
The journey from being a knight or playing the role of Robin Hood to stepping into the shoes of a detective takes an intriguing turn in Kingdom Come Deliverance 2. In this narrative twist, Katherine enlists Henry’s help to investigate a murder, propelling the storyline into a series of unforeseen complexities.
The side quest titled The Fifth Commandment presents players with modest rewards but crucial choices that can significantly influence the game’s concluding moments, particularly regarding your character relationships.
As players embark on this quest, they must tread carefully; misdirected accusations can lead to the murderer’s escape. This comprehensive walkthrough aims to guide you in uncovering vital truths and ensuring justice is served effectively.
Expect challenging gameplay characterized by ‘Hard’ to ‘Very Hard’ Survival, Scholarship, and Speech checks. Devoting time to explore the open world and enhance these vital statistics will greatly bolster your chances of achieving success in this quest.
Initiating The Fifth Commandment

To kick off The Fifth Commandment, you must complete the main quest titled Into the Underworld. Afterward, make your way to the Hangman’s Halter Tavern in Kuttenberg and have a conversation with Katherine. She will discuss a recent murder that she feels might be connected to her, motivating her to call upon you for help in unraveling the mystery.
Embarking on the Investigation

Your investigation starts by visiting the chapel located just north of the tavern, where you’ll find Alice’s body under a white shroud in the morgue.Engage with each dialogue option while examining the scene to extract every potential clue available. Following this, locate the Gravedigger, who may be found either in the nearby cemetery or at his residence, indicated by the map marker.

The Gravedigger will initially be reluctant to assist, requiring a few successful speech checks to prove your intentions.Be forthright: explain that your inquiry into the recent crime stems from concern for a friend’s safety.
In response, he will mention Barbora, Alice’s companion, who can now be found by Alice’s side, providing you with a lead on a scribe named Lumir, previously employed by the Bailiff.
(Optional): Investigate the Crime Scene

Alice’s murder occurred near a small pond on the outskirts of town. Follow the quest marker on your map to reach this crucial location, where you can examine the bloodstains. Be sure to speak to any witnesses nearby and exhaust all dialogue choices to gain valuable insights into the events.
It may be beneficial to have either a hair of the dog potion or some alcohol in hand before consulting with the scribe.

When you finally meet Lumir, you’ll find him in a compromised state—groggy from excessive drinking. You can either offer him a Hair o’ the Dog potion, buy more alcohol, or simply wait for him to regain his composure. Once he is lucid, Lumir reveals that Alice’s murder is part of a troubling pattern, involving five additional suspected deaths.
Two victims have not been recovered, last known to be near the Hole in the Wall tavern—a notorious locale for unsavory types. A third victim was cared for by Father Prokop from the chapel nearby.
Exploring Other Murders

While the tavern remains your final destination, starting with the chapel will provide additional insights. Speak with Father Prokop; he reveals that he was Jarka’s uncle and indicates that she was expecting a child before her tragic death. Although he suspects a bard named William, he lacks definitive proof.

Your next stop will be the Hole in the Wall tavern, located in eastern Kuttenberg. Here, persuade or bribe the innkeeper, Mole, to divulge crucial information about Stanya and a charcoal burner named Barton who resides just south of Kuttenberg. Additionally, Mole mentions William the Bard, raising further suspicions.

Before leaving, don’t miss out on a conversation with Strnad in the tavern’s backyard. He might be confrontational, but if you succeed in a difficult speech check or choose to fight him, he will provide details regarding Zdena and her connection to a fence named Pint in Rabstein.
Whenever dialogue options arise, take the time to explore each one. This approach not only reveals hints but also offers an excellent opportunity to boost your Speech skill through interaction.
Locating Stanya and Zdena

Pint can generally be spotted near the mill. He will be cooperative if you clarify that your intentions do not align with Strnad’s. He will guide you to Zdena’s hideout.
Using the map, follow the trail to a spot marked by a bloodstain. If accompanied by Mutt, showing him Zdena’s scarf expedites the process. Ascending the hill leads to her remains, alongside a signet ring found in a nearby basket.

Your next target is Barton, who resides just south of Kuttenberg. By passing a few Hard speech checks, he will reveal Stanya’s whereabouts: currently in hiding in a hut right behind him—and importantly, she is still alive!
After successfully navigating through additional speech checks, she will recount her memories of the assault, notably identifying two attackers, one being a German who had a firm grip, possibly indicating some connection to a miner or swordsman.
Optional: Investigate William the Minstrel at the Black Horse Tavern

As William’s name keeps resurfacing, consider confronting him before your next visit to Lumir. You can locate the bard at the Black Horse Tavern in Kuttenberg.
It’s noteworthy that whether you succeed in the harder or easier speech checks, William will confess either way, although intimidating him does come at the cost of some local reputation.
Though the young bard indulges in harmless flirtations, he ultimately doesn’t possess the menacing strength that Stanya mentioned. With this suspect cleared from your list, it’s time to regroup with Lumir.
Identifying the Culprit

Both Lumir and Katherina harbor suspicions, but ensure you explