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Twisted Firestarter Witcher 3: Wild Hunt Quest

Group: Secondary Quests

Location: White Orchard

You'll get this secondary quest when you talk to blacksmith Willis, who you meet next to his burned house.

There were only a handful of nonhumans in White Orchard. One of them was the dwarf Willis, an excellent blacksmith whose wares attracted peasants from far and wide. Sadly, his forge had burned to the ground shortly before Geralt arrived. Willis suspected the fire had been started deliberately and asked the witcher to investigate this alleged arson.

Related points of interest

Icon of Willis Willis White Orchard

Quest stages of Twisted Firestarter

1. Use your Witcher Senses to look behind the forge for clues about the arsonist.

Go to the back of the house, find and examine the shavings from a tinderbox or the boot prints.

Use your Witcher Senses to look behind the forge for clues about the arsonist.

2. Follow the trail using your Witcher Senses.

Follow the tracks and examine the clues found along the way. They'll take you to the river first.

Follow the trail using your Witcher Senses.

On the other side of the bridge you'll find out that the arsonist was attacked by the drowners but managed to escape.

Follow the trail using your Witcher Senses.

Eventually the tracks will lead you to one of the houses in the village. Get inside.

Follow the trail using your Witcher Senses.

3. Look for someone with wounds dealt by drowners using your Witcher Senses.

Find Napp in one of the rooms of the house.

Look for someone with wounds dealt by drowners using your Witcher Senses.

Geralt is capable of finding a doppler in a crowded city or tracking a forktail against a pitch-black sky from five leagues off, so hunting down an arsonist in White Orchard did not prove much of a challenge. It turned out the culprit was a simple peasant who delighted in simple pleasures: vodka and the persecution of nonhumans.

4. Talk to the suspect.

Napp will offer you 20 crowns if you don't turn him in to the blacksmith. You can agree to his offer or refuse.

4.1. (Optional) Return to the blacksmith.

If you've agreed to Napp's offer, just go back to Willis and inform him that you've failed to track down the arsonist.

In the end Geralt decided not to reveal the arsonist's identity to Willis. Perhaps it was the coin offered in exchange for his silence that convinced him, or perhaps he simply concluded the man was clearly the village idiot and shouldn't be punished for his deeds which, while dastardly, could not possibly have been done with much deliberation and forethought - for the man was capable of neither.

4.2. (Optional) Defeat the arsonist in a fistfight. / Escort the arsonist back to the blacksmith.

If you don't agree with Napp's offer, you'll have to convince him to go with you to Willis. You can do that in two ways. You can use Axii sign or beat him in a fistfight. Then you both head to Willis where Napp will be severely punished. Willis will pay you 20 crowns for bringing in the arsonist.

Geralt brought the arsonist to Willis. The dwarf immediately summoned Nilfgaardian soldiers - with whom it turned out he was on quite good terms. The imperials quickly declared the man guilty, handed down a sentence and carried it on the spot. Harsh justice - or maybe just harsh?

This quest will end, and from now on, whether or not you brought the arsonist to the blacksmith, Willis will be able to serve you as an Armorer (Amateur).

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