← Post History

**Kingdom Come: Deliverance: Getting Out of Vranik and Finishing the Game**

· Games / Kingdom Come: Deliverance

Read the original post on X

**Kingdom Come: Deliverance: Getting Out of Vranik and Finishing the Game** Hey, I just finished the game and started on the second one. I wanted to go ahead and write a walkthrough for the ending sequence, because it does get a little confusing. Especially when you're escaping captivity and trying to figure out where the hell all your stuff went. You've spent most of the game putting that equipment together. Then you're standing there with practically nothing, looking for a lockpick, trying to work out which chest is yours and how to get out without the entire camp chasing you. So I'm starting at **Vranik**, where Henry gets captured, and taking this through the battles, the siege, and the actual end of the first game. Rattay comes after the escape. I'll separate what you need to do to finish from the extra jobs worth doing along the way. **Full ending spoilers for the first Kingdom Come: Deliverance.** **Before you walk into Vranik** Keep a separate save outside the camp. Not a save you're going to overwrite ten minutes later. A proper fallback. The warning before entry matters: some unfinished side quests can become unavailable as the story advances. That does **not** mean every side quest disappears. If there's something involving Talmberg or Hans that you specifically want finished, doing it before entry is the cautious option. The Rattay Tourney pauses during this stretch and returns in the Epilogue. My recommendation is to go through your journal now. Finish anything you're already invested in, repair your equipment, and leave unnecessary valuables in your normal storage. Take a moment to check your health, food, and save supplies. Don't turn the first step into a shopping trip you wish you'd done beforehand. **1. The Die Is Cast: getting inside and getting caught** Approach Vranik through the main entrance. The strange die from Pious can establish your connection to the recruiters; a successful dialogue check is another way in. Find Erik in the headquarters inside the inner enclosure. Follow his instructions to see the combat trainer, Vanyek, then report back. The confrontation with Istvan and Henry's capture are part of the story, not evidence that you chose the wrong answer. When Zbyshek offers help, accepting gives you the straightforward escape route. You can deal with your opinion of him afterward. Right now, getting Henry loose is useful. **Recover your equipment before leaving** 1. After you're freed, watch the guard with the torch rather than immediately running out. 2. Check the ruined building to the left of the place where you were held. Its chest contains lockpicks. 3. Return to **Erik's office**, where you spoke to him earlier. The entrance has a **Very Easy** lock. Don't waste time trying a much harder chest elsewhere because it happens to be nearby. 4. Inside, check Erik's desk. **Erik's trunk keys are tucked beneath the small barrel on it.** Look closely; they're easy to overlook. 5. Use the key on the chest beside the desk containing your confiscated belongings. You do not need to become an expert lockpicker to recover them. 6. Check your inventory before leaving. Taking everything back and actually equipping your armour and weapons are separate things. If recovering it now turns into a disaster, you can escape and retrieve the equipment when you return during **Payback**. Leaving without it is not automatically permanent loss. I would still take it now if the route is clear, just so this isn't hanging over the next fight. **Getting past the inner enclosure** The headquarters enclosure and the camp's outside wall are two different obstacles. Reaching one does not mean you've reached the other. One documented route is behind the hut where you were held: climb the watchtower, then drop down on the other side of the inner wall. Work clockwise around the outer perimeter toward the eastern escape point. Check below before dropping, and don't drop into a group of guards just because you're following directions. I'm not going to tell you an unidentified gate always opens or that a random key unlocks it. If you're stuck at the inner gate, the tower route is a documented alternative to investigate, not a guaranteed fix for every stuck quest state. **Getting out of the camp itself** At the damaged **eastern palisade**, look for the interaction that lets Henry escape. **Use the prompt.** Repeatedly pressing jump at the fence is not the same thing. If guards are standing nearby, stay out of their sight and let the patrol move. Being at the correct exit doesn't make you invisible. I would rather wait for an opening than turn the last few feet into another fight. There are player-reported jump shortcuts around Vranik, including getting over an internal partition using furniture. Those aren't the same as the intended eastern exit, and I wouldn't build your only save around a glitch working on your version. The normal exit is the route to use first. After the exit, descend carefully instead of running straight off the steep hillside. Meet Zbyshek below the camp and follow the conversation back to Rattay. Report what happened. You can support rewarding him or expose him when the lords ask about his part in your escape. **2. Payback: going straight back into the fight** This is where I would stop wandering off to clear unrelated map markers. **Reaching Divish during Payback is timed.