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Scavenger Hunt: Bear School Gear Witcher 3: Wild Hunt Quest

Suggested level: 20

Group: Treasure Hunts

Location: Skellige

You can start this quest either by buying one of the Ibrahim Savi's maps or by finding one of the ursine / bear school gear diagrams. You can buy the maps from the Kaer Trolde Armorer.

During one of his many escapades, Geralt happened across the diagram of a powerful item that once belonged to a legendary witcher of the Bear School. He decided to investigate further, hoping there was more where that came from…

Note: The order in which the objectives appear may vary depending on the order in which you visit the locations.

Series:

Related points of interest

Icon of Kaer Trolde Armorer Kaer Trolde Armorer The Skellige Isles

Icon of Ruins of Clan Tuirseach's Castle Ruins of Clan Tuirseach's Castle The Skellige Isles

Icon of Bear School Gear (Whole Armor) Bear School Gear (Whole Armor) The Skellige Isles

Icon of Bear School Gear (Silver Sword) Bear School Gear (Silver Sword) The Skellige Isles

Icon of Sirens' Cave Sirens' Cave The Skellige Isles

Icon of Bear School Gear (Crossbow) Bear School Gear (Crossbow) The Skellige Isles

Icon of Bear School Gear (Steel Sword) Bear School Gear (Steel Sword) The Skellige Isles

Quest stages of Scavenger Hunt: Bear School Gear

1. Find all the diagrams to Bear School witcher gear. 0/7

You need to find seven diagrams to the Ursine / Bear School witcher gear. You'll find them in these places located on the Skellige Islands:

2. Search the ruins of Clan Tuirseach's castle.

Go to the Ruins of Clan Tuirseach's Castle on An Skellig Island. The diagram chest is in the throne room but the main entrance to this room is closed so you have to find another way.

Search the ruins of Clan Tuirseach's castle.

Go down to the basement where the prison is located, kill a wraith (7) you run into there and find the lever used to open the prison cells.

Search the ruins of Clan Tuirseach's castle.

All the prison cells will open and the wraiths (7) will come out, kill them. There is a big hole in one of the cells, jump down.

Search the ruins of Clan Tuirseach's castle.

Walk through the tunnels to the wall behind which the entrance to the throne room is located. On the way, he will have to kill the wraiths (20). Smash the wall with an aard sign.

Search the ruins of Clan Tuirseach's castle.

You'll find a chest in the throne room and The Ballad of Witcher Gerd, Chronicles of Clan Tuirseach, Diagram: Ursine armor, Diagram: Ursine boots, Diagram: Ursine gauntlets, and Diagram: Ursine trousers in it.

Search the ruins of Clan Tuirseach's castle.

When you take the diagrams, three more wraiths (20) will appear in the throne room, kill them. You can open the exit locking grille with the lever on the right hand side.

Search the ruins of Clan Tuirseach's castle.

2.1. Read the court chronicler's tome.

Read the Chronicles of Clan Tuirseach. When you do this, you will be given instructions on the next two places where the diagrams are located.

Chronicles of Clan Tuirseach

... and so there was much rejoicing in the castle at the appearance of an itinerant monster slayer in the person of the witcher Gerd. Jarl Torgeir, whose face in the months since the death of his battle brother, Ingmar, had worn a listless and saddened frown, came alive with renewed strength. Jarl and witcher fast found common tongue, and soon were venturing on hunts together and hosting feasts at which there was no end to laughter nor bluster... [illegible]

...then Jarl Torgeir told Gerd of the hideous striga which prowled the ruins of Etnir, desecrating that once-proud fortress, which in happier times had stood a steadfast guardian of the northern expanses of Ard Skellig. The jarl's lament moved the witcher, who announced he would slay said beast. Yet witcher Gerd was a craftsman ever diligent and true, and so explained he first had to complete a prior contract and rid a cave on Spikeroog of sirens...[illegible]

And so the jarl gave Gerd a full pouch of coin and the services of Olven, Org's son, as a guide to take him safely to Spikeroog and, if the danger grew fierce, to fight the sirens at the witcher's side. His heart filled with gratitude, Gerd entrusted an armor diagram to the jarl, one he had long carried and held most dear, as a token of his sincere intent to return as soon as he had finished his allotted task...

3. Search the ruins of Fort Etnir.

Go to the ruins of Fort Etnir located in the north of Ard Skellig Island. In order not to get aggroed by an Ice Golem (30) guarding a nearby treasure approach the ruins from the southeastern side. There are also two gargoyles (13) nearby, but they are on a relatively low level so if one of them attacks you, pull him aside and kill him.

Search the ruins of Fort Etnir.

Find the skeleton lying there and a small purse. Inside you will find the Diagram: Ursine silver sword and The knight Chalimir's letter, and Arrest warrant for the witcher Gerd.

Search the ruins of Fort Etnir.

3.1. Read Sir Chilton's letter.

Read the letter and you will learn about other places in which the diagrams are located.

The knight Chalimir's letter

Your Most Honored Grace, the Duchess of Arcsea!

