KCD2: Back in the Saddle

Back in the saddle is a slightly simpler, open-ended quest, in which you will, however, have many different activities. On this page of the guide we have described what activities await you in Niebakovo and how to discover the secret of the fortress.

guides

Last update:

Download Guide
Table of Contents
Download Guide

Back in the Saddle is a quest with a slightly lower stake, in which you have many different things to do. It is also time-limited - you have six hours to discover the secret of Nebakov and win many useful rewards. On this page of the Kingdom Cole Deliverance 2 guide we described what activities await you in Nebakov, where to look for clues about the true nature of the fortress, and how to uncover its secret.

How to get to Nebakov?

Related map marker: Back in the Saddle @ Trosky

The task will start immediately after saving Hans Capon from the gallows. Follow the chamberlain Ulrich to your room - there in the chest you will find all your equipment and a few gifts from Otton. Unfortunately, your equipment sets will not be restored to their previous state, so you will have to create them again. Next, go to hired hand Kabat, who will give you a new horse - you can refuse, but this one is much better than Pebbles. He will also give you a full horse equipment set.

Although the new horse is currently better than Pebbles, if you refuse and ride Pebbles long enough, you will eventually automatically unlock the hidden perk Good Old Pebbles. It drastically increases all of Pebbles' stats, making him one of the best mounts in the game. So it's up to you whether you want to get a decent horse here and now, or struggle a bit with a weaker horse to later get an excellent mount in the second half of the game.

Talk to Hans Capon to set off on the journey (you can choose the romantic option here, although it won't lead to anything yet). On the way, Capon will propose a horse race - if you win, he will pay you 65 groschen. You don't have to stick to the main route, you can take shortcuts through the fields all the way to the finish line. Talk to Capon on the way, and when the topics for conversation run out, you can choose the option to fast travel to Nebakov.

Where to look for clues?

You now have six hours of freedom while Hans negotiates with the fortress master, Jaromier. You can engage in various activities, of which there are quite a lot here, they offer good rewards, and are here to waste your time. First and foremost, we recommend focusing on the quest's hidden objective - the fortress hides a secret that you can uncover by snooping around in the absence of Capon. There are many clues to be found, and after discovering at least one of them, Henry will realize that something is wrong. This will unlock the possibility of solving the puzzle. The hints are:

  1. Inconsistency in the stories of Michael and Peltzel - ask Michael during the initial conversation and stableman Peltzel about why there are so many horses in the fortress. At first, Peltzel will not want to talk - you have to win a horse race first or convince him (Horse Riding - Medium, Domination - Medium, Might - Hard). Peltzel's story will turn out to be completely different from Michael's story.
  1. A peasant dressed in orange - next to one of the horse pastures, a peasant dressed in orange will approach you and ask you to follow him into the forest. If you agree, he will confess to you there that he has not seen Jaromier for a long time and he doesn't recognize the armed men residing in the fortress.
  1. Mikesh and Kozliek - just behind Klara's medical hut, you will come across two suspicious characters whom Henry has already met once before. If during the conversation you guess that you met them at the Rocktower pond, Henry will realize that these are the same bandits who attacked the herbalist Bozhena in the Fortuna quest.
  1. Shield with the Leipa coat of arms - behind Klara's medical hut there is a fenced off area, which you are not allowed to enter. A bit closer to the castle, right next to the hut, there is a gap in the palisade you can pass through. Sneaking right next to the fence, you will eventually reach another gap in the palisade, which will lead you to a fenced-off area, right next to the armory. There Henry will notice a shield with the Leipa coat of arms standing by the door.
  1. Gunpowder in the armory - the interior of the armory also has a clue. You can sneak in there and break in with a lockpick (medium difficulty lock) or steal the keys from one of the nearby workers. Inside the armory, you will find a huge amount of equipment, gunpowder, and ammunition.

How to discover the secret of Nebakov?

The mystery you are looking for is hidden in the Nebakov prison, guarded by the guard Hertel. You need to get into the prison - enter the nearby building, into the kitchen. While the cook is turned away from you, go through the back door. This will lead you behind the building and under the walls - follow this path and you will reach Hertel from the back. You can now quietly strangle him, hide the body behind the building and take his prison key, or pickpocket the key (look for a single key, not a bunch of keys), talk to him and convince him to leave his post for a moment (Charisma - Medium).

When Hertel gets out of your way, open the prison door and talk to the prisoner through the bars. You will find out that the real Jaromier is a prisoner, and the bandits disguised as his people have taken you in as guests. You can convince Jaromier to tell you exactly how the bandits took over the fortress (Speech - Hard). Leave the prison. You have achieved the hidden objective of this quest - now you can engage in activities prepared by the bandits until Hans finishes the meeting with the fake Jaromier.

If you convinced Hertel to leave and you don't skip dialogues during the conversation with Jaromier, Hertel will return to his position before you finish the conversation. For some reason, he will not become aggressive if you leave the prison while he is on duty.

What activities await in Nebakov?

Nebakov is full of various activities offering valuable rewards, which are here to waste your time. If you have already discovered the secret of the fortress, you can now focus on them. These activities are:

  1. Duel with Michael - talk to Michael near the kitchen to duel with him. You can choose a weapon - the opponent will be armored, using a hammer and shield. For victory, you will receive spurs for your boots, which facilitate horse riding.
  1. Playing dice with Zwerk - talk to Zwerk near the kitchen to play dice with him. You can play with badges or without, and set the bet amount. If you play with badges and win, you will receive one of the Zwerk's badges.
  1. Shooting competition with Marek - talk to Marek at the top of the stairs above the gate to have a shooting competition with him. You have to shoot at a distant target from the castle walls - Marek is a terrible shooter so you shouldn't have any problems with winning. As a reward, you will receive a very good crossbow.
  1. Horse race at Peltzel's - talk to Peltzel at the horse stables to participate in a horse race. You have to race to the nearby mill and back. Your opponent is definitely too fast to outrun - instead of chasing him, head northeast, skip the lap and carefully descend to the mill via a winding forest path and a wooden footbridge. Then turn around and go back to Peltzel the same way. This is a huge shortcut, thanks to which you should win - if you stay cautious and don't fall off the horse along the way. As a reward, you will receive an exquisite saddle worth several thousand groschen, which will double the weight your horse can carry.
  1. A walk with Klara - talk to the medic Klara in her hut, and she will ask you to keep her company. Talk to her, and when you reach the meadow, collect herbs and flowers for her - purple rosemary, red poppy, and orange marigold. Follow Klara further, and she will propose a short romance. You can agree (an hour will pass) or refuse. Exceptionally, the dialogue options leading to romance are not marked with a heart icon this time - only the last dialogue option will refuse the romance.

How to leave Nebakov?

When six hours pass, Han's meeting with the bandit leader will end, and you will be asked to leave the castle. Go to the horse stables, where Hans is waiting for you. Talk to him to automatically return to Troski Castle. Report to Otton to complete the quest.

More about the walkthrough:

  1. List of all main quests.

You are not permitted to copy any image, text or info from this page. This site is not associated with and/or endorsed by the Deep Silver / Plaion or Warhorse Studios. All logos and images are copyrighted by their respective owners.

Copyright © 2000 - 2025 Webedia Polska SA for gamepressure.com, unofficial game guides, walkthroughs, secrets, game tips, maps & strategies for top games.