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The Tower Outta Nowheres Witcher 3: Wild Hunt Quest

Suggested level: 30

Group: Secondary Quests

Location: Skellige

To start this quest you should head to Urialla Harbor on An Skellig, where in the middle of the village you'll find some of its residents.

Wind-whipped and rain-battered, Geralt stumbled into a small village on the coast of An Skellig. The foul weather, he learned, had cursed this spot ever since a mysterious tower appeared one morning out of thin air, as if placed by an invisible giant's hand. Intrigued, Geralt decided to investigate.

Related points of interest

Icon of Urialla Harbor Urialla Harbor The Skellige Isles

Icon of Tower Tower The Skellige Isles

Quest stages of The Tower Outta Nowheres

1. Talk to the villagers.

The villagers will tell you, that since one day a strange tower suddenly appeared on the island, the weather broke down and it started to rain non-stop. A few brave ones who went to explore the tower did not return. They'll ask you for help.

Talk to the villagers.

2. Enter the tower.

Go to the Tower that stands on a hill near the village. Inside you'll find a portal, go through it.

Enter the tower.

3. Explore the tower. / Defeat the golem.

When you enter, the portal will close behind you and you will not be able to leave the tower. In the tower, you'll come across a golem (29) who will attack you after a while, so you will have to kill him.

Explore the tower. / Defeat the golem.

4. Talk to the man trapped behind the magic barrier.

After killing the golem, approach one of the magic barriers and talk to the mage - Sigo Buntz, trapped on the other side. He will explain to you what happened and ask you to find a book that will allow you to disable the tower's defense system.

Talk to the man trapped behind the magic barrier.

5. Find the key to the library using your Witcher Senses.

Head to a flooded corridor on the other side of the main chamber and swim to the laboratory room. When you get there, the tower's defense system will summon a few more defenders you'll have to get rid of. These will be three alghouls (21), a gargoyle (26), and a werewolf (25). Once you kill them all, take the key to library that's on the table.

Find the key to the library using your Witcher Senses.

6. Enter the library.

Go back to the flooded corridor and approach the wall behind which the library is located. Use the key to open the door.

Enter the library.

7. Find "Gottfried's Omni-opening Grimoire" using your Witcher Senses.

There are many books in the library that you can examine. When you find the one you're looking for - Gottfried's Omni-opening Grimoire, the room will start to fill with a poisonous gas and you should leave it as soon as possible.

Find "Gottfried's Omni-opening Grimoire" using your Witcher Senses.

8. Bring the mage "Gottfried's Omni-opening Grimoire."

Go back to the mage with the book and then he will be able to remove the barrier that blocks access to the room he is in.

Note: The tower's defence system - "Defensive Regulatory Magicon", has the same acronym - DRM, as "Digital Rights Management" technology used to protect video games. Title of the book that can be used to get rid of the tower security system is "Gottfried's Omni-opening Grimoire", so its acronym is GOG, the same as a digital distribution platform GOG.com, which is a part of the CD Projekt group, and is famous for selling DRM-free games.

Bring the mage "Gottfried's Omni-opening Grimoire."

9. Break the tower's defenses with the mage's help. / Talk to the mage.

Follow the mage to the final room where he will begin the process of deactivating the tower security system. During this process, the tower will summon an earth elemental (27) that you will have to deal with. In addition, you have to watch out for electrical discharges that will appear on the floor from time to time.

Break the tower's defenses with the mage's help. / Talk to the mage.

When you get rid of the elemental, talk to the mage. He will thank you for your help, you will receive a sword "Moonblade", and a Lesser Svarog runestone from him and then he will teleport you outside the tower.

10. Talk to the villagers.

After the teleportation you will land in a bay near the village. The weather has improved, it stopped raining. Swim ashore and talk to the villagers. They will thank you and offer you a reward. You can accept it and get additional 65 crowns or tell them that mage has already paid you. One of the villagers will ask you at the end about his brother who went to the tower. You can tell him the truth or lie to him. It doesn't matter much.

Talk to the villagers.

The tower, as one might have predicted, was endowed with magic. To be precise, it was equipped with a Defensive Regulatory Magicon, a mystical apparatus that treated every entrant save the tower's original owner as a dangerous intruder. That is why it had locked Sigo Buntz, the Koviri mage who had purchased the tower at auction, in a cell inside his new property. It tried to do the same with Geralt, but to a determined witcher, a tower full of magic trickery is no obstacle.

Following Sigo's instructions, Geralt found a tome in the depths of the library entitled "Gottfried's Omni-opening Grimoire." He and the mage used the secrets contained within to disable the tower's defenses. Once free, Sigo, bursting with gratitude, rewarded Geralt (generously, I hope, for the witcher never said exactly how), transported him in a flash to the village where it had all started (well, to be precise, to the bay off the coast from the village), then whisked the tower away for good. Once it was gone, all that remained of the storm were a few puddles and scattered clouds in the otherwise bright and sunny sky. The gathered villagers went wild with joy and showered Geralt with well-deserved thanks.

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