The release date of the game ” Kingdom Come: Deliverance II ” is February 4, 2025.
Developer: Warhorse Studios . Publisher: Warhorse Studios .
The time for a full 100% completion of the game is 80 hours.
Kingdom Come: Deliverance 2 system requirements
| Characteristic | Minimum requirements | Recommended requirements |
| CPU | Intel Core i5-8400 AMD Ryzen 5 2600 |
Intel Core i7-13700K AMD Ryzen 7 7800X3D |
| RAM | 16 GB RAM | 32 GB RAM |
| Video card | NVIDIA GeForce GTX 1060 (6GB) AMD Radeon RX 580 DirectX 12 |
NVIDIA GeForce RTX 4070 AMD Radeon RX 7800 XT DirectX 12 |
| Disk space | 100 GB | 100 GB |
| Operating system | Windows 64-bit: Win 7 / 8 / 10 | Windows 64-bit: Win 7 / 8 / 10 |
Walkthrough
Location: Troski
| 1. Last Rites . 2. Carefree Riders . 3. The Rescue . 4. The Troskies . 5. Uninvited Wedding Guests . 1) The Blacksmith’s Son . 1) Materia Prima . The Wedding . |
Troskovitsa: The Grocer . The Lion on the Coat of Arms . Tachov: Zheleev: Related to the plot: |
Gypsy Camp: The Fight: Training I. The Fight: Training II . Miri Fajta . Nizhny Semin: Semin: Trosky Castle: |
1. Last Rites
Kingdom Come: Deliverance 2
At the beginning of the 15th century, war broke out in the Kingdom of Bohemia. King Wenceslas IV was captured by rebellious nobles and his brother, King Sigismund of Hungary. Deprived of its ruler, the country plunged into chaos. Only a handful of loyal subjects rallied to the rightful king.
Sukhdol, 1403. The soldiers have laid siege to the fortress. Father Boguta will come out into the courtyard. The hero will hand him a crossbow.
- A) Objective: Climb the ladder to the front rampart. As Boguta, climb the ladder to the fortress wall. One of the enemies will also climb up there; shoot him. From the wall, shoot the enemies below in front of the moat. Close combat will break out on the bridge; shoot the enemies there.
B, C) Objective: Help defend the gate in the courtyard! We descend into the courtyard and shoot at the enemies on the bridge through the bars. Switch weapons to the sword.
D, E) Objective: Follow the commander . We find the commander; he’s on another ladder; follow him up. On the fortress wall, we fight off several enemies and knock down the ladder halfway up the wall.
The hero will be shot with an arrow. The Holy Father will examine his wound.
2.
Kingdom Come II: Carefree Riders. Guide, Walkthrough
A few weeks ago… After the first part of the game, the main character Henry, the ruler’s son Jan Ptacek and the guards went to deliver a letter to Mr. Otto.
- A) Follow Master Jan’s retinue. Ride after the other horsemen. Along the way, talk to Jan. Answer his questions by pressing 1 or 2.
Near the city, we’ll be surrounded by an army in Bergov’s red colors. The city representative will say they support King Sigismund, making us enemies. We’ll need to decide how to negotiate with them. We’ll choose our starting skills:
I am a soldier and bodyguard of Mr. Ptacek – weapons, armor.
I am the nobleman’s advisor and messenger – knowledge, communication.
I am the pathfinder of our squad – reconnaissance, stealth.
Choose one of six methods of persuasion: eloquence (calmness), coercion (lies), charm (appearance), superiority (nobility), power (protection of the weak), intimidation (strength). Or you can negotiate with money. Answer options:
We are envoys with a proposal for an alliance – the best option.
Do we really look like bandits? – superiority.
We are soldiers and could help you with the bandits – task?
The representative’s name is Tomas. He’ll allow us passage, and he and his squad will set out to search for the bandits.
- C) Find out from Mr. Jan what the plans are. We’ll make camp by the lake shore. A local dog will come running and start barking at us.
C, D) Call Barbos to order . We can call the dog to us by pressing the “X” key. If we find food for him, we can tame Barbos. The dog can be used for searching if you let him sniff the object. We talk to the man at the pot, ask for food for the dog, and persuade him to give us the sausage.
- F) Return the ring to Vovesh. If you can’t persuade the cook, you’ll have to win a game of dice with Zban to return old Vovesh’s ring.
We go into the cave, and inside the chest is a Charged Dice . We can play dice at the table. This mini-game has its own rules: you need to create special combinations of dice. We lay out the dice several times, choosing which ones to keep.
Feed the dog. This needs to be done before the fight.
- O) Objective: Don armor, take a sword, and talk to Sir Yan. Yan will offer a training fight. Open your inventory, put on armor, and take the training longsword. Climb the fence into the square arena. There are four attack directions in the fight. Look at where your opponent is holding the sword and strike from the other side.
- You need to perform 3 successful attacks (LMB).
- Then we use 4 combinations of strikes (LMB after completing the strike).
- Block 5 of your opponent’s attacks (hold down RMB).
- Parry 3 times (press RMB right during the enemy’s attack).
- Parry and strike back 3 times.
- Hit the unprotected side 4 times.
At the end, we can have a duel with 100 gorshes or more at stake. During a long battle, you need to conserve your stamina (the yellow bar under your health). If we defeat Yan, we’ll earn the “Déjà Vu” achievement .
- P) Sit down near the fire.
Let’s go have dinner. We’ll chat with Jan, Žban, Konrad, Voveš, and Mikuláš. We’ll answer a few questions during the conversation:
- We beat Jan in the archery competition.
- What they did in the tavern: strength / dexterity / vitality / eloquence.
- We tell you what kind of relationship we have with a girl named Teresa.
- Where were you yesterday? Houndmaster / stealth / survival / scholarship.
- What do we know about von Bergov: (Keep silent) / He is an important nobleman.
- Let’s discuss fencing. Sword / Heavy / Unarmed / Shooting.
Hide in the reeds
Let’s go swimming in the lake. Yan will hear the girls somewhere nearby and want to sneak a peek. We crawl after him through the reeds. Along the way, we’ll encounter a woman washing clothes; we need to sneak around her. Throw a rock at the “G” key, to her left. While the woman is on the left, we crawl through the reeds to the right.
We’ll meet three singing girls later. But at that moment, bandits will attack our camp and kill our entire retinue of four. The enemies will notice us and start firing crossbows. We’ll swim to the other side, but on the way, we’ll be shot in the shoulder.
- T) Run away with Mr. Jan
It’s nighttime and we need to hide in the forest from our pursuers. The enemies are carrying torches and can be seen from afar. We sneak up behind Jan and climb higher into the mountains.
Jan will send us to explore a passage among the rocks. This path will lead to a dead end. When we return, the lord will no longer be there. We’ll follow the labyrinth north and catch up with Jan. He’ll roll down the slope, and the bandit will catch us. We’ll knock the enemy’s sword out of his hands and fend off his attacks. There’s no way to defeat him; we have less health and stamina. We must lose. At the end of the fight, we’ll fall off the cliff together.
After losing consciousness, we’ll see the blacksmith’s father. Later, Jan will wake us. We didn’t die when we fell on the enemy’s body, but he did. Jan has already changed into the remaining clothes. Jan will help us continue.
3.
Kingdom Come: Deliverance 2: Salvation Walkthrough. Gamesisart.ru
Let’s head towards the city. We’ll start to feel delirious: we’ll see Sigismund’s army, burned cities, our father’s house, our fallen allies. Jan will take us to the old healer’s house. There, one of his pursuers will attack him.
A, B, C) Stop the bleeding. Rinse. Eat.
In the morning, Herbalist Bozena will tell you that Yan was also wounded and hasn’t woken up yet. Open your inventory and apply four bandages to his torso.
There is a pot on the stove, we eat from it with a spoon.
We can pray before Jan’s body. Let’s learn the prayer.
Outside the house, we use the trough to wash away the blood. The body of a dead enemy lies in the yard; we take his clothes. They also need to be washed of blood.
There is an alchemy table in a separate extension.
- D) Show yourself to Bozhena
The old woman is planning to cure Yan’s fever. To do this, we need to gather the ingredients for the brew: sage and chamomile. We also need to remove and bury the enemy’s body.
- G) Take a shovel. Pick up the body.
In the yard, we grab a shovel from the fence. Near the body, we grab a hunting cleaver . We lift the body and carry it north into the forest. There’s a patch of clear ground in front of the stream. Here, in the soft earth, we dig a grave and dump the body.
E, F) Collect chamomile and sage
From the old woman’s house, we head west along a path between the rocks. In a clearing in front of a fallen tree, we pick purple and white-yellow flowers.
Objective: To find out what is going on with Bozena
When we return, we hear new voices in the courtyard. We take the axe from the stump and equip it in our inventory. We confront two men. We can talk to them peacefully. They will introduce themselves as Bergov’s guards and say they are looking for two bandits they saw yesterday in the rocks. However, their clothing doesn’t resemble guards. We don’t tell them the truth, or they will attack. We choose how to deceive them: with calm or with power.
Objective: To brew a healing potion
The blind old woman will ask you to make a potion for her. Enter the outbuilding. There’s a recipe book on the right; look inside. The recipe is:
Pour the base—wine—into the pot. Place the pot lower toward the fire.
Pull the lever on the left to increase the fire with the bellows. Place it on top.
- Add 2 daisies to the pot. Use the hourglass once.
- Crush the sage in a mortar and add to the pot.
- Take the bottle on the left and pour the potion into the bottle.
Let’s make some chamomile infusion. The old lady will go and treat Jan.
Goal: Sleep until morning
In the house, we lie down on the bottom bed. From the menu, we choose to sleep until the next morning at 5:00 AM. In our dreams, we remember our father’s sword. It remains in the possession of our main enemy, Istvan Toth.
In the morning, a girl named Pavlena, who helps the old woman, will come to us. She’ll ask us about the dream, and we’ll answer.
Goal: Join the others for breakfast
We sit down at a table outside. Yan has already come to his senses. We’ll tell the girl about our exploits, how we saved Yan the first two times. Pavlena will give us some weak, life-saving schnapps, which we use to save the game.
Objective: Talk to Ptachek about leaving for Trosky
We talk to Jan, this is where the prologue ends.
4. Troski
Kingdom Come: Deliverance 2. All quests
We’ll reach the city gates. The guards won’t let us in because of our vagabond attire. Later, a nobleman will come out onto the balcony and tell us that Yana is presumed dead. Their captain and his men were also attacked, and no one can confirm our nobility. We’ll have to stop temporarily in the village before the castle.
We’ll discuss what to do next at the local tavern. We need to wash up and change clothes. To do that, we’ll have to work to get some money. We’ll meet the girl we saw by the pond. She saw us and can tell us about us at the fortress.
A, B, C) Find out how to get to Mr. Bergov
Katerina is from the castle; she brought wine for the guards. Let’s interrupt her conversation with the innkeeper. They won’t talk to us until we’ve washed up. We go a little further and use the bucket of water.
We speak with the girl again. She will deny being at the pond. We make two attempts to convince her. Afterwards, she will tell us that Mr. Bergov is preparing to leave the castle. We can talk to him during Semin’s wedding.
- D) Tell Ptachek about the work
Innkeeper Beta will make us work to pay for the food. We need to carry sacks of flour from the cart to her warehouse. We can ask her about the wedding. The invited guests are sitting nearby. We go to Yan; he’ll refuse to carry the sacks, citing his noble birth.
- E) Learn more about the Semin wedding
We can ask all the tavern’s visitors.
- F) Drag the bags to the storage room (0/5)
The cart is parked right in front of the tavern, guarded by the miller driver. We take the sack, enter the building, go into the dark room on the right, and place the sack on the wooden pallet. Repeat 5 times.
