Precious Cargo
| Precious Cargo | |
|---|---|
| Type | Secondary Quest |
| Region | White Orchard |
| Quest Giver | Forlorn merchant |
| Reward | 20 crowns for returning the box without questions; 10 XP and 30 crowns for turning him in or letting him go with the box; 10 XP, 50 crowns, 5 Celandine and 4 White Myrtle Petals for letting him go and keeping the box |
Precious Cargo is a secondary quest in White Orchard. A distraught merchant north of the sawmill says his horse bolted into the swamp with his cart, and monsters ate it. He asks Geralt to fetch a small box from the cart. The merchant has not told the whole truth.
Precious Cargo Map Location and Quest Guide
Precious Cargo map location:
- Talk to the merchant by the road north of the sawmill.
- Use Witcher Senses to find where the cart left the road.
- Follow the cart tracks into the swamp.
- Kill the drowners near the cart.
- Look around the cart for evidence about the attack with Witcher Senses.
- Find the little box covered in human blood.
- Return the box to the merchant.
- If Geralt calls out the lie, chase the merchant on horseback.
- Knock the merchant off his horse before he gets too far.
- Defeat the bandits if the merchant reaches his camp.
- Decide the fate of the merchant and the box.
Map credit by Map Genie.
Choices
The cart is full of arrows, and so are the horse and a nearby corpse. Monsters did not attack it. Geralt can hand over the box and say nothing. The merchant pays him and rides off.
If Geralt points out the lie, the merchant flees on horseback. Once caught, he admits he is John Geermer, a Temerian guerrilla who raids Nilfgaardian supplies. Geralt can let him go and keep the box. He can let him go with the box, or turn him in to the Nilfgaardians.
Characters
The characters who take part in the quest.
| Character | Image |
|---|---|
| John Geermer | - |
Monsters
The monsters fought during the quest.
| Monster | Image | Species |
|---|---|---|
| Drowner | Necrophages |
Notes
- The quest fails if the merchant gets too far away during the chase.
- Knocking him off his horse before he reaches his camp avoids a fight with three more bandits.
All Secondary Quests