The Hunt Begins KCD: Why This Early Quest Still Breaks New Players

The Hunt Begins KCD: Why This Early Quest Still Breaks New Players

You're finally getting the hang of Kingdom Come: Deliverance. Henry isn't starving every five seconds, you’ve stopped swinging your sword like a wet noodle, and then the game throws a curveball. The Hunt Begins KCD is that specific moment where the training wheels don’t just come off—they're ripped off and thrown into the Sasau River. It’s a quest that transitions you from a lowly blacksmith's boy into the actual machinery of Bohemian politics and warfare.

Honestly, it’s a bit of a shock.

Most players think they're just going on a nice little stroll through the woods with the upper crust of Rattay. Then everything goes sideways. This quest is notorious for being the first major "investigation" style mission, and if you aren't paying attention to the dialogue or the environment, you're going to spend three hours wandering around Neuhof feeling like an idiot. I’ve been there. We’ve all been there.


What Actually Happens When the Hunt Begins in KCD?

The quest kicks off right after you've finished your basic training with Captain Bernard. You’re feeling good. Maybe you even landed a hit on Lord Hans Capon during the duel. But the celebration is short-lived because a messenger arrives with grim news: the stud farm at Neuhof has been attacked. This isn't just some bandit raid; it's a slaughter.

Sir Radzig and Captain Bernard don't wait for you. If you dawdle in Rattay trying to sell old bandit spurs or grabbing a drink at the alehouse, you’ll literally get left behind. The Hunt Begins KCD demands urgency. You’re expected to mount up and ride with the posse. If you don't have a horse yet, don't panic, but you'll be running a lot.

Once you arrive at Neuhof, the atmosphere shifts. The music gets somber. There are bodies everywhere—both human and equine. This is where the game stops holding your hand. Captain Bernard gives you a vague order to "look around and find out which way they went." That’s it. No giant glowing arrows. No quest markers over specific clues. Just you, your senses, and a bunch of traumatized NPCs.

The Neuhof Investigation: Don't Miss the Obvious

The biggest mistake I see people make is sprinting past the survivors. You need to talk to Zora. She’s the widow of the farm's owner, Smil. She’s distraught, obviously, but she holds the key to the first leg of the investigation. While you're talking to her, pay attention to the descriptions of the attackers. They weren't just random Cumans; there was a local element to it.

Then there’s Ginger.

Ginger is the nervous stable hand who everyone seems to think is a "good lad" but who has conveniently vanished into thin air. You'll find out from the other workers—Mark and Jakub—that Ginger was terrified. One of them might mention he saw someone heading toward the woods. This is the "Aha!" moment.

Tracking the Bandits Through the Woods

This is where the quest gets tactile. You aren't just following a line on a map; you’re looking for physical evidence in the environment. Follow the blood. North of the stud farm, there’s a path leading into the forest. If you look closely at the ground, you’ll see bloodstains and broken foliage.

It feels like actual detective work.

Eventually, you’ll stumble upon two bandits hiding in a clearing. Now, a lot of players panic here. If you’re playing a "pure" Henry who hasn't spent hours grinding at the combat arena, two bandits at once can be a death sentence.

  • Option A: You can try to take them head-on. If you have a decent mace and a shield, go for it.
  • Option B: You can sneak up and use your dagger if you’ve unlocked the Stealth Kill perk.
  • Option C: You can run back to Captain Bernard and tell him you found them.

Most people don't realize Option C is even a thing. KCD is famous for allowing you to be a coward—or rather, a "sensible soldier." If you tell Bernard, he’ll send men to wipe them out. You might miss out on some loot, but you’ll stay alive.

One of these bandits is dying anyway. He’s the one who was wounded during the raid. If he’s still breathing when you find him, you can interrogate him. He’ll mention a "limping man" and Ginger. This confirms that Ginger didn't help the bandits; he was a witness who got scared and bolted.

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Finding Ginger: The Charcoal Burner Maze

After dealing with the bandits, the search for Ginger begins. This is the part of The Hunt Begins KCD that frustrates the most people. You have to navigate the network of charcoal burner camps along the river.