At this point, Jan will start an argument with the warrior Svatek Drozd. If we talk to Jan, we’ll lose our reputation.
- G) Protect Ptachek!
After the third bag, the argument will intensify. If we intervene, a full-scale brawl will break out. Two people will have to fight off six people using only their fists.
Later, the guards will arrive, and Jan will attack them too. For this, we’ll both be locked in stocks in the main square. Jan will start arguing with us, and we’ll respond. We won’t be released until the next morning. By then, Jan will have decided to make his way to the lord alone, without us. (We’ll learn about crimes and punishments in the game.)
5. Wedding Crashers
Kingdom Come: Deliverance 2
- A) Figure out how to get to the wedding
We’ll meet a girl named Bara in the square. She’s a beggar and earned a good amount of money yesterday thanks to us. She knows the local swordsmith, Kota. We ask her where we can get clothes, one of three types: plain, armor, or noble. We can get a lockpick from her for 5 groschen.
Bailiff Drozd is in the neighboring courtyard; you can ask him about the local merchants. Inside the building is Scribe Gaibl, with whom you can only trade. You can explore the city, gather and dry herbs, collect honey for free, and craft and sell potions. But you won’t earn much from this; it’s better to find side quests.
Troskovitsa. Side quests:
| Task: Grocer
The map indicates that Bailiff Drozd has a quest. We talk to him about fresh graves and cabbage theft. Such quests aren’t marked in the journal, but they will be marked on the map. We leave the city and head west, following the southern road. There are fresh graves along the side of the road, but we can’t dig them up without a shovel. Along the way, we’ll meet a messenger who’s lost his master’s letter and asks us to beat him up to stage an attack. We can agree, but there will be no reward. Following the forest road or through the fields, we’ll come to a grocer’s yard. Talk to the owner, and he’ll tell us about the cabbage theft. Head to the garden bed east of the house, where a hired day laborer works. From the garden bed, follow the trail, encountering cabbage heads along the way; pick them all up. From the garden beds, we’ll reach the southern road. At the fork, take the path on the right. When we reach the main road, visit the secret to the north and head far west. Near the long peninsula, turn south, across the river. Continue south along the stream until you see a cart with cabbage on the bank. The feeble-minded Pepa the Cabbage Man lives here in the cave; he’s the one who stole the cabbage. He’ll offer to try his special Pepa’s sauerkraut . Accept, and you’ll receive a temporary buff. You can attack him or report him to the bailiff. Talking to the grocer is useless. Later, the bailiff will give you a reward: 789 groschen . |
| Ambush on Bergov’s people
While we’re looking for cabbage, we’ll find a temporary camp on the southern main road, near the forest exit. A little further north, there’s a dead-end slope where three warriors and their horses have been killed. One horse remains alive, which we can take. Search the three bodies to find a crossbow, a shield, a hammer, 70+30+39 groschen, and 45 arrows . There’s another camp on the western side slope, where sacks contain 6 venison, 3 steel, 2 armor kits, and a blacksmith’s kit . Don’t go any higher, as two wild dogs will attack, which will be difficult to defeat for now. |
| Fresh graves
In the grocer’s yard, there’s a shovel sitting on a large pile of earth ; we steal it. On the way back to the village, we visit fresh graves and dig them up. We collect the clothes of Bergov’s soldiers from two bodies . We change, removing all our dirty clothes, and the villagers will treat us much better. We’ll take the excess clothes back to the village and sell them. It’s best to use the first bit of cash we earn to buy a peasant’s elm bow for 30 coins. We’ll find the weapons store in the south of the village, opposite the bailiff. With the bow, we can knock down nests from trees and shoot dangerous wolves from afar. |
| Overturned cart
When we come to the merchant in the village of Troskovice in good clothes, he will tell us that his cart with goods overturned on the road near the Krčak pond, behind Želejev. An overturned cart. We’ll find this cart later on the lakeshore, north of the starting lake. Near the shore are only three chests, containing nutmeg, pepper, saffron, salt, and cheap wine . The other chests and barrels are inaccessible; they float in the center of the lake. |
| Task: Lion on the coat of arms
In Troskovitz, we enter the bailiff’s house. A scribe is sitting in his left room. If we approach him in good clothes, he’ll tell us about a local legend. We need to get him to talk: Honor 10, Lockpicking 10, Learning 13+, Blacksmith 10. We’ll learn about ancient armor hidden in this region. We’ll receive the plans for Bruncvik’s Poleaxe . To find the armor, we need to solve a riddle; read it in the quest description. The search will be easier, in a year we will receive the 18th level of scholarship, and a skill that opens the entire global map.
1. The search begins at the gates of Trosky Castle. We circle the castle and head north. Inside the forest, on the right, look for the “Roadside Chapel.” On the map, this will be the “Chapel in the Rocks” point of interest. Here, we find the entrance to the cave. Inside, we move the stone cross and dig up the earth beneath it. Inside, we’ll find the gloves, Bruncvik’s dagger, a book, and two treasure maps .
2. From the village of Takhova, head to the northern forest, to the “Wolf Hunting Spot” point. Look for two tall trees with a sack between them. Inside the hoard, find a coif, greaves, and a horse blanket .
3. In the southwest of the map, from the blue “Vidlaksky Pond” point, follow the road northeast to the “Crosses in the Rocks” point. At this point, climb the hill, walk along the sloping tree to the cross, and pick up the bracers .
4. From Zheleev’s tavern, follow the road northwest and turn right at the crossroads, heading northeast. Look for the “Cross and Skeleton” waypoint. Under the large tree, examine the skeleton, take the knight’s sword from its hands, and take the armor from the sack nearby .
5. From the herbalist’s dwelling, head west. In her herb meadow, look for a rise in the rocks. Further west, in the forest, look for the “Treasure Hunters’ Camp.” Kill three enemies in the camp. Examine the hill with the cross, move it, and pick up the helmet underneath . |
Tahov (blacksmith)
Kingdom Come: Deliverance 2
- B) Get to the wedding with the help of the blacksmith Radovan
From the starting village, we head northwest to the village of Takh. Here we need to apply for a job with the local blacksmith. To be hired, we need to forge a sword.
Quest: The Blacksmith’s Son
From the chest in the corner, take the materials: scrap iron, fasteners, and steel. Stand in front of the furnace, fan the heat with the Q key, and use the mouse to move the sword blank up and down. Once the metal is white-hot, stand behind the anvil. Strike the hammer with all your might while holding down the left mouse button. Use the mouse to move the sword to strike the blank alternately along its entire length. Press the F key to flip the blank over and strike the other side. Repeat this process twice. You’ll have a hunting cleaver .
The blacksmith will accept us as an apprentice. He’ll give us a bed in the room to the left of the cart. Go to bed and save your game. If you’ve purchased minor DLC, you’ll find a set of unique items in the drawer next to the first bed .
Takhov. Side quests:
| Task: Mice
The innkeeper wants revenge on the residents of a neighboring village. If we agree to help, he’ll ask us to ruin a prized white bull by drugging it and painting its hide. C) The blacksmith has the recipe for a sleeping potion. It costs 75 groschen. The recipe calls for three herbs: poppy, thistle, and raven’s eye. The first two herbs can be easily found in the fields, and the third is easier to buy from the apothecary in the starting village. Prepare the three potions according to the recipe. B) The dye must be obtained from the weaver in the 1st village. 60 groschen. The required village of Zheleev is located east of several lakes. During the day, you need to pour a sleeping potion into the trough inside the barn by the left wall. (If you come at a different time, the trough will be empty, and you won’t be able to refill it.) After that, sit down nearby and wait a few hours; you can read some books in the meantime. In the evening and at night, only one person will remain sitting by the barn; you need to sneak past him on the right, inside. Approach the white bull, choose one of the three drawings, and paint it. We return to Takhov and tell him about the task. Reward: 85 groschen .
Task: War of Mice and Frogs The tavern owner, Prochek, will invite us to a mass brawl between the residents of Takhy and Zhelei. While we don’t agree yet, there’s still a chance to reconcile the residents of the two villages. We ask Prochek or old man Olbram if they’d like to make peace, but they refuse. After their refusal, we go to Troskovitsa, talk to the bailiff about the feud between the villages, and choose the phrase “Bergov will reward you.” In the town hall, we talk to the scribe and read the large book to his right. On the last page, we find a Latin phrase. We ask the scribe about this phrase. We learn that there is an iron nail that marks the border between the villages. We head to the marked field on the map. We look for a tall tree in the center; there’s a nail driven into its trunk. After examining the nail, we return to Troskovitsa and tell the bailiff about it. We return to Prochek or Olbram. We agree to participate in the fight. Once we reach the field, we can start the fight or tell all the villagers about the border nail, and they will make peace. If we choose to fight, we can use eloquence beforehand, which will cause one of the villagers to decline the fight. We engage in fistfights with the rest. After winning, we speak with Prochek and receive 90 groschen . If we reconcile the two villages, we will receive a craft book 1 from the bailiff and the “Truce” achievement will unlock . |
| Quest: Axe from the Lake
Zdenek the Whisperer lives in the north of the village. We can pay him 25 coins or tell him a story in return, so he’ll share his own. He’ll tell us about a cursed silver axe at the bottom of the lake. The quest will mark an entire area between the lakes. Follow the legend’s trail: 1) Go to the center of the area, look for a small pier on the lake shore. 2) Climb the cliffs along the central path. 3) Along the way, you’ll see a very old, branched oak tree. 4) Further along the path, there’s a light-colored stone on the left. 5) From the stone, go right and look for a grave north of the hilltop. Dig up the grave; inside is a broken shield, a ring, a marigold, and a broken axe . The axe you found needs to be repaired. |
Task: Walk
We speak with the blacksmith again. Previously, he had two workers: Vasek and Frantsek. They took a cartload of goods to the village of Semin and never returned. The blacksmith will send us to find them before the wedding.
From the village, we head west. Near the forest, we’ll see another cart and bloody footprints. There’ll be a bandit on the road, but he might move on. The forest path leads to a camp where a second bandit is sitting by a fire. We don’t have enough strength to defeat the humans yet, but we can sneak up behind the enemy and get in a few hits before the fight starts. After defeating him, we can finish him off or take everything he has and let him go.
Next we go south, to the village in the center of the map.
Zheleev. Side quests:
| Near the covered bridge that leads to the village of Zheleev stands a ragged man dressed in fine red clothes. He asks for 150 coins to get to Vlashim. Under the bridge lives the merchant Karl, who sells discarded items. |
| At the Zheleev tavern, we speak with the innkeeper and ask him about Yan. He was here, owed money for food, but then fell in with a suspicious group; they paid for him and took him away. We can also learn from this man about the local arena fights. |
| Task: Troubadours
The poets Stas and Mikhail are sitting at a table in the Zheleev tavern. They’ll ask us to steal a lute. It hangs in the carpenter’s house in the starting village of Troskovice. A) In the village, we need a house south of the center; on the map, there’s a blue icon with a wheel there. If you’re going to steal it at night, it’s best to enter through the south gate, where the guards won’t see you. The front door has a light lock. Inside, go to the left room and grab the lute from the left wall by the window. B) We return to Stas and Mikhaila and give them the instrument. A drunk will come up, try to play, and break the strings. We can beat him up or negotiate for him to leave. C) We’ll find out from the troubadours who can supply us with new strings.
D) We need to find the strings. Go to the hunter in the northwest. If you’ve already rescued him, he’ll tell you the strings are made from sheep intestines. E) Head northeast to the shepherd’s pasture. While the shepherd is sitting by the fire, kill a sheep behind him or behind the house and loot all its entrails. F) We return to the hunter, give him the sheep entrails, he will make strings. G) We take the strings to the musicians. They have one last problem left: paying off the debt to the local coachman for lodging and drinks.
