Kingdom Come Deliverance 2: Yackers 'n' Fash Walkthrough

In the world of Kingdom Come: Deliverance 2, where every detail is steeped in the spirit of the Middle Ages, you will encounter thrilling adventures and complex moral choices. One such moment involves the search for a missing relic of great significance to the local miners. This guide will describe the walkthrough of the Yackers 'n' Fash quest.

How to Start the Yackers 'n' Fash Quest

In the town of Kutna Hora, located in the Kuttenberg region, head to a tavern called the "Black Stallion." There, you will find a miner foreman named Vlah. It's best to look for him after 6:00 PM when he finishes his workday. Start a conversation with him about current affairs, and he will tell you about an upcoming archery tournament and the disappearance of the banner of Saint Anthony — a flag of great importance to the local miners.

Vlah will share his suspicions: he believes that the relic may have been stolen by competitors from the All Saints' Mine. As a clue, he will mention that workers from that mine often spend time at the "All Saints" tavern, located in the Vlach Quarter. The quest will begin as soon as you agree to help Vlah retrieve the lost miners' banner.

Foreman Vlah

Infiltrate the Sanctimonious' Hideout

There are two ways to reach the sanctimonious miners: through the dungeons and through the tavern.

Kutna Hora Dungeons

Find the entrance below the southwestern city gates. Take a torch, as the tunnels are not lit.

Go straight to the end, then turn left.

Continue straight to the stairs, and climb them.

From the stairs, go straight to the door and pick the lock.

"All Saints" Tavern

Talk to the innkeeper Bykovets. Say you've heard about a dice game. If you pass a persuasion check, he will give you the key to the cellar. If you use intimidation, your reputation will decrease. If you fail the check, you can pick the lock on the cellar door or steal the key from the innkeeper.

Innkeeper Bykovets

Talk to Jorg Pranek

Upon reaching the playing miners, talk to the foreman Jorg Pranek about the relic of Saint Anthony. He will respond rudely, but you will have several options to choose from:

  1. Say you want to spite Vlah.
  2. Use intimidation.
  3. Start a fight.
  4. Offer to play dice. You need to score 1500 points (Jorg has weak dice).

If you lose at dice, try to leave, or fail the persuasion or intimidation checks, the miners will attack you. In this case, simply defeat Jorg, and the fight will end — he will tell you everything he knows.

Foreman Jorg Pranek

Ultimately, you will learn that Jorg sold the banner to a merchant named Yenik, who is already heading to Prague. You have a chance to catch up with him near the village of Bilany.

Find Merchant Yenik

Leave the city through the southwestern gate and head south along the main road. Turn towards the watermill and continue on the main road. At the next fork after the mill, turn right, then go straight without turning. Soon you will discover clear signs of a wagon braking, bloodied clothes, and a broken barrel leading off to the left from the main road.

Follow the Clues

After examining the torn, bloodied sack, follow the road until you notice the tracks of a wagon veering left.

Examine the change in its trajectory and continue following the tracks. Soon, you will find the wagon itself and bloodstains nearby — inspect them.

A little further from the wagon, following the bloodstains, you will come across three wolves feasting on a body.

You will have to fight them. Try to kill at least one with a ranged weapon — a crossbow with a blood bolt would be perfect. After that, deal with the remaining wolves. Examine the mangled body, then proceed a little southwest, where you will discover a large stone ledge.

It overlooks the Danmark Mill. Your investigation will lead you to conclude that the merchant was likely attacked by bandits, who then headed to the mill with his goods. From this point, we recommend waiting until deep into the night.

Circle the mill from the left side. You need to get to the attic of the first house on the right from the entrance. There is a bandit — quietly eliminate him or wait until he moves away, then climb the stairs to the attic. Alternatively, circle the house from the right side and climb to the attic from the first floor.

In the attic, you will see tied-up people. Among them is the miller, who will ask you to free the hostages, promising a reward. Before untying them, we recommend reading the next section of the guide. If you agree to untie them, the "Tragedy in Danmark" mission will begin.

Deal with the Bandits in Danmark

The hostages will tell you that they were attacked by bandits, and the miller will ask you to save his relatives. At this point, you will have a choice: tell them to stay in the attic or run to Maleshov.

If you choose the first option, you will have the opportunity to eliminate the bandits quietly and unnoticed. If you decide to release the hostages, be prepared for their escape to raise an alarm. The entire gang will attack you, and there is a risk that the bandits will manage to kill one or all of the escapees, even if you attempt to neutralize the bandits. In this case, the alarm is inevitable.

Regardless of the choice, you have two paths: fight the bandits in open combat or act stealthily. We recommend asking the hostages to stay in the attic — this will give you a chance to quietly eliminate the bandits.

Under the cover of night, your task becomes easier: the patrols are scattered across the mill's territory, and the other bandits are peacefully dozing by the fire in the house. During the day, however, open confrontation is more likely, as even if you silently eliminate the patrols, you will encounter those guarding the fire. However, you can be cunning: eliminate the bandits one by one and hide their bodies behind the house with the captives. Continue eliminating the sentries until only the patrolman circling the miller's house and the guard at the horse pen remain by the fire.

If you are discovered and a fight breaks out, the hostages will try to escape. If you decide to wait for nightfall in the attic, regardless of whether you untie them or not, you will be found and an alarm will be raised. If you choose to wait for nightfall outside the mill, the captives may escape and be killed, as the bandits will discover that they are untied. In this case, the mission will fail due to their deaths.

There is another option: do not untie the hostages at all. In this case, you can deal with the bandits in any way, and the captives will remain safe. Only after eliminating all the bandits should you free them.

Return to the Miller for a Reward

If you left the miller and his people in the attic and managed to eliminate all the bandits without raising the alarm, you will find him there. When you inform him that the bandits are defeated, he will give you a small sum of money.

If the alarm was raised, the miller can be found at the horse breeder in the village of Maleshov or on the way there. Regardless of how and in what order you dealt with the bandits and saved the hostages, the main thing is that the miller himself remains alive.

Miller Gerzman

Return the Miner's Banner

After receiving the reward from the miller, enter the mill building. On the first floor, you will find the bodies of the killed laborers. Search them to find the keys to the chests and doors. Next to the bodies under the stairs is a chest — open it and take the Banner of Saint Anthony.

Now return to the miners. You can find them in the work camp near the western city gates or in the tavern where the quest began. Report to Vlach that you found the sacred relic. You will be thanked, rewarded with money, and your skills will be improved: "Theft", "Craft", and "Scholarship". After this, Vlach will invite you to visit the tavern in the evening. This will conclude the quest.

However, you have another option: lie to Vlach, saying that the banner is lost because the merchant to whom Jorg sold the relic has already left for Prague. In this case, you will receive only verbal gratitude for your efforts, but the miners will be very upset. The quest will be considered failed, and Vlach will stop talking to you. In the end, you will be left with only a beautiful but useless trinket, which is not even worth selling.

Alternative Quest Walkthrough

You can head to Danmark immediately after talking to Jorg, when he tells you that he sold the banner. Upon reaching the mill, you can stealthily steal the relic from the chest and take it to the miners. If you later decide to free the Danmark mill from bandits, you can return and do so — the fact of stealing the banner will not affect this in any way.

The day after completing the quest, return to the decurion in the evening at the tavern to receive a new task from the miners. Remember that the Banner of Saint Anthony must remain with him, otherwise further opportunities will be lost.

Walkthrough of Side Quests in Kingdom Come: Deliverance 2

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

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