Kingdom Come: Deliverance II · Guides

Kingdom Come: Deliverance II 100% guide

Published by Chubuggles

Chronological Xbox route covering the full base game, all title updates, and every story expansion.

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  • ETA

    Estimated time, as the guide’s author estimates: 200-250 hours

  • Difficulty

    7/10, as the guide’s author rates it

Your Progress

83 achievements in this guide

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Guide contents

Completion Plan

Xbox Status and Route Plan

Kingdom Come: Deliverance II currently has 83 Xbox achievements worth 1,630G on the shared Xbox Series X|S and Windows Xbox Play Anywhere list. The base game has 48 achievements for 1,000G. The add-on groups are:

  • Hardcore Mode: 2 achievements, 100G.
  • Horse Races: 2 achievements, 20G.
  • Brushes with Death: 11 achievements, 160G.
  • Legacy of the Forge: 11 achievements, 160G.
  • Mysteria Ecclesiae: 9 achievements, 190G.

Everything is single-player. There are no online, co-op, server, or boosting requirements. There is no New Game+ achievement and no alternate-ending achievement. Full 1,630G requires the three paid story expansions. Hardcore Mode and Horse Races are free title updates; Horse Races arrived with Patch 1.3.

Many achievements are missable. They are tied to one-time quest choices, timed side quests, and the two regional progression locks. This route calls each one out before it matters.

As of 2026-10-04, no achievements are CURRENTLY CONFIRMED UNOBTAINABLE or CURRENTLY CONFIRMED DISCONTINUED. HISTORICALLY REPORTED BUG / PATCHED: TrueAchievements reported the two Hardcore Mode achievements as broken on Xbox in April 2025 and fixed in May 2025. Both Hardcore achievements are currently obtainable.

Use two playthroughs:

  • Playthrough 1 is a thorough Standard run covering the base game, Horse Races, Brushes with Death, Legacy of the Forge, and Mysteria Ecclesiae.
  • Playthrough 2 is a main-story-only Hardcore run with all ten negative perks enabled from character creation. Those settings let both Hardcore achievements unlock together.

The first run has two major progression locks:

  • During For Victory!, the game shows a full-screen warning before the evening talk with Hans, before the story moves beyond the first region.
  • Later, Oratores gives another full-screen warning before the Kuttenberg endgame.

Free roam continues after Judgment Day, but it cannot restore side quests, NPC states, or one-time story choices you have already lost.

First-Run Safety Rules

Lent covers the entire Standard run. Protect it from the opening minute until the story is finished:

  • Keep General > Meat Eaten at 0.
  • Keep Combat > Animals Killed at 0.
  • Eat bread, fruit, vegetables, cheese, honey, soups, potions, and other non-meat food. Eating from cooking pots is allowed.
  • Mutt may hunt and kill animals for you without breaking Lent. Butchering carcasses and buying meat to feed Mutt are also allowed; just never eat the meat yourself.
  • Avoid trampling rabbits or other wildlife with your horse.
  • Never use a weapon on an animal. When wolves or dogs attack, fight with fists and kicks only. Parry the lunge, then press attack immediately to counter with a kick. Wolves beaten this way retreat instead of dying. You can also send Mutt at them once you have him.
  • Check both statistics after every animal encounter. Also check them roughly every hour, because phantom animal kills are a known bug. The meadow above Bozhena's hut, where you gather herbs early in the game, is a reported trouble spot.
  • If either statistic rises above 0, reload immediately.
  • Godwin's playable sections count toward the same statistics.
  • Do not attempt Overkill until the story is finished and Lent has unlocked.

Known Lent hazards on this route:

  • Mutt quest: wolf packs guard several clues. Use fists and kicks, or take a route that avoids the wolf dens.
  • Forbidden Fruit, wolf at the Ruined Building near Troskowitz: use fists. It flees at low health.
  • Forbidden Fruit, dog: Ignatius asks you to poison a dog. Talk to Bonnie and choose "I asked you first" → "I don't want to kill him".
  • Lackey: three wolves near Vostatek's tree. Use fists.
  • Troubadours: Vostatek wants sheep liver. Buy sheep guts from the Troskowitz butcher instead of killing a sheep.
  • Miri Fajta: three wolves outside the Apollonia hideout. Use fists; they flee.
  • The Executioner's Pride: buy the hare pelt from the Kuttenberg or Pschitoky butcher.
  • The Peasants' Revolt: four wolves attack after you treat Otter. Use fists.

Never report Miller Kreyzl to the Troskowitz bailiff. Doing so breaks the Forbidden Fruit chain needed for Boneworks and can cut off Melee at the Mill. In Kuttenberg, never complete Civic Duty by reporting the Hole in the Wall thieves to the bailiff, because that blocks the Chenyek questline leading to Remember, Remember….

Accept timed side quests only when you are ready to finish them, because time passing can fail a quest. Make a manual save before major missables, and keep a separate manual save before each point of no return.

There is no chapter-select or mission-replay menu. Instead, the base game creates protected story saves at the start of main quests. These help with one-quest mistakes, but they are not a substitute for a careful completion run. Whole-playthrough requirements such as Lent and the content-completion requirement are safest on one continuous save.

For Been There, Done That, complete every unique main quest, side quest, and task you encounter rather than planning to grind a fixed number later. Tasks count, and so do DLC and free-update quests. There is no official number, and the trigger seems to vary with version and the content each save has seen. Reported unlocks fall between roughly 99 and 113 completed quests, and some saves sat at 103–104 without unlocking. One base-game save only unlocked at 113. Don't treat any single number as safe: route every unique quest and task you can, and use 112 to 113 unique completions only as the high end of what has been observed.

The current non-DLC quest catalog is reported as 126 quests: 32 main quests, 40 side quests and 54 tasks. Two of them, Civic Duty and The Spark, are alternatives, so 125 can be completed on one save. The free Horse Races update adds 3 more, and the three story expansions add 33 one-time quests. The complete list is in the Been There, Done That Quest Ledger at the end of this guide. Failed quests give no credit but do not block the unlock by themselves.

There is no in-game counter for the achievement. Track progress two ways:

  • Journal → Done: lists each completed quest once. This is the safe count.
  • Statistics → Quests: also counts repeat completions and shows your failed count, so treat it as an upper reading.

Repeat completions of repeatable jobs are not proven to count. Do each repeatable once and don't plan around grinding them.

Playthrough 1 — Trosky Region

Last Rites and Easy Riders

Play the opening normally until the sparring session with Hans Capon. If a save is available before the practice fight, make one. You need to win this spar.

Déjà Vu

Defeat Capon during the practice fight in Easy Riders. The achievement unlocks when the spar ends with Henry as the winner. If you lose, reload rather than continuing.

Fortuna and Laboratores

Continue through Fortuna and Laboratores. Use the alchemy tutorial normally. Nothing here requires a risky detour for Lent.

This Won't End Well

This is a story unlock. It pops when Laboratores is finished and the prologue ends.

First Open World — Before Wedding Crashers

Once Henry can roam freely, do the important Trosky work before committing to the wedding. This window is ideal for rebuilding money, skills, equipment, and side-quest coverage.

Most importantly, earn 150 Groschen yourself and repay Bozhena before you start Wedding Crashers. During Back in the Saddle, Hans gives Henry 150 Groschen, but Henry still has to pay Bozhena himself. Xbox and Steam players report that paying her later can fail to unlock A Knight's Word, so paying early is the safest route.

Also complete Bad Blood, the quest involving Bozhena's family, with a good ending before leaving for Kuttenberg. A good ending means Pavlena survives and Jakesh is either killed or reconciled. If Bad Blood is ignored or ends badly, Bozhena hangs herself and A Knight's Word is lost. Bad Blood also fails outright if it is still open when Henry leaves Trosky.

Use this window to clear the rest of the Trosky side content for Been There, Done That. Several pieces have ordering rules:

  • The wedding route: Six side quests feed into the wedding: Radovan's chain (The Blacksmith's Son, then The Jaunt, then The Hermit) and Miller Kreyzl's chain (Materia Prima, then Forbidden Fruit, then Opus Magnum). Finish the whole Radovan chain first. Then attend the wedding with Kreyzl and Enneleyn rather than Radovan; this is the recommended route. Attending with Radovan does not make Opus Magnum impossible: some wedding-preparation steps are simply skipped, and the quest can still be finished afterward. Never report or kill Kreyzl.
  • The Jaunt: this is timed. If you are told to return the next morning, arrive before noon or the hunting party leaves without you. Capture Gules alive. If he dies, his four follow-up tasks (Canker, Handsome Charlie, Johnny the Gob, Casper) are lost. Do those four tasks with a day or two between each.
  • The Hermit: A Sinful Soul exists only during this quest. Don't kill the hermit, and exhaust his dialogue.
  • Invaders: engage the Cuman conflict at the Troskowitz tavern when it appears. Reports say ignoring it can fail the quest.
  • Combat Training I and II: do both with Tomcat at the Nomads' Camp here in Trosky. You need a sword for the second; Radovan sells one.
  • Chains that unlock further quests: Mutt opens the shepherd chain (Sheep among Wolves, The Lost Sheep, Carrot on a Stick, Hunting the Werewolf). Lackey opens Bird of Prey and the lute help needed for Troubadours. Miri Fajta plus all three Radovan quests open The Voivode's Curse.
  • Starters with no marker: seek these out, because they have no quest-tipster marker. Magic Horseshoes comes from Guildsman Janek, the Semine saddler. Horses for Courses comes from Bibrek or Mikolai at the Nomads' Camp. The Axe from the Lake comes from Zdenyek in Tachov. The Best for Last is the final brawling task. The Lion's Crest comes from Scribe Gaibl, only if your edition includes it, and needs a spade.

A Knight's Word

Return to Herbwoman Bozhena and choose the dialogue that repays the 150 Groschen Henry promised. Pay from your own funds, and do it before Wedding Crashers. Later payments have inconsistent unlock reports. The achievement unlocks after the repayment conversation.

An Old Friend

Go to Semine and find Pebbles at the stables. Speak with the horse trader and either persuade him to return Pebbles or buy the horse. The achievement unlocks when Pebbles becomes Henry's horse again.

Man's Best Friend

Complete the Mutt side quest while the Trosky map is still open. Follow the search through the gamekeeper and the forest until you rescue Mutt.

Wolf packs guard several clues. For the Lent run, never use weapons on them: fight with fists and kicks only (parry, then kick), or take a route that avoids the wolf dens. Check Combat > Animals Killed after every animal encounter.

Henry the Bruiser

The final challenge, The Best for Last, opens after you complete two brawling chains. Both are in the Trosky region:

  • Melee at the Mill, at the Lower Semine Mill.
  • Wine, Women and Blood, from Innkeeper Lawrence at the Zhelejov Wagoners' Inn.