H) Pay the innkeeper’s debt. The innkeeper doesn’t want money from the musicians, but rather for them to work for him. We can convince him otherwise: Intimidation above 16, Speech 17. If successful, we’ll only have to pay 100 coins. I) Dig a cesspool. If we don’t pay, we’ll dig a hole. J) Move the bags. If we don’t pay, we’ll move the bags. K) Tell Stas and Mikhail the good news. After completing all the musicians’ tasks, you’ll receive a reward—a terrifying song in your honor. |
| Occupation: Sheep among wolves
In the northeast of the map lives the shepherd Zdibrad. If you save him from the wolves once while searching for Barbos, he’ll later ask you to kill another pack of wolves. From his sheep pen, head west. On the path into the forest, you’ll find the remains of a sheep. Continue west, following the bloody tracks. In the forest, you need to kill three wolves and take their ears. Reward from the shepherd: 25 groschen, schnapps, life-saving schnapps, food, the devil’s dice, and survival .
Occupation: Lost Sheep We learn of another shepherd, south of Tachov. He also needs help. Wolves have scared off the entire flock, and one sheep remains missing. From the pen, we head west into the forest. In the center, we fight off three wolves, examine the body of the eaten sheep, and take the sheep’s ear. We bring the evidence to the shepherd. Reward: 11 groschen, wine, a potion, food, and an unlucky dice .
Activity: Carrot on a Stick In the east of the map, south of Apolena. A local shepherd will ask you to return a runaway sheep and will give you a carrot for this. Head east, toward the far road. When we find Ignatz’s sheep, three wolves will attack. Kill them quickly before they reach the animal. To encourage the sheep to move forward, scare it with the third phrase, “Wolves.” The sheep will run away from us; guide it in the right direction. When you reach the shepherd, lead the sheep into the pen. Reward: 12 groschen, wine, potion, food, lucky dice .
Occupation: Werewolf Hunting Near the village of Semin, a shepherd will tell you how his sheep was carried off by a werewolf. We go to investigate the area; we’ll find a broken arrow on a nearby tree with blood stains underneath. Follow the blood trail northwest, then follow the path exactly. Turn right at the large rocks. We’ll find a camp of two vagabonds, with a dead sheep lying on a rock nearby. Kill the vagabonds or force them to leave using eloquence or chivalry. Return to the shepherd. Reward: 6 groschen, beer, potion, food . |
Related to the plot:
| Task: Barbos
A) Head west to the large lake. This is where the events of the prologue took place. On the southern shore, we investigate where Barbos the dog disappeared to. There, we’ll see a tramp searching a body. We need to defeat him in combat. Nearby, we examine the dead deer; a piece has been bitten off, but the dog himself is nowhere to be found. B) We need to ask the herbalist about Barbos. Her dwelling is east of the lake shore. We can repay the old woman’s debt: 150 coins, for which we’ll earn the “Knight’s Word” achievement . We’ll get two more leads from her and her personal quest. C) You need to ask about Barbos at the tavern north of Zhelei. The owner will recommend talking to the shepherd Zdibrad from Kopanina. E) Try asking the fisherman about Barbos. He hasn’t seen the dogs and will refer us to either the shepherd or the huntsman from the “Little Worker” quest. F) The shepherd works north of Takhova, in a clearing with a corral. He’ll tell you he saw a dog among a pack of wolves. There’s a flock of sheep to the east of him. We can ask him for one sheep as bait, but it’s better to take any piece of meat with us. G) East of the shepherd, look for a large birch tree on the road. Place meat or sausage anywhere underneath it. Move into the nearby bushes. Press Alt to reveal the desired location, then press E and hide. H) After 1 hour, 2 wolves and 1 wild dog will run to the meat, but it’s not Barbos. Stealthily shoot them with a bow. Skin the carcasses. I) Return to the shepherd. He’ll pay 20 coins for eliminating the wolves .
L) When we complete the “Little Worker” quest, we learn that the dog is located southwest of the starting lake. B) Head south of Vezhlitsky Pond and follow the path through the forest to the search area. At the crossroads, you’ll see a deer carcass; head west. Further on, there’s another carcass. At a dead end, you’ll find your dog, Barbos, but a pack of five wolves will attack from a nearby cave. While the dog is fighting the wolves, it’s best to escape the danger zone. Later, you can summon the dog anywhere by whistling and pressing X. If you can’t escape, it’s best to climb a cliff or press your back against something so the wolves only attack from one side. Wait for the attack, block with your shield, and attack back. This way, you can defeat all five wolves. After killing the wolves, you can explore their cave. Inside lies a skeleton, a patched breastplate (360 coins), and a longsword (500 coins) . A chest hidden in the leaves in the corner of the cave contains a ring , a cross, glasses, and a ring (315 + 62 + 247 + 215 coins) . For saving Barbos we will receive the achievement “Man’s Best Friend” . |
| Task: Rabotnichek
A, B) In the northwest of the map, there’s a separate courtyard where a hunter-hunter family lives. His wife, Zlata, will ask you to find her husband, Voislav, who never returned from the forest. Talk to the hunter’s son, but he refuses to look for his father. You’ll need to persuade him or pay him 20 coins to tell you where to start searching. C) From the courtyard, follow the road northwest, then north along the lake. At the far crossroads between the two lakes, you’ll see Voislav cornered by three wolves up a tree. To defeat him, you’ll need a bow or crossbow and shoot at the animals from the nearby cliffs. When it’s safe, the hunter will jump from the tree and break his ankle. We need to carry him, but not home, but to his forest camp. We carry the hunter north, along the shore of the swamp. He will name landmarks along the way: G) fallen tree, H) anthill. I) He will want to go to the tavern in the center of the map, but this is temporary, we carry him further north. J) We carry him to the double birch, K) to the tree with the mark, L) and to the camp. M, N) In the camp, place it on the ground. Fill the waterskin with water from the nearby barrel. The hunter will tell you about his horse, Pepik. Someone stole it from here. (Here you can get a Hazelnut Longbow from the log for 590 coins, but it requires a lot of strength to use.) A) On the south side of the camp, inspect a thin tree with a rope tied to it. From there, follow the tracks along the path to the southeast. To spot abandoned items along the way, hold Alt. At the fork, go right, then towards the cliffs. We’ll find a large camp of Wildfolk thieves; there are five thugs here. We’ll save clearing this place for later, when we have better armor and weapons. You can take the horse without a fight. Sneak up from the center of the western side, and while no one is nearby, mount the black horse and quickly gallop back along the path. R) Return to the hunter with his horse. We ride with him to his home. Talk to his family about his drinking. We’ll receive a reward: 45 gorshey . His quest is complete. After that, we can ask him about Barbos. |
| Mission: Bird of Prey
A) After completing the “Little Worker” quest, speak with the hunter again. He’ll initially ask you to run for some booze and give you 125 coins, but then change his mind and ask for the money back. Afterward, he’ll ask you to find a wildfowl thief near the southern Vezhlitsky Pond. B) Head to the search zone, southwest of the map. We’ll circle around a large bandit camp on the lake shore. Slightly west are some ruined huts; inside, we’ll loot carcass parts and game thief gear. Nearby, outside, we’ll look for a man; it turns out to be a local peasant who has nothing to eat because of the bandits. He’ll apologize and promise not to steal game anymore. We’ll choose whether to arrest him or let him go. C) We need to tell Voislav about the wild thief.
D) The hunter will tell you about the 2nd criminal, in the northwestern forest. E) Let’s go talk to the tanner, northwest of the trapper. He’ll say he only processes legitimate hides, but his neighbors consider him a wild thief. F) Across the river to the north, we speak with the fisherman and his wife. They are unhappy with the tanner’s wealth and suspect him of ties to the poacher. The wife will give us precise directions to the wild thief’s camp. G) Head northwest along the path. Near the stream source, look for a separate path to the northeast. At the end of this path, you’ll find a camp. If there’s no one inside, wait a few hours, pressing “T.” There’s only one Wild Thief here, Vidlaksky. Convince him to surrender through eloquence or intimidation. If that doesn’t work, you’ll have to let him go or kill him. Take his gear and bring it to the hunter as proof. Reward: 45 coins, 2 potions .
H) Voislav will tell you that there’s another hunter named Varel in the region. He lives in the southeast. Let’s head to the Nebakovskaya Mill settlement. I) To the east of Troskovitsa we speak with the gravedigger. J) In the northeastern forest, search for the Wildstealer’s camp. The easiest way to find it is an unfinished stone house nestled among the rocks in the northeastern part of the search area. Inside is a chest containing a Map of Slatey’s Hunting Grounds , coins, and arrows. The map shows the route to the camp. From the house, head southwest. There’ll be only one wolf in the camp, so we kill it. Take the Slateyovo Wildlife Thief’s Knife from the bag . The loot is stashed under a small shed, and there’s a book there called “Aim and Fire! II .” The poacher himself is nowhere to be found. We need to give the knife to Barbos the dog to sniff; he’ll lead us to the western edge of the forest. On the path out of the forest, we’ll find the body of the wildlife thief and take his trapper’s cleaver . K) We return to the hunter and give him the cleaver.
L) Find the wildfowl thief in the forests near Nizhniy Semin. M) Ask about the Wild Thieves in the Lair. From the village, head east along the lakeshore and speak with the miller’s assistants. They’ll only tell you that they heard voices in the forest. O) Eliminate the bandit hunters. From the building on the shore, head due south and find a camp in the center of the forest. Kill three bandits inside. One of them is heavily armored. If any decide to surrender, don’t let them go; finish them off, otherwise we won’t complete the objective. N) Find evidence of wild game theft in the camp (0/3). Evidence: 1) hanging deer carcass, 2) tools next to a large shed, 3) a separate platform to the east, another carcass near the pit. P) Report to the huntsman about the camp in Nizhniy Semin. Return to the huntsman and give him the poachers’ belongings. He’ll tell you about a “ghost” who also steals game, is a good shot, but is a poor butcher.
Q) Find out about the game thieves in the Kopanin forests. Head northeast on the map, take the northern road from the crossroads, and examine the nearby cliffs. You’ll find a table with tools on a flat cliff, and further down, explore everything under the cliffs. We’ll find the last game thief, Jan Ptacek. He’s decided to make money by selling carcasses to a local merchant. He’ll ask you not to tell the hunter about him. We’ll take Ptacek’s hunting supplies . Reward: 80 groschen, 2 potions, food, tools, survival, kennel . |
| Quest: Bad Blood
Old Lady Bozhena will ask you to find her daughter Pavlena. She goes to sell baskets in Troskovitsa, but may have disappeared along the way. C) First, we go to inspect the girl’s room on the old woman’s second floor. Inside: 1) an unfinished basket, 2) a rumpled bed, 3) a man’s felt hat. We return to the village of Troskovice. We ask everyone, “I’m looking for Pavlena.” The only one who can help is the woodcutter Dushko, who’s been walking around shouting, looking for Roman. We learn that Pavlena is dating Roman. The man advises us to search Roman’s locked house. D) Search Roman’s house. His house is to the east, near the stream. The door is locked with a very light lock. But if you don’t have any lockpicks, you can enter from the side through the attic. Inside, examine the dishes and baskets on the table. Pavlena was definitely here. E) We ask the bailiff about Pavlen. He’ll tell us about Roman. F) Near the western house, there’s a drunkard named Yezhek, who works with a black eye. He had a fight over a girl. The only way to talk to him is to intimidate him. (In the nearby outbuilding, you can steal the Skalitz Axe for 550 coins.) At the tavern, ask the innkeeper about Yezhek.
