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Witcher.tools

Precious Cargo

Secondary questWhite Orchard

A merchant on the road in White Orchard says monsters dragged his cart into the swamp by the Nilfgaardian garrison, and he wants the little box that was on it. The cart tells a different story: the driver has an arrow in his neck.

Choices

2

The box

When you return it

  • "Seen through your lies."

    Needs the corpse or the arrow found. He runs and you give chase.

  • "Found it. Here."

    He pays and leaves. The quest ends.

Geermer

When he asks you to let him go

  • "Taking you to the Nilfgaardians."

    You hand him and the medicine over to the garrison.

  • "Fine. Go."

    He pays you the gold he promised and keeps the medicine.

  • "You're free to go… But the medicine stays with me."

    You keep the box: 50 crowns plus celandine and white myrtle.

Walkthrough

2
0 of 2 steps done
  1. The cart

    Next

    Find where the cart left the road with your Witcher Senses and follow the tracks into the swamp. Search around the cart. Either the driver's body, with an arrow through his neck, or the arrow in the dead horse is enough to call out the lie. Grab the box and take it back (see the choices).

  2. The chase

    Call him a liar and he rides off. Knock him off his horse with a crossbow bolt, a bomb, Aard or a sword hit. Lose him and the quest fails. Let him reach his friends' camp and you'll have to fight the bandits there first. Once he's down, he admits he's Private John Geermer of the disbanded Temerian Sixth Division, and the box holds medicine from a Nilfgaardian transport his group attacked (see the choices).

Rewards

One of these, depending on the end

Gave him the box25 XP20
Turned him in10 XP30
Let him go10 XP30
Kept the medicine10 XP50Celandine x5White myrtle petals

At most 25 XP and 50 crowns in one playthrough.

Tips

  • Turning him in pays the moment you choose it. Asking the soldier for a reward afterwards only gets you a speech.

All objectives

10
  1. 1Speak to the merchant.Sawmill
  2. 2Find the little box the merchant mentioned using your Witcher Senses.Nilfgaardian Garrison
  3. 3Find the cart.Nilfgaardian Garrison
  4. 4Use your Witcher Senses to find where the cart left the road.Nilfgaardian Garrison
  5. 5Return the box to the merchant.Sawmill
  6. 6Chase down the merchant.Sawmill
  7. 7Knock the merchant off his horse.Sawmill
  8. 8Grab the merchant.Sawmill
  9. 9Defeat the bandits.Crossroads
  10. 10Look around the cart for evidence about the attack using your Witcher Senses.Nilfgaardian Garrison

Journal

The merchant Geralt found standing by the side of the road in White Orchard was extremely distraught. He had been hauling some precious goods to the Nilfgaardian camp when his horse spooked and veered off the road, pulling the merchant's cart with it and dumping the whole works in the foggy swamp outside the camp. The poor horse became trapped in the muck and soon was devoured by the monsters who inevitably lurk in such places. The merchant was understandably afraid to go retrieve his goods, and thus asked the witcher to do it for him - in return for a sizable reward.

The witcher found the merchant's priceless cargo and the grateful man repaid him in gold for his trouble. The contract had turned out to be a simple one, without any moral dilemmas or wrenching doubts about where lesser evil lay, and to top it all off it ended with a satisfactory and immediately-paid reward - the witcher surely wished they could all be like that.

Seemingly straightforward stories often turn out to be anything but. The witcher found the merchant's cart - and beside it signs of a malicious attack organized by human hands. It seemed the merchant had not told Geralt the whole truth. The confrontation that followed confirmed the witcher's suspicions - rather than stay to plead his innocence, the merchant immediately ran as fast as his legs could take him.

It turned out the "merchant" was no merchant at all, but a Temerian guerrilla. After Geralt heard the man explain his story and motives, he decided to let him go to continue his futile battle against the Nilfgaardian occupiers. Do not act so surprised, dear reader - witchers might be neutral by principle, but it was no secret where Geralt's sympathies lay in the struggle between the Northern Realms and the Nilfgaardian Empire.

It turned out the "merchant" was no merchant at all, but a Temerian guerrilla. Though Geralt was skeptical about the man's chances in his partisan struggle against the mighty Nilfgaardian occupier, he decided to let him go... but kept the priceless object for himself. Perhaps he thought rewarding a cheat would not be the proper thing to do - or perhaps he was driven by a simple need for coin. It is not my place to judge, dear reader.

It turned out the "merchant" was no merchant at all, but a Temerian guerrilla. With his back against the wall, the soldier called on high ideals and Geralt's sense of patriotism in order to convince the witcher of the worthiness of his cause - but to no avail, for Geralt nevertheless handed him over to the nearest Nilfgaardian outpost. The witcher was clearly of the opinion that someone who acts like a bandit should end like a bandit, no matter how lofty his declared motives.

Geralt chased after the lying merchant but the scoundrel managed to give him the slip. He never did find out what really had happened out there in the murky swamps of White Orchard.