Then complete The Best for Last and beat the grandmaster brawler. The achievement unlocks after you win that fistfight.

Do Melee at the Mill early, and never report Miller Kreyzl to the bailiff, because doing so can cut off this chain.

Fancy Fighting

After learning at least one combat combo through training, use that combo as the finishing sequence on a hostile human enemy. The last hit of the combo must kill the enemy. Bandit camps are safer than trying to force this during a story duel.

Without Protection

Break an enemy's shield during combat. Repeatedly attack the shield side with a heavy weapon or strong strikes until the shield itself breaks. The achievement unlocks on the break, not when the enemy merely drops it.

Groschen Must Flow

This counts cumulative spending; you don't need to hold 10,000 Groschen at once. Start progressing it now by buying training, repairs, food, lodging, crafting materials, and the equipment you actually need. It should unlock naturally during the full completion route. If it hasn't, the post-game cleanup section gives an easy way to finish the total.

Jack of All Trades

Start covering the game's core mini-games now. During the first region, make sure Henry successfully completes each of these at least once:

  • dice
  • lockpicking
  • pickpocketing
  • alchemy
  • blacksmithing
  • weapon sharpening

Historical reports conflict on whether archery competitions count. The safe route is to complete one as well, since you need archery for other achievements anyway.

The achievement unlocks once every tracked mini-game category has a successful completion. If it hasn't unlocked by mid-Kuttenberg, repeat one clean success in each category rather than assuming a tutorial counted.

Village Feud and Early Side Content

Clear local side quests as they appear. Ask innkeepers for work and follow quest markers before advancing the story.

For the village feud, complete Frogs and Mice one at a time: fully finish one before accepting the other. Truce itself appears to need only one of them, but both count for Been There, Done That, so this route does both before the pasture showdown. Don't get caught, don't use violence, and don't snitch during either quest. Any of them still unfinished will fail once the pasture event starts.

When Battle of Frogs and Mice begins, do not rush to the pasture.

Truce

When the village leader offers the pasture fight, choose "Wouldn't you rather make up?". This sends Henry to Bailiff Thrush in Troskowitz.

  1. Get access to the old bailiff's chronicle. Either say "Von Bergow would reward you" or pass a Speech or Scholarship check.
  2. Read the last Latin entry in the chronicle. Scribe Gaibl translates it: order was once brought "with an iron nail".
  3. Go to the pasture search area west of Tachov. Find the iron nail in the oak in the middle. Examine it, but do NOT move or take it.
  4. Report back to Thrush.
  5. Go to the pasture with Olbram or Prochek and ask the bailiff to stop the fight.

The achievement unlocks when Thrush announces the boundary and the villages reconcile rather than fight.

Wedding Crashers

Proceed to Wedding Crashers only after the early missables above are safe. At the wedding, complete Thrush's dice chain while the guests are available. If someone is temporarily dancing or occupied, advance a nearby wedding objective and check again.

Shiny

  1. Win the available tin badges from the wedding dice players.
  2. Return to Thrush and beat him.
  3. Follow his lead to the innkeeper and beat her as well.

The reward is a gold badge, and the achievement unlocks when you win it through dice.

This is not truly missable. If you skip the wedding opportunity, a post-game Kuttenberg dice player can still wager a gold badge. The wedding route is just the cleanest early completion.

For Whom the Bell Tolls

Continue the main story through For Whom the Bell Tolls.

A Bird in the Hand

This is tied to rescuing Capon from the gallows during the main story. It unlocks once he is saved.

Brushes with Death — Trosky Opening

Brushes with Death becomes available after For Whom the Bell Tolls. Start it now so the early Trosky chapters are done before leaving the region. Make a manual save before each conversation that can affect an achievement.

In A Sketchy Situation, unlock the shield-painting system. Don't worry about finishing the shield achievements yet; one requires a post-game emblem.

In Source of Inspiration, complete every request from Kvyetoslava and prepare carefully for the performance.

Poet's Gut

During Source of Inspiration, repair the dress and complete the preparation objectives before the poetry recital. Save before the recital, then pass the required dialogue or speech checks so the poem succeeds. The achievement unlocks from the successful performance.

Continue through Chiaroscuro and Portrait in Red.

Vengeance Solves Nothing

During Portrait in Red, keep Burkhard alive. The safest route:

  1. Approach his camp at night.
  2. Steal the required helmet from the chest.
  3. Leave without attacking or knocking him out.
  4. Return to Voyta and use the available deception or skill check to report the matter resolved.

The achievement unlocks when the quest recognizes that Burkhard survived. This quest also unlocks the Eagle Sable shield emblem you need later.

Horse Races — Nomads' Camp

Before advancing deeper into the Trosky main story, visit the Nomads' Camp and start Horses for Courses. It has no quest marker. Bibrek the Archer and Horse Handler Mikolai each send you to the other.

  1. Complete Bibrek's three mounted-archery circuits.
  2. Complete Mikolai's three horse races. Upgrading Pebbles helps.
  3. Judge their dispute at the altar near the camp. The verdict favoring both sports needs Scholarship 12. Stay neutral in the dispute.

After the verdict, repeatable racing and archery open up. Keep entering competitions.

Flagellum Dei

Score 150 points cumulatively across the mounted archery competitions. The total carries across attempts. You don't need 150 in one race, you don't need to win, and difficulty doesn't matter. Keep competing until the cumulative total reaches 150 and the achievement unlocks.

Trosky Castle Return

After For Whom the Bell Tolls, Father Nicodemus is available at the top of the east tower in Trosky Castle. Do his short pilgrimage before the first-region lock.

Penitent One

Ask Father Nicodemus about improving your reputation to start the Pilgrimage task. Travel to the single shrine or cross he marks and pray there for about two minutes. Let the prayer run to completion; one pilgrimage is enough, and the achievement unlocks when it ends.

If you miss him, any priest offering the Pilgrimage works. In Kuttenberg, use Father Marian in Old Kutna or Father Tobias southwest of the west gate.

Back in the Saddle

During the trip to Nebakov, don't leave as soon as the main objective is complete. There is a hidden story truth in the fortress jail.

Silence is Golden starts in this quest. At the end of Back in the Saddle, when von Bergow asks whether you noticed anything suspicious, answer "I don't know of anything." Don't mention that young Semine left the wedding. Mentioning it forces a Speech 20 check later.

The real Lord of Nebakov is also hidden here, for Old Raven below. That is a separate missable; it is not known to be required for Silence is Golden.

Hans gives Henry 150 Groschen during this quest. A Knight's Word should already be unlocked by now.

Demons of Trosky opens from Back in the Saddle onward. It is permanently lost once you talk to Hans in the evening during For Victory!, because the castle doors lock for the feast. Do it now:

  1. In Trosky Castle, find Chamberlain Ulrich. He moves between the maiden kitchen, the maiden halls, and the western dining halls. Ask whether there is anything you can do to help around the castle.
  2. Talk to Bertha, the blacksmith, and Manyeta.
  3. Take either holy water or magic water; the choice doesn't matter.
  4. At night, douse 5 fireplaces in the western wing and 5 in the maiden wing. In the maiden kitchen, the stove counts as a fireplace.
  5. Report back to Ulrich during the day.

Once Back in the Saddle lets Henry leave the castle, also recover the book for Opus Magnum from outside the Trosky Castle walls and finish that quest at the Lair.

Old Raven

Sneak into Nebakov's dungeon and find the real Lord of Nebakov before leaving. He is behind a locked, guarded door; the key is on a table up the stairs. Speak with him. The achievement unlocks when you discover him, and this is the only window.

Necessary Evil — Trosky Point of No Return

Stop before the final report to von Bergow in Necessary Evil. The game shows no warning here. This is a self-imposed checkpoint, because the report is where the Semine decision is made. The formal full-screen warning comes later, in For Victory!, before the evening talk with Hans.

Treat this point as the Trosky point of no return. Trosky stays revisitable after Storm: the caravan coachman takes Henry between regions for 200 Groschen each way, from southeast of Troskowitz in Trosky and west of Suchdol on the main road in Kuttenberg. But completion references treat Necessary Evil as the regional cut-off, so finish Trosky side content here.

The known direct losses on this route are:

  • Demons of Trosky. It is reported to be impossible by the end of Necessary Evil in some cases, even though the formal lock is the For Victory! talk with Hans.
  • Bad Blood, if it is still unfinished when Henry leaves Trosky.
  • The four Gules tasks, if Semine is raided or Gules dies. Conceal Semine in the report below.

Before you continue:

  1. In Journal → Done, confirm that Demons of Trosky and Bad Blood are complete. Bad Blood must have the good ending, with Bozhena alive.
  2. Confirm that A Knight's Word is unlocked.
  3. Confirm Opus Magnum is finished.
  4. Finish as much of the remaining Trosky content as you can: Trosky Castle side content, the village chains, the brawling chains for Henry the Bruiser, Mutt, the village feud, the early Brushes with Death chapters, and the Horse Races work. Most leftovers can be finished later via the caravan, but don't count on it.
  5. Make a manual save.

During the prisoner interrogation and report to von Bergow, choose the route that keeps Semine's involvement concealed and avoids the raid.

Silence is Golden

After the interrogation, report that the bandits are in Nebakov. When asked whether anyone helped them, say "Nobody helped the bandits here." Do not expose Semine. The quest ends immediately and the achievement unlocks, confirming the raid will not happen.

This also relies on the "I don't know of anything" answer at the end of Back in the Saddle.

For Victory! and Divine Messenger

Continue the story. Do not eat meat from feast tables just because the game places it in front of you. Keep checking the Lent statistics.

During For Victory!, the full-screen point-of-no-return warning appears before the evening talk with Hans. Make sure Demons of Trosky is already done before that talk.

The Finger of God

During the siege sequence, the battlements teach Henry to drop loose stones or boulders on attackers below. Do it immediately rather than relying on the later fallback opportunity in So It Begins….

Rock and Stone!

Pick up an interactable boulder from the battlement and drop it through the opening when an enemy is directly below. The achievement unlocks when the falling boulder kills the enemy.

Storm and the Escape

Storm closes the first map's story. Henry gains access to firearms around this point, but leave the rabbit kill until Lent has unlocked.

Vengeance

Continue Storm through the confrontation with Istvan. This story achievement unlocks when his death is resolved. Henry also recovers his father's sword during Storm.

Lights Out

During the escape, isolate a hostile guard. Throw a stone so he actively starts searching, stay hidden, circle behind him, and kill him with a dagger throat slit while he is still looking for Henry. The achievement unlocks on that kill.

New Horizons

Finish the Trosky story transition and reach the Kuttenberg region. The achievement unlocks automatically when the new region opens.

Playthrough 1 — Kuttenberg Open World

Arrival and Immediate Priorities

After The Sword and the Quill gives you freedom in Kuttenberg, avoid stacking multiple timed quests.

