All right, here’s the walkthrough for the Nomads quest in Kingdom Come: Deliverance II. The actual quest name is Miri Fajta.
I managed to get Marika reconciled with her father, so this guide focuses on that outcome, along with the choices that can send things another way.
Spoilers for this quest below.
1. Start at the Nomads’ Camp
Speak to the Voivode about his missing daughter, Marika. Before leaving, check her sleeping area behind Aranka’s wagon and pick up her scarf near the chest.
A horse makes all the traveling much easier. Mutt helps with the search, but you can complete the quest without him.
2. Ask Bozhena, then find Marika
Talk to Herbalist Bozhena. She points you toward Apollonia, the rocky area east of Troskowitz.
Once you’re in the search area, let Mutt smell Marika’s scarf and track her. Without Mutt, look for the blood trail through the rocks. Follow it to the small cave, climbing the ledge at the entrance.
Inside, you’ll find Marika and her injured lover, Bohush. Hear her out before making decisions about her father.
3. Help Bohush
If you pass the Survival dialogue check and have a Marigold decoction, you can treat him without making the supply run.
Otherwise, speak to Aranka back at camp. The supply route calls for:
- 2 bandages
- 4 marigold
- 4 comfrey
Aranka provides the bandages and marigold. Comfrey grows in the apothecary’s garden in Troskowitz. Collect it and bring the supplies to Marika.
Expect wolves outside the cave on a return visit. Deal with them before going inside. If you’re doing the Lent achievement, don’t kill them. Drive them off instead.
4. Rescue Tibor
Ask the Voivode about Marika’s request for his amulet. You’ll learn about her brothers: Tibor is being held in Semine, and Gejza is dead.
Tibor is in the barn at the saddler’s property in southwestern Semine. You can negotiate with the guard through dialogue or payment, then use the nearby key. Another option is sneaking around the back and climbing through the open window.
Untie Tibor and follow him out of town. Don’t leave immediately after freeing him. Talk to him when he stops in the woods, because he explains where Gejza’s body is and where to take it.
5. Give Gejza a proper burial
Head to the woodcutters’ camp west of Semine. Gejza’s body is tied to a tree near the camp.
For a peaceful route, talk to the foreman before touching the body. You can pay or try a dialogue check. Taking it without permission can get you into a fight.
Once you have permission, untie Gejza and carry him to the marked burial site. Approach through the forest from the north, because the grave is above the road, on the cliffs. Put him in the grave and finish the funeral.
6. Recover the letter, but keep your promise
The Voivode now wants his letter of safe conduct back. Return to Marika and agree to use it to obtain the amulet.
She tells you where she hid it: inside a hollow tree near a spring north of the cave. Follow the stream uphill to the small pool with a bucket nearby, then search the tree.
This is an important decision point. If you want the reconciliation, don’t simply hand the letter over and abandon Marika’s request. Don’t steal the amulet as a shortcut, either.
7. Set up the wager
Back at camp, the Voivode still refuses the exchange. Talk to Aranka or Tibor about the problem. They can tell you about his love of gambling, which opens up the wager.
You’re wagering the letter for the amulet. It’s best of three:
- Horse race against Tibor
- Fistfight against Tibor
- Dice against the Voivode, if the score is tied
You only need two wins. Losing the race doesn’t ruin the whole thing.
8. Talk to Aranka BEFORE EACH ROUND
This is the biggest tip I wanted to pass along. When the Voivode asks if you’re ready, tell him to wait. Go talk to Aranka before agreeing to start.
Before the horse race, she gives you a potion for Tibor’s horse. Put it in the horse’s trough as directed. It slows his mount down, but you still need to follow the course and manage your stamina.
Before the fistfight, speak to her again. She provides another potion for Tibor’s drink. Put it in the wine keg near her wagon and wait for him to drink before starting the fight.
If you reach the dice tiebreaker, check with her again. She can give you Aranka’s die. It can help, but it does not guarantee a win.
You can compete fairly if you prefer. Her help is optional.
9. Win the rounds you need
For the race, use your own horse if it’s better than the offered mount. Follow the checkpoints around Rocktower Pond. Tibor’s horse is fast, so early-game Pebbles can struggle.
For the fistfight, don’t empty your stamina throwing punches. Block or dodge, take openings, and leave yourself enough stamina to defend.
If you split the first two rounds, the dice game decides the wager. The target is 1,500 points. Bank useful scores rather than risking everything on another roll.
Make a save before the competitions if you want a chance to retry.
10. Finish the reconciliation
After winning the wager, speak to the Voivode and follow through on having him bring the amulet to Marika himself.
That personal visit matters. The conversation leads to him accepting Marika and Bohush, and the family returns to camp for the celebration.
The other outcomes:
- Hand over the letter without securing the amulet: the quest can end with a payment, but you lose the reconciliation.
- Lose the wager: Aranka can step in and bring the amulet herself. The quest continues, but Marika and her father don’t get the same reunion.
- Steal the amulet: you can bypass parts of the quest, but it won’t give you the family reconciliation covered here.
There’s a lot of running back and forth in this one, and the conversations matter. Keep your promise to Marika, don’t rush the exchange, and check with Aranka before every round.
Miri Fajta walkthrough: Reconciling Marika with her father
· Games / Kingdom Come: Deliverance II