The charcoal burners are a prickly bunch. They don't trust outsiders, and they certainly don't trust a guy in shiny armor (or whatever rags Henry is wearing). You’ll visit three different camps. Each one will point you further upstream.

The final camp near the forest edge is where things get interesting. The burners there know where Ginger is, but they won't tell you until you deal with some "strangers" looking for him. These strangers are more bandits. Again, you have the choice to fight or use speech checks. If your Speech stat is high enough, you can lie to them or convince them to leave.

Once the threat is gone, the burners reveal Ginger's hiding spot: a small hut deep in the woods.

Why the "Ginger in a Pickle" Transition Matters

When you finally find Ginger, he’s a wreck. He explains that he saw one of the attackers—a man he recognized. This is the "Limping Heinz" lead that drives the next several hours of the main story.

What’s brilliant about this quest design is how it forces you to interact with the world's social hierarchy. You're a noble’s envoy, but to the charcoal burners, you’re just another threat. You have to navigate their needs to get what you want.

It’s also a reality check for your gear. If you finished The Hunt Begins KCD and struggled with the combat, the game is telling you to go back to Rattay and train with Bernard. The difficulty spike is intentional. It’s the game’s way of saying, "The world is dangerous, and you aren't a superhero."

Common Glitches and How to Avoid Them

Even years after release, KCD can be a bit janky. During this quest, I’ve seen Captain Bernard get "stuck" at the stud farm. If he won't talk to you or move the quest forward, try sleeping for an hour or fast-traveling away and back.

Another common issue is Ginger not appearing in his hut. This usually happens if the bandits nearby aren't properly "cleared" by the game's logic. Make sure both are either dead or have fled the map entirely before talking to the charcoal burners.


Actionable Insights for Your Playthrough

If you're currently stuck or about to start this mission, keep these specific points in mind to ensure you don't end up reloading a save from three hours ago:

1. Don't Loot Everything Immediately
When you arrive at Neuhof, your first instinct might be to grab all the gear off the dead bandits and horses. Don't. Captain Bernard is on a timer. If you spend twenty minutes encumbered and waddling around, you might miss key dialogue triggers or fail to "keep up" with the investigation, which can lead to a stern talking-to later.

2. Level Your Speech Beforehand
The charcoal burners are much easier to handle if you can just persuade them. If your Speech is low, bring some "Bard's Potion." It gives you a temporary +5 boost, which is often the difference between a peaceful resolution and a messy forest brawl.

3. Use the "Seeker" Approach
When looking for the bandits in the woods, look for the "accidental" clues. Blood on the leaves is the obvious one, but look for disturbed bushes. The developers actually hand-placed these assets to guide your eye without using a UI marker. It’s incredibly satisfying when you stop looking at the compass and start looking at the world.

4. Check Your Horse’s Inventory
By the time you find Ginger, you’ll likely have picked up a lot of evidence (and maybe some loot). Keep your horse nearby. If you get into a fight while over-encumbered, Henry’s stamina will regenerate slower, and you’ll be dead before you can say "Jesus Christ be praised."

5. Report Back Often
You don't have to finish the whole quest chain in one go. If you find the bandits, you can go back to Bernard. If you find the first camp, you can check in. This ensures your progress is "saved" in the game's logic and can sometimes trigger help from the Rattay soldiers.

The beauty of The Hunt Begins KCD is that it doesn't treat you like a protagonist; it treats you like a novice soldier. You’re part of a larger machine. Success isn't just about how well you swing a sword, but how well you listen, track, and navigate the social layers of 15th-century Bohemia.

Once Ginger is safe and you’ve reported back to Sir Radzig, the real mystery of the Neuhof massacre begins to unfold. You’ve proven you’re more than just a survivor from Skalitz—you’re a man who can get answers. Now, the trail leads to Uzshitz, and that’s a whole different kind of headache involving a very drunk priest and a very long night.

To proceed effectively, head back to Neuhof and speak with Zora one last time after Ginger is found. She often has extra dialogue that fleshes out the aftermath, and it sets the stage for your next journey toward Uzshitz. Make sure your armor is repaired and your sword is sharpened; the investigation is only going to get bloodier from here.