Mysteria Ecclesiae becomes available on the second day of The Sword and the Quill, but entering the monastery locks you inside for a long sequence. Serious crimes before the monastery lockdown get Henry expelled and fail the expansion. This route delays it until the wider map is stable and no timed base quest is active.

Your first major priority is Henry's recovered sword.

Reforged

Buy three pieces of Toledo Steel from Kuttenberg-region blacksmiths and use any forge to reforge Radzig Kobyla's longsword. The sword is removed at the end of the story and cannot be reforged after Judgment Day, so do it now rather than waiting. The achievement unlocks when the reforging completes.

Craftsmanship 16 and the Martin's Secret perk improve the final weapon, but maximum quality isn't required for the achievement.

Speak of the Devil and Open-World Expansion

Continue through Speak of the Devil. After this point, most of the Kuttenberg side systems you need are open. Spend a long cleanup window here before pushing the middle act.

For Been There, Done That, exhaust innkeeper rumors, complete unique quest and task markers, and finish accepted jobs before taking new timed work. DLC and free-update quests count toward completion, so doing all three story expansions on this save adds useful credit.

Several Kuttenberg tasks exist only during a specific window and give no failure notice if you miss them:

  • Arrow-head: right after Speak of the Devil, meet Karel on the road from Devil's Den to Grund. It is time-limited, and Karel later dies.
  • The Collector and Spoils of War: during The Devil's Pack. Matthew is on the Miskowitz–Suchdol road; Captain Puta is in Sigismund's Camp.
  • Master Schindel's Toys: only during Into the Underworld. Talk to Adam at the bathhouse.
  • Rosa's Book: only during Taking French Leave. Do Attila, from Groom Hashtal at Maleshov, immediately afterward.
  • Like Old Times and The Stalker: only during The Lion's Den. The Stalker also needs the "A girl from the baths will help" choice while dealing with Chertan's death.
  • Under the Straw Hat: only during In Vino Veritas, by choosing the vineyard job route.

Other Kuttenberg quests have special rules:

  • Ransom: do this early. Jan of Suchotlesky appears in a roadside ambush east of Bylany's fast-travel point, by the river on the road toward Danemark. If you miss that, he is injured upstairs in the Old Kutna Wagoners' Inn. Treat his injuries to begin the quest. Warning: Goliath must stay alive for The Spark and Remember, Remember…. If Goliath dies during Ransom, Chenyek can cancel The Spark. The safest route is not to recruit Goliath for the Ransom battle. If you do recruit him, he must survive the fight; reload if he dies.
  • Bellatores: follow Jan Posy from Bylany immediately on horseback, or the quest fails. It leads to Skeleton in the Closet.
  • All's Fair…: give Pavel in Wysoka all the stolen items, and don't report him. A few in-game days later, talk to Captain Frenzl in the Suchdol courtyard ("I hear you're looking for a thief") to start Seeking Justice. No marker may appear.
  • Tragedy in Danemark: do it as soon as Miller Hermann offers it, and don't clear the Danemark mill bandits before the family is freed.
  • Hole in the Wall chain: Feast for the Poor → The Thieves' Code → Beyond the Grave → The German's Treasure → The Spark. Never take the Civic Duty alternative.
  • Victimised: needs Damsel in Distress at the Rabstein Mill between Bylany and Old Lhota, plus Taking French Leave.
  • Starters with no marker: Lost Honour comes from a roadside encounter on the Miskowitz–Horschan road. The Reliquary comes from the Humble Knight near Sedletz. Nail in the Coffin comes from Gravedigger Frantishek in the Kuttenberg cemetery at night, after beating every regional fighter. X Marks the Spot comes from Krizhan in Pschitoky. Hammer and Tongs comes from Zdimir in Grund.

Three Trades of Death

Horse Races added a cross-region achievement that requires helping three death-related professions. Never report Miller Kreyzl to the bailiff, and don't kill any of the quest-givers involved.

  1. Forbidden Fruit (Trosky, through Miller Kreyzl's chain): fully help Gravedigger Ignatius. For Lent, use fists on the wolf at the Ruined Building. When Ignatius wants the dog poisoned, talk to Bonnie and choose "I asked you first" → "I don't want to kill him".
  2. Thou Art But Dust (Kuttenberg): help Brother Morticius, the ossuary guardian at Sedletz.
  3. The Executioner's Pride (Kuttenberg): after Speak of the Devil, ask innkeeper Mole at the Hole in the Wall for rumors. Then help Executioner Heinz outside the east wall. Buy the hare pelt from a butcher rather than hunting one.

Complete the first two before handing in The Executioner's Pride. Every documented unlock happens when The Executioner's Pride is turned in last. It is unverified whether the achievement credits retroactively in any other order, so keep The Executioner's Pride as the final hand-in.

Boneworks

Finish all three qualifying quests: the knacker work in Forbidden Fruit, the ossuary-guardian work in Thou Art But Dust, and the executioner work in The Executioner's Pride. The achievement unlocks when you hand in The Executioner's Pride with the other two already complete.

Kuttenberg City Side Routes

Work through city side quests now while the world state is uncomplicated.

Under a Brown Flag

After Speak of the Devil, find Foreman Vlach at the Black Horse tavern in the evening to start Yackers 'n' Fash. Continue into the follow-up quest, Striped Tonies. During Striped Tonies, get the dirty braies, use the rear access or ladder at the All Saints tavern, and hang the underwear on the flagpole.

The achievement unlocks as soon as the prank is done. This is only possible during Striped Tonies.

Master of Masters

Complete Lost Honour and steer it toward a formal contest with Zavish. You must beat him in all three disciplines: polearm, one-handed weapon with shield, and longsword. Save before the contest so one loss doesn't force a long replay.

The achievement unlocks after the third discipline is won.

Henry the Matchmaker

When Hush, My Darling… becomes available around Miskowitz, treat it as timed and finish it immediately. Victoria's sweetheart Black is in Sigismund's Camp, which disappears at Oratores. The achievement requires bringing him to her against his will. Persuasion endings finish the quest without the achievement, including "He promised he'd take care of you" and telling her to forget him.

  1. Find Black in the Sigismund's Camp infirmary and cure his food poisoning with a Digestive Potion. Be friendly and don't provoke him.
  2. Find Victoria in her forest clearing and choose "Hang in a while longer. I'll be back."
  3. Return to the camp, ideally at night through the west gate. Knock Black out. One or two guards may need stealth handling.
  4. Carry him to Victoria's clearing (about five minutes on foot), set him down beside her, and talk to her.

Do this in one session after curing Black. If too many days pass, Victoria dies of poisoning. If she dies or the quest fails, reload. The achievement unlocks when the unwilling sweetheart is delivered.

The Devil's Pack

Complete The Devil's Pack before pushing too far into the central Kuttenberg story. Search every marked lead until all of Dry Devil's former companions are accounted for, alive or dead.

The Dirty Seven

Finish every companion-search objective in The Devil's Pack and report the completed search. The achievement unlocks once all members of the old group have been found.

Master-Difficulty Archery

After Speak of the Devil, Kubyenka's Popinjay shoot at Devil's Den is available. The Popinjay Shoot side task also works. The current Xbox description requires winning the competition on the highest difficulty.

Canny Shooter

Enter the Popinjay shoot on Master Archers difficulty, the highest difficulty, and win the competition. A crossbow is confirmed to work. The current requirement is simply to win; a 5–2 Xbox win has unlocked it.

The launch description required not missing, so hitting extra targets is optional insurance, not a requirement. This stays obtainable after the story.

Very Hard Lock Preparation

Keep raising Thievery through legitimate lockpicking and training. You can usually attempt a Very Hard lock at around Thievery 15. Potions such as Quickfinger and perks help if the prompt is still unavailable.

Nimble Fingers

Pick any lock the game labels Very Hard. The Semine stable, many rooms in Trosky Castle, and various Kuttenberg targets have them, so you don't need to force this during a story mission. The achievement unlocks as soon as the lock opens.

Brushes with Death — Kuttenberg Route

The Night-Mare and Man Proposes

Resume Voyta's questline in Kuttenberg. During Man Proposes, Libor gives you Madman's broken sword. Keep it.

Curiosity Killed the Cat

Reforge Madman's broken sword rather than repairing it with a kit. The recipe uses the broken sword, one fastening material, and three Frankfurt Steel. Return the sword to Libor and pass the hard dialogue check so he keeps it.

Then leave the dugout area. Travel away and wait roughly 24 in-game hours somewhere else; waiting beside the dugout may not advance the event. Return to find Libor hanged, and interact with the on-screen "Hanged Man" investigation prompt on his body. That interaction unlocks the achievement; seeing him hanging is not enough.

When you next speak with Voyta, first ask the follow-up questions that start God Disposes ("What is it?"). Only then, if at all, tell him the truth about Libor's hanging. Telling him makes Voyta refuse to talk for one to two in-game days. One player report says it skipped God Disposes. The safest choice is not to tell him until God Disposes has started.

God Disposes

Visit Vojtech's grave as directed. Clean it and pray at it, but don't dig it up yet; it must stay intact for the final skull return.

Confessor

At the end of God Disposes, tell Voyta you want to know more. Exhaust his dialogue, repeatedly choosing the options that ask about his past, and end with "It's up to God to decide". Do this before starting or finishing Unveiling. The achievement unlocks when he has told Henry everything.

Stained Honour

Continue to Stained Honour and make a manual save after your first talk with the bailiff, before the illegal objective.

Painted

Go to the Pschitoky bailiff's tower, reach the unpaid painting, and deface it. Avoid being seen, because this is trespassing and carries a fine. The achievement unlocks when the painting is defaced.

Defacing the painting ends Stained Honour early, skips most of its rewards, and upsets Voyta. After the achievement pops, reload your save and finish Stained Honour normally.

Root of Evil

This chapter gives the Mandrake Decoction recipe and its special ingredients. Henry quality requires Alchemy 16 and the Secret of Secrets perk. A "Strong" decoction does not count.

Nothing But the Best

Craft Mandrake Decoction at Henry quality:

  1. Use wine as the base.
  2. Add one mandrake and boil for one hourglass turn.
  3. Add ground river pearl and boil for one turn.
  4. Add two ground sage and boil for one more turn.
  5. Distill.

Fresh sage is recommended. It grows in the woodland garden behind the Kuttenberg apothecary.

Check that the finished potion is Henry quality before handing it over. Reports differ on when the achievement triggers: some say it unlocks at the alchemy bench, others say it unlocks when you give the potion to Voyta. If it doesn't pop at the bench, hand that Henry-quality potion to Voyta. Never hand over a lower-quality potion first.

Unveiling and Final Brushes Choices

Before completing Unveiling, confirm God Disposes and Confessor are done.

During the statue sequence, free Chrudosh rather than paying your way through. Deal with the bandits unseen at night; if Chrudosh watches you kill them, he flees.

All Fun and Games

  1. After freeing Chrudosh, talk to him and exhaust his dialogue, especially about the girl he loves.
  2. Before returning to Voyta, find Journeyman Stihlau outside the Kuttenberg carpenter's during the day.
  3. Choose "I met Chrudosh". The achievement unlocks from that conversation.

At the end of the expansion, support Voyta continuing his art and friendship. Don't use the option that tells him to burn the painting. With Confessor done and the required speech check passed, he gives Henry the painted skull.

Masterpiece

Finish the entire Brushes with Death questline. The achievement unlocks from completing the expansion's final quest.

Rest in One Piece

Take the skull Voyta gives you back to Vojtech's grave from God Disposes. Bring a shovel, dig up the grave only now, and place the skull with the remains. The achievement unlocks when the skull is returned.

The two shield achievements are left for later because one required historical emblem doesn't become available until the base story is finished.

Legacy of the Forge — Pre-Endgame Route

Establish the Forge

Start Legacy of the Forge at the ruined Kuttenberg forge once its quest is available. The expansion mixes a six-quest main story (Adept, The Master's Game, Klaus' Introduction, Martin's Dream, Old Plans, The Last Step), one-time tasks such as Magdalena's Axe, rotating Guild Activities, and property prestige. Some guides count Magdalena's Axe as a seventh story quest.

Do it before Oratores. Some guild activity chains use locations that the endgame affects, and reports show the final Silent Partner investigation can fail to appear while Oratores is active. The special guild activity variants are one-time events. A failed one doesn't come back, so keep a dedicated manual save before each one.

During Adept, prepare for the guild trial.

Legacy of the Forge also has one-time tasks that count for Been There, Done That:

  • Magdalena's Axe, between Adept and The Master's Game.
  • Herald of Kuttenberg, from councilman Fridusch Kumel near the tournament area; donate when asked.
  • Forge Waffenrock, after Herald of Kuttenberg; buy it from Master Tuchmacher near the Town Hall.
  • Fragile Delivery, from Magdalena. Deliver eggs to a church, then donate at least 1,000 Groschen. This opens the Alms jobs.
  • Sculptor Without a Future, from Mole at the Hole in the Wall. This opens the Sinners of Kuttenberg thieving jobs.
  • A Pleasant Pastime, from Master Gottfried on the town square. This opens the Kuttenberg Sharpshooters archery jobs.

Also complete each repeatable job family at least once: Blacksmith's Commission, In the Service of the Guild, Alms, Friendly Bout with Master Mathias, Sinners of Kuttenberg, and Kuttenberg Sharpshooters.

Both journeymen need workshops in the forge's Garden reconstruction menu. Buy each as soon as your Forge Prestige allows:

  • Armourer's shelter: Prestige 8, 2,200 Groschen. Standa needs it to craft.
  • Foundryman's shelter: Prestige 9, 2,200 Groschen. You need it before Pushko can be recruited in Old Plans.

Master of the Blacksmiths’ Guild

Pass the Blacksmiths' Guild trial, including its questions and forging requirement. Save before the trial, answer the verbal portion, and forge the required guild longsword at the requested quality. The achievement unlocks when the Trial of the Blacksmiths' Guild is passed.

Klaus' Introduction

Collectibles 1 collectible
  • Sketch for armourer III — Kuttenberg plate sleeves for Standa. In the document chest at the bandit camp in Klaus' Introduction.

    DLC

Klaus' Introduction starts automatically after The Master's Game. Klaus Eichner, at the weaponsmith's shop in central Kuttenberg, sends Henry to recover two stolen guild documents from a bandit camp on the Prague road.

The documents are in a locked chest at the back of the camp. Lockpick it, or take the key from one of the bandits. The same chest holds Sketch for armourer III. Take everything from the chest.

Never read any journeyman sketch; you hand it to the journeyman instead. If you happen to find Sketch for armourer II here, take it as well. Some guides say the Klaus' Introduction and Ragman's Dream sketches can be swapped, so loot every sketch from both sources.

Completing this quest opens Guild Activities.

Martin's Dream

Continue the expansion's early story until Martin's Dream sends you to Standa and the guard called Leech. Prepare Pebbles or another fast horse with good stamina, remove speed-reducing tack, and use a horse-performance potion if you like.

Racing the Leech

This is only possible during Martin's Dream. When you meet Leech, choose "You want money from Standa?" → "Would you take a bet for it?" → "I'm all about racing." → "I'm in (500)". Then win the race. Stay on efficient terrain and manage horse stamina rather than sprinting to exhaustion. The achievement unlocks when you win.

If it fails to register despite a clear win, make a fresh save, fully restart the game, and replay the race from the manual save before assuming the run is lost.

Back at the forge, Standa and Magdalena discuss where Standa should go. Save first, then choose "Stay here." so Standa stays at the forge as your armourer journeyman. Innovator depends on him. It is not established whether he can still be recruited if you choose otherwise.

Buy the Armourer's shelter as soon as you reach Forge Prestige 8. Then give Standa Sketch for armourer III, so his crafting time overlaps with guild work.

Guild Activities — Achievement Variants

After Klaus' Introduction opens Guild Activities, cycle investigations, archery jobs, thievery jobs, deliveries, and alms while raising Forge Prestige. The ordinary jobs repeat, but the special achievement variants appear only once and are easy to mishandle. Save before each one.

Also search achievement-related chests thoroughly and collect every item named as a sketch. Innovator requires eight journeyman sketches, five for Standa and three for Pushko. Four of the special variants below are their best known sources. As of 2026-10-04, community evidence says not every listed sketch location is guaranteed: some placements, especially Sketch for armourer II and III, may vary or involve RNG. If you miss one, the only fallback is a rare random drop from the objective chests of ordinary In the Service of the Guild and Sinners of Kuttenberg jobs. Players have spent from 1.5 to over 20 hours farming a missed sketch this way, and Sketch for armourer V is reported as the rarest. Never read a journeyman sketch.

Give armourer sketches to Standa as you get them. Hold caster sketches until Pushko has joined the forge in Old Plans.

Guild activity problems to know about:

  • Some players report that the Ragman's thieving contracts, or Bushek's Warlock's Riddle case, never appear.
  • No verified fix exists. Anecdotal suggestions: visit Mole at the Hole in the Wall around noon; accept any outstanding base-game Thieves' Guild quests from Mole, Rat, and Chenyek, then wait a day; or travel to Trosky and back.
  • Don't report the thieves through Civic Duty.
  • A stuck thieving contract can be cancelled with Mole for a small reputation loss.

Warlock’s Riddle

Collectibles 1 collectible
  • Sketch for armourer V — Kuttenberg bascinet for Standa. Choose "I don't want anything" as Bushek's reward in Warlock's Riddle.

    DLC

This is the special In the Service of the Guild investigation about the missing alchemist Johan Lasnius. It is the only investigation given by Master Bushek the Elder; all the others come from Klaus Eichner.

  1. Search his inn room and read both the riddle and the journal.
  2. Follow the clue to the small shrine across the road, east of the inn on the main road west of Kuttenberg.
  3. Recover the hidden stash behind the shrine.
  4. Return to Bushek to finish the investigation.

Make a manual save before Bushek's reward dialogue. When offered a reward, choose "I don't want anything". This awards Sketch for armourer V (the Kuttenberg bascinet). "More Prestige" forfeits the sketch, and "better materials" is unreliable. Check your inventory for the sketch, and reload if it's missing.

The reward choice doesn't affect the achievement itself, which unlocks when you report the solved riddle.

Silent Partner

Collectibles 2 collectibles
  • Sketch for armourer I — Kuttenberg ornated cuirass for Standa. In the larger locked chest by the crates at the Silent Partner stash; reported as a hard lock.

    DLC

  • Sketch for caster II — Basilisk warhammer for Pushko. In the small box beside Master Mathias' Dagger at the Silent Partner stash.

    DLC

Continue the In the Service of the Guild investigation chain until Klaus and Olbert's dispute leads to the stash site. This is a walled building southwest of Kuttenberg with an underground section. Make a manual save at the door and bring lockpicks for a hard lock.

Go at night in stealth gear and lockpick the door into the yard.

  1. Above ground there are two guards: one patrols the yard, and one crouches inside the building.
  2. Go down the ladders in the left part of the building. There are two more guards below.
  3. Just before the final guard, a side path to the left leads to the crates where the evidence, Master Mathias' Dagger, is kept.
  4. Sneak past or knock out the guards and take the evidence. Nonlethal knockouts are fine; kills are not.

Before leaving the crates, loot both sketch chests:

  • The small box right next to the dagger holds Sketch for caster II (the Basilisk warhammer).
  • The larger locked chest behind or beside the crates holds Sketch for armourer I (the Kuttenberg ornated cuirass). It is reported as a hard lock.

Treat both as this-visit-only pickups.

Hand over the evidence and finish the dispute without a death. The achievement unlocks when you deliver the evidence under those conditions.

Two Brothers

Collectibles 2 collectibles
  • Sketch for armourer IV — Kuttenberg plate legs for Standa. In the locked chest at the back of Koniash's camp; loot it right after the peaceful Two Brothers talk.

    DLC

  • Sketch for caster III — Pushko's Push'em for Pushko. Bought from Raven at his usual spot south of Kuttenberg at least one day after choosing "Give me what you've got" at the end of Two Brothers.

    DLC

A Pleasant Pastime opens the Kuttenberg Sharpshooters archery chain. Two earlier steps in that chain matter for Innovator:

  • When Raven goes missing, recover his stolen bow or crossbow from the bandits and give it back to him. This opens his store.
  • During the later quarry attack, fight off the attackers and keep Raven alive. A dead Raven does not respawn, and he sells one of the sketches.

Continue the chain until Raven's problem with Koniash becomes the special finale. After talking to Raven, don't confront Koniash yet.

  1. Visit the Kuttenberg bailiff and ask "Did you arrest Brada?".
  2. Obtain and read the letter proving what happened.
  3. Approach Koniash with weapons sheathed and talk rather than attack.
  4. Present the evidence and choose the starred peaceful option that lets Raven go.

Save before the confrontation. The achievement unlocks when the confrontation ends without a fight and the bandits walk away. Then:

  1. Run back into Koniash's camp straight away. Loot the locked chest at the back near the beds, which holds Sketch for armourer IV (the Kuttenberg plate legs). The bandits attack if they see you looting or you linger. Don't plan to return later; reports on whether the sketch stays there are mixed.
  2. Follow the marker to tell Raven about Koniash. He is waiting near the camp, not at his usual spot.
  3. Choose "Give me what you've got". This is the opposite of the Bushek choice. Choosing the "nothing" option has left Raven as a skill teacher only, with no shop.
  4. Wait at least one in-game day.
  5. Go to Raven's usual spot south of Kuttenberg, outside the walls near the miners and the laundry. Open trade and buy Sketch for caster III (Pushko's Push'em).

If Raven won't trade, wait until he is back at his usual spot. Some players lockpicked his trade chest, a hard-locked chest in the hay on the upper floor of his house south of Kuttenberg. Both workarounds are unverified, and taking from the chest is a crime.

The Ragman’s Dream

Collectibles 2 collectibles
  • Sketch for armourer II — Kuttenberg layered cuirass for Standa. Awarded automatically when you hand in The Ragman's Dream.

    DLC

  • Sketch for caster I — Buchar mace for Pushko. Awarded automatically when you hand in The Ragman's Dream.

    DLC

Continue Sinners of Kuttenberg and the Ragman's thievery contracts until the Ragman himself, at a pub in central Kuttenberg, asks Henry to recover the permit for his plan to make paper.

  1. Meet the two blackmailers at the building just outside west Kuttenberg. Pay with the Ragman's money or pass a speech check.
  2. Find the almoner, who wears a white robe and a bright red hat, walking in the marked area.
  3. Get the two documents from him by Persuasion, Intimidation, or pickpocketing. Don't kill anyone or turn the objective into a failed fight.
  4. Return the documents to the Ragman.

The achievement unlocks when his dream is secured. The hand-in automatically awards Sketch for caster I (the Buchar mace) and Sketch for armourer II (the Kuttenberg layered cuirass), plus a sketch that isn't needed for Innovator.

Voice of the Bell

The Old Kutna bell request only appears after you complete the base side quest The Mouth of Hell, so finish that first.

Alms requests open after Fragile Delivery.

  1. When the Alms request for the Old Kutna bell appears, donate the maximum amount the activity offers to Father Marian in Old Kutna. Evidence on the required amount conflicts: older documentation uses 2,000 Groschen cumulative, while current Xbox reports have unlocked the achievement after a 1,000-Groschen donation.
  2. Wait at least three in-game days. Some players needed four or more.
  3. Be at the Old Kutna church around noon (11:30–12:30) and use the "Look at the bell" prompt when it appears.
  4. If the bell has not been repaired, wait for the donation activity to recur and donate the remaining amount toward 2,000 Groschen cumulative, then repeat steps 2 and 3.

The achievement unlocks from witnessing the new bell ring.

Forge Reconstruction and Journeymen

Keep doing story quests and guild work until the reconstruction menu has opened every property area. Spend the money needed to fill every upgrade slot in the living space, house, forge, and property, instead of only buying cosmetic favorites. The Armourer's shelter and the Foundryman's shelter count as slots too.

Home Sweet Home!

Buy at least one item for every reconstruction slot in Henry's forge property. Higher tiers aren't needed. The achievement unlocks when every area in the room, house, and property has been repaired.

Old Plans and The Last Step

Build Forge Prestige until Old Plans becomes available. The quest pauses until Forge Prestige 13. Make sure the Foundryman's shelter (Prestige 9, 2,200 Groschen) is already built before you reach the step "Talk to Pushko about the casting", because Pushko's recruitment needs it.

  1. The gunsmith Eldris reports that Pushko is missing. Find Pushko at the edge of the forest west of Grund.
  2. Recover Pushko's horse from the woodcutters' camp to the south. You can pay 1,000 Groschen, persuade or intimidate the foreman, bet 500, or steal it.
  3. Bring the horse back to Pushko, then return to Kuttenberg.
  4. Save before the casting conversation. At "Talk to Pushko about the casting", choose "Come and work for me". Otherwise Henry pays for the casting and Pushko does not become a journeyman. It is not established whether he can join later.
  5. Pushko arrives at the forge by the end of that day and needs about a day to settle in. Then give him your caster sketches.

Innovator

Innovator needs all eight journeyman products. Each sketch is given to the matching journeyman, and Henry then buys the product from that journeyman. Items Henry forges himself don't count.

The eight sketches and their best known fixed or observed sources. Some placements remain variable, especially Sketch for armourer II and III, so loot every sketch you see and keep the random objective-chest fallback in mind. Sketch for armourer V from Warlock's Riddle is the critical deterministic precaution:

  • Sketch for armourer I (Kuttenberg ornated cuirass, Standa): the larger locked chest at the Silent Partner stash.
  • Sketch for armourer II (Kuttenberg layered cuirass, Standa): The Ragman's Dream reward.
  • Sketch for armourer III (Kuttenberg plate sleeves, Standa): the document chest in Klaus' Introduction.
  • Sketch for armourer IV (Kuttenberg plate legs, Standa): the chest at the back of Koniash's camp after Two Brothers.
  • Sketch for armourer V (Kuttenberg bascinet, Standa): Bushek's "I don't want anything" reward in Warlock's Riddle.
  • Sketch for caster I (Buchar mace, Pushko): The Ragman's Dream reward.
  • Sketch for caster II (Basilisk warhammer, Pushko): the small box beside Master Mathias' Dagger in Silent Partner.
  • Sketch for caster III (Pushko's Push'em, Pushko): bought from Raven after Two Brothers.

Once both journeymen are at the forge:

  1. Give each armourer sketch to Standa and each caster sketch to Pushko, one at a time.
  2. Wait about one to two in-game days after each hand-over. The product then appears as a special item in that journeyman's trade stock.
  3. Open both trade windows and confirm all five of Standa's products and all three of Pushko's.
  4. Buy all eight.

The exact hand-over interaction isn't confirmed. If a product never appears in trade stock, check that you handed the sketch over rather than reading it.

Budget a large cash reserve before the purchases. Reported totals range from about 13,000–15,000 Groschen up to roughly 32,000 by item value, and prices vary with quality, reputation, and haggling.

As a precaution, keep all eight bought items in Henry's personal inventory, not sold, stashed, or dropped, until the achievement unlocks. One report says they had to be on Henry.

The achievement unlocks on the final purchase. Missing sketches can only be farmed from rare random drops in ordinary In the Service of the Guild and Sinners of Kuttenberg objective chests.

Martin’s Legacy

Complete The Last Step and finish restoring the Kuttenberg astronomical clock. The achievement unlocks when Martin's old project is finally complete.

Keep raising Forge Prestige through guild work until the special raven furnishing becomes available.

Nevermore

At Forge Prestige 25, open the forge property's Chamber upgrades and buy the clever raven for 3,500 Groschen. The achievement unlocks when the raven is obtained.

Do not advance Oratores until every Legacy missable above is complete.

Mysteria Ecclesiae — Monastery Lockdown

Before Entering Sedletz Monastery

Mysteria Ecclesiae opens on the second day of The Sword and the Quill. The start marker is in Suchdol, or in Kuttenberg after the story. This route plays it here, where it is safest for completion: the Kuttenberg map is open, the Legacy chains are complete, and no base timed quest should be active.

Once you enter the monastery, expect to stay inside for several hours. Make a permanent manual save before going in. The DLC doesn't provide the base story's convenient permanent quest-start saves.

Rules for the whole expansion:

  • Avoid serious crimes before the lockdown. They get Henry expelled and fail the DLC.
  • After the lockdown begins, never let the patrolling knights catch Henry and escort him back to the infirmary. If that happens, reload immediately.
  • Being chased is fine.
  • The scripted escort during Seek and You Shall Find does not count against you.

High Charisma, Speech, and Scholarship make the monastery's dialogue checks easier.

Several optional tasks here appear and disappear quickly. Follow the order below.

The Royal Physician and Anamnesis

During Anamnesis, help the people around the infirmary before rushing the main objective.

  1. Maddening Pain first. Find Maddie outside the infirmary after your first talk with Albich. Don't diagnose her through a skill check, and don't give her a digestive potion. Ask Albich ("A girl is sick" → "How can I help Maddie?") for the anti-inflammatory recipe. Brew it and give it to her. This is the first of the three credits for Do Good to All People.
  2. When the monastery tour reaches the library, find the white cat on the bookshelf and interact with it. This is the first Feline Affection interaction. Return during later quest states for more, as described under Cat Checkpoints.
  3. Optionally, resolve the argument between the knights and recover their missing purse. This is unique content, but it isn't a documented Do Good credit.

Near the end of Anamnesis, you find Brother Vojtech in a hidden room in the cellar.

Survivor

While speaking with Brother Vojtech, keep asking him to tell another joke until he has none left. Then exit the conversation; the achievement unlocks after you leave the dialogue, not the moment the jokes run out.

This only happens during Anamnesis, so don't end the conversation early.

Helping the Monastery

Do Good to All People needs three credits. Maddening Pain is already done. The other two have narrow windows.

Immediately after Anamnesis — Monk Vincent: go to the monks' cells on the floor above the library and find Brother Vincent, the monk suffering night terrors. Bring a normal Chamomile brew and use the full tested sequence:

  1. Give him the Chamomile brew.
  2. Pass the calming dialogue and its skill checks. Expect Speech around 23 and Scholarship around 21.
  3. Pray with him.
  4. Before ending the conversation, ask "Do you feel better now?".

This is not clearly marked as a task and is easy to miss.

After Anamnesis — Our Old Bread (also called Our Daily Bread): get it from Zacharias and Denes in the infirmary. Complete every optional objective, including the supplies and 8 crayfish. The crayfish objective is also where you earn Ostraconophobia.

Also take the other two monastery tasks right after Anamnesis: Foreseeing Evil from Crispin, and The Last Wish from Athanasius or Constantine. They aren't documented Do Good credits, but all five monastery tasks count for Been There, Done That and are lost once the DLC ends. The five are Maddening Pain, Foreseeing Evil, The Last Wish, Prevention, and Our Daily Bread. Helping the librarian without forcing a hostile skill-check route is also useful.

Our Old Bread and Crayfish

During Our Old Bread, you get an optional objective to find a book about crayfish. Loot it from the Monastery Library and read it to unlock the Catch crayfish objective. Make a Saviour Schnapps save or a manual save at the pond before touching any crayfish.

Ostraconophobia

Lower Henry's health until only a little remains. Then repeatedly pick up and drop a crayfish until a pinch deals the killing blow. The pinch is random, so this may take several attempts.

The achievement unlocks on the death screen caused by the crayfish. Reload the pre-pond save afterward, collect the 8 crayfish normally, and finish every optional objective of Our Old Bread.

Do Good to All People

The achievement unlocks after all three credits are done: Maddening Pain with the correct anti-inflammatory medicine, Monk Vincent, and Our Old Bread with every optional objective. If it hasn't unlocked, finish any remaining charitable side tasks before continuing the main DLC story.

Lockdown and Prevention

During Silent Witnesses, Zacharias asks for a breathing mask, which starts the optional Prevention task. Finish it before you enter the crypt; otherwise the task disappears.

