Kingdom Come Deliverance 2: The Jaunt Walkthrough

Kingdom Come Deliverance 2: The Jaunt Walkthrough

Vladislav Sham

One of the first choices in Kingdom Come: Deliverance 2 will be deciding whether to help the blacksmith or the miller. Each has their own quest line, the completion of which will lead you to a wedding. In this guide, we will talk about the second task in the blacksmith's chain — "The Jaunt."

Walkthrough of Side Quests in Kingdom Come: Deliverance 2

  1. Mutt
  2. Lackey
  3. Bad Blood
  4. Materia Prima
  5. Forbidden Fruit
  6. Opus Magnum
  7. The Lion's Crest
  8. Invaders
  9. The Axe from the Lake
  10. Mice
  11. The Blacksmith's Son
  12. The Jaunt
  13. The Hermit
  14. Miri Fajta
  15. The Mouth of Hell
  16. Bellatores
  17. Skeleton in the Closet
  18. Dragon's Lair
  19. Canker
  20. Handsome Charlie
  21. Johnny the Gob
  22. Casper
  23. The White Roebuck
  24. Hush, My Darling...
  25. Absolver
  26. The Thunderstone
  27. X Marks the Spot
  28. Hammer and Tongs
  29. Yackers 'n' Fash
  30. Ransom
  31. The Reliquary
  32. Thou art but dust
  33. Striped Tonies
  34. Popinjay Shoot
  35. Ars Dimicatoria
  36. Arrow-head
  37. In Vino Virilitas
  38. Feast for the Poor
  39. Spoils of War
  40. Post Scriptum
  41. The Thieves' Code
  42. Troubadours
  43. Bird of Prey
  44. A Good Scrub
  45. Ill Repute
  46. The Spark
  47. All's fair
  48. Seeking Justice

How to Start the Quest

The second quest in the chain of tasks that allow you to attend the wedding as a blacksmith's apprentice is called "The Walk." Radovan's cart with materials was supposed to be delivered to Semin, but this did not happen. You can start the task immediately after you have mastered forging and learned the basics of the art. Talk to Radovan. The blacksmith wants to find the cart, as well as his two workers who were managing it. This is a very lengthy quest, but during its execution, you will get a horse, which is already not bad.

How to Find the Horse

Head to Semin. Upon reaching the target marker, you will get into a conflict with a drunken lodger. Avoiding a fight will not be possible, but the battle will not be too difficult. As soon as the opponent falls, a captain named Koryaga will appear. He will scold the drunk and invite Henry to enter the castle. There you will meet Pan Semin. During the dialogue, it will become clear that Radovan's workers never reached Semin.

Pan and the captain decide to search for them on their own and offer Henry to join them, but a horse is necessary. Go to the far end of the fortress and you will see a horse head icon — this is the stableman. There, in the meadow, one of the horses will catch Henry's attention. It turns out that this is his horse, which was stolen after a bandit attack. Tell the stable worker about this, after which you will begin a dialogue check.

The stableman logically believes that since he honestly bought Sivka (that's the horse's name), he cannot have any claims against him. You should not argue with this, but it is better to choose an outfit that enhances eloquence and convince him that the horse was indeed stolen from you, it still remembers you and will not listen to anyone but the owner. Do not behave aggressively, as this will only worsen the situation, since the stableman owes Henry nothing.

If successful, you will slightly reduce your reputation, and the stableman will consider the main character a miser, but the horse will be yours for free. In case of failure, the price will be 150 groschen, which is a lot at the beginning. If the budget allows, buy the necessary equipment for the horse there — a harness, saddle, horseshoes, and the rest. You can saddle without all this, but this way you will increase some of Sivka's parameters, just like when you dress Henry.

How to Find the Cart

Sleep until morning (around 9 o'clock), then go out into the yard and talk to the captain and Pan. They should already be waiting for you. If they are not in the yard, it means it's too early. Without Henry, the task will not begin. Ride with the elders along the road, periodically participating in the dialogue.

At some point, Pan will suggest a friendly duel. Agree. Overall, at this stage, you are unlikely to fight well, but even if you lose — nothing terrible will happen. Koryaga will give you his club. This is not the most suitable weapon, as you most likely fought only with a sword before. The main thing is not to choose the pacifist answer about the feather, as the two old warriors will not approve of this. If you can win, you will receive a shield as a reward.

Eventually, you will reach Troskovice. Pan wants Henry to talk to the reeve about the cart. It's important not to mention that Pan himself is nearby. Here we encountered an unforeseen difficulty. If you have been stealing in Troskovice and do not possess special skills to avoid being caught, the guards will be looking for Henry. If you get caught, you will definitely be taken for punishment, but at this moment Pan and the captain will not wait long.

In general, if you, like us, had a high wanted level in the village, try to get into the reeve's house not through the main gate, but from the side. The thing is, there is always a guard at the entrance to the town hall who will definitely react to Henry's appearance. You will not face any obstacles at the gathering. The reeve himself will willingly talk and will not call the guards. Report the new information to Pan, after which you will head towards Apolena.

Apolena is a mountainous part of the map, overgrown with forests. Before you get there, you will have to make several stops. The first is at the cemetery. You need to inspect the path to the north and find a sack of coal. The second stop will already be in the forest. Follow the instructions of the senior comrades clearly — go back a little and turn right off the main road. You should find an empty cart.

How to Defeat the Bandits

Then follow the elders. When they ask you to inspect the bandits, do so crouched to avoid making noise. Then you need to go around the rocks from the other side and ambush with a bow or crossbow. Do not say you are afraid of heights, as you will lose reputation, but you will still go to the rocks.

Engage in the fight. Most of the work will be done by your new comrades, so you don't need to rush headlong. Do not hurry to leave the place and say that you need time. In the camp, you will gather a lot of valuable armor from the bandits' corpses. Then agree to continue searching for the rest of the group. Watch the cutscene, after which another battle will begin.

After winning, Pan will ask you to find the runaway blacksmith's worker. Pursue him, but don't rush too much, he won't get far. Eventually, convince him to come with you. Radovan's worker may want to bribe you. To do this, choose the line about finding another way out of the situation. Henry will receive a map with the stolen goods. Threats will not work on the bandit. You can also say that you will put in a good word for him with Pan, and that running is useless.

When you return, Pan and the captain will already be waiting for you. They will offer to give Henry a ride to Troskovice and also give some groschen as a reward. Say that you need time and collect all the items and armor from the remaining corpses. There will also be chests that can be opened with the bandits' keys. Whether you return with Pan or on your own doesn't matter. The main thing is that the quest is completed. Head to Radovan to report to him. As a reward, he will give you a rusty breastplate, which can be repaired there and used as a new piece of armor.

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