** Get yourself ready before committing to the assault sequence, then move between the named objectives without taking a sightseeing break. Talk to Bernard outside your room in Rattay. If your gear is still in Vranik, ask for equipment and use the armoury key he provides. Then go straight to Divish, upstairs over the Talmberg stables. Be equipped before that conversation: it leads into the attack. Let the ram crew open the main gate. Advance with the soldiers through the camp to the upper gate and the remaining defenders. Stay behind the breach until there is room to move rather than getting trapped alone on the other side. Once the fighting is over, search Erik's headquarters and take the **Letter from Vranik from his desk**. If your confiscated equipment is still there, retrieve it now as well. Report back to Hanush to continue. Before reporting, I'd check three things: have I picked up the quest evidence, have I recovered my own belongings, and am I carrying so much stolen armour that I can barely move? Your next objective matters more than another cheap sword. **3. Out of the Frying Pan: Talmberg** Follow the army toward Talmberg. The situation there has changed while everyone was dealing with Vranik. Fight into the outer bailey with your allies. Climb the stairs to the wall walkway and reach the gatehouse above the main entrance. Operate the gate mechanism to admit reinforcements, then continue into the hostage confrontation and retreat. Don't treat this as a chance to clear the castle by yourself. The hostages and the negotiations are part of the sequence, and charging ahead doesn't skip the next quest. **4. Night Raid: the rescue that goes wrong** Make a save before starting with Robard. Wear quiet clothing for the infiltration rather than assuming heavy armour will somehow be stealthy because it's dark. 1. Let the other men go up the ladder first. 2. On the battlements, go around the left corner. Deal quietly with the guard looking over the wall and the one overlooking the stairs. Separate their patrols instead of rushing both. 3. Hide the bodies in the armoury. 4. Follow Hans down to the lodge where Henry stayed on his first visit to Talmberg. Speak to a captive villager, then talk to Hans outside. 5. When Hans is injured, pick him up and **carry him back along your entry route to the ladder**. Don't stop to loot, finish a duel, or look for a perfect rescue ending while carrying him. Get him out. **The raid going wrong is scripted.** You haven't ruined the playthrough because Radzig and Stephanie weren't rescued here. Continue into Siege instead of reloading the same mission twenty times trying to produce an outcome it doesn't offer. **5. Siege: collect the jobs before riding all over the map** Speak to **Robard, Feyfar, Bernard, the quartermaster, and Divish** and ask what they need. Do that first so you're not returning from Sasau only to learn somebody else wanted something from the same area. Feyfar's engineering problem leads into **Rocketeer**, the required progression. The supply and support jobs are optional for finishing the story, but completing all the optional Siege objectives is the route to **Talmberger** and helps the army. Siege stays in your journal while other main quests run alongside it; that alone isn't a bug. **The supply checklist** - **Pitch:** arrange it with the marked charcoal-burners, then tell the quartermaster to send someone to collect it. That's the agreement route; if your journal instead gives you a carry-the-pitch objective, follow it. - **Beer:** ask Andrew at the Inn in the Glade to supply the camp, then report the arrangement. His availability depends on what happened earlier in your game. - **Meat:** buy or hunt what the quartermaster requests and hand it over. Check the objective's quantity before spending money or going hunting. - **Priest:** try Father Godwin in Uzhitz. Simon in Rovna is an alternative after **A Man of the Cloth** has brought him back. - **Physician:** ask Brother Nicodemus at the Sasau infirmary. His ability to leave is tied to the **In God's Hands** situation. If he sends you to Johanka, deal with that quest state rather than assuming another persuasion attempt will fix it. - **Something to keep the men awake:** take Bernard's request to Gertrude north of Talmberg or Kunhuta near Ledetchko. Get the ingredient list, supply it, return when the batch is ready, and deliver the result to Bernard. For the herbalist job, follow **your journal's quantities and waiting period**. Guides disagree on these figures, so I'm not going to send you collecting twice as much as your game asks for. If the herbalist won't offer the brewing option, check your relationship with her. The alternative is supplying **60 Cockerel potions** yourself: obtain the recipe, brew or gather the potions, and deliver the requested total to Bernard. I would start the brewing job early, then use that waiting time for Sasau and the other deliveries. Hand in each completed job rather than assuming arranging something automatically closes every objective. Check the journal again before progressing the siege. **6. Rocketeer: getting Konrad to leave Sasau** Go to the