  1. Gather leather or pig skin, rope, and mint or sage.
  2. Get the aromatic oil recipe from the librarian and collect its ingredients.
  3. Brew the aromatic oil at the monastery's alchemy station.

Better Safe Than Sorry

Use the work desk in the infirmary to make the plague mask from the aromatic oil and the gathered materials. The achievement unlocks when the mask is created. Equip it when the story sends Henry into contaminated areas.

Cat Checkpoints

Only the library cat counts. It accepts one qualifying interaction per main DLC quest. Side tasks such as Maddening Pain don't create a new qualifying state, and clicking repeatedly within the same quest doesn't count.

Interact once during Anamnesis, at the library tour. After that, return to the library after every main DLC quest transition until the achievement pops. Windows tested by players include the period after Anamnesis once the monastery is locked down, and The Time Has Come, at the forge-documents objective.

Feline Affection

Interact with the library cat during separate main DLC quests. Xbox reports consistently support three credited interactions. Keep checking the library at each new main quest until it pops.

After finishing the DLC, there is one safety net: pay 300 Groschen to re-enter the monastery and interact with the cat once more. If the cat doesn't appear, save, exit, reload, and try again. Don't rely on this while qualifying opportunities remain.

Seek and You Shall Find

Follow the investigation involving Bavor and the old grave. The scripted escort during this quest does not break Quiet as a Church Mouse.

Holy Relic

Continue Seek and You Shall Find through the examination of the grave and the relic. This is part of the quest's required investigation, and the achievement unlocks when the Holy Relic is found.

To Dust You Shan't Return

When you get the objective to inspect the recovered bodies in the barn, examine them carefully rather than choosing only the minimum story clues.

Stop Licking That!

Inspect the younger corpse, focus on the head, then the hair, and choose "Taste it" to taste the powder from the hair. The option may only appear after you try the other examination options first. The achievement unlocks from that choice. If you back out, reload, because the body interaction is missable.

The Time Has Come

Finish the remaining investigation and the final confrontation while keeping the no-capture rule. During the forge-documents objective, visit the library cat if Feline Affection still needs an interaction. If a patrolling knight ever escorts Henry back to the infirmary, reload a save from before the capture.

Fresh Air

Complete the final Mysteria Ecclesiae quest and leave the monastery. The achievement unlocks for finishing the expansion.

Quiet as a Church Mouse

If no patrolling knight ever caught Henry and escorted him back to the infirmary, this unlocks when you leave the monastery at the end. If it doesn't, the run was flagged by a capture and you need an earlier save. Some bug reports exist, so keep a save from before the final quest. There is no post-DLC safety net for this achievement.

Playthrough 1 — Midgame and Late Main Story

Into the Underworld, Via Argentum, and The Guild

Progress the main story through Into the Underworld and Via Argentum. During Into the Underworld, take Master Schindel's Toys from Adam at the bathhouse. It only exists during that quest. Once Chenyek at the Hole in the Wall can start the Guild chain, complete Feast for the Poor and The Thieves' Code. Never report the Hole in the Wall thieves to the Kuttenberg bailiff through Civic Duty; doing so blocks this chain. At the end of The Thieves' Code, hand over the symbols sheet rather than keeping it, so the next quest can proceed.

After Via Argentum and some in-game time, a messenger can call Henry back for The Spark. Make a manual save when you reach the mine section.

Remember, Remember…

During The Spark, while carrying the gunpowder barrel toward the mine, deliberately kill Goliath to fail the quest. Return to the Guild camp with the barrel and interact with the cooking fire to throw the gunpowder into it.

The explosion causes a game over and unlocks the achievement. Reload the save from before killing Goliath and finish The Spark normally so the quest still counts toward overall completion.

Taking French Leave and Maleshov Fortress

When Rosa asks Henry to recover her book during Taking French Leave, agree; this starts the Rosa's Book task. The book is inside Maleshov Fortress and must be taken before you leave. After Taking French Leave, take Attila from Groom Hashtal at Maleshov straight away. Its later cut-off is unknown.

Tales of Kuttenberg

During the fortress rescue, retrieve Rosa's book before escaping. After the main quest, return to Rosa, give her the book, agree to help finish it, and complete the writing conversation.

The achievement unlocks when Rosa's book is finished. Leaving Maleshov without the book fails this route, so use the quest-start save if necessary.

King's Gambit and The Feast

The story soon shifts to Godwin during the defense of Raborsch. When the optional objective to protect his brother appears, stay close to Christopher Oderin rather than chasing distant enemies.

Die Another Day

Keep Christopher alive through the Raborsch battle. He is the brother Godwin must protect during The Feast. The achievement unlocks after the fighting ends with Christopher still alive.

The Lion's Den

This quest has one of the most important story-specific achievement branches. Make a manual save before the commander's murder investigation.

Two tasks exist only during The Lion's Den: Like Old Times, from Hans Capon, and The Stalker, from Katherine in Sigismund's Camp. Complete both before the quest ends. The Stalker has a dialogue gate: while dealing with Chertan's death, choose "A girl from the baths will help." This creates an optional objective to ask Katherine for help, and speaking to Katherine through that objective starts The Stalker.

There are three commanders: Chertan, Grozav, and Katz. Chertan dies during the quest. Search the crime scene thoroughly, including the powder evidence, and search the relevant tents so Henry has the evidence to frame Grozav.

The Hydra's Heads

At the hearing, accuse Grozav and present the evidence about:

  • the stolen powder
  • the spilled powder
  • the poisoned wine prepared before the party
  • the herbs found in his belongings

This route ends in Grozav's death. Continue until the powder magazine is destroyed as part of the operation.

During the later ambush, make sure Katz also dies before the quest ends. Depending on his state, you can finish him during or right after the fight. The achievement unlocks once Chertan, Grozav, and Katz are all dead and the powder magazine is dealt with.

Before leaving Sigismund's camp for good, finish its remaining unique side quests and tasks for Been There, Done That. Sigismund's Camp disappears at Oratores.

  • Camp and nearby quests: Spoils of War (Captain Puta), Absolver (Thomas of Kolin), Ransom, Lost Honour, and Hush, My Darling….
  • Suchdol quests, also lost at Oratores: The White Roebuck (Huntsman Dobrosh), Primum Nil Nocere (within The Thunderstone), and Seeking Justice (Captain Frenzl).

Dancing with the Devil

Bring a loaded firearm and quiet equipment. At Maleshov, Dry Devil proposes burning the village.

No Good Deed

Choose the refusal route: reject killing the innocents, cite Henry's own family being killed in a raid, and challenge Dry Devil to a duel. Win the duel. If you lose, reload.

Later, climb into Maleshov Fortress and open the front gate without being detected. Two guards watch the area. Use thrown stones to turn them away, stay crouched, and open the gate before either one spots Henry.

The achievement unlocks when the gate is opened after the successful duel and the undetected infiltration.

High Noon

During any battle from this point on, find an enemy who is actively carrying or using a firearm and kill them with Henry's firearm. The achievement unlocks on that gun-versus-gun kill.

Dancing with the Devil has convenient armed enemies. You can also do this later, for example against bandits with guns around Opatowitz, if this battle is too chaotic.

Oratores — Final Free-Roam Check

Stop when Oratores shows the full-screen warning before the return to the Ruthard Palace endgame sequence.

Before accepting the lock:

  • Verify General > Meat Eaten is 0.
  • Verify Combat > Animals Killed is 0.
  • Verify Reforged is unlocked. The sword is removed at the end of the story.
  • Verify Henry the Matchmaker is unlocked. Sigismund's Camp disappears at Oratores.
  • Verify all Trosky missables and all current Kuttenberg side quests are complete.
  • Verify Legacy of the Forge's special guild achievements are complete.
  • Verify Brushes with Death and Mysteria Ecclesiae are complete, apart from the post-story shield work.
  • Complete every remaining unique side quest and task shown by innkeeper leads and map markers.
  • Make a permanent manual save.

These quests are lost at the Oratores lock, because Sigismund's Camp is removed and Suchdol changes state. Confirm each one in Journal → Done:

  • Spoils of War
  • Ransom
  • Lost Honour
  • Absolver
  • Hush, My Darling…
  • The Thunderstone, and Primum Nil Nocere inside it
  • The White Roebuck
  • Bellatores, and Skeleton in the Closet after it
  • Seeking Justice
  • The Fifth Commandment

Most other Kuttenberg city and village quests, the remaining Trosky entries (via the caravan), and Brushes with Death stay available in post-story free roam. Failed quests are never restored by revisiting; the only recovery is an earlier manual save.

Been There, Done That

This achievement unlocks after the game credits enough unique completed content. Updates and DLC have changed the available pool, so don't chase one supposed exact count. Reported unlocks fall at roughly 99 to 113 completed quests, and some saves at 103–104 had not unlocked yet. Treat 112 to 113 unique completions as the high end of what has been observed, not a guaranteed threshold, and use the Quest Ledger at the end of the guide to route every unique entry. It fires on whichever completion crosses the threshold, at any story point, and failed quests don't block it by themselves.

On this route it should unlock before or during the late story, because you will have completed the major base side chains, tasks, and all three story expansions. If it hasn't unlocked at the Oratores warning, use this last unrestricted window to finish every remaining unique quest and task you can find. Repeat completions are not proven to count, so do each repeatable once and don't grind them. Don't waste hours repeating tournaments or radiant work on the assumption that the raw quest statistic is the trigger.

To check progress, count Journal → Done for unique completions, and compare it with Statistics → Quests. The Statistics figure also counts repeats and shows how many quests you have failed. If the achievement still hasn't unlocked after the story, finish what remains in post-story free roam: most Kuttenberg city and village quests, the remaining Trosky entries via the caravan, and any unfinished Brushes with Death content.

Oratores and the Legate

Continue once the checklist is clean.

Martyr

Follow the main story through the legate sequence in Oratores. The required story outcome leads to the legate's martyrdom, and the achievement unlocks as that sequence resolves.

The Italian Job

The church council is highly missable. Save before entering the council as Godwin, and consider drinking Godwin's schnapps first.

On the way in:

  1. Do not buy or discuss suspicious street goods.
  2. When Jerome Naaz first meets Godwin, choose the bow, then evade his question. Skip the optional reply while following him.
  3. With Giuseppe Cabrini, give the cordial Italian greeting. Ask how life is there, why he stayed, and how many guards he commands, then say goodbye and enter the council.

Inside the council:

  1. After the opening cutscene, choose the formal continuation and say the Pope has not reached a decision.
  2. Immediately drink once from the wine keg on the left so Godwin stays drunk enough to speak convincing Italian.
  3. Don't ask extra questions, and avoid any option that gives negative reputation.