G, H) After exploring Roman’s house, talk to the woodcutter again. He’ll tell you that a couple in love is meeting in the forest, down by the stream. Let’s go look for this clearing. Follow the stream south, and turn east near two large rocks. I) Find the Lovers’ Lair. In the clearing, examine the bloody stone. Follow the bloody footprints and find Roman dead. A pig is eating him. J) A little further north, the swineherd Pravek is wandering around, looking for his pig. He saw the peasant Slavobor “Soloma” running out of the forest. K) We go to the large southern courtyard where Soloma works. We’ll find him in the southern dead end, around the corner of the building. We can persuade him to confess to Roman’s murder. If that doesn’t work, we’ll have to defeat him in combat; he’ll attack with an axe. Once we defeat him, we’ll learn everything. Yakesh wanted revenge on the old woman and her daughter for his son’s death at birth. Soloma and Oldr, on his orders, went to intimidate Pavlena, but accidentally killed Roman. We choose Soloma’s fate: kill, let him go, or imprison him. If we visit the lumberjack again and tell him about Roman’s death, we will learn that Pavlena is already pregnant by Roman, and we need to save her. L) Oldra took Pavlena to the gorge to kill her as a witness to Roman’s murder. She can still be saved. We descend south along the stream, all the way to the road. We look for an entrance into the rocks. A dog guards the path; you can kill it or quickly slip past and climb the stairs. M) Talk to Oldra and ask him to release the captive. You can use eloquence, nobility, or intimidation. If you killed Soloma or the dog, don’t tell anyone about it. If we reach an agreement and the guy releases the girl, she will kill him on the spot. Return with her to the herbalist.
O) Bozhena will ask you to kill Yakesh so he won’t threaten them anymore and ruin their lives. We can either talk her into it, or agree to the murder. Jakesh owns the largest farmstead in the village of Troskovice, on the southern edge of the village. During the day, he can be found in the fenced field, in front of his son’s grave. We hear his version of events and learn about his farmhands’ crime. We can kill him, but it’s better to persuade him to reconcile with Bozhena. We’ll use eloquence, honor, and intimidation. If we learned about Pavlena’s pregnancy, we can use that instead of skills. If we persuade him, we’ll receive compensation from Yakesh ; we need to take this bag of money to Bozhena. We tell Bozhena everything; we can keep the ransom money for ourselves. If we give it to her, the old woman will offer us half, but we can refuse. The quest will be completed. Afterward, the old woman will teach us survival and alchemy, and Pavlen will learn shooting, stealth, and stealth. |
| Mission: Invaders
In a couple of days, we can return to the Troskovitsa tavern, where, according to the story, we started a fight. We apologize to the innkeeper, Beta. She won’t take money, but she will ask you to serve the Polovtsians who came to eat with her. A) We go to the table where four warriors are sitting. We speak with Vasco; he’s the only one who understands the local language. He’ll order one loaf of bread and two sausages. B) We inform the hostess of this, and she will allow us to bring her groceries. We enter the house and take bread and sausage from the tray on the table by the window. C) We lay everything out on the Polovtsian table. We can ask a few questions, use intimidation or eloquence. The other guests will still start a conflict. D) Give Wojtek a good beating! It’s best not to engage in combat. Let’s wait until the four warriors have defeated all the local peasants. F) Afterwards, talk to Vasco, and he’ll invite you to his camp. We can either travel with them immediately or visit them later. Their camp is near a gypsy camp; to the west, we descend further down to the shore of a large lake. H) Talk to the Polovtsians in their camp. They’ll offer to share a drink. The conversation will include tests of your drinking skill. J, L, M) One of Yasak’s warriors has fallen in love with a gypsy girl. We’ll go with him as a translator. Before talking, it’s best to use some eloquence potions. You need a eloquence of at least 16 and a nobility of at least 14. If we fail to impress the girl, Yasak will decide to beat us. We’ll engage in a fistfight. N) We return to camp, sit there until evening, and get drunk. Vasco will go get more booze from his stash, so we follow him. Along the way, we’ll sing a Polovtsian song. Vasco will fall halfway, and we’ll meet a talking dog. From here, we continue south, searching among the rocks for a sack containing some wonderful vodka. O) We need to get back to camp with some booze. It’ll be very difficult at night and drunk. We need to avoid falling off the cliff. It’s best to head straight east, find a gentle slope down to the path, and then follow it north. Sitting by the fire, we’ll start bragging. There will be four skill tests. Afterwards, we’ll go swimming in the lake. We’ll somehow end up on an island, and then return to the shore. After that, Vasco will start talking, and we can ask him about the attack on Skalitz. We’ll find out where the main Cuman army is stationed. After that, we need to sleep for a couple of days so the intoxication will completely wear off. |
Gypsy Camp. Side Quests:
| Combat: Training I
A beggar in the starting town told us about a sword master named Kot. He lives in a gypsy camp. We go to the large pond and look for the camp in the rocks on its southern shore. Inside the camp, we’ll find him near the northern tents. We go with him to the arena in the northeast. In the arena, we’ll learn punching sequences. 1) We’ll strike from the right, left, and right. 2) We’ll strike from above, right, and left. We’ll learn more about the perfect block.
Combat: Training II To receive the master’s next lessons, you must defeat him in a fair fight in the arena. This won’t happen right away. You need to practice and train in other places. |
| Task: Miri Fajta (Which)
The gypsy baron’s daughter Marika has gone missing and he will ask you to find her. C) In the camp, we examine the northernmost tent, the one with the red cloth. We circle the tent; there’s a locked chest behind it, with “Marika’s Handkerchief” lying next to it. But we can’t let the dog sniff it. B) We ask the herbalist about Marika. She was here with her beloved Bogush from Semin. Both their families were against this love, so they ran away. A) You need to find Marika. She’s hiding in the northeast, in the Apolena Rocks. West of the rocks is a lumberjack clearing; from this clearing, head east. At the top of the rocks, look for a cross; climb up the rocks and logs to reach this spot. The chest contains two books, jewelry, and other items . Take the silver cross with the emblem from a vase near the cross . In the same place, roughly under the cross, you need to descend lower, into the narrow gorges between the rocks. We’ll find bloody footprints, follow them into the gorge, and climb into a cave. Inside are Malek and the wounded Bogush. The girl will ask you to go to her mother for medicine, but we can help ourselves using Survival and a calendula infusion. We can also give her her handkerchief.
E) Marika will ask you to bring her her father’s amulet. Return to the camp and speak with the baron. He’ll tell you how his two sons went looking for their sister and Bogush. After they beat Bogush, they were captured by locals. One brother was accidentally killed, and the other remained captive. The baron will ask you to free his remaining son, then he’ll give you the amulet. F) Free Tibor, the captive. In the village of Semin, speak with the vegetable vendor; she’ll tell you that a captive Gypsy is being held in a saddler’s shop. On the southwest edge of the village, go to the saddler’s shop. There’s a building in the backyard, with a guard standing at the door. Approach from the south, and we can climb into the room through the window. Inside, Tibor is tied to a post. We examine his hands and untie the ropes. Together, we escape into the forest. G) Find out how to properly bury Geyza. We speak with Tibor and learn that his brother’s body was tied up nearby in the forest near the lumberjacks. H, I) From the village of Semin, we head west to a clearing. We can negotiate with the lumberjacks to let us retrieve the body. Or we can sneak up from the west, from the forest, and untie the body undetected. J) We carry the body further west, through the forest. Then we go south, to the cliff edge. Tibor is already waiting for us there. We’ll stay and guard the place, and the gypsy will bring the whole family to bury the dead man.
K) Afterwards, the baron will refuse to give us the amulet. Before that, he needs to return his safe conduct, given to him by Sigismund himself. Maleka stole it during her escape. L) Go back to Maleka in the rocks. Three wolves will attack you before you enter, fight them off. Maleka will give you the Letter of Guarantee if you swear to give her the amulet. She hid the document nearby in the forest. Go to the “Water Source” marker nearby on the map. To the left of the stream, look for a tree with a hollow. Inside is the Baron’s Letter of Guarantee . M) The Baron still won’t give up the amulet. If we simply give him the charter, the quest will end immediately. Instead, talk to his wife, Aranka, who will offer to bet the Baron for the amulet. We speak with the Baron, and he’ll offer two competitions, but his best men will participate in his place. 1) Horse racing: you need to gallop from the northern shore of the lake back to the camp. Postpone the race, talk to the baron’s wife, she’ll give you Aranka’s Brew, and pour it into the white horse’s trough south of the camp. After this, the horse will run slower. But even with this trick, you won’t be able to outrun this champion on a basic horse. You need to buy a fast horse. 2) Fist fight against the champion. If we fail to win, then after the competition, the wife will force the baron to reconcile with Marika. Together with Aranka, we’ll go to Marika’s cave and give her the amulet. Reward: 25 groschen . We’ll return to the camp together and celebrate our return. |
| Wolf Pack . On the northern shore of the lake, where the gypsies are staying, a pack of wolves is marked on the northern road. At this point, kill three wolves on the cliff. Nearby, you’ll find two excavated graves containing weapon fragments, a Saxon bascinet (743 coins), a knight’s shield (110 coins), and a longsword (505 coins) .
The waterman’s hut . On the northern shore, a flooded old house. Wild Woman’s Hut . On the southwest road, south of the lake. There’s only one path to this house, a climb among the rocks, west of the hut itself. Inside is a murdered woman; in her hut is a basket of potions . |
Nizhny Semin (miller)
Kingdom Come: Deliverance 2. Where to find
- C) Get to the wedding with the help of the miller Kreisel
In the southern village, you can hire yourself out to the miller. At first, he’ll task you with carrying sacks of flour, but eventually he’ll turn out to be the owner of a thieves’ guild.
Task: Materia Prima (Material is primary)
- A) We go carry the miller’s sacks. There’s already a worker nearby carrying sacks, but we need to carry them from another location. We go into the passageway with two exits. We enter the room with the chest on the side. To the right of it, we take the light-colored sack. We carry it to the cart in the yard. We need to carry six sacks in total.
- B) We’ll find a secret cargo inside the sacks, after which the miller will admit to being a thief. To get him to invite us to the wedding, we need to steal a document from the Troskovitz town hall for him. But before that, it’s best to prepare properly.
- C) Steal the document from the town hall in Troskovitsa.
- D) Find out the details from Zinek. From the mill, head east along the southern shore of the lake. We’ll find Zinek’s hut. He’ll tell you how he was caught and the document was taken. It’s kept in the bailiff’s chest in the prison basement. The key to the chest is somewhere lost under the bed in the next room.
- E) Obtain the thief’s clothes. Go to the bathhouse in the center of the map. Ask the bathhouse owner for Kreisel’s clothes. You’ll need to pay 199 coins, or use eloquence or nobility to persuade her. You’ll receive the key to the chest. Go to the upper floor, unlock the central chest, and take all the thief’s clothes.
- F) Practice lockpicking. Get three lockpicks from the miller. Go to the room with the sacks and pick the chest with a very simple lock. A mini-game while lockpicking: find the spot on the lock where the dot is the largest, then rotate the lock with the D key, trying to keep the dot in the same spot. Inside this chest you’ll find seven more lockpicks.
- G) Practice stealing and stunning. Yenik, the farmhand, is standing in the northwest courtyard; we’ll learn pickpocketing from him. Aim for the wallet on the man’s belt, hold down the left mouse button, and release it as late as possible, but before the steal icon turns red. This will give us time to steal. During the steal, find the slot with the “?” sign inside the pockets, press it, pick up the item, and then press the “door” icon before time runs out.
To stun someone, approach them from behind and press F. This will knock them unconscious. If they resist, quickly press RMB when the blue counterattack icon appears.
