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{{Infobox Quest3
 
{{Infobox Quest3
|name = {{Side quest}} Master of the Arena
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|Name = Master of the Arena
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|Type = secondary
|image = Tw3 Master of the Arena.png
 
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|Starting_icon = skellige
|region = [[Skellige Islands]]
 
 
|Image = Tw3 master of the arena.jpg
|location = [[Hov]], [[Spikeroog]]
 
 
|Region = [[Skellige]]
|reward = 60 {{xp}} / 35 {{Crown}}
 
|level = 14
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|Location = [[Hov]]
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|Level = 14
|enemies = Lv 14 [[Ulle the Unlucky]]
 
  +
|Reward = 10 {{xp}} / 15 {{Crown}}<br>'''If the guards are talked to beforehand:'''<br>An additional 25 {{xp}} / 20 {{crown}}
}}
 
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|Next = [[Fists of Fury: Champion of Champions]]
'''Master of the Arena''' is a [[The Witcher 3 secondary quests|secondary quest]] in {{Tw3}}.
 
 
|Enemies = [[Ulle the Unlucky]]
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|Location_map = Tw3 map spikeroog 02.png
 
}}'''Master of the Arena''' is a [[The Witcher 3 secondary quests|secondary quest]] in {{Tw3}}.
  +
  +
{{Condition|Text = Important}} this quest must be completed if you wish to do [[Fists of Fury: Champion of Champions]].
   
 
== Walkthrough ==
 
== Walkthrough ==
  +
Head to the arena in [[Hov]] on [[Spikeroog]] to learn of a [[wraith]] that haunts the arena, preventing warriors from fighting in it. {{Condition|Text = 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. Also, for maximum reward and experience, talk with the guards before lifting the curse.
While [[Geralt of Rivia|Geralt]] was visiting the village of [[Hov]] in [[Spikeroog]], he heard talk either from the Bookie from the quest [[Fists of Fury: Champion of Champions]] or simply from the villagers of [[Hov]] of someone named [[Ulle the Unlucky|Ulle]] who anyone can defeat in the village arena. Out of intrigue, the witcher decided to visit this infamous arena and overheard two [[Skelliger|skelligers]], [[Gunnar]] and [[Lydrik]], on the arena's watchtower talking about ways to rid the arena of a [[wraith]] by perhaps using salted blades or leaden balls or even calling on [[druids]] to help. The witcher knew well none of this would work and so intervened to help. Knowing that a [[witcher]] was in their midst, the men turned to Geralt to rid their arena of the wraith that was haunting it.
 
   
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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, 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. 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).
Curious about who his foe was, the witcher pressed for more details about this wraith so [[Lydrik]] gladly explained that the wraith was called [[Ulle the Unlucky]] in the time of his great great grandfather because he lost every bout he entered. Even though Ulle always recovered from his wounds, a day came when the jarl drew lots for a tournament and drew [[Ulle the Unlucky]] as his opponent. The jarl ridiculed [[Ulle the Unlucky|Ulle]] to the crowds because he was sure of his victory. When the jarl did indeed win, [[Ulle the Unlucky|Ulle]] couldn't take it anymore and stabbed him in the back with a dagger so the jarl, Thormar, cursed him to lose for centuries on end. Ever since then, the arena has been unable to host normal fights because [[Ulle the Unlucky|Ulle]] kept appearing even when he's already lost to everyone in the village. This was a deep problem for the village's withering fame because it endangered the custom of [[Spikeroog]] bouts where it was known throughout [[Skellige]] for the best warriors to clash there. If the witcher agrees to help, the men will agree to pay the witcher with the champion's purse and a share of the arena's future earnings.
 
   
  +
With this in mind, head into the arena to meet Ulle, who passively walks around the arena proclaiming everyone always beats him. You can talk with him to learn more, revealing he's bored and just get it over with, sparing the banal remarks. 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.
In the arena by the cliffs of [[Hov]], there [[Ulle the Unlucky]] appears to greet the witcher in a bored tone as any cursed specter in his state. He explains his predicament and has accepted his fate of losing fights till the world's end, enduring taunts then a pierce in him till he disappears and then reappears a few days later again in an endless loop. The witcher, [[Geralt of Rivia]], can then face the ghost of the arena; if the witcher kills [[Ulle the Unlucky|Ulle]], he'll applaud Geralt and Geralt will remark how useless that was. At this point, the quest will not end and Ulle will reappear after some days. If Geralt takes the wraith's blows until a certain point, [[Ulle the Unlucky|Ulle]] will surprisingly remark that he's defeated you and will hear sounds and voices summoning him to the feast of heroes. He'll thank Geralt for what he's done and vanish before the witcher can even say his farewell. (20 {{Xp}})
 