Hear only the three relevant sides:

  • Albich: ask him to remind you, keep quiet when prompted, ask his view of the dispute, then leave.
  • Father Anthony: ask what the Brotherhood demands, say you understand, then leave.
  • Abbot Jan: ask what the monastery demands, say you understand, then leave.

Then speak to Janosh Usher, begin the closing speech without delay, support Albich's position on Sedletz, and calm the room.

True Cardinal

Complete the church council without raising suspicion, using the restrained route above. The achievement unlocks once the council concludes successfully and the story moves on.

Reckoning

Late in the escape sequence, don't simply follow the quickest route out. Henry can confront Markvart von Aulitz during this quest.

Face to Face

During Reckoning, Markvart is inside the tavern in the middle of the Suchdol search area. He has no marker. Before going to the horses, approach through the northern houses and the eastern barn to reach the tavern. The tavern door has a Very Hard lock, but you can bypass it by pickpocketing the key from the guard sitting outside. Entering the tavern triggers the face-to-face cutscene and the achievement. Going straight to the horses ends the opportunity, and finding Markvart's corpse later in the finale does not unlock Face to Face.

Judgment Day

Finish the last main quest. Don't eat meat or kill any animal during the finale. Keep the Lent statistics clean until the ending has fully registered.

The End

Complete Judgment Day and the main story. This unlocks automatically when you finish the campaign.

Lent

On the same completion, this achievement unlocks if Meat Eaten and Animals Killed are both 0. If both are still zero at the final save, the run meets the requirement.

After it unlocks, the animal restriction is over. Post-game cleanup can now safely include the rabbit and any other animal-related action.

Playthrough 1 — Post-Game Cleanup

Firearms and Combat Cleanup

Return to free roam after the story. Save before cleanup that damages reputation or costs a lot, so you can reload afterward.

Original Gunslinger

Obtain four hand cannons or pistoles, enough ammunition, and a belt that holds four weapon slots; better tailors sell one. Equip a firearm in each slot and load all four. The achievement unlocks when four loaded hand cannons are ready at the same time.

Overkill

Now that Lent is finished, find a rabbit in the wild and kill it with a firearm. Scattershot ammunition, whose recipe comes from the end of Opus Magnum, makes the tiny target easier. The achievement unlocks on the firearm kill.

Bohemian Sniper

Find an isolated hostile bandit, save, and back off to a clear distance. Civilians and story sieges reportedly don't count. Land a crossbow headshot kill from long range.

There is no official distance. Community estimates put the minimum at roughly 25–30 meters, so aim for at least 30 meters. A suggested spot is the Collector bandits southeast of Suchdol at midnight. If a clean headshot doesn't unlock it, move significantly farther away and try again.

Under Pressure

The Xbox description says to win three skirmishes while bleeding. A firsthand Xbox solution reports an unlock after defeating three enemies in one fight while bleeding. Use the lowest-cost route that covers both readings: find a fight with at least three hostile humans, let Henry start bleeding, then defeat all three before bandaging.

If it doesn't unlock from that fight, repeat the setup in later skirmishes until three bleeding wins have been credited. Don't bandage until each qualifying fight is over.

Weapon of Choice

The exact category list is disputed. A successful Xbox unlock recorded short sword, longsword, axe, mace, polearm, bow, crossbow, unarmed, and pistole, while other guides list different subclasses. Use this safe superset and kill one hostile human with each:

  • short sword
  • longsword
  • hunting sword or sabre
  • axe
  • mace or hammer
  • polearm
  • bow
  • crossbow
  • firearm, both a pistole and a hand cannon
  • unarmed, finishing a beaten enemy with fists
  • dagger, for example a stealth kill

Use a bandit camp and kill without poison, since bane kills reportedly don't register. When the set is complete, save and fully reload the game, because delayed unlocks are reported.

Alchemy, Theft, and Drunken Cleanup

These achievements are easiest after the story, because failure no longer threatens the route.

Hic-Hic-Boom

Henry reportedly doesn't need to have learned a gunpowder recipe first; performing the correct gunpowder process while drunk is enough. If you already have one, such as Lead Shot from Miller Kreyzl's chain or Scattershot from Opus Magnum, that doesn't hurt.

Make a save at an alchemy bench with 1 Charcoal, 1 Sulphur, and 1 Saltpetre. Get Henry heavily drunk, but not so drunk that he passes out. Then brew:

  1. Use water as the base.
  2. Grind the Sulphur and Saltpetre together, add them, and boil for two hourglass turns.
  3. Add ground Charcoal and boil for two more turns.
  4. Pour the mixture into the mortar.

The drunken explosion is what triggers the achievement. If the first attempt doesn't explode, reload, drink more so Henry is more intoxicated without passing out, and repeat the correct process. Don't deliberately ruin the recipe: players report that a badly made mixture can cause the ordinary alchemy explosion, which does not award the achievement. Reload after it pops.

My Shoes!

Save, remove valuable equipment, keep your shoes equipped, and get Henry extremely drunk in a populated area where a thief can reach him. Let him pass out.

The theft is random. Repeat from the save until Henry wakes up and finds his shoes stolen. The achievement unlocks when that happens.

Money and Crime Cleanup

The Lord Taketh Away

This tracks 10,000 Groschen lost in total. The easy route is to make a save, rack up large fines through crime, and pay enough of them to reach the cumulative 10,000-Groschen loss. Underpaid trades and other losses can contribute, but fines are easier to control.

The achievement unlocks when the cumulative loss reaches the threshold. Reload the clean save afterward if you want your money and reputation back.

Slip the Noose

  1. Make a manual save.
  2. Commit a crime serious enough to get Henry branded, and surrender so the punishment is applied.
  3. Within 48 in-game hours of receiving the branding punishment, commit another major crime that carries an execution sentence. The branding state that allows execution lasts only 48 in-game hours, so don't do other cleanup first.
  4. Surrender again and use a successful Speech, Charisma, or Intimidation check to talk your way out of the execution.

The achievement unlocks when Henry is spared. Reload afterward if you don't want the criminal consequences.

Remaining Spending and Mini-Game Checks

If Groschen Must Flow is still locked, buy useful goods or services until cumulative spending passes the required total. Selling items back doesn't erase earlier spending.

If Jack of All Trades is still locked, get one more success at each of these:

  • dice game
  • lockpicking
  • pickpocketing
  • potion brewing
  • forging
  • sharpening
  • archery contest

A clean success in each removes any doubt about tutorials or aborted attempts.

If you skipped Shiny at the wedding, find a Kuttenberg dice player who stakes a gold badge, such as the upstairs player at the Iron Eagle. Save, then win the wager.

Brushes with Death — Shield Finale

Return to Voyta's shield-painting system with a round or circular shield, a heater shield, a knight shield, and a pavise available.

Bohemian Graffitti

Have Voyta paint each of the four shield types at least once: round or circular, heater, knight, and pavise. The achievement unlocks when the fourth distinct shield type has been painted.

Bohemians Rise Up!

This requires three knight shields using historical emblems that become available after the main story. Paint them with these settings:

  1. Shield 1: Barry Indented division, Gules in both color fields, Historical emblem style, Lion Argent emblem.
  2. Shield 2: Per Fess division, Azure in both color fields, Historical emblem style, Moravian Eagle emblem.
  3. Shield 3: Per Fess division, Or in both color fields, Historical emblem style, Eagle Sable emblem.

Eagle Sable comes from Portrait in Red. Lion Argent requires completing the base story. The achievement unlocks when all three national emblems are painted on shields.

Playthrough 2 — Hardcore Mode

Starting the Hardcore Run

Start a completely new game in Hardcore Mode. At character creation, enable all ten negative perks. Don't leave any off planning to add it later; the all-negative-perk requirement is fixed from the start of the run.

This playthrough can be a main-story sprint. You already know the maps, story solutions, and dangerous fights from the Standard run. That matters, because Hardcore removes fast travel, the normal compass and map-position aid, and several HUD conveniences.

There's no achievement reason to repeat side content. Keep reliable food, repair gear before forced sequences, save whenever the mode allows, and choose familiar safe story routes.

HISTORICALLY REPORTED BUG / PATCHED: both achievements are currently obtainable on Xbox.

Finish the Story

Play the main quests through Judgment Day without changing the Hardcore settings.

Hardcore Henry II

Finish the story in Hardcore Mode. The achievement unlocks when the Hardcore campaign completion registers.

Against All Odds

Because all ten negative perks were enabled from the start and stayed active, finishing the same Hardcore story run also meets this requirement. It unlocks at the same point as Hardcore Henry II.

Been There, Done That Quest Ledger

This ledger lists every unique quest that counts toward Been There, Done That. Use it at each checkpoint with Journal → Done. Locks are noted where a quest can be lost. Unmarked entries stay completable after the story, apart from failures, which are never restored. Repeatable jobs are listed separately: complete each one once, because repeat completions are not proven to count.

Main Quests

All 32 main quests count and complete through normal story progression. In Trosky: Last Rites (the prologue), Easy Riders, Fortuna, Laboratores, Wedding Crashers, For Whom the Bell Tolls, Back in the Saddle, Necessary Evil, For Victory!, Divine Messenger, The Finger of God, and Storm. In Kuttenberg: The Sword and the Quill, Speak of the Devil, The Devil's Pack, Into the Underworld, Via Argentum, Taking French Leave, The King's Gambit, The Feast, Exodus, The Lion's Den, Dancing with the Devil, Oratores, The Italian Job, Civitas Pragensis, So It Begins…, Besieged, Hunger and Despair, Reckoning, Last Rites (a second quest with the same name, late in the story), and Judgment Day.

Trosky Side Quests

  • Frogs: Old Olbram, Zhelejov. Do it before Mice, and finish it before Battle of the Frogs and Mice starts.
  • Mice: Innkeeper Prochek, Tachov. Start it after Frogs is finished.
  • Battle of the Frogs and Mice: after Frogs and Mice; use the bailiff route for Truce.
  • Combat Training I: Tomcat, Nomads' Camp.
  • Combat Training II: Tomcat, after Combat Training I; needs a sword. Doing it here removes the Kuttenberg version.
  • Materia Prima: Miller Kreyzl, Lower Semine Mill. Never report Kreyzl.
  • Forbidden Fruit: after Materia Prima. Use fists on the wolf, and spare the dog through Bonnie.
  • Opus Magnum: after Forbidden Fruit. Attending the wedding with Kreyzl and Enneleyn is recommended; attending with Radovan skips some wedding-preparation steps but doesn't lose the quest.
  • The Blacksmith's Son: Radovan, Tachov.
  • The Jaunt: after The Blacksmith's Son. It has a timed start, and you must capture Gules alive.
  • The Hermit: after The Jaunt. Don't kill the hermit.
  • Mutt: Siegfried near Tachov.
  • Lackey: near Vidlak Pond. Use fists on the three wolves.
  • Bad Blood: Bozhena's hut. Lost if unfinished when Henry leaves Trosky; needs a good ending.
  • Invaders: the Troskowitz tavern conflict. Engage it when it appears.
  • Miri Fajta: the Voivode, Nomads' Camp. Use fists on the wolves at Apollonia.
  • Troubadours: Zhelejov Wagoners' Inn. Buy sheep guts instead of killing a sheep.