[illegible fragment]… The witcher Gerd feared Your Grace’s wrath, feared Your Grace’s righteous fury, so off he fled to Skellige, to that hive of pirates, thieves and other such bandits. In sooth, the gods must have smiled on our quest, for quickly did we catch his foul scent and track him to a public house near the village of Fyresdal, where he was banqueting with the locals. Some sought to protect him, treating the traitorous man as a companion in arms. We therefore showed them no mercy and burned the inn to the ground. Alas and alack, the witcher escaped us once again, but we tracked him to the ruins of the old fortress called Etnir, where he went to hide or else perchance lay in wait by some monster... [illegible]

We made haste to assault his position with all our strength, but still the treacherous foe slew five of my men, wounded me most severely and brought the ruins' roof collapsing down on us with some witchcraft. Never fear, we shall surely free ourselves from here soon. Meanwhile I have ordered the vile witcher's campsite searched and have found a diagram for some highly curious weapon. It is enclosed with this writing, entrusted to Your Grace's safekeeping. Another day, perhaps two, and we shall dig ourselves out of this rubble and catch the witcher. If fate is kind, perhaps I shall next send Your Grace not a missive, but the witcher's scalp... [illegible]

...yet it must be said that from the very start he slighted Your Grace with his most rude and brusque manners, though it is beyond the reasoning of a simple knight such as I to comprehend how a base worm like that could dare refuse Your Duchessness anything! Why, serving Your Most Graciousness is an honor, and anyone who shuns such service reveals himself as a simpleton and a knave. Thank all the heavens the gods watch over Your Graceful Being, and the merciless usurper, that twisted wretch who deems himself your father, could be ripped off his stolen throne without the need for that mutant’s help. Yet it is a witcher’s swiving employ, Your Grace, if you will pardon my Temerian, to kill monsters, and Your Good Grace’s father, why, what was he, if not a beast, a murderous monster lapping up the blood of innocents? And since he was such a monster - though draped in human skin, revealing his monstrous form only through deeds and not demeanor - the witcher ought to have killed him, as Your Grace asked of him. Therefore, it is just that said freak shall pay with his neck for violating the dictates of honor and witcher law alike.

Your Grace’s humble servant

Chalimir of Black Frydland, of the Brant banner

4. Search the sirens' cave.

Travel to the Sirens' Cave on Spikeroog Island. Near the cave entrance, turn right into a small side corridor and climb up the rock shelf.

Search the sirens' cave.

Then jump to the other side of the main corridor.

Search the sirens' cave.

In the skeleton you come across there you will find Diagram: Ursine crossbow, and the Letter to Ingeborga Kalebsdotter.

Search the sirens' cave.

4.1. Read the letter to Ingeborga.

Read the letter and you will learn about other places in which the diagrams are located.

Letter to Ingeborga Kalebsdotter

My dearest Ingerborga,

[illegible fragment] … arrived at Fort Tuirseach on summer’s first day. He tarried there a while, draining more than one barrel of mead with the jarl. Soon both were fast friends. Then one day Jarl Torgeir summoned me and ordered me to sail to Spikeroog with him, to show him to where the sirens were the thickest.

It’s no exaggeration, my little mountain goat, to say I’ve never met a warrior like him in my life. He’s lithe as an eel and strong as a bear! When the sirens came at us, I hadn’t even time to seize my axe before he’d gutted them all. And his weapon, why, I’ve never seen its like – a crossbow, but so small he wields it with one hand. I know he has a sketch of it in his saddlebags, for I spied it when he was packing up. Once he's asleep, I'll try to sketch a copy to take to our smith on An Skellig, so he can make others. So we can protect ourselves from the sirens, case they return.

[illegible fragment]… soon as dawn breaks, we’re off, sirens are swarming thicker and thicker, my hands are numb from so much sword-swinging and my breath’s ragged, but thinking of you gives me strength… [rest of letter illegible]

5. Search the ruins of the inn.

Travel to the Ruined Inn. Enter the basement of a burnt-out inn and kill the two wraiths (20) there.

Search the ruins of the inn.

In one of the rooms you will find a chest and Diagram: Ursine steel sword, and the Innkeep's notes in it.

Search the ruins of the inn.

5.1. Read the innkeeper's notes.

If you haven't collected other diagrams yet, you can find out from the notes about another place where the next diagram is located.

Innkeep's notes

...that was right before dusk. Then a witcher showed, dirty and unshaven and stinking worse than a fisherman from Faroe. Asked for a room and a bucket of water so's he could freshen up some. First I didn't want to let him in, on account of the bloody sack he was carrying, but then it came out he had arranged to meet Jorgen Iron Hand here - and a friend of Jorgen's a friend of mine...[illegible]

Sun had long set by the time Jorgen showed. Witcher handed him that sack and we all learned why it stank so bad - inside was the head of a siren. Jorgen had contracted the witcher to take it down after it attacked some folk in a cave in the northwestern part of Spikeroog. Seeing it dead cheered folk awful fast, and Jorgen, happy as a clam, started buying everybody rounds. The witcher refrained at first, saying he was off to take care of a striga that'd infested the ruins of a fortress on the northern edge of the isle, but in the end he gave in - after all, there's no refusing Jorgen...[illegible]

...made a lovely heap of coin that day, for the sun started rising and not a man had gone home. The witcher got drunk with Jorgen and started telling us tales, then we sat down for some gwent. That Gerd, he might be a first-class warrior, but he's one lousy card player. Lost half his reward for that siren to me (and drank the other half), then, wanting to win it back, he wagered a diagram for some kind of steel sword. To my eye it was a scrap of rubbish, but fuck it, some things you gotta do for the sake of sportsmanship and camaraderie, so I accepted the wager...[illegible].

6. Quest completed.

His efforts were rewarded: Geralt acquired diagrams for all the armor and weapons used by Bear School witchers. During his search he also learned of the fate of a witcher-adventurer named Gerd, the previous owner of this extraordinary set.

Quest completed.

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