Why The Lord of Undvik is Still the Best Quest in The Witcher 3

Why The Lord of Undvik is Still the Best Quest in The Witcher 3

You’re sailing through the bone-chilling mist of the Skellige Isles, and honestly, the atmosphere is already doing most of the heavy lifting. But then you start The Lord of Undvik. This isn't just another monster hunt or a checkbox on a map. It’s a descent into a post-apocalyptic island where the silence is way more terrifying than the actual screech of a Siren. Most players remember the Ice Giant, sure, but the actual magic of this quest lies in how it rewards you for actually paying attention to the environment instead of just following a yellow dotted line on your minimap.

What Actually Happened on Undvik?

The story is pretty grim. Hjalmar an Craite, being the hot-headed warrior he is, decided to reclaim the island of Undvik from a legendary Ice Giant. He took a crew. He took his pride. He lost almost everything. When Geralt arrives, the island is a graveyard of shattered longships and frozen corpses. You aren't just looking for a person; you’re reconstructing a massacre.

It’s easy to miss the nuance here. If you just rush to the forge, you miss the tragic story of the Clan Tordarroch. They were the masters of the forge, famous across the Continent for their tools. Now? They’re just snacks for the monsters. The game doesn't explicitly beat you over the head with the lore, but if you look at the way the buildings are smashed, you realize the Giant didn't just kill people—he erased a culture.

Finding Hjalmar’s Crew (And Why It Matters)

There are two specific NPCs you can save, and honestly, if you skip them, the final fight feels a bit empty. First, there's Folan. You’ll find him being literally marinated in a giant pot by some trolls. It’s kind of dark-humor territory. If you don’t save him, he’s gone. Period. Then there’s Hjalmar’s archer, Vigi the Loon. He’s locked in a cage right next to the Ice Giant’s sleeping quarters.

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  • Saving Folan: He provides fire support during the battle.
  • Saving Vigi: He’s a wild card. He charges in headfirst. If you don't release him, he survives the quest but misses the glory. If you do release him, he might actually die in the skirmish if you aren't quick enough.

The cool part is that these choices ripple outward. These characters show up later at the battle of Kaer Morhen if you play your cards right. The Witcher 3 excels at this: making a side quest feel like it has actual stakes for the main narrative. You’re not just helping a friend; you’re building an army.

The Ice Giant: More Than Just a Boss

The Giant itself, Myrhyff of Undvik, is an interesting piece of biological storytelling. He’s smart. He builds things. He’s been using the wood from the wrecked ships of the Skellige fleet to build a massive, macabre boat for the Naglfar—the ghost ship of the Wild Hunt. It’s a subtle tie-in to the main threat of the game. He isn't just a big guy with a club; he’s an omen.

When you finally face him, the environment is your biggest hurdle. He uses a massive anchor as a flail. It’s heavy. It’s slow. But if it hits you? You're basically paste. Most players rely on the Quen sign here, but the real trick is staying behind his heels. He has a massive turn radius.

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The Mystery of the Hornwiggle

Wait, did you find the Hornberry? Or the mysterious man in the hull of the ship? There’s a survivor named Octo who has completely lost his mind. He’s building the ship for the Giant. He thinks he’s helping. It’s one of those "The Witcher" moments where you realize that trauma does more damage than claws ever could. You can find a special Hornwiggle (a decorative horn) that actually has a mechanical use in the fight. If you blow it, it stuns the Sirens that the Giant calls for help.

Most people don't even find it. They just slog through the Sirens and complain about the difficulty.

Environmental Storytelling at its Peak

The Lord of Undvik stands out because it uses "detective mode" (Witcher Senses) for more than just finding red glowing footprints. You see the remains of a feast that went horribly wrong. You see the tracks of a man dragging a heavy chest—the tools of the forge. Every scrap of paper you find, like the "Notes of a Tordarroch Armorer," adds a layer of sadness to the snowy peaks.

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Undvik feels different from Velen or Novigrad. In Velen, the war is the monster. In Skellige, and specifically on Undvik, nature and ancient myths are the monsters. There’s no gold to be won that makes up for the loss of an entire clan’s legacy.

How to Get the Best Outcome

If you want the "perfect" run of this quest, you need to be thorough. Don't just go to the marker.

  1. Search the ruins of Urskar. Look for the tracks that lead to the cave system. This is where you find the clues about the crew's fate.
  2. Explore the caves thoroughly. You’ll find the survivors and the legendary tools needed for the "Master Armorers" quest back in Crow's Perch. Yes, these two quests are intertwined. You literally cannot get the best armor in the game without completing parts of Undvik.
  3. Talk to everyone. Even the crazy guy in the boat. Especially the crazy guy in the boat.
  4. Free Vigi. Just be ready to protect him. He’s called "The Loon" for a reason—he has zero self-preservation instincts.

Why We’re Still Talking About It in 2026

It’s been over a decade since the game launched, yet Undvik remains the gold standard for quest design. It doesn't rely on "Go here, kill 10 rats." It relies on atmosphere. It asks you to be a tracker. It rewards curiosity with lore and better gear. When you finally stand on that peak and look out over the decimated island, you feel the weight of what happened there.

The quest isn't just about killing a giant. It’s about the cost of ambition. Hjalmar wanted to be a hero; he ended up a survivor. That’s a very Witcher-esque distinction.

Actionable Steps for Your Next Playthrough:

  • Don't fast travel. Approach Undvik by boat from the south to see the scale of the shipwrecks before you land.
  • Grab the master tools. They are located in a chest in the forge area near the giant’s lair. Do not leave the island without them, or you’ll have to sail all the way back just to unlock master-tier armor crafting.
  • Use the Horn. If you found the horn from the "crazy man" Octo, put it in your pocket slot. It makes the Harpy/Siren annoyance 90% easier.
  • Check the rewards. Talk to Crach an Craite afterward. The sword he gives you is decent, but the real reward is the political clout you gain for the "King’s Gambit" quest later on.