- C) Troskovitz. It’s best to attempt the theft at night, when everyone is asleep. There’s a guard at the main entrance to the courtyard, so sneak through the backyard, where a guard is stationed around the corner of the building. In the courtyard, enter the western building; the door has a simple lock. Inside, go to the room on the right. All the workers are sleeping on benches here. To the right of them, under the window, is a descent to the basement. In the basement, there’s a chest with a very complex lock. Enter the open cell on the right, look for Zinek’s Counterfeit Keyunder the bunks in the straw , and use it to unlock the chest. Take the letter ” Offer of Hermes Trismegistus.”
- H) All that remains is to take the document to the miller. Reward: 45 groschen, a book.
Task: Forbidden Fruit
- A) The miller will tell you he’s an alchemist and wants to create a golem from flour. To do this, he needs to collect a lot of saltpeter. He’ll send us to his assistant, Bonka.
- B) From the village, head south, then east along the lakeshore. We’ll meet Bonka. She’ll ask for any herb. We can ask her about her life. She’s a former nun. We’ll learn that saltpeter appears near dead bodies, so we’ll have to talk to the gravedigger. Bonka will advise bringing him any product from the nearby butcher as a gift.
- C) Go to the gravedigger. He’ll agree to show us the carrion pits if we help him with his work. We can either pay him off with meat or agree to do the work.
D, E) We wait until the morning, get on a cart with the gravedigger, and go collect the bodies of dead animals.
F, G) Find the carcass in the ruins of the farmstead. Inside, the gravedigger left a carcass as bait for the wolves. We explore the abandoned house off the road and kill one wolf in the yard. There’s a door with a very complex lock on the way. If you can’t break it, go around the house and climb the fence. In the backyard, we grab the deer rump, climb through the window, unlock the door, and grab the deer carcass.
- H) Protect Ignatz from the farmhands. When we return to the cart, four people will accuse the gravedigger of a crime. Convince them; you need 14 eloquence or honor.
- J) Find the source of the infection. We’re heading to a separate yard in the north. Two pigs have died there, most likely from poisoning. From the house, we head a little north and explore a stream in the forest. Further up the stream, we’ll find two deer bodies. We’ll tell the gravedigger about this, and he’ll remove the bodies himself.
- K) We need to pick up two pig carcasses from the yard; they’re in the pigsty in the center. We’ll carry them in, one at a time, in bags.
- M) Take care of the greengrocer’s dog. At the next address, you need to discreetly poison the dog that’s been bothering the neighbors. To do this, you’ll need Aesop’s Potion, some hare meat, and the poison “Death.” Use the potion to stop the dog from barking. Use the poison on the hare meat to give it to the dog later. Sneak to the dog’s kennel in the south of the yard, but it won’t be there. Head east, over the fence. Under a large tree, you’ll see Bonka has taken the dog away from its bad owner. Choose whether to kill it or leave it to Bonka.
- N) Return to the gravedigger. If you haven’t killed the dog, you’ll need to use your eloquence to deceive him. Immediately afterward, we’ll go to the pits with the carcasses. Jump into the pit and taste the saltpeter. The miller’s workers will do the rest. (After this task, you must wash yourself and all your clothes, either in a bathhouse or near water, using up the soap.)
Reward: 85 groschen, book on hacking, survivability, stealth .
Assignment: Opus Magnum (great work)
The miller wants to steal a book from the scribe Erazim’s chest. To do this, he’ll need to seduce the chamberlain Ulrich at the wedding to get to the chest. We need to find a suitable girl, dress her up as a young lady, and buy her perfume and a dress.
- A) Find a companion in the Zheleyev baths. Go to the tavern north of Zheleyev and speak with the bathhouse owner. All three of her girls will refuse to communicate with the chamberlain due to his strange preferences in bed. The owner will advise finding a girl in the gypsy camp.
- B) Obtain “Minta” perfume for your companion. In the starting village, go to the apothecary and learn that Beta, the innkeeper, has bought up all his perfume. We can only buy the “Minta” perfume recipe from him for 177 coins (you’ll need 3 dandelions, 1 calendula, and 1 mint). You can only buy “Minta” perfumefrom the innkeeper for 499 coins, or use a Speech skill of 20+, or steal the perfume.
- C) Find a dress for your companion. In the starting village, go to the weaver’s shop and buy the most expensive women’s dress— a Tyrolean Brocade Cotardie—for 260 coins.
- D) Find Anneline in the gypsy camp. In the gypsy camp, ask everyone about Anneline. She’s either near the horses in the south or by the lakeshore. Propose to her; she’ll accept, but will also ask for wine. It’s best to buy good winefrom the tavern in the starting village. Give the girl 1 perfume, 1 dress, and 1 wine. We’ll be able to attend the wedding.
Nizhny Semin. Side quests:
| Mission: Slaughter at the Mill
Talk to the miller about fistfights; he’ll let you compete against his fighters. You’ll need to defeat three opponents in the local arena, after which you can compete in the arena in Zheleev village. Each fight costs 10 coins. If you win, you’ll receive 20 coins. Opponents: 1) Yenik, 2) Malik, 3) Vira. We will receive 125 groszy to participate in the championship in Zheleyev. Assignment: Wine, Women, and Blood We go to the tavern north of Zheleev. Pay the tavern owner 100 coins and we’ll be able to participate in the fights. Before that, we need to convince Fiala to participate; his wife forbids him. We speak with the bathhouse owner, persuade her to let her husband go, and use 17 Eloquence or 16 Nobility. Here, the bathhouse girl will ask you to teach the fighter Boguslav a lesson for hitting her. Competitors: 1) Johanek the musician, 2) Boguslav, 3) Fiala. Reward from the innkeeper: 2 schnapps, 200 groschen .
Task: Sweet for last We learn there’s a master of fist fighting who lives near the castle. In the northeast, north of Troska Castle, we find the fighter’s hut. Herbalist Barnabas lives inside. He’ll only give us one chance to win; there won’t be a rematch, so we save. Reward for victory: unarmed combat, combat management . After the victory, we can stay and get drunk together. We’ll ask him why he became a recluse: Fistfight, Eloquence, Honor 18. We’ll also learn the elbow uppercut move . We’ll be able to learn unarmed combat, alchemy, and survival. By defeating all opponents in the region in all three combat missions, you’ll earn the “Indro the Unstoppable” achievement .
Task: Again about the massacre at the mill After defeating all opponents, we speak with Yenik again at the mill, and we will be able to endlessly challenge all opponents to battle to earn money and develop our skill. |
Semin
Either route, whether through the blacksmith or the miller, will lead us to the central village of Semin. Here, the wedding will take place in a large, private courtyard, to the east.
The relatives who’ve already arrived are sitting in the courtyard. A drunk Yurko will mistake us for a local servant and start a fight. We need to defeat him in a fistfight. After that, the centurion will come down to us, and we’ll go with him to the master.
Task: Walk (continued)
If we’ve come from the blacksmith, then the gentleman and I will set out to search for the missing cart. We need to wait until the next morning. We can spend the night in the barn, near the standing horse, on the second floor.
Before the trip, you need to buy any horse in the nearby yard. Among the horses will be our missing Sivka ; we can buy her for 100 coins, or we can take her for free if we persuade the groom. Once you get your horse back, you’ll earn the “Old Friend” achievement .
- D) Together with Captain Koryaga and Master Yan Semin, we travel to the starting village. Along the way, an old man will offer a mock battle with weapons. If we agree, we’ll stop at the arena before the village.
E, F) Talk to the captain, he’ll give you Koryaga’s Captain’s Club . Fight the lord. He’ll be tough to beat. Even if we lose, if we land a few hits, we’ll be praised and given the club as a reward.
G, H, I, J) In Troskovitz, we need to talk to the bailiff without mentioning that the master has arrived. We’ll find him in the building, near the clerk. We’ll learn that the blacksmith’s cart passed through here. The workers continued east.
- L) Near the next settlement, Apolena, you need to inspect the roads on foot. Take the left road, and on its right edge you’ll find a fallen sack of coal. Return to the crossroads and all go left together.
- M) We need to inspect the fork near Apolena. The tracks end in the forest. We go back a little and see that the cart has turned into the forest to the north. We’ll find an empty cart hidden behind the bushes.
N, O, P, R) We all go together to explore the cliffs. We go alone to scout the area and find three bandits in the center of the cliffs. We return and tell the master. We can attack with the master, or climb the cliff to the left and shoot at the enemies with a bow.
- S) After the victory, we’ll talk again about going to find the hidden supplies and finding another camp. Inside are five more bandits and two captured workers. The workers were in cahoots with the bandits, but now they’ve decided to get rid of them. The master will try to negotiate, but the bandits will refuse.
- T) In combat, the centurion will kill one enemy with a crossbow. The three of them will have to defeat four enemies. Blocking the enemy’s attacks is enough, and the two old men will quickly kill all the enemies.
U, V) One prisoner has escaped into the rocks, and we’ll be sent to look for him. Using the map, we follow the path between the two camps and look for a way up. The worker can barely walk and won’t be able to escape. We can persuade him to return with threats, or we can take money from him so he can escape. We return. We’ll receive a reward: 80 groschen . We can return with the master to the village, but it’s better to stay and search the bodies and chests.
- W) You need to tell the blacksmith that his cart has been found. Rusty breastplate.
Quest: The Hermit
- A) The blacksmith needs to forge a wedding gift sword, but there’s no material for it. A hermit named Ambrozh lives in Apollin and has fragments of a sword made of Italian steel; he needs to obtain them.
- C) Inside Troskovitsa, we need to learn more about the hermit. We speak with the bailiff. We learn that we need to examine the cross and question the shepherd.
- D) Talk to the villagers. We speak with the innkeeper.
- F) Talk to Šafářík, the witness. He’s a shepherd and works east of the village.
- G) Talk to Gerta, the witness. She’s the apothecary’s assistant, sitting south of the bailiff’s house. You need to persuade her with eloquence, honor, intimidation, or pay 12 coins. She’ll tell you how she saw the devil at a roadside cross.
- E) Examine the cross. From the village, head west and examine the isolated graves off the northern road. Two wolves can attack here. A crossbow and potionsare hidden in the grave with a wooden cross . Dig the grave under the stone cross; inside are several inscriptions and a crusader’s robe. We learn that the hermit is a member of the secret order “Knights of the Cross” and was recently appointed its administrator.
- H) From the Apolena Rocks, head east. In the center of the forest, you’ll find a black horse corral. To the side is a ruined hut, behind which lies a skeleton holding the Apolena Skeleton Key. The fence can only be climbed in one place, to the left of the house. Inside the building, unlock the chest to collect 4 potions and 180 groschen.
- B) The hermit himself lives in the northeast of the map, above the Apolen Rocks. We’ll find a Water Spring in the search area. From there, follow the path west and climb up into the rocks. Inside the rocks, head south to a balcony with a flower bed. From the balcony, walk along the cliff to the right and find the hermit’s shelter.
The hermit will begin to chase us away. We use eloquence, lies, and intimidation. If we’ve gathered all the information in the village, we can expose him. Ambrozh will agree to give us the broken sword if we deliver the Cross of Ambrozh to the woman in the village, offering forgiveness. We’ll receive the quest “Sinful Soul . ”
- I) Give the widow a message. The widow lives in Troskovitsa, but often visits the eastern cemetery; look for her there. Give her the cross. She will ask that Brother Ambrozh be reburied.
Outside the cemetery, to the east, behind the wall, we remove the flower bush, dig a grave underneath it, and collect the old bones inside. Inside the cemetery, we dig a grave near the widow, place the bones there, and bury them. We can accept the reward: 45 groschen, learning, and stealth .
