#How you can full Miri Fajta and discover Marika in Kingdom Come Deliverance 2 – Destructoid

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In Kingdom Come Deliverance 2, after arriving on the Nomad’s Camp and talking to Voivode, you’ll be taught that his daughter, Marika, has gone lacking. He’ll let you know that she was final seen with Bozhena. Outdoors of this, it’s a whole thriller. Right here’s how you can full Miri Fajta and discover Marika.
KCD2 Miri Fajta quest walkthrough
You’ll initially begin Miri Fajta by speaking to the Nomad Camp’s Voivode, who tells you his daughter, Marika, has instantly vanished. It’s been two days since anybody’s seen her, however all they discovered was her tracks previous Bozhena’s hut towards Apollonia.
You’ve two selections: go to Bozhena for extra info or search Marika’s tent for extra clues. She has a small tent subsequent to Aranka’s, now with a bunch of material strewn across the flooring. You’ll discover her scarf subsequent to a chest, which serves as a useful clue later within the quest.


With Marika’s scarf in hand, head to Bozhena’s cabin to be taught extra about Marika’s whereabouts. You’ll be taught that she visited the herbwoman together with her lover earlier than touring to Apollonia. Nonetheless, past a quest circle, the one trace you’ve got is that you simply’re searching for a valley with two giant boulders and a small one within the center.
The place to search out Marika in KCD2
Marika is positioned inside a collapse Apollonia. As you strategy the hunt marker from the west aspect, you’ll discover blood splatters on the bottom main down a path, with bloody clothes scattered about as you get nearer. When you flip a nook, you’ll spot Bozhena’s trace — on this case, a boulder between two giant cliffs — that’ll convey you proper to Marika and her lover.

In case you’ve accomplished Mutt’s quest and reunited with him, you should utilize him to monitor Marika’s scent utilizing her scarf. He’ll lead you to the precise ravine the place she and her lover are staying, making the search a lot simpler. In any other case, should you’ve but to search out him, you’ll be able to head to the map location above to come across her.

As you enter the cave, you’ll discover Marika consuming whereas an injured Bohush is on the bottom. Speak to Marika to be taught extra about her predicament: It seems that Marika voluntarily ran away, as her household, together with Voivide, isn’t fully harmless on this state of affairs.
She’ll ask you to return to the Nomad’s Camp to get help from her mom. In case your Survival abilities are excessive, you’ll be able to assist Bohush your self. Failing the interplay loses your status with Marika, however there aren’t any main penalties past this. You can too give Marika her scarf for a status enhance.
Now that you simply’ve discovered Marika, it’s time to return to the Nomad’s Camp and assist Bohush recuperate. You possibly can fast-travel to places like Zhelejov or Semine to make the journey simpler, but it surely’ll be a prolonged stroll regardless.
In order for you, you’ll be able to bounce straight into asking Voivode in regards to the amulet or speak to Aranka first to get some Marigold and bandages. She’ll suggest acquiring some Comfrey if his state of affairs is dire, which yow will discover in Troskowitz. Since Troskowitz is on the best way to Apollonia, we’ll preserve this location in thoughts for later.
How you can get Voivode’s Amulet in KCD2
When you’re prepared to speak to Voivode, he’ll reveal his aspect of the story, matching what Marika advised you within the cave. Earlier than he’ll provide the amulet, he requests your assist liberating his son Tibor from captivity in Semine. Since he and his household aren’t welcome there anymore, you’re the one one he now trusts to deal with the state of affairs. As a bonus, should you run out of Marigold at any level, you’ll discover extra in your approach right here.
Rescuing Tibor
Upon arriving in Semine, you’ll rapidly understand Bohush and Marika’s state of affairs is the speak of the city. Most characters will find out about Tibor, telling you the Saddler’s staff captured him. You’ll discover a new marker within the southwestern a part of city.

Nonetheless, nobody needs to get entangled on this state of affairs, forcing you to avoid wasting Tibor your self. You are able to do this in two methods: Speak to the employees on the Saddler or sneak into the barn and free Tibor your self.
In case you attempt to speak to the Saddler, he gained’t offer you any info and can let you know to not delve deeper. As an alternative, you’ll need to speak to both Guildsman Janek or the Employed Hand close to the barn, who’ll reveal they’ve tied Tibor up and locked him within the barn. As you proceed to pry, the NPC will query why they’d let him go, resulting in the next Speech checks:
- Let him go, now! (Intimidation)
- Would you like extra blood in your arms? (Persuasion)
- What if I paid you?
- I used to be simply asking.
The alternatives could differ barely relying on who you speak to, however both approach, you’ll have some persuasion choices that may persuade them to let you know the place the important thing to the barn is. Nonetheless, failing these will end in a battle between you and the Saddler staff, so be ready for that risk. At this level of the story, I had Persuasion stage eight and was capable of cross the second choice’s test simply superb.
In case you succeed the test, Guildsman Janek or the Employed Hand will let you know there’s a key on a crate that’ll unlock the barn door the place Tibor is held captive. Coming into this space is trespassing, however so long as you’re considerably sneaky and don’t let anybody see you, you gained’t run into too many issues.

