KCD Ginger in a Pickle: How to Actually Complete This Infuriating Quest

KCD Ginger in a Pickle: How to Actually Complete This Infuriating Quest

You’re sweating in your gambeson, the Rattay woods are far too quiet, and you’ve been running in circles for twenty minutes looking for a charcoal burner who might already be dead. If you've played Kingdom Come: Deliverance, you know the "Ginger in a Pickle" quest isn't just a mission. It’s a rite of passage. It is the moment where Warhorse Studios basically tells the player, "Hey, stop expecting a quest marker to hold your hand." Honestly, it’s one of the most immersive—and arguably most frustrating—segments in Henry's journey from a blacksmith’s son to a somewhat competent man-at-arms.

Most people get stuck because they expect a modern waypoint. This isn't Skyrim. If a NPC tells you Ginger is "somewhere to the south near the woods," they mean it literally. You have to look at the trees. You have to talk to the people. You have to actually navigate.

Why the Ginger in a Pickle Quest Breaks Players

The quest triggers right after the Neuhof stable massacre. It’s a grim scene. Smacker, the stable hand, is dead, and the trail of the bandits leads straight to a nervous, red-headed lad named Ginger. By the time you start kcd ginger in a pickle, the pressure is on because Captain Bernard is breathing down your neck and the Lead Bandit is still out there.

The core difficulty lies in the investigation. You’re tasked with finding Ginger’s hiding spot by questioning charcoal burners spread across the Talmberg and Uzhitz woods. The game gives you three different camps to visit. If you aren't paying attention to the dialogue, you’ll end up wandering into a thicket of bushes that all look the same. It's easy to get turned around. Really easy.

Finding the Charcoal Burners (The Right Way)

The first step is hitting the camp near the river south of Neuhof. They won't tell you much. They’re scared. Why wouldn't they be? There are bandits roaming around killing people for sport. You have to use your Speech or Charisma skills here, or just pay them off if your Henry is a silver-tongued devil with a heavy purse.

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Once you move to the second group—the ones further north—the plot thickens. They’ll point you toward the "Twin" charcoal burners. This is where most players lose the scent. You’re looking for a camp nestled in the woods between Talmberg and Uzhitz.

Here’s the thing: the game wants you to solve a problem for them before they give up Ginger. Two bandits are hunting him. You can lie and say they're dead (if you have the high enough stats), you can actually go kill them, or you can try to lead them into an ambush. If you’re playing a "Hardcore" run without the GPS marker, this part is basically a survival horror game.

Dealing with the Bandits

The two bandits are located in a small clearing to the south of the final charcoal burner camp. They aren't heavily armored, but if you’re early in the game and haven't trained with Bernard, they will wreck you.

  • Stealth approach: Creep into their camp at night. If they’re sleeping, a dagger to the throat solves the problem instantly.
  • The "Run and Gun" (or Bow): Use your horse. Pebbles might be skittish, but if you can land a couple of arrows while moving, you’ll thin them out.
  • Pure Combat: Don't get surrounded. Focus on the one with the lighter armor first. Use Master Strikes if you’ve learned them. If you haven't learned Master Strikes from Bernard yet? Good luck. You’ll need it.

Where is Ginger Hiding?

After the bandits are dealt with—one way or another—the charcoal burners will finally stop acting coy. They'll tell you Ginger is in a hut. It's a small, dilapidated shack tucked away on the edge of the forest, north of the main camp.

When you find him, he’s a wreck. Ginger is a kid who saw something he wasn't supposed to see and is convinced everyone wants him dead. This is where your choices actually matter for the long-term world state. You can promise to clear his name, or you can be a jerk. If you want the "best" outcome, you need to convince the Neuhof stable master, Zora, to let him come back.

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The Zora Negotiation

Once you’ve spoken to Ginger and gotten his side of the story, you have to go back to Neuhof. Talking to Zora isn't just a "press A to win" situation. She’s grieving. Her husband was murdered. She’s angry.

If you want Ginger to return, you have to use your Speech skill to convince her that Ginger was a victim, not a traitor. If you fail this check, Ginger stays in the woods forever. Or at least for a very long time. It’s one of those small touches in Kingdom Come: Deliverance that makes the world feel lived in. Your failure has a social cost.

Expert Tips for a Smooth Run

I've played through this quest probably four times across various builds. Here is what I’ve learned the hard way so you don't have to:

  1. Bring a Spade: You might find a grave or two in the woods. Just carry one. Always.
  2. Check your Horse’s Weight: You’re going to find some decent loot on those bandits. Don't be that guy who is over-encumbered in the middle of a forest with no fast travel.
  3. The Speech Potion (Bard’s Elixir): If your Speech stat is low, chug a Bard’s Elixir before talking to the charcoal burners. It makes the whole process twenty times faster.
  4. Save Often: Use your Savior Schnapps before you engage the bandits. The forest is full of "oops" moments.

Looking Back at the Impact

"Ginger in a Pickle" is widely considered a turning point in the game's narrative. It transitions the story from a local tragedy to a broader conspiracy involving the mysterious "limping man" and eventually leads you to the massive battle at Pribyslavitz. It teaches you that in Bohemia, information is just as valuable as a sharp sword.

You aren't a superhero. You’re a guy looking for a scared stable boy. The fact that it’s difficult to find him is the point. It builds the tension. It makes the world feel massive and indifferent to your presence.

Actionable Next Steps for Success

If you are currently staring at your screen wondering why the map is empty, do this:

  • Go to the Charcoal Burner camp north of the stream near the center of the search area.
  • Locate the "Twin" burners further up the path toward the Uzhitz woods.
  • Kill the bandits in the clearing to the south—stealth is your friend here.
  • Report back to the burners and follow the path to the hut in the northeast.
  • Travel to Neuhof immediately after talking to Ginger to speak with Zora and secure his safe return.
  • Talk to Captain Bernard to wrap up the quest and get your reward before moving on to the next lead in Uzhitz.