J, K) Return to the hermit. Three knights stand in front of the rocks, a fourth lies wounded. These are true Knights of the Cross; they have surrounded Conrad, who is disguised as Ambrozh, but is actually an Inquisition agent. The knights will ask you to distract the hermit with a crossbow so they can attack through the only narrow entrance.
- L) Kill the hermit or save his life. To kill him, simply enter the hermit’s lair and immediately run away. The knights will then run after him and kill the pretender. Reward: 85 groschen, swordsmanship, shield mastery, and learning. We can give you the order book.
- M) Light dry leaves in front of the shack to create a distraction.
N, O) Find another clue. If the hermit was killed, the surviving knights will occupy his dwelling and prevent us from advancing. Wait until nightfall to avoid being seen, then sneak past the knights into the building. Inside, on the second floor, carry three sacks of flour; hidden under the sacks is Knight Konrad’s Diary . Read the diary and learn about the real hermit’s grave.
- P) From the shelter, head northwest. At the top of the hill, look for a double birch tree; the grave is right under it. Take the Broken Sword of Ambrog.
If we tell the pharmacist’s assistant Gerta that she saw not the devil, but a hermit, we will receive a book about alchemy from her 2 .
- R) Return to the blacksmith. He’ll task us with forging a gift sword personally, and we’ll receive all the materials for it. In the crafting menu, select the second tab, “Long Swords,” and craft the “Hermit’s Sword” to create a Toledo Steel Sword. Reward: 25 Groschen, Crafting, Survival. After that, we’ll be able to attend the wedding .
Semin. Side quests:
| Task: Boil
We return to the village of Semin and speak with the lord. We learn that the leader of the defeated band of bandits turned out to be of noble blood, so the lord cannot judge him. Instead, the lord took Rudy into his service and forced him to hunt down the remnants of his band. We speak with the knight; we can find and finish off the band in his stead. His assistant, Chirey, remains with a few men. Chirey’s camp is in the eastern forest, north of Nebakov Fortress. Two roads run through the forest along a stream. Take the eastern road and find a wrecked wagon with wine near the crossroads. From this point, continue south along the stream. You’ll find a camp in a lowland with five bandits inside, all of whom you can shoot from above. Loot the Chirey’s Mace from the lead bandit as proof of victory. The bandits’ chests contain the recipe for the “Owl” potion . Reward: 85 groschen .
Task: Handsome Karel For the second time, Knight Rudy will task us with capturing his second assistant. He’s assembled a new gang of charcoal burners at Kerchak Pond. We head to the western edge of the map. You can’t enter the charcoal burners’ site; it’s private property. From a distance, we search for a man in a angular hat among them, quickly run up, and initiate a conversation. We need to challenge him to a duel, one-on-one, using a Speech skill of 15. Once we win, the remaining charcoal burners will scatter. We take Handsome Karel’s Cap . Rudy will only give us this cap as a reward. However, if we spared the charcoal burners, we’ll receive a reward later: 125 groschen .
Task: Jan Rylo For the third time, Rudy will teach you to find your assistant and, if possible, only disarm him, but not kill him. |
Kingdom Come: Deliverance 2 Wedding : How to Get There
After completing three quests with the blacksmith or miller, you’ll be able to attend the wedding. It’s best to come from the miller, with a disguised girl, as this will give you more opportunities at the celebration. Beforehand, you’ll need to put on expensive clothes and remove your armor and weapons. You’ll be temporarily locked inside the courtyard (all side quests will remain, but will be unavailable for a long time).
- E) Talk to Svatek. We’re looking for a young man in a red suit, the bride’s brother; we fought in the tavern. We’ll discuss it and make peace. The huntsman’s son, Vuytek, is with him; he’ll ask to speak with his father. Both men will point us to a girl named Myshka, the cook’s daughter, who’s already being approached.
- G) Chat with Mouse. We approach the girl and answer: “Save the girl,” “Maybe we shouldn’t bother Mouse?”
- H) Talk to Mouse alone. She’ll invite us to the pond’s edge, and we’ll talk there. She’ll offer to dance, so we go out and dance.
- I) Return to Svatek. We return to the guys, we win the argument.
At the wedding, Bailiff Drozd is holding a tournament for a gold plaque. If we win the tournament, we’ll earn the “Shiny” achievement . First, talk to the bailiff; he’s under the canopy where the game is taking place. We learn that we first need to win three copper plaques:
- Blacksmith Radovan – Tin plaque of strength.
- Chamberlain Ulrich – Tin plaque of advantage.
- Apothecary Emmerich – he lost his badge. We’ll find it after the dance.
At the end, we play with Drozd. After winning, we learn he’s already lost the plaque to a girl. We go to her, bet 200 coins, and win.
- F) Talk to the huntsman, Voislav. He’s in the long building to the south. He’ll ask you to keep an eye on him so he doesn’t get drunk.
- J) The gentleman will ask you to look after his guests from Moravia.
- K) Invite Dubravka to dance. Near the arch, Dubravka’s mother will approach us and ask us to dance with her daughter. If we use eloquence, we’ll learn that she’s a poor dancer. The girl is sitting nearby, on a bench by the fire. We need to persuade her: Nobility 20, Eloquence 20, or offer her a drink. After the dance, we can lie that she danced well (Eloquence 20). If we agreed on money with Dubravka’s mother, we’ll only receive 6 groschen.
- M) Challenge the young gentleman Semin to a duel. A competition is being held in the long southern barn, a battle with wooden swords. Let’s go challenge the groom, Oldřich, to a duel; he’s standing on the balcony in the eastern building. It will be difficult to win.
- O) Talk to the guard at the gate. We speak with the guard at the northern gate. Beggars have gathered outside the gate, begging for alms. The master has instructed the guard to disperse them before the master arrives. To make them leave, we need to gather food for them.
- P) Get food for the beggars. The guard will say there’s some leftover food in the cook’s pantry, but she won’t give it to him. The kitchen is in the southeast. We can ask Mouse to distract her mother temporarily, then we can sneak into the pantry. Or we can simply collect 40 units of foodfrom the tables . It’s best to take the cheesecakes, as there are plenty of them on one tray. If you brought your own food to the wedding, it will also count. Give the guard exactly 40 units of food. After this, all the guests will get even drunker.
- R) Get some booze for the Moravian guests. Go to the tables by the central wall and talk to Yurko. He’ll ask you to steal their Moravian wine, locked in the cellar; they don’t like the local stuff. Go to the eastern building and enter the left door under the balcony. A soldier is guarding inside; you can bring him a drink or use 20 points of persuasion. While he’s gone, unlock the cellar doors and take the large bottle of Moravian Slivovitzfrom the table . Take the wine to the guests at the table. Everyone will get even drunker.
- S) Challenge Svatek to a duel. The competition in the barn continues. For the second time, you must challenge the bailiff’s son.
If you came with the miller and Mrs. Kveta, the chamberlain will now say the girl has disappeared from him. Someone in yellow was with her. We can search all the upper rooms in the stone building, but we won’t find anything.
The huntsman’s wife will ask you to find her husband Voislav.
We answer the gentleman, why didn’t you keep an eye on Yurko.
In the courtyard’s eastern corner stands the clerk, Gaibl, dressed in yellow. He admits to having robbed the guests and will give us 48 groschen and the items. But he hasn’t seen the girl.
If you danced with Dubravka earlier, she’ll now suggest a private moment. You can either dissuade her with 24-point speech or agree. We’ll spend an hour with her in the attic of the wooden house. Afterward, you’ll need to dress yourself.
If you defeat two opponents in a sword fight, there will be a final, and the winner will receive a prize. But if you lose, there will be a fistfight in the barn. You can bet on either fighter, but they will never finish the fight.
- U) Find the young man in yellow. Go to the long southern barn and speak to the man in yellow at the table. He saw a couple going upstairs. In the same barn, look for one of the two staircases leading up. You’ll find Anneline and Ptachek in the hayloft. Together, we drive away another suitor: Honor 18, Deception 18, Threats 14. The girl will refuse to return to the chamberlain and will return his gift, the ring.
- W) Return to the chamberlain. In the courtyard, give the chamberlain the ring or use honor 20. Ask why the master hasn’t arrived yet.
Mr. Bergova won’t be arriving at the wedding; the ceremony will begin without him. We’ll see the bailiff lead his daughter down the aisle to the groom, and the priest pronounce them husband and wife. The groom will be thinking about something else.
We need to congratulate the newlyweds before leaving the party. We ask all the guests where the bride and groom are. The bride’s brother saw her go down to the cellar. We go to where the Moravian wine was stolen and find the bride crying. The groom rushed off on business immediately after the ceremony. We try to calm the bride down, but another guest will see, and a fight will break out.
A massive brawl will break out in the courtyard. We need to beat up several guests. Later, the chamberlain will bring the guards, and we will be arrested.
Užice, 1403. The lord never waited for Jan Ptáček to return, so he came to Father Boguta’s hut and sent him out to search.
6. For Whom the Bell Tolls
Kingdom Come 2 Walkthrough
We’ve been locked in a cell with Jan Ptáček in the castle prison. We can make peace with Jan here. Later, the guards will release us and put us to work, as we were only imprisoned for participating in a fight. And they’re planning to hang Jan for stealing wild animals. When the bell rings 12 times, the execution will begin. Once free, we’ll have a limited time to save Jan. All our belongings are temporarily unavailable.
- A) Save Mr. Jan from the scaffold.
- B) Get to Tomasz. The sick centurion was carried to the tower.
- C) Drag the sacks to the coal shed (0/3). Outside, the guard will show us a cart; we need to drag three sacks from it, one at a time. With the sacks, we pass through the arch, go under the awning on the left, and leave the sacks there.
- D) Talk to the blacksmith. After moving the sacks, we talk to the blacksmith. He stands there chatting and says there’s no work for us. For now, let’s move on.
- E) Find work at the gallows. Go to the eastern square, where the carpenter Koloda is repairing the gallows. He’ll ask you to bring him a sharpened axe. Go to the nearby shed, take a 40-quality axe, and sharpen it on the sanding wheel until it reaches about 90 quality. Give it to the carpenter. Talk to him about everything and learn about the underground tunnel under the well.
In the courtyard, we enter the central building. We’ll find ourselves in the main kitchen, where a sick chamberlain stands. We can examine him: Speech 18, Knowledge 14. During the examination, four more checks are required: Knowledge, Speech, and Survival. We’ll discover he has a stomach ulcer. We’ll ask him for permission to go to the alchemist and brew a potion for him. After that, we’ll be free to roam the castle’s rooms.
- F) Obtain a potion for the chamberlain’s stomach. We go to the western building and climb the roofed staircase. Inside is the servants’ kitchen, where a hungry guard stands guard. If we bring him any food, he’ll let us through; we can find fruit in the lower room. But if we’ve made a deal with the chamberlain, we can proceed directly.
We climb up a few times, then go through the red doors into the room on the right. At the alchemy table, we’ll see the maid Katerina searching for something in a chest with ingredients. We can use Speech 20 and Lockpicking 12. Katerina will leave without explaining anything (she’s clearly someone’s spy). In this room, examine the left shelf and take the Healer’s Diary . Read all the entries in the diary, and among them, we’ll find two recipes. They’ll be written in plain English, without diagrams or formulas. We need to create both potions. The book also tells you where to find the ingredients.
Where to find ingredients:
In the courtyard, we speak with the cook. She’s waiting for the blacksmith to open a spice chest whose lock is broken. We go to the blacksmith and ask about his tools. Return to the forge near the cook. Examine the red pot on the right shelf. Take 5 Coal and a Master Key .
Let’s go after the cook. We’ll go down to the basement with her. Once there, we need to open the chest with the easy lock. Inside, we’ll find 6 ginger . The other herbs are useless here.