Trosky Tasks

  • Demons of Trosky: Chamberlain Ulrich, Trosky Castle, from Back in the Saddle. Lost at the For Victory! talk with Hans.
  • A Sinful Soul: only during The Hermit.
  • Bird of Prey: Vostatek, after Lackey.
  • The Axe from the Lake: Zdenyek, Tachov. It has no marker.
  • Sheep among Wolves: after Mutt.
  • The Lost Sheep: after Sheep among Wolves.
  • Carrot on a Stick: after The Lost Sheep.
  • Hunting the Werewolf: after Carrot on a Stick.
  • Canker: Gules, Semine, after capturing him alive in The Jaunt. Lost if Semine is raided or Gules dies.
  • Handsome Charlie: Gules, after Canker; same risk.
  • Johnny the Gob: Gules, after Handsome Charlie; same risk.
  • Casper: Gules, after Johnny the Gob; same risk.
  • The Voivode's Curse: Aranka, Nomads' Camp, after Miri Fajta and all three Radovan quests.
  • Wine, Women and Blood: Zhelejov Wagoners' Inn.
  • Melee at the Mill: Lower Semine Mill.
  • More Melee at the Mill: after Melee at the Mill. Repeatable; complete it once.
  • The Best for Last: after the fistfight tasks. It has no marker.
  • Pilgrimage: Father Nicodemus, or a Kuttenberg priest. Repeatable; complete it once.
  • The Lion's Crest: Scribe Gaibl. Only if your edition includes it; needs a spade.

Horse Races Quests

  • Magic Horseshoes: Guildsman Janek, the Semine saddler. It has no marker.
  • Horses for Courses: Bibrek or Mikolai, Nomads' Camp. It has no marker. Complete all three archery circuits, all three races, and the verdict.
  • The Executioner's Pride: Mole at the Hole in the Wall, then Executioner Heinz, after Speak of the Devil. Finish it last of the Boneworks trio.

Kuttenberg Side Quests

  • Spoils of War: Captain Puta, Sigismund's Camp. Lost at Oratores.
  • The Fifth Commandment: Katherine. Lost at Oratores.
  • Ars Dimicatoria: Menhart, Kuttenberg.
  • Kuttenberg Tournament: Menhart, after Ars Dimicatoria.
  • Feast for the Poor: Chenyek, Hole in the Wall.
  • The Spark: Chenyek, at the end of the Hole in the Wall chain. Never take Civic Duty.
  • A Good Scrub: Betty, the Kingfisher bathhouse.
  • Ill Repute: Betty, after A Good Scrub.
  • Yackers 'n' Fash: Foreman Vlach, Black Horse tavern.
  • Striped Tonies: Vlach, after Yackers 'n' Fash. Timed once started.
  • In Vino Veritas: Casper the vintner. Take the vineyard job route.
  • Post Scriptum: Kvyetoslav, at the inn west of Kuttenberg.
  • Victimised: Margaret, Pschitoky, after Taking French Leave and Damsel in Distress.
  • The Magic Arrow: Pasha, Devil's Den.
  • Bellatores: Jan Posy, Bylany. Follow him immediately on horseback. Lost at Oratores.
  • Ransom: Jan of Suchotlesky, from the roadside ambush east of Bylany or the upstairs room of the Old Kutna Wagoners' Inn. Lost at Oratores. Don't recruit Goliath for the battle; if you do, he must survive, or Chenyek can cancel The Spark.
  • Lost Honour: Sir Jezhek, roadside on the Miskowitz–Horschan road. It has no marker. Lost at Oratores.
  • Hush, My Darling…: Martha, Miskowitz. Timed. Lost at Oratores.
  • Dragon's Lair: Monk Slava, Bylany.
  • The Heirloom: Svatava Mikush, at the huntsman's lodge.
  • The Thunderstone: Kona, Grund. Lost at Oratores.
  • Thou Art But Dust…: Brother Morticius, Sedletz.
  • The Mouth of Hell: Father Marian, Old Kutna.
  • All's Fair…: Pavel, Wysoka. Give him all the stolen items, and don't report him.

Kuttenberg Tasks

  • Arrow-head: Karel, on the road from Devil's Den to Grund, right after Speak of the Devil. Time-limited.
  • The Collector: Matthew, on the Miskowitz–Suchdol road, during The Devil's Pack.
  • Under the Straw Hat: only during In Vino Veritas.
  • Master Schindel's Toys: Adam at the bathhouse, only during Into the Underworld.
  • Rosa's Book: Rosa, only during Taking French Leave.
  • Attila: Groom Hashtal, Maleshov, right after Taking French Leave.
  • Like Old Times: Hans Capon, only during The Lion's Den.
  • The Stalker: Katherine, Sigismund's Camp, only during The Lion's Den. Choose "A girl from the baths will help" during the Chertan investigation to unlock it.
  • The Thieves' Code: Hole in the Wall, after Feast for the Poor.
  • Beyond the Grave: Rat, after The Thieves' Code.
  • The German's Treasure: Rat, after Beyond the Grave.
  • Last Will: Menhart, after Ars Dimicatoria.
  • Mark of the Brotherhood: Menhart, after Ars Dimicatoria.
  • Warding Off Evil: Johann Parler, Emperor Charles tavern.
  • High Toll: Franz Geldstück, Iron Eagle.
  • Popinjay Shoot: Vlach, the morning after Striped Tonies.
  • Skeleton in the Closet: Jan Posy, Ruins of Zimburg, after Bellatores. Lost at Oratores.
  • Absolver: Thomas of Kolin, Sigismund's Camp. Lost at Oratores.
  • Primum Nil Nocere: Peter, Suchdol, during The Thunderstone. Lost at Oratores.
  • Damsel in Distress: Rabstein Mill, between Bylany and Old Lhota. It has no marker.
  • Tragedy in Danemark: Miller Hermann, Danemark. Do it when first offered, and don't clear the mill bandits before the family is freed.
  • The Reliquary: the Humble Knight near Sedletz. It has no marker.
  • The White Roebuck: Huntsman Dobrosh, Suchdol. Lost at Oratores.
  • Seeking Justice: Captain Frenzl, Suchdol courtyard, a few days after All's Fair…. It may have no marker. Lost at Oratores.
  • Hammer and Tongs: Zdimir, Grund. It has no marker.
  • Something Rotten…: Innkeeper Grosch, Grund.
  • X Marks the Spot: Krizhan, Pschitoky. It has no marker.
  • The Peasants' Revolt: Kubyenka, Devil's Den. Use fists on the wolves.
  • Enough!: Innkeeper Zdeslav, Miskowitz.
  • Fight Dirty: Thomlin Bruthans, Horschan.
  • A Moment of Fame: Tobias, Horschan, after Fight Dirty.
  • Teeth in the Bag: Mole, Hole in the Wall.
  • More Teeth in the Bag: Mole, after Teeth in the Bag. Repeatable; complete it once.
  • Nail in the Coffin: Gravedigger Frantishek, Kuttenberg cemetery at night, after every regional fighter. It has no marker.
  • Civic Duty: the bailiff. Excluded, because it is the alternative to The Spark and fails when you choose The Spark.

Expansion Quests

  • Brushes with Death, 10 quests: A Sketchy Situation, Source of Inspiration, Chiaroscuro, Portrait in Red, The Night-Mare, Man Proposes, Stained Honour, God Disposes, Root of Evil, and Unveiling. All stay completable after the story.
  • Legacy of the Forge story, 6 quests: Adept, The Master's Game, Klaus' Introduction, Martin's Dream, Old Plans, and The Last Step.
  • Legacy of the Forge one-time tasks, 6 quests: Magdalena's Axe, Herald of Kuttenberg, Forge Waffenrock, Fragile Delivery, Sculptor Without a Future, and A Pleasant Pastime.
  • Legacy of the Forge repeatable jobs: Blacksmith's Commission, In the Service of the Guild, Alms, Friendly Bout, Sinners of Kuttenberg, and Kuttenberg Sharpshooters. Complete each once.
  • Mysteria Ecclesiae story, 6 quests: The Royal Physician, Anamnesis, Silent Witnesses, To Dust You Shan't Return, Seek and You Shall Find, and The Time Has Come.
  • Mysteria Ecclesiae tasks, 5 quests, all lost when the expansion ends: Maddening Pain, Foreseeing Evil, The Last Wish, Prevention, and Our Daily Bread (also called Our Old Bread).

Collectibles

Reference

Journeyman Sketches

DLC8 in the game

Legacy of the Forge has eight journeyman sketches, and all eight are required for Innovator. Five are armourer sketches for Standa and three are caster sketches for Pushko. Give each sketch to the matching journeyman, wait for the product to appear in his trade stock, and buy it. Never read a sketch. Each one below lists its best known fixed or observed source. As of 2026-10-04, some placements, especially armourer II and III, may vary or involve RNG, so loot every sketch you find. Choosing "I don't want anything" in Warlock's Riddle for armourer V remains the critical deterministic pickup. A missed sketch can only be farmed as a rare random drop from ordinary In the Service of the Guild and Sinners of Kuttenberg objective chests.

  • Sketch for armourer I — Kuttenberg ornated cuirass for Standa. In the larger locked chest by the crates at the Silent Partner stash; reported as a hard lock.

    View in guide

  • Sketch for armourer II — Kuttenberg layered cuirass for Standa. Awarded automatically when you hand in The Ragman's Dream.

    View in guide

  • Sketch for armourer III — Kuttenberg plate sleeves for Standa. In the document chest at the bandit camp in Klaus' Introduction.

    View in guide

  • Sketch for armourer IV — Kuttenberg plate legs for Standa. In the locked chest at the back of Koniash's camp; loot it right after the peaceful Two Brothers talk.

    View in guide

  • Sketch for armourer V — Kuttenberg bascinet for Standa. Choose "I don't want anything" as Bushek's reward in Warlock's Riddle.

    View in guide

  • Sketch for caster I — Buchar mace for Pushko. Awarded automatically when you hand in The Ragman's Dream.

    View in guide

  • Sketch for caster II — Basilisk warhammer for Pushko. In the small box beside Master Mathias' Dagger at the Silent Partner stash.

    View in guide

  • Sketch for caster III — Pushko's Push'em for Pushko. Bought from Raven at his usual spot south of Kuttenberg at least one day after choosing "Give me what you've got" at the end of Two Brothers.

    View in guide

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