custodian's house at the monastery. Tell **Urban** that **Feyfar** sent you, get access, and speak to **Konrad Kyeser**. Konrad needs release from his work for **Master Builder Karel**. Two routes: - Deprive Karel of his wage money through dice or theft, then negotiate payment for releasing Konrad. - Steal Karel's commission from its locked chest, show Konrad, and take it to the Sasau scribe for a forged authorisation. Use the password about the fox, followed by **“Fox”** when prompted. Wait about an hour and collect the forgery, **return the original commission**, then present the forged permission to Karel. Don't leave the original missing and wonder why the paperwork plan went wrong. Return to Konrad. His next concern is **Peychar**, a suspected assassin. Ask about him at the tavern, then keep watch outside Konrad's accommodation around midnight. When Peychar appears, confront him. Resolve that encounter, report to Konrad, then return to Feyfar. You can let Peychar go and report that outcome, or kill him and report that. If spared, he can turn up at the siege camp and attack Konrad later; his denial does not prove Konrad imagined everything. For a Merciful run, killing him yourself is not an acceptable shortcut. Now deal with any outstanding siege deliveries and your equipment while the trebuchet is being built. When the test is ready, go back prepared for fighting, not dressed only for a conversation. **7. Cold Steel, Hot Blood: the counterattack** After the briefing, go to the battlefield northwest of Talmberg. Stay concealed until the ambush begins. Fight at the ford, then move toward the bridge to help your allies. Erik is captured during this sequence. My advice for these group battles is boring but useful: stay near your own men. If three enemies turn toward you, back toward the friendly line instead of continuing forward. Let somebody else share the attention. You don't need to win the battle in one swing, and constantly running out of stamina is a good way to make it harder than it needs to be. **8. Family Values: back to the trebuchet** Return to defend the siege camp and clear the attackers threatening the trebuchet. Afterward, go to the council tent for the discussion and Erik's interrogation. The attempted hostage exchange does not resolve everything; that isn't a failed dialogue check you need to fix. For **Freud**, save before interrogating Erik and prepare your speech, charisma, and intimidation options. You need **all four successful persuasion checks** during the interrogation, not just the main quest advancing. Clean clothes and a Bard Potion can help, but there is no single stat threshold I would promise for every setup. If you only want to finish the story, failed interrogation checks do not require replaying the battle. **9. An Oath Is an Oath: the final assault** Divish lets you fire the trebuchet. Wait for the crew to load it, then use its lever. Speak to Robard. The bombardment takes two days, giving you another preparation window. During that interval, ask Robard about the enemy camps. Locate the **three marked camps** and report back. Scouting is enough; killing every occupant is not required. This is a late optional siege job, so don't assume the earlier shopping list was the last thing anyone could ask for. Before telling Robard you're ready for the assault, save, heal, repair, and check that you've actually finished the optional work you wanted. Follow the soldiers to the western wall. Let several men climb before you, then use the ladder and stay with the group along the battlements. Fight through to the courtyard until the negotiation scene takes over. For the crowded sections, I'd rather take a clean opening than swing through a friendly soldier. Give yourself room and keep track of who's beside you. A narrow walkway is a terrible place to decide you need to sprint past everyone. Follow Hans toward Skalitz to meet Radzig. Let the conversations, credits, and dream sequence finish. **There is still an Epilogue.** **10. Epilogue: the actual stopping point** After waking in Pirkstein, go to Rattay's Upper Castle during the day for the council meeting. Speak to Radzig after the council, then take **Jobst's letter from the table**. Meet Hans with the escort in the courtyard, then ride toward the camp northeast of Neuhof. You can still free-roam before confirming the final departure. If you want to finish side quests or DLC, make a separate save and do that now. **The cutoff is agreeing to leave with Hans at the border camp**, not seeing the earlier credits or merely speaking to him in Rattay. After the ending, continuing this world means loading a pre-departure save. If **The Amorous Adventures of Bold Sir Hans Capon** is installed and unfinished, Hans can require that questline before departing. Its conversation may become available at the border camp even if you couldn't start it in the courtyard. Follow that objective, finish his business, and return. And don't spend another evening searching for a hidden final revenge mission. The first game's ending deliberately leaves Istvan and the sword unresolved. That's the point where I'd stop, make sure the save I want to keep is safe, and finish the departure. You've made it through the actual ending, not just the first moment the game looks finished.

Browse more posts · Find me on other socials