To the east, at a mid-height, there’s a separate building. Near it, against a stone wall, are beds of tansy flowers (3) . They’re like daisies, but slightly different. Collect at least three. Elsewhere on the hills, pick weeds; we need thistle (2) and nettle (1 ).
Outside, you need to find the carpenter’s house, to the northwest. While there’s no guard nearby, sneak inside and look for a chest with a light lock. Inside are elderberry leaves 1 , so grab at least one.
Potion recipes:
We return to the alchemist’s room and prepare potions according to the recipes.
– Water, – 2 thistles, grind, boil,
– 1 nettle leaf, boil once, – 1 coal, grind.
You’ll get a stomach remedy . Prepare the following:
– Wine, – 3 tansy, boil once,
– 2 ginger, grate, boil once, – 1 elderberry.
You will get a fever cure .
All that’s left is to get to the centurion in the tower. If we jump down the well as the carpenter suggested, we’ll only return to the prison corridor we’ve already been to. After falling into the pit, we grab the torch and light it. In the prison, we can talk to Ian through the door.
We go to the main kitchen, give the stomach potion to the chamberlain, and he’ll let us into the upper rooms. It’s easy to get lost in the castle’s rooms; we’re constantly looking for a way up through the floors and to the east. We’ve been allowed to go everywhere, but not into the guards’ quarters. If the soldiers chase us, we need to quickly run to the far wooden staircase of the chapel.
Inside the chapel lies the ailing centurion Tomasz, with his sister Adela. We use a fever potion. Tomasz will come to his senses and will be able to confirm Jan Ptacek’s nobility.
The execution will begin. We’ll bring the centurion in time, but the chamberlain won’t believe his testimony and will continue. A wounded Mr. Bergov will return to the castle; only he can stop his assistant.
7. Back in the Saddle
Kingdom Come: Deliverance 2
Later, we’ll have an audience with the lord. After listening to us, the lord will doubt the usefulness of the Lords’ Union. But for him to switch sides, we need to help him deal with the local bandits. We’ll have to go to his vassal in Nebakov Castle.
- A) Talk to the groom. You’ll be given a new horse, Selyodka. She’s faster and more resilient than your starting horse, Sivka, so trade her in for the new one. You’ll also receive a Prague saddle, bridle, and horseshoes . To dress your horse, you must first transfer these items to the horse in your inventory (X), go to the final “Horse” tab, and equip all the tack pieces there until they’re marked with a gray shield.
B, C) Follow the chamberlain . We follow the lord’s assistant, who will give us a tour of the castle. He will eventually lead us to a small house in the courtyard, to the right of the forge, where we’ve been given a bed. We’ll find all our belongings in a chest nearby .
Trosky Castle. Side quests:
| Quest: Devils from Troski
We speak with the chamberlain. If we helped him with the potion earlier, he’ll pay 25 groschen. If we dug up fresh graves earlier, we’ll tell him about it and get another groschen. The chamberlain will task us with getting rid of the devils lurking beneath the castle. For this, we’ll receive the “Trosk Devil Repellent” potion. A, B, C) You need to talk to two cooks in different kitchens, and to the blacksmith Osina. The cooks will advise you to bless all the fireplaces in the different towers. E, G) The blacksmith will send us to three locations one by one, but they will only contain toilets: 1) downstairs, in the northwest, a soldier’s toilet near the arena. Look into all the holes on the side until the “Find Devils” action appears; 2) in the lords’ quarters, by the wall behind the curtain; 3) the path to the upper tower, near the stone stairs. This will all turn out to be just a prank by the blacksmith. We can fight him. D) Drive out the devils from under the “Staritsa” (0/5). This can only be done at night. In the western tower, you need to sprinkle the floor in front of all the fireplaces and hearths: 1) in the kitchen in front of the stove, 2, 3) on the middle floors in the clerk’s and servants’ rooms, 4, 5) in the upper master’s rooms. F) Drive out the devils from under the “Maiden” (0/5). Also, at night, pour water in front of all the fireplaces: 1) in the kitchen in front of the stove, 2, 3) in the servants’ quarters, 4, 5) in the unlocked upper rooms of the castle master. H) Return to the chamberlain. Reward: 55 groschen, gold cup, chalice, survival, vitality . |
| Assignment: Opus Magnum (continued)
K) Inside the castle we can look for a book for the miller. L) First, we speak with the scribe Erazim, he’s in the eastern tower on the upper middle floors. We learn that this book was taken by Master Nikvard Libak to read, but then lost. Nikvard himself is hiding somewhere. Three people last saw him. N) Cook Perchta. She needs to be persuaded or bribed for 200 groschen. She was preparing a potion for him against diarrhea. We learn that he ran off to the guards’ restroom near the arena. O) Regina the maid. She helps in the kitchen or in the masters’ quarters. We can read the letter for her. We learn that he flirted with her. P) Farmhand Gersh. He’s outside, in the eastern square or near the flowers. The groom will only agree to talk if we give him any sword. We learn that Nikvard forced him to search for something outside the castle. After putting all the information together, we realize that Nikvard lost the book in the soldiers’ restroom; it fell down, and we need to search for it under the castle walls. We circle the outside of the castle and climb to the elevated area directly under the restroom on the northwest side. Here we’ll find the deceased old man Nikvard, and pick up the book “The Secret of the Morning Star” from a pile nearby .
Q) We take the book to the miller. Reward: stealth, thievery, learning, dexterity . R, S) We go to the lair on the lakeshore. We learn that the miller was actually collecting saltpeter to create a new and previously uncommon weapon—explosives. Having learned the exact proportions of the substances from the book, we conduct an experiment in the rocks and detonate a barrel of gunpowder. Reward: a bullet charge recipe . |
- D) Escort Sir Ptacek to Nebakov. Wait until morning, speak with Jan near the stables or the arena. Together, ride horseback to the south of the region, to a long, narrow fortress. Near the starting village, we’ll compete to see who can reach the next crossroads first.
- H) Meet Michal, the assistant. At the Nebakov fortress, Lord Jaromir won’t open the gates for us right away. While Jan talks with the lord, we’ll follow Warrior Michal and inspect the other warriors.
- G) Learn more about Nebak horses. We can return outside and talk to the stablehand in the eastern clearing about how they got so many horses. We can try to persuade him with nobility, honor, and riding skills. We can participate in a horse race; we need to ride to the mill and back.
There’s a prison guard standing in the center of the fortress. Pickpocket him, or stealthily stun him from behind, then search him. You’ll find a key in his pockets. Unlock the prison, speak with the prisoner inside, and earn the “Old Crow” achievement .
I, J) Defeat Michal in single combat . We can have a mock battle with the local best warrior. After that, we turn to the healer, Klara, who will heal some of our health.
K, L) Accompany Clara on a walk . We’ll go into the forest with her to gather medicinal herbs. We can show off our survival skills. You need to find three types of herbs in the clearing: 5 poppies, 8 calendula, and 4 sage. After collecting all the herbs, give them to the girl. Afterwards, Clara will lead us to a separate clearing, where she’ll ask us a riddle about a flower. If we guess correctly, the girl will undress, and we’ll spend some time together.
Once we’ve completed all the tasks, and the negotiations are still ongoing, we can play dice or compete with the archers in archery. To win, you need to score about 25 points. Reward: a decorated hunting crossbow.
- V) Escort Mr. Ptacek back to Trosky. After waiting a few hours, we go to Jan at the stables outside. Together we’ll discuss what they’re hiding about the number of their horses. We quickly travel to Trosky.
- W) At the castle we will report to Mr. Bergov about the trip.
8. Necessary Evil
Kingdom Come: Deliverance 2
Mr. Bergov will tell you that during the ambush, he managed to capture one of the bandits. But he still hasn’t told you anything about the attack, and he doesn’t have an executioner to torture him. He’ll entrust the matter to Jan and me.
A, B) Talk to Ptachek . We go down to the basement to the cells.
- C) Interrogate the prisoner in the torture chamber with Ptachek. During the interrogation, you can speak kindly, slap the prisoner, examine the tongs, and use them. If Nebakov learned about the horses, we can reply, “We already know anyway.” If you have developed eloquence, you can proceed without torture.
We learn that our squad was attacked by bandits who have now occupied the Nebakov fortress, and the true lord is their prisoner. They are led by the knight Jan. And they were aided by the young groom Oldzhikh from Semin, who was attempting to assassinate Bergov. We discuss with Jan whether to tell him about Semin.
- D) Tell Mr. Bergov the results of the interrogation. We choose what information to convey to the master and what to keep quiet about. We can use our nobility. If we don’t reveal that the young groom, Semin, helped the enemy, his village will remain intact later, earning the “Silence is Golden” achievement.
- E) Talk to Ptachek about Semin.
Objective: Wait for Hasek to gather his men . If you told him about Semin, we’ll go to him with the punitive detachment. We need to wait until 5 p.m. Then, we’ll travel with the master’s detachment to the village of Semin. (By then, we need to complete all the side quests in the village.)
- G) Travel with the soldiers and Ptáček to Semin. On the way to the village, speak with the steward, Hasek. When we arrive, the old master of Semin will refuse to hand over his only son. Then Hasek will order battle and the burning of the entire fortress.
- I) Search the tower and find Oldrich. We’ll go search the upper rooms. Along the way, we’ll see soldiers killing all the women and servants. They won’t listen to our warnings. We’ll find the groom in the attic. We can choose to let him go or send him to trial. But Hasek himself will come and kill the young lord. After that, the soldiers will burn the entire courtyard. We’ll ride back to the castle with them at night, in complete silence.
- J) Report to Mr. Bergov in the morning. Wait until morning and tell him everything. We can accuse Hasek of arbitrary action and murder. (Before the next task, you need to complete the side quests in the castle.)
9. For Victory!
Kingdom Come: Deliverance 2. Mass Battle
- A) Talk to Ptachek this evening. Wait until evening. Jan and I will attend a festive dinner at Master Bergov’s. The next morning, we plan to capture Nebakov Castle, so getting drunk is out of the question. Talk to the master, and he will tell us about the attack plan. Use your eloquence and knowledge. The detachment will be commanded by the chamberlain. The maid Katerina will overhear the entire conversation. After this conversation, we can have any fun we can.
Guest Heinrich will offer to play dice, bet 110 coins.
- B) Get a good night’s sleep. The widow Johanka is sitting at a side table, flanked by two men. She’ll ask us to recount our exploits. We can use our knowledge, eloquence, or honor. Afterward, she’ll offer to go outside. If we agree, we’ll spend the entire night with Johanka, forgoing all other options. We can postpone this action until later.
Standing by the wall is the knight Black Bartosz, who came from Prague. If we use Honor 18, we can spend the night with the knight .
- C) Go to the kitchen for wine. We go to the east tower to see the cook, Manet, and ask about Katerina. She’ll give us the wine herself if we help her open the chest.
- I) Open the chest with herbs. From the kitchen, go down to the basement and pick the easy lock. There are guards in the nearby hallway, so you’ll need to be inconspicuous. (For some reason, picking the chest doesn’t count. Say you failed, and you’ll still get wine for Ptachek.)
- D) Feast and enjoy life!
- E) Go and get the armor. We need to get armor for Yan. Go to the blacksmith; he’ll give us the worst armor. Use speech, honor, intimidation, or money to get him to give us decent armor. We’ll get a regular longsword, greaves, gloves, and smooth cuirass. You only need to give Yan one sword and one piece of armor .
