KCD2 Marika is the missing daughter at the center of the Miri Fajta side quest. For the best ending, help Bohush, rescue Tibor, bury Gejza, promise KCD2 Marika you will not surrender the letter of safe conduct, speak to Tibor or Aranka before confronting the Voivode, and win at least two of the three wager rounds. Do not steal the amulet and do not simply hand over the letter if you want KCD2 Marika to return to the Nomads' Camp.
Best-ending answer: Keep the letter, unlock the KCD2 Marika wager through Tibor or Aranka, then beat the Voivode's side in two of three events: a horse race, a fistfight, and—if needed—a dice game. Winning two rounds makes the Voivode personally give KCD2 Marika the amulet with his blessing, reconciling the family.
How to Start the KCD2 Marika Quest
Miri Fajta becomes available after the main quest Wedding Crashers begins. Go to the Nomads' Camp in the Trosky region and speak to the Voivode in the large rear tent. The camp sits west of Bozhena's hut; use the Trosky map if the camp marker is still hidden.
Before leaving:
- Search the sleeping area just north of the Voivode's tent.
- Pick up KCD2 Marika's scarf beside the chest; the chest itself does not need to be opened.
- Ask Aranka and other family members about KCD2 Marika.
- Visit Herbwoman Bozhena for an Apollonia search area.
The scarf is optional after the journal objective advances, but it lets KCD2 Mutt track KCD2 Marika when Henry enters the Apollonia search zone. This is the easiest KCD2 Marika route through the cliffs.
Where to Find KCD2 Marika in Apollonia
KCD2 Marika hides with her wounded lover Bohush in a narrow cave northwest of the Apollonia marker, east of Troskowitz. The surrounding cliffs contain hostile camps, so save before entering the search area.
With Mutt, let him sniff the KCD2 Marika scarf and use the tracking command after Henry comments on the scent. Without Mutt:
- Approach the rocky search area from the woodcutters' clearing.
- Follow the path east until you see a rounded boulder wedged between larger rocks.
- Continue along the cliff to a narrow cleft.
- Follow the blood on the stone walls.
- Climb the ledge and descend into the KCD2 Marika cave.
Inside, KCD2 Marika explains that Bohush was injured during the feud between her brothers and the people of Semine. She will not abandon him and asks Henry for treatment and the Voivode's protective amulet.
How to Heal Bohush for KCD2 Marika
There are two valid treatment routes. The short route requires a successful Survival dialogue and a Marigold decoction already in Henry's inventory. If that option appears, KCD2 Marika accepts the potion and the medical objective finishes immediately.
Otherwise the KCD2 Marika treatment step requires:
| Item | Amount | Easy source |
|---|---|---|
| Bandage | 2 | Aranka or a Troskowitz merchant |
| Fresh Marigold | 4 | Aranka or the Troskowitz herb garden |
| Fresh Comfrey | 4 | Herb garden outside the Troskowitz apothecary |
The KCD2 Marika herbs must be fresh rather than dried. Aranka normally supplies the bandages and Marigold after you explain KCD2 Marika's situation; collect the Comfrey separately. Healing Bohush is optional for the main amulet chain but gives the compassionate version of the KCD2 Marika story and avoids leaving an obvious task unfinished.
Rescue Tibor and Bury Gejza
Return to the Voivode after meeting KCD2 Marika. He refuses to release the amulet until his two sons are accounted for: Tibor is a prisoner in Semine, while Gejza was killed by woodcutters.
Free Tibor in Semine
Ask villagers about the captive, then go to the saddler's barn at the edge of Semine. You have three practical options:
- pass a dialogue check so the guard looks away;
- pay or otherwise persuade the guard, then take the prison key inside;
- circle behind the restricted barn and climb through the open rear window.
For the KCD2 Marika rescue step, the rear window is the cleanest fallback because it opens directly beside Tibor. Untie him, leave through the window, and follow him into the woods. He then marks Gejza's body and the intended burial site.
Recover Gejza's Body
Gejza is tied to a tree in the cleared forest west of Semine. Speak to the woodcutter foreman before cutting him down. A Persuasion check or payment can resolve the dispute without starting a fight.
During the KCD2 Marika burial step, carry the body through the forest to Tibor's marker above the road. Approach from the north because the grave is on top of the cliff; walking along the road below leaves Henry on the wrong level. Place Gejza in the grave and choose Amen after the prayer for a Nomad reputation increase. The scene returns Henry to camp to continue the KCD2 Marika amulet dispute.
KCD2 Marika Letter of Safe Conduct Location
The Voivode reveals that KCD2 Marika took the Nomads' letter of safe conduct. He claims he cannot give up the amulet while the camp lacks this legal protection. Return to the cave; wolves will be waiting outside. Kill or scare them away, or use unarmed attacks if you are protecting a Lent run.
For the best ending, tell KCD2 Marika “He cares about you” and then “I swear” when she demands a promise not to give the letter straight to her father. She reveals that the document is hidden near the spring.
To finish the KCD2 Marika letter search:
- Leave the KCD2 Marika cave and turn right toward the stream.
- Follow the water uphill to its source, where debris and a fallen log block a small pool.
- Face away from the spring and look southeast for a lone tree with a differently colored hollow.
- Interact with the hollow on the side facing the spring.
