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Related Quests: Main Quest: Lilac and Gooseberries Characters: Willis Enemies: Drowners |
A Punking Instigator
Objective:
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Willis the blacksmith of White Orchard is furious with one of his own townsfolk for razing his smithy to the ground, and seeks someone to investigate the culprit responsible. It could be anyone in White Orchard, but once you agree to help him, your clues lie in the bushes behind the forge, to the south. Use your Witcher Senses to discover the following:
- The shavings from a tinderbox, and boot prints from a large man.

Objective:
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The trail continues east into the orchards the town is named for. Aside from a urine-soaked tree, the footprints lead directly to the edge of a lake near the Woesong Bridge. Inspect the area near the small rock cluster to see where the arsonist took off his boots and waded into the water.
Follow this lead literally, and wade through the water under the bridge, and back onto the same side of the bank, where a lost boot is found, as well as signs of a scuffle with drowners.
The drowers are still active—fight a few of them or flee. The trail continues around and onto the bridge, with the arsonist suffering a light wound, and the footprints continue back into town, ending at the front door of the cottage opposite the tavern. Step inside.
Fear Addicted, Danger Illustrated
Use your Witcher Senses to look the inhabitants of this cottage up and down. The perpetrator is in the bedroom behind the fireplace, propped up against a wall. Use your senses to double-check the drowner marks on his arm.
Objectives:
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This wretched fellow cracks under the lightest of interrogation, admitting to the crime, but reasoning that his hatred of dwarves somehow promulgates his cause. Napp offers some of his dead mum’s gold if you don’t turn him in.
At this point, you have two choices (at the end of the conversation with the arsonist). You can:
- Ignore his pleas, drag him to Willis (using Axii Delusion Level 1, or beating him to the ground when he refuses), and claim your reward from the dwarf.
- Agree to his pleas, claiming your reward from the arsonist, letting him go with a warning, and return to the dwarf to let him know you couldn’t find the culprit.
In either case, the quest concludes.
Did you side with the arsonist? Then you might want to return to White Orchard later to see if that forge is still standing. Is that the smell of a burning forge in your nostrils?