- G) Deliver Florian’s Ring. The guest in red will ask you to teach his offender a lesson. To do this, you need to steal his ring from the room upstairs. We can’t be in the upper rooms right now, as two guards are patrolling them. Change into dark, silent clothing to avoid being noticed. Go down to the window by the rocky staircase with the lower guard and sneak past him. The upper guard is walking through two rooms upstairs and one room below. Wait for him to go into the far room, then sneak up to the top floor and into the near room. Inside, break open the chest under the window to take Florian’s silver ring. You can also take two books, two letters, and coins.
We return to the hall and give the ring to the girl in red, saying, “From my shy friend.” Nearby, Florian’s wife recognizes the ring and suspects her husband of infidelity. Reward from Finger: Weak Saving Schnapps, Book of Strength 3 .
- K) Give the wine and armor to Ptachek. In the morning, give the items to Jan.
- L) Let’s go to battle!We’ll go as part of a large detachment.
- M) Go down to the mill with Ptachek. We’ll be ambushed on the long road in the forest. The road will be blocked from the front and back, and they’ll start shooting at us from the cliffs with crossbows and firearms.
In battle, we constantly follow Ian in the yellow outfit. Near him, we kill enemies with white and black shields. We actively attack enemies to ensure that as many of our allies as possible survive.
- N) Protect the chamberlain!Halfway down the road, we’ll find the chamberlain pinned under a horse. While Yan gets him out, kill all the enemies around him. You can shoot at the enemies on the rocks, but it’s not necessary; they rarely hit.
- O) Find Ptachek. Stay close to him at all times.
- R) Bypass the barricade. We’ll run to the barricade on the road. Here, Yan will hide behind his shield and let us pass. We quickly crawl under the fallen tree on top. On the narrow path, we’ll need to defeat two enemies alone. Later, Yan will catch up and help us in the fight. We carefully descend the slope, fighting off another squad of enemies below.
- Q) Survive the duel!We’ll reach the village. Yan will be wounded here, so we’ll stay in the clearing to protect him. A troop will arrive, along with the chief bandit who was posing as Mr. Nebakov. We’ll challenge him to a duel, and he’ll agree, promising not to kill us if we win. In combat, it’ll be enough to land a few blows on him. As a result, we’ll damage his eye. We’ll watch him lead several slain enemies.
10. God’s Messenger
Kingdom Come: Deliverance 2
Zheleev, Troski outskirts . Meanwhile, Bogut’s father has reached the required region. We’ll play as him. He’s proficient in all skills, but his “Drunkenness” skill is the most highly developed, reaching level 24.
- A) Talk to the people who escaped from the mill. In the tavern north of the village of Zheleev, we speak with a local. We learn of a large ambush in the forest, and that Jan and Henry were involved.
We head into the forest to the east. After passing through the barn, we’ll see a wounded man. We can bless him, and for doing so, we’ll receive a commemorative ring.
- C) Go to the ambush site at Nebakovsky’s mill. Ride through the forest to the south. There are many bodies along the way, but looting them is useless; Boguta won’t need money or heavy armor. We’ll encounter several marauders; it’s better to quickly pass them.
- C) Defeat the bandits!At the end of the forest, we’ll meet a soldier who will lead us to Knight Eric. Together with his squad, we fight off several marauders.
D, E, F) Talk to Eric . Together with the knight, we ride to Nebakov.
Objective: Learn about the prisoners . The bandit leader, Ataman, will approach us in front of the fortress. He will confirm that Jan and Henry are his prisoners. During the negotiations, a riot will break out in the fortress. The leader will turn out to be a war veteran.
- H) Defeat the rebels. Together with the leader, we go to beat the bandits.
- I) Talk to the chieftain. There were spies among the bandits.
A little earlier . At that time, Jan and I were sitting in prison. We’ll see Sigismund’s spy, Istvan Toth, outside, and tell the bandit leader, Žižka, about it. He’ll put the spy in the next cell, along with the former lord of this fortress. We’ll be able to talk to him for a bit. When the leader is distracted, the knight Erik will free Toth, and they’ll escape the fortress together. Later, Boguta will enter and free us.
Once free, we’ll meet the bandit leader. He’s the knight Jan Žižka, and he’s taken up banditry to weaken Lord Bergov and aid his allies. We’re on the same side, but he mistook us for Bergov’s allies, so he attacked our unit at the lake.
11. Finger of God
Kingdom Come: Deliverance 2. Gunshot
Play as Henry. All side quests will become available again.
- A) Go with Boguta. We leave the fortress and head to the nearby buildings.
B, C) Bury the dead . Father will be performing the funeral service for three local residents who died, and we will need to dig three graves for them and move the bodies there. There is a shovel nearby.
- D) Go to the moat in front of the castle. My father and I head back to the castle. An officer will show us the new weapon they used during the ambush. It’s a handgun—a firearm that uses lead balls and saltpeter as ammunition. My father and I compete to see who can hit the target best. This weapon doesn’t have a sight; you have to aim the barrel straight at the target.
- F) Go to sleep in the hut. There are side effects before this.
- H) Load the supplies onto the cart. East of the fortress, go to the cart and talk to the worker. You can fight him or negotiate. Load 5 sacks onto the cart.
Objective: Offer to help Klara . We go to the prison building, where the healer Klara is not allowed to see the prisoners to bandage them. Use Speech 18, Honor 10, Intimidation 18. Together with the girl, we go to the prisoners, Black Bartosh and Finger. We examine their wounds and ask the girl for advice.
The girl will ask you to help three more wounded people in the western part of the fortress. On the way, we enter her house, behind the inner gate, and inside we find a set of potions, water, and bandages. Each patient must be examined, passing skill checks, and then the correct treatment must be selected.
- K) Heal Marek. Examine: survival, scholarship, blacksmith. Diagnosis: Nausea, bleeding wound. Treatment: “I will wash and bandage your wound.” Wash with wine or water. Give him calendula tincture to drink.
- L) Cure Tsirek. We examine another patient in the basement. His ribs and right leg are bruised. We give him calendula infusion, life-saving schnapps, and apply a “Primochka” compress.
- M) Cure Goat. Check: survival, scholarship, blacksmith. You can give him a lead bullet. You need a fever potion.
- N) Return to Clara. After completing all the errands, go to sleep in Clara’s house. If you helped everyone, you’ll receive three different potions and a bandage. This time, you won’t be able to go for a walk; she’ll be late and tired. That night, you’ll dream about your parents.
In the morning, Bergov’s new army will arrive at the fortress. The Prague militia has come to his aid. Among his allies are Knight Erik, Istvan Toth, Lord Nebak, and Markvart. Lord Bergov will offer us surrender, but the ataman and Lord Jan will refuse. The siege of the fortress will begin. If you healed the soldiers earlier, now we choose where they will defend themselves.
- R) Defend the castle!Stand on the ramparts and fire at the enemies with a handgun. When the enemies start setting up ladders, we’ll be tasked with shooting them down, but we don’t have a long gun for that. Simply stand near the ladders and kill any enemies that try to climb them. Soon a soldier with a hook will arrive and push the ladders back.
- Q) Repel the attack on the gate!Climb down the wall, go around the main house, and climb up to the platform above the gate at the other wall, where Ian and two archers are standing. We can shoot from the windows, or pick up a rock on the floor and throw it into the pit nearby, onto the enemies in front of the gate. If we manage to kill the enemy by throwing the rock, we’ll earn the “Stone to the Head” achievement.
- S) Stop the reserve attack!We speak with Zizka, and together we go down into the long courtyard, destroying the enemy detachment that has come from behind.
- T) Help Boguta in the courtyard. Return to the main courtyard; enemies have already climbed over the walls. Kill them quickly before they open the gates.
After that, we’ll retreat to the main tower and barricade ourselves. But the enemy won’t storm us; they’ll fire a large cannon. All survivors will be crushed by the ceiling beams. The enemy will then take the four of us prisoner. We’ll watch as Mr. Bergov prepares to go to the king, leaving Istvan to watch over his castle. Bergov will take Jan with him, as his most valuable prisoner.
12.
Kingdom Come: Deliverance 2 Storm. Where to get your items
We’ll wake up in the torture chamber. Istvan and his assistants will finish interrogating Zizka and will begin our investigation. We can remain silent, lie, be rude, or tell the truth. There are tests for Speech 17, Chivalry 20+, and Knowledge 15. Ultimately, Boguta will reveal all of Jobst’s plans to save our lives. He’s gathering allies among the lords to oppose Sigismund. His men have set out for Brandenburg and Kutná Hora.
After Istvan leaves, the servant Katerina will free us. There’s a secret tunnel leading out of the castle in the dungeon nearby, but we need to find the key to the door. Katerina will give us a dagger . We search the dead guard, collecting armor, a sword, and a torch . We need to search the upper rooms of the castle unnoticed. To remain unnoticed, wear dark clothing and no armor. Two doors lead to the dungeon; we go through the single door.
Objective: To return your confiscated items.
Objective: Find the keys to the castle.
In the east tower, climb up to the kitchen. If you go outside, you’ll see two guards on your way. It’s better to climb two more floors inside the building and exit directly onto the wooden fortress wall. There’ll only be one guard on your way; sneak up and kill him from behind.
From the fortress wall above, we’ll see Istvan in the courtyard sending Erik with a message to Bergov. Then we sneak along the left wall. A guard will pass along the right. We proceed into the room in the western tower. Two guards are sitting at a table upstairs. We wait for one to go into the side room and the other to fall asleep. Then we climb higher.
- A) Search the scribe’s quarters for orders. In the scribe’s room, search all the cabinets and chests. The documents you need won’t be there. Let’s go even higher.
- D) Kill Istvan. There will be no guards on the way any further, so change into your armor. You’ll meet Istvan in the topmost room. You can talk to him, and he’ll tell you all about his life. Afterwards, you can choose to kill him immediately or duel him. Either way, kill Istvan and throw his body out the window. He’ll give you your father’s sword— Racek Kobyla’s Longsword.
- B) Search Istvan’s quarters for orders. Search the chest by the bed to find all your belongings and the master’s keys. Return to the east tower the same way, unnoticed.
- F) Find the King’s orders in Bergov’s chambers in “The Maiden.” Inside the eastern tower, at the top, you’ll meet Boguta, who can’t open the door to the lord’s room. Unlock the doors with keys, and inside, search the documents on the table and in the chests. Boguta will find the orders in a chest under the window.
- G) Talk to Boguta about escaping. Together, we return through the kitchen and down to the prison. We descend the spiral staircase into the cave and unlock the steel door. The four of us proceed through the cave.
- I) Escort Zizka, Katerina and Boguta to the end of the passage.
Outside in the forest, we’ll see that our escape has already been spotted, and the guards are now searching for us with torches. The allies will remain with the wounded Zizka, while we alone must find the other spy waiting for us with the cart.
- J) Meet Mika at the abandoned camp. To the right is a path through the rocks, with many narrow passages and difficult hiding. It’s best to immediately drop left, down the hillside, and sneak through the open forest. Here, all enemies are clearly visible from afar thanks to the torches, and you can always hide behind any tree.
- K) Untie Mika. At the end of the path, climb back up the rocks on the right, then drop down to the left behind the rock. You’ll see that a guard has captured a hunter. Sneak up from behind, kill the guard, and carry his body to the dark corner on the left. Untie the prisoner. We’ll find out where to look for the cart.
- L) Go south to the forked rock and the broken cart. Here, take the left path as well. There will be more enemies, and almost all of them travel in pairs. At the crossroads in the rocks, one guard stands motionless. Throw rocks to the right with the G key, then sneak left. Go through the empty forest on the right. At the end, pass two rocks and encounter two people and a cart.
Let’s quickly return to the cave and get all the allies out of danger. Boguta will get ready to return to the master to report the situation. Katerina, the wounded Žižka, and I will ride in the cart to the next region.