Alternatively, you’ll be able to sneak into the barn to free Tibor your self. There’s at all times somebody guarding it in the course of the day, however should you sneak across the again and bounce by way of a window, you’ll be able to rescue him with out too many points. Both approach, liberating Tibor will result in the 2 of you escaping out a window into a close-by forest.
Untie Gejza’s physique
Earlier than returning to the Nomad’s Camp, you’ll must free Gejza’s physique and bury it to honor his demise. To do that, head west of Semine towards a close-by woodcutter’s camp and speak to any of the close by woodcutter’s to be redirected to the foreman. After some forwards and backwards, you’ll have some persuasion choices relating to Gejza’s burial:
- I’ll pay for him.
- Try to cease me. (Intimidation)
- He’ll be haunting you! (Persuasion)
- I believe I’ll be on my approach.

This one’s barely harder to persuade than the earlier NPCs, and also will end in a battle should you lose. No matter whether or not you persuade them, pay, or battle your approach by way of, you’ll discover Gejza’s physique straight west of the woodcutter’s camp, had been you’ll be able to untie him and carry him to the burial web site. They’ll be pleased about your assist, and the 4 of you’ll return to the Nomad’s Camp.
The place to search out Voivode’s Letter of Protected Conduct in KCD2


Voivode’s Letter of Protected Conduct is straight north of Marika’s cave, inside a tree’s trunk. After returning to Marika and telling her in regards to the state of affairs, she’ll let you know a few effectively with a hollowed out tree subsequent to it. Looking this tree provides you with the letter.
Though we’re approaching the top of the Miri Fajta quest, Voivode first reveals some extra info: he can’t provide the amulet with out having the letter of protected conduct be initially received from the Emperor. Marika took this letter from him and asks you to retrieve it from her. It’s time to return to Apollonia.
Earlier than going again, although, ensure you have Marigold and Comfrey for Marika and Bohush. You’ll discover each in Troskowitz within the Apothecary’s herb backyard.

When you arrive in Apollonia, you’ll discover wolves across the cave’s entrance. Though you’ll be able to attempt to steer them away from the doorway and bounce in, your greatest wager is to defend in opposition to them till they run away. After dealing with them, speak to Marika to be taught in regards to the letter’s location.
Following the hunt markers, you’ll arrive subsequent to a stream with a effectively close by. In case you don’t spot it immediately, search for a small puddle of water with a bucket subsequent to it and a “Nicely” marker. You’ll discover a tree subsequent to it you could work together with to obtain the letter.

From right here, you’ll be able to expertise a number of endings for the Miri Fajta quest. Whereas we’ll primarily concentrate on probably the most optimistic ending, I’ll briefly point out the others as effectively.
All Miri Fajta quest endings in KCD2
Upon getting the Letter of Protected Conduct, head again to the Nomad’s Camp and speak to the Voivode. From right here, you’ve got a number of choices that’ll affect your ending.
Betraying Marika
In case you select “Right here’s the letter, to hell with Marika,” you’ll full the hunt with out bringing Marika again to the Nomad’s Camp. The Voivode provides you with 85 Groschen as a reward with out you having to return to Marika. Nonetheless, the Voivode might be upset about it later, and Aranka will, understandably, be upset about by no means seeing her daughter once more.
Assist Marika
As an alternative, if you wish to assist Marika and nonetheless obtain a reward, speak to Aranka first. She’ll let you know the Voivode enjoys participating in bets and that you should utilize this to win the amulet. When you speak to the Voivode about it, he’s initially reluctant, however after some pushing, he agrees to it so long as Tibor is the one who represents him.
As soon as the wager begins, you’ll participate in as much as three competitions:
- Horse driving
- Unarmed fight
- Cube
In case you handle to win the primary two matches, you’ll routinely win with out taking part in Cube. In any other case, you’ll must brush up in your Cube abilities and have some good luck to get the amulet.
Of those three competitions, horse driving is probably the most difficult, as Tibor’s horse is fairly quick. Going with the horse the Voivode provides you gained’t work, as Tibor’s will fly previous with no hope of catching up. That’s, until you resort to dishonest. You’ve two choices for profitable the race:
- Drug Tibor’s horse
- Get a greater horse

In case you have one of many recreation’s greatest horses already, you gained’t have to fret about Tibor’s outpacing you until you mess up on pathing. In any other case, speak to Aranka to get a potion you’ll be able to pour into the horse’s trough to present it a stomachache, making it a lot simpler to win the race.
You should utilize the same technique for the second match with Tibor. Whilst you can battle him honest and sq., you’ll be able to ask Aranka for a sleep potion to pour into Tibor’s drink to make him sleepy. That approach, he’ll be sluggish, making it a lot simpler to defeat him.

In case you misplaced both of those matches, you’ll have to participate in a Cube match with the Voivode himself. That is largely luck-based, however you’ll be able to ask Aranka for a particular cube to make issues simpler. Other than this, the foundations and mechanics are the identical as any typical Cube recreation.
When you win two of the three matches, the Voivode will personally go to Marika. After a candy dialog between the 2, you’ll return to the camp, wrapping up Kingdom Come Deliverance 2’s Miri Fajta quest.