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Contract: The Phantom of Eldberg Witcher 3: Wild Hunt Quest

Suggested level: 17

Group: Witcher Contracts

Location: Skellige

The easiest way to start this quest is to read the notice posted on the Arinbjorn Notice Board. You can also talk directly to Jorund or visit the lighthouse area. You will also learn about this quest if you defeat Lugos in a fistfight during "The King is Dead - Long Live the King" quest.

Geralt learned that the village called Arinbjorn was suffering from a wraith problem. The ghost haunted the nearby islet of Eldberg, a barren rock of no interest to anyone save for the lighthouse erected upon it. This lighthouse's light had gone out simultaneously with the phantom's appearance. This meant it had become nigh unto impossible to safely navigate a ship into Arinbjorn harbor after dark. The witcher's task was to chase off the phantom and find out what had happened to the lighthouse keeper.

If you got the quest by visiting the lighthouse area:

While traveling across Skellige, Geralt happened upon a rocky isle covered in thick fog, from which came the screaming of wraiths. The witcher was dead set on finding out what was the matter and so bravely rushed towards the wraiths, his silver sword aloft.

Related points of interest

Icon of Arinbjorn Notice Board Arinbjorn Notice Board The Skellige Isles

Icon of Arinbjorn Inn Arinbjorn Inn The Skellige Isles

Icon of Mikkjal's House Mikkjal's House The Skellige Isles

Quest stages of Contract: The Phantom of Eldberg

1. Talk about the contract with Jorund from Arinbjorn.

You will find Jorund inside the Arinbjorn Inn. When you enter the inn you will be hooked up by two local residents who apparently don't like visitors from outside. Jorund will help you to resolve the "misunderstanding" peacefully. Then Jorund will tell you about a wraith that appeared near the lighthouse on the isle of Eldberg. You will be able to bargain with him about the amount of money (246+ crowns).

Talk about the contract with Jorund from Arinbjorn.

2. Investigate the isle of Eldberg and find Mikkjal, the lighthouse keeper.

Go to the Mikkjal's House which is located not far from the lighthouse. You'll encounter an unusual fog and some wraiths (15) around it. Enter the house and ask the lighthouse keeper what he knows. He won't tell you much, but he will give you the key to the lighthouse so you can explore it.

Investigate the isle of Eldberg and find Mikkjal, the lighthouse keeper.

3. Explore the lighthouse using your Witcher Senses.

Go to the lighthouse and examine the marks painted on the wall, then you'll find out what kind of opponent you're dealing with.

Explore the lighthouse using your Witcher Senses.

It turned out the monster of Eldberg was a Penitent - a dangerous wraith which haunted particularly foul sinners.

Additionally, you can enter the lighthouse and find a letter on one of its levels. When you read it, you will learn about the evil deeds of the lighthouse keeper.

Explore the lighthouse using your Witcher Senses.

3.1. Read the letter from the lighthouse.

Letter to lighthouse keeper

Got work for you, Mikkjal. A ship's going to sail from Faroe to Arinbjorn with a load of hides on board. At midnight you're to put out the light in the lighthouse and keep it dark until we give the sign with our torch. We'll split the loot same as always - you'll get a tenth of what the sea tosses ashore.

Till we meet again.

4. Talk to Mikkjal about the penitent.

Go back to Mikkjal and tell him what you found out about the spectre. If you found the letter, you will tell him that you know what brought the Penitent to the island. Then you'll go to the lighthouse together. Mikkjal's task will be to light up the lighthouse and you will take care of killing the monster.

Talk to Mikkjal about the penitent.

5. Kill the penitent. / Take a trophy from the penitent.

On your way to the lighthouse, you will be attacked by Penitent. Mikkjal will run to light a fire in the lighthouse and you'll have to face the wraith.

Kill the penitent. / Take a trophy from the penitent.

Until the fire at the top of the lighthouse is lit, your opponent will be much more powerful and you will do less damage to it. From time to time, it will disappear and bring up minor wraiths that you will have to get rid of. When the lighthouse lights up the area, which Geral will comment on with the words "Light. Finally... Time to get this done." you'll finally be able to deal with your opponent. After killing the wraith, take the Wraith trophy (5% Bonus experience from humans and nonhumans) and Ashrune (Steel Sword) from its remains.

When you take the trophy, Mikkjal will come to you. If you have found a letter that proves his evil deeds, you will be able to tell him that he must leave the island.

It turned out it was the lighthouse keeper, Mikkjal, who was at fault. Working in cahoots with pirates, he would lure ships into the rocks and loot them after they wrecked. These misdeed were what had drawn the phantom. Geralt dealt with situation as he saw fit and then went to collect his reward.

If you let him stay on the island, or if you have not found a letter, the following entry will appear in your journal.

Geralt was not able to establish whose misdeeds had drawn this spirit, but that was not what he was being paid for. With the help of the lighthouse keeper Mikkjal, he defeated the wraith, then went to collect his reward.

6. (Optional) Check the Arinbjorn notice board. / Collect your reward from Jorund.

If you haven't talked to Jorund yet, you'll have to check the notice board in Arinbjorn first. Then go to the inn and talk to Jorund. You will receive a negotiated payment from him.

(Optional) Check the Arinbjorn notice board. / Collect your reward from Jorund.

When you would like to leave the inn and have not yet completed the "King's Gambit" quest, you will be hooked by Kraki and Kori again and the "Stranger in a Strange Land" quest will automatically start.

After completing Contract: The Phantom of Eldberg you will get or will be able to get Stranger in a Strange Land.

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