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  • Where To Start The Path Of Warriors
  • Surviving The Mountain Path
  • Diving Through The Cave

With the unseasonal storm around the island of An Skellig lifted, a new contest becomes available. The Witcher 3 quest, The Path of Warriors, covers an age-old tradition from the island that has men test their mettle against two deadly routes that have both monsters and dangerous terrain in equal measure.

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With harpies and golems to contend with, safety is clearly the last thing that's considered when planning and completing the trial. This guide will coach you through the routes, helping you navigate from one deadly threat to another to help you emerge victorious at the end of the contest.

Where To Start The Path Of Warriors

While you can start The Path of Warriors by talking to a woman by the Urialla Harbor Fast Travel point, you can also start it by talking to Gunnar at the Trail to Yngvar's Fang Fast Travel point.

You'll have to lift the storm over An Skellig by completing The Tower Outta Nowheres before this quest becomes available.

Both methods of starting the quest will have you asking Gunnar about the trial. He's dismissive of Geralt, believing that outsiders have no chance of surviving the trials. After asking him about both routes, you can ask to participate, starting the quest.

Your first challenge will be the mountain trail.

Surviving The Mountain Path

The first challenge is just ahead of you. Success is measured solely by your survival, meaning that there is no timer. You'll have to follow a winding route up the mountain that will have you jump between gaps in the path.

While this challenge should be easy enough, it's complicated by the squadron of sirens and harpies circling the skies above. They will attack Geralt as he traverses the path.

The worst part of the challenge isn't that the monsters attack you along the way. It's that being attacked makes Geralt forget how to jump. When Geralt is in combat, he will be unable to climb up ledges, keeping him stuck in a single spot until all monsters have been slain.

You'll want to be careful about dodging and especially careful with rolling. You can send Geralt plummeting off the cliffs and into an early grave if you're not careful.

At the summit, you'll find the token signifying your success and a Place of Power. Make sure to take the token before taking the west exit to the next area. It will have you sliding down the mountain.

Diving Through The Cave

The second challenge will be a test of your lung capacity. Geralt will have to swim the length of the cave to find a token in a chest at the end. This is a far less frustrating task that only has one twist.

You can make this challenge easier by drinking Killer Whale. The potion will allow Geralt to spend more time submerged. If the area is too dark, you can consider Cat as well.

If you need to surface, you'll find yourself in a small chamber with two gargoyles. They aren't difficult to defeat, though they may catch you unawares.

The chest is right next to the exit. Once you've looted it, you can return to Gunnar, though there will be a gang of bandits on the other side of the cave.

The old man will be impressed by your return, ending the quest.

Next: The Witcher 3: Complete Guide And Walkthrough