The Witcher 3 - Skellige Isles: Faroe, Spikeroog & An Skellig side quests
How to find every side quest in the remaining regions of Skellige in The Witcher 3, and what you need to do to complete them.
The final part of our Skellige Isles Secondary Quest guide wraps up all of the loose ends sprinkled around the remaining sections of the map.
If you're looking for more assistance, our Witcher 3 walkthrough can help.
Flesh For Sale and Free Spirit
Flesh For Sale
Approach Trottheim and speak to the guards. There'll be a case of mistaken identity which you should play along with. Follow the guards through the village and speak to the chief. You have three choices: pay 500 Crowns, use Axii level 4, or confess the mistake.
The first two options result in a peaceful freeing of the slaves. Lead them out of the village and up the hill and the quest will finish. The last option has a bigger reward, but you'll have to solve the problem by spilling quite a lot of slaver blood. Once they're all wiped out, loot the chief for some keys, free the slaves, and then head to the chief's hut to collect some extra goodies.
Free Spirit
Take a boat north from Ancient Crypt to the southernmost large island in the Snidhall Island group. As you approach the beach, a warrior will start shouting. Leap out of your boat, draw your sword, and cut him down before he has a chance to react.
If he kills Ivar the quest is over before it's started. Assuming you succeed you'll have a quick chat with the guy and he'll issue you a fetch quest. There are five things to collect, and while they may crop up in assorted locations around the local area, here are locations known to have what you need:
- Change Your Life! A Handbook: Novigrad loan shark (Southern Gate)
- The Cult of Freya: Electors' Square, Novigrad. There's an Eternal Fire preacher here who turns out to be not all he seems. He'll need some persuading to show you what he's got though
- Tristianna and Isador: Lindenvale merchant (near the signpost)
- Religion and Life: The merchant near the bridge entrance to Crow's Perch
- The Curious Case of Virtuous Vegga: shop behind the noticeboard southeast of the Gregory's Bridge signpost (where you bought the figurines for Of Dairy and Darkness)
Once you have all five return to Ivar to complete the quest.
Iron Maiden and Master of the Arena
Iron Maiden
Directly east of Harviken, about half way to Trottheim, there's a large hill with a small lumber store halfway up its northern face. Make your way to the top of it and speak to Jutta. Depending on which other quests you've done, she may challenge you immediately. If not she will set you a task to prove your mettle:
- Beat Gundar in a fight. He's in Harviken. Persuade him to fight, then cut him down to size.
- Retrieve a sword from a shipwreck. Head to the marker, dive down and use your Witcher Senses to find the chest and loot it.
Return to Jutta, and get ready to rumble. No signs, bombs, or projectiles are allowed, and stepping out of the ring is not permitted. Use all of your best swordplay skills to defeat her, then either end the quest here or agree to "talk to her" at her home later...
Master of the Arena
Head to Hov and speak to the two guards in the watchtower. Find out what they want and take the job. Drop down into the arena and talk to Ulle the Unlucky, and fight him. After taking a few hits he admits defeat and disappears, failing to solve the problem. The solution? Let him win!
Go away and meditate for a day, talk to him again, and this time just stand there while he hits you - don't worry, he won't actually kill you, but once he's got a few hits in he'll vanish for good. Return to the guards for part of your reward, then come back in a couple of days to collect the rest of it and finish the quest.
The Four Faces of Hemdall
A little to the north-west of Trottheim is a shrine of some sort being blockaded by some pirates. Kill them, then talk to the pilgrim.
The Price of Honor
Near the jetty in the north-west corner of Harviken, someone will call for your assistance. Accept the job and head for the marker. Kill the drowned and sirens that lurk in the area, then use your Witcher Senses to find the dead body.
Break out the magic lamp and listen to the ghosts, then use your Witcher Senses to follow the footprints to two bodies. Loot the one lying on the ground to collect some quest items, and examine the other. Optionally, return to where you found the body on the shore and locate the nearby sunken ship (the mast is just poking out of the water to the north). Use the quest key to open the chest.
Head for the marker and talk to Timmon to end the quest.
Our Witcher 3 walkthrough and guide can help you with the main story, including the Wandering in the Dark and Family Matters missions, and eventually, one of several Witcher 3 endings. There's plenty of side content, too, including Witcher 3 Contracts, White Orchard quests, Velen quests, Novigrad quests and Skellige Isles quests. Elsewhere, learn about the best Witcher 3 builds, the best Witcher 3 mods, how to make money in Witcher 3, find Places of Power locations, and learn how to do Witcher 3 crafting and Witcher 3 Alchemy And when you're done with all those - we can help you through expansions with our Hearts of Stone walkthrough and Blood and Wine walkthrough.
The Tower Out of Nowheres
(This sidequest has quite a few bothersome fights, so make sure you're well armoured and have decent weapons - you're going to need them!)
This quest is triggered by overhearing a comment about the weather near the signpost in Urialla Harbour. Once activated, talk to the fisherman and accept the job. Head for the marker, enter the tower, and go through the portal. An ominous warning is followed shortly after by an approaching golem.
Take him out, then talk to the magician imprisoned behind a barrier. Now head into the waterlogged tunnel, turn left at the junction, and prepare for a few waves of bad guys: ghouls and alghouls, followed by a gargoyle, then a werewolf, and finally a cow. The cow is harmless, so leave it in peace and head to the lab area in the northeeastern corner of the cavern and loot the box on the table.
Head back into the water-filled tunnel, take the other path at the junction, swim underwater for a while, and emerge in a library. Locate the book you're after and another security measure will kick in. Don't hang about, and instead dive back into the water and head back the way you came.
Give Sigo the book, and prepare for another big fight. Follow him, and while he's busy trying to shut everything down, tackle the earth elemental that's summoned. He's a brute, but once you've managed to defeat him ask the mage to move the tower somewhere else. All of a sudden you're in the water. Head for the marker, speak to the villagers, and revel in your rewards.
- Return to the index page for more The Witcher 3 - Skellige Isles Secondary Quests and Contracts.
- To find all of our help for the game, take a look at our Witcher 3 walkthrough.