Take the letter, but do not hand it to the Voivode yet. The KCD2 Marika wager dialogue must be unlocked first.
How to Get the KCD2 Marika Best Ending
Return to the Nomads' Camp and speak to Tibor or Aranka before the Voivode. Tell them about the blocked exchange. They explain that the Voivode cannot resist a wager and unlock the dialogue required to bet the letter against the amulet.
Challenge the Voivode and insist that he personally deliver the amulet to KCD2 Marika with his blessing. The KCD2 Marika wager is best of three; Henry needs two wins.
| Round | Opponent | How to prepare |
|---|---|---|
| Horse race | Tibor | Use your own strong horse, learn the route, manage stamina, or ask Aranka for help |
| Fistfight | Tibor | Practice Unarmed, use clean counters, or ask Aranka before starting |
| Dice tiebreaker | Voivode | Save first and bring reliable dice; target score is 1,500 |
Round 1: Horse Race
The KCD2 Marika race circles the pond and returns to camp. There is no reliable universal minimum for horse stats because tack, Horsemanship, perks, route choice, and patches affect performance. A perked Pebbles is competitive; consult the KCD2 horse guide before replacing her just for this event.
During the KCD2 Marika race, open the map when unsure about the next checkpoint. The western side of the pond is the main navigation trap. If you want assistance, tell the Voivode to wait, speak to Aranka, and use her concoction on Tibor's horse trough before starting. Losing the race does not end the KCD2 Marika best-ending attempt.
Round 2: Fistfight
In the KCD2 Marika fistfight, Tibor counters more often than a basic brawler, but he is easier to beat than he is to outrun. Armor is removed for the fight, so rely on stamina, defense, and short combinations. Aranka can also provide a potion to weaken Tibor through the nearby wine keg. This sabotage is optional; the KCD2 Marika outcome depends on wins, not on fighting fairly.
Round 3: Dice
The KCD2 Marika dice game happens only if Henry and Tibor split the first two rounds. First to 1,500 points wins. You may use your own loaded dice or accept Aranka's special die, although community reports do not agree that her die is consistently helpful. Use the KCD2 dice guide if scoring and bust risk are unfamiliar.
Win two rounds and the Voivode accompanies Henry to the cave, gives KCD2 Marika the amulet willingly, accepts Bohush, and brings the couple back to camp. This is the full reconciliation and the best narrative ending.
KCD2 Marika Choices and Consequences
| Choice | Immediate result | Final outcome |
|---|---|---|
| Win two of three wager rounds | Voivode delivers the amulet in person | KCD2 Marika and Bohush return; family reconciles |
| Lose two wager rounds | Aranka forces the Voivode to surrender the amulet | KCD2 Marika receives it but stays away; Henry gets 25 Groschen |
| Give the letter directly | Voivode keeps the letter and amulet | Quest ends early; KCD2 Marika condemns Henry; about 85 Groschen reward |
| Steal the amulet | The amulet is no longer willingly given | Can fail or lock KCD2 Marika progression; avoid this route |
Winning the KCD2 Marika wager gives no direct cash reward, but the camp gains a sleep-and-save bed and Tibor can provide basic Unarmed and Marksmanship training. The better reward is preserving the family outcome and related camp interactions.
Why You Should Not Steal the Amulet
The amulet is a quest-state object, not a normal shortcut. KCD2 Marika needs her father to surrender it willingly so its protective meaning remains intact. Stealing it early can remove the Voivode's dialogue, instantly fail the quest, or leave the letter and wager stages unable to advance. Multiple community reports describe exactly this trap.
If you already stole it, reload a save from before the theft when possible. Returning it to a chest or pickpocketing the letter later does not reliably restore the KCD2 Marika quest state.
KCD2 Marika Checklist Before the Wager
- Heal Bohush with a Marigold decoction or the requested supplies.
- Rescue Tibor through dialogue, payment, or the rear barn window.
- Recover Gejza, approach the grave from the north, and say Amen.
- Drive the wolves away from the KCD2 Marika cave.
- Promise not to hand over the letter.
- Retrieve the letter from the tree beside the spring.
- Speak to Tibor or Aranka before the Voivode.
- Save before the race and before a possible dice tiebreaker.
- Do not steal the amulet.
KCD2 Marika FAQ
Do you have to win the horse race?
No. KCD2 Marika gets the best ending when Henry wins any two of the three rounds. Lose the race, then win the fistfight and dice game.
What happens if you lose the wager?
Aranka still persuades the Voivode to give up the amulet, so Bohush can be helped. KCD2 Marika remains away from camp, however, and the full reconciliation does not happen.
Where is the letter tree?
The KCD2 Marika letter is beside the source of the stream near the cave. Follow the water uphill to the blocked pool, then look southeast for the differently colored hollow facing the spring.
Can Mutt find KCD2 Marika?
Yes. Pick up the scarf near her bed at the Nomads' Camp, enter the Apollonia search area, let Mutt sniff it, and use Track. Mutt leads Henry to the cave.
Is there a money reward for the best ending?
The best KCD2 Marika route has no consistently listed direct cash reward. Giving the letter away early pays more immediately, but sacrifices the best KCD2 Marika ending.






























