude the quest. Obviously things get boring during the late winter evenings here.
Taken as a Lass
Recommended Level: 25
Location/ Obtained From: Warrior being attacked by pirates on the coast to the South-East of the Druids' Camp signpost
Objective: Find the pirate ship
You'll see the pirate ship marker in the sea to the South-West of Larvik (or Freya's Garden), both signposts you should have if you have completed story quest 20 - Nameless. Fast-travel to the island and head for the marker (swimming out to the wrecked vessel). You'll likely need to deal with several sirens that are flying around the ship, so use aard, your crossbow and sword to bring them down. Root through the junk on the broken ship until you find the notes of a pirate. Read them in the usable items tab of your inventory.
Objective: Look for Kurisi at Freya's temple
Return to land and follow the mini-map trail to the temple, located near Freya's garden. Inside you'll find Kurisi safe and sound. Inform her that her brother is looking for her and your job is done.