![]() Depending on how you start or finish the quest, not all objectives (and sometimes not even a journal entry) will appear in your quest log, though the quest name itself will appear.Although it makes no real difference as Geralt's health will be restored anyway. There is no need to let Ulle hit Geralt, you can also just hold your guard up and after a few strikes Ulle will win the fight without Geralt taking any damage.Return to the Spikeroog arena later to collect your percent of the takings.If the guards were talked to beforehand:.Find a way to send Ulle on to the afterlife.Talk with the villagers about the problem at the arena.If the guards were talked to beforehand: The warriors held up their end of the bargain and paid Geralt his due. The grateful arena owners promised him a significant prize as soon as fights resumed. Defeating Ulle the Unlucky demanded a fair deal of clever thinking, but Geralt managed just fine. Geralt agreed to send the wraith off into the afterlife for good. Sadly, an unfortunate recent event had led to the arena being haunted by the ghost of a defeated warrior. Journal entry Legend claims the warriors of Spikeroog had tested their mettle in the arena found near the cliffs on the northwestern edge of the isle for centuries. If you did talk to them before lifting the curse though, return in a few days and talk to the guards once more, who'll give you an additional 25 and 20, concluding the quest. If you didn't talk to them, this will conclude the quest. Once the curse is lifted, talk with the guards who will reward you an additional 10 and 15 regardless if you talked to them beforehand or not. This time, when you fight him, don't strike back and instead let Ulle wound you enough for him to defeat Geralt, lifting the curse (25 ). However, if you paid attention to the story, you'll realize to lift the curse you must let Ulle win. If you choose to fight and kill him, you'll quickly see it was rather useless and didn't do anything and will have to wait a few days for Ulle to appear again. You can talk with him to learn more, revealing he's bored and just get it over with, sparing the banal remarks. ![]() With this in mind, head into the arena to meet Ulle, who passively walks around the arena proclaiming everyone always beats him. You can then agree to help them out and they'll offer a reward on top of a percentage of the profit from the first fight once the arena is usable again (the second reward is only available if you talk to them before lifting the curse). The guards in the tower overlooking the arena will reveal the wraith was once a man named Ulle the Unlucky, who lost every bout he fought and during one tournament was paired against the jarl Thormar, who ridiculed Ulle so much the warrior killed the jarl while they were in the arena, and thus the jarl cursed him that he should never win a fight. ![]() Also, for maximum reward and experience, talk with the guards before lifting the curse. Note: you must talk with the guards in the tower or the wraith first to fight him, otherwise your strikes will do nothing against him and he won't fight back. Or, if you're a more aggressive type, you can simply fight them.Head to the arena in Hov on Spikeroog to learn of a wraith that haunts the arena, preventing warriors from fighting in it. Play the acclaimed PC survival RPG on your tablet and smartphone (Free unlimited time demo with IAP to. Here you'll find a set of three trolls getting ready to cook a survivor for dinner unless you're able to beat them at a game of riddles. Witcher 3 with some help from Geralts Allkeyshop. Follow the set that leads away from camp, as opposed to the ones of the men dragging the boat, into a cave. Use your Witcher senses to search the clues, specifically the two sets of tracks. The path to the camp is guarded by a few more sirens, and when you arrive it becomes clear the group was attacked. You can also bring him some twine and nails if you like, but if not just carry on. You'll meet a man who has spent a bit too much time here, but is able to tell you where Hjalmar has set up camp in an old guard tower. Once you're back in control, take out the sirens, so you can get into the boat to search the hull. A cutscene will trigger when you reach the wrecked ship giving you a glimpse of the ice troll feeding a group of sirens. After picking up the quest and talking to some people around the port, you're sent out to explore the ruins of Urskar.
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