   
  +
However, if you paid attention to the story, you'll realize to lift the curse you must let Ulle win. This time, when you fight him, don't strike back and instead let Ulle wound you enough for him to defeat [[Geralt of Rivia|Geralt]], lifting the curse (25 {{Xp}}). Once the curse is lifted, talk with the guards who will reward you an additional 10 {{Xp}} and 15 {{Crown}} regardless if you talked to them beforehand or not. If you didn't talk to them, this will conclude the quest. 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 {{Xp}} and 20 {{Crown}}, concluding the quest.
The witcher can then return to [[Gunnar]] and [[Lydrik]] and tell of his success, learning that they were betting with each other on Geralt to lose for the ghost. They then reward the witcher as promised (15 {{Crown}},20 {{Xp}}) and tell him to come back to claim his share of the income later on. After a few days, the witcher can then return to see that business is booming for the cursed arena and Geralt receives his cut of the deal.(20 {{Crown}},20 {{Xp}})
 
 
== 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. Sadly, an unfortunate recent event had led to the arena being haunted by the ghost of a defeated warrior. Geralt agreed to send the wraith off into the afterlife for good.''
 
   
 
== 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. Sadly, an unfortunate recent event had led to the arena being haunted by the ghost of a defeated warrior. Geralt agreed to send the wraith off into the afterlife for good.''
 
: ''Defeating Ulle the Unlucky demanded a fair deal of clever thinking, but Geralt managed just fine. 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. The grateful arena owners promised him a significant prize as soon as fights resumed.''
  +
: '''If the guards were talked to beforehand:'''
 
: ''The warriors held up their end of the bargain and paid Geralt his due.''
+
:: ''The warriors held up their end of the bargain and paid Geralt his due.''
   
 
== Objectives ==
 
== Objectives ==
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* Find a way to send Ulle on to the afterlife.
 
* Find a way to send Ulle on to the afterlife.
 
* Return to the warriors.
 
* Return to the warriors.
  +
* '''If the guards were talked to beforehand:'''
* Return to the Spikeroog arena later to collect your percent of the takings.
+
** Return to the Spikeroog arena later to collect your percent of the takings.
  +
  +
== Notes ==
  +
* 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. Although it makes no real difference as Geralt's health will be restored anyway.
  +
* Depending how you start/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.
   
 
== Videos ==
 
== Videos ==
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</gallery>
 
</gallery>
   
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{{Tw3 side quests navbox}}
[[pl:Zadanie:Mistrz areny]]
 
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[[ar:سيد الساحة]]
[[Category:The Witcher 3 quests]]
 
 
[[pl:Mistrz areny]]
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[[ru:Мастер арены]]
 
[[Category:The Witcher 3 secondary quests]]
 
[[Category:The Witcher 3 secondary quests]]

Revision as of 01:01, 23 March 2020

Master of the Arena is a secondary quest in The Witcher 3: Wild Hunt.

Important: this quest must be completed if you wish to do Fists of Fury: Champion of Champions.

Walkthrough

Head to the arena in Hov on Spikeroog to learn of a wraith that haunts the arena, preventing warriors from fighting in it. 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. Also, for maximum reward and experience, talk with the guards 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, 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. 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).

With this in mind, head into the arena to meet Ulle, who passively walks around the arena proclaiming everyone always beats him. You can talk with him to learn more, revealing he's bored and just get it over with, sparing the banal remarks. 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.

However, if you paid attention to the story, you'll realize to lift the curse you must let Ulle win. 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 XP earned based on the Story and Swords! difficulty level). Once the curse is lifted, talk with the guards who will reward you an additional 10 XP earned based on the Story and Swords! difficulty level and 15 Oren3 regardless if you talked to them beforehand or not. If you didn't talk to them, this will conclude the quest. 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 XP earned based on the Story and Swords! difficulty level and 20 Oren3, concluding the quest.

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. Sadly, an unfortunate recent event had led to the arena being haunted by the ghost of a defeated warrior. Geralt agreed to send the wraith off into the afterlife for good.
Defeating Ulle the Unlucky demanded a fair deal of clever thinking, but Geralt managed just fine. The grateful arena owners promised him a significant prize as soon as fights resumed.
If the guards were talked to beforehand:
The warriors held up their end of the bargain and paid Geralt his due.

Objectives

  • Talk with the villagers about the problem at the arena.
  • Find a way to send Ulle on to the afterlife.
  • Return to the warriors.
  • If the guards were talked to beforehand:
    • Return to the Spikeroog arena later to collect your percent of the takings.

Notes

  • 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. Although it makes no real difference as Geralt's health will be restored anyway.
  • Depending how you start/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.

Videos