King’s Gambit

Overview

King’s Gambit is a secondary quest in The Witcher 3: Wild Hunt and the turning point in the race for the throne of the Skellige Isles. It starts automatically after Possession and The Lord of Undvik, and fails if not completed before The Isle of Mists. Starting it locks out Stranger in a Strange Land and The Cave of Dreams.

The feast

At Kaer Trolde, Hjalmar and Cerys are arguing in the feast hall. Before talking to Crach, Geralt can take part in fistfights: beat a vildkaarl to win Hjalmar’s steel sword, then take on three more brawlers.

Outside Crach’s room, Birna Bran, the late king’s widow, complains that the throne should pass by birthright to her son Svanrige. Crach an Craite then gives Geralt the silver sword Fate for helping his children. Moments later screams come from the hall. Three bears are tearing the guests apart. They are actually berserkers.

Siding with Cerys

Cerys investigates carefully. The bears were humans, and the mead smells odd. The druid Hjort identifies the mushroom as mardroeme, which, according to legend, can turn people into animals. In the wine cellar someone sets spilled Mahakaman spirit alight to kill them. Aard clears the barrels from a hidden exit, which is also the only way to a Quen place of power.

A trail of mead and a thread point to the steward Arnvald, who flees on horseback. Catch him, or find his body and search his room, and a letter reveals the mastermind: Birna Bran. When the jarls hesitate, Svanrige himself asks his mother why she sent him away before the attack. Birna confesses and is sentenced to be chained to a rock by the sea.

Siding with Hjalmar

Hjalmar goes straight for Fornhala, home of the vildkaarl, whom he saw turn into bears. Clues point to worship of Svalblod, a forbidden god who demands human sacrifice. Below a hidden hatch, Geralt fights Halgrim in bear form, then the druid Artis and another berserker. A letter shows Artis was promised a place as the next king’s advisor. The true mastermind stays hidden, but the an Craite name is cleared.

Consequences

Whoever Geralt helps will be crowned in Coronation. Staying out of it ends the quest early.

Walkthrough

  1. Complete Possession and The Lord of Undvik, then go to Kaer Trolde.
  2. Optionally win the vildkaarl fistfights before talking to Crach.
  3. Speak to Birna, then Crach, and receive Fate.
  4. Kill the berserkers in the feast hall.
  5. Choose to help Cerys or Hjalmar.
  6. Cerys: examine the bears and mead, see Hjort, escape the burning cellar, follow the trail to Arnvald and uncover Birna.
  7. Hjalmar: go to Fornhala, follow the clues to the hidden hatch, defeat Halgrim, Artis and the berserker.
  8. Report to the jarls at Kaer Trolde.

Quest Consequences & Choices

Decides who becomes ruler of Skellige in Coronation. Helping Cerys exposes Birna Bran and unlocks a Quen place of power.

Involved characters

Involved monsters

Quest Type:
Rewards XP: 800 XP, 100 XP for the Hjalmar fistfight, 900 XP for helping Cerys or Hjalmar (reduced after level 26)
Loot: Fate (silver sword), Hjalmar’s steel sword, Death From Above

weapons

Steel for humans, silver for monsters. Explore the craftsmanship, ancient runes, and legendary blades forged to survive the path.

monster

From bloodthirsty vampires in the shadows of Toussaint to ancient leshens guarding primeval forests. Study their weaknesses before the hunt.

characters

Witchers, sorceresses, kings, and bards. Uncover the complex histories, alliances, and fates of those who shape the Continent.

armor

Grandmaster gear from the schools of the Wolf, Cat, and Bear. Discover the protection and hidden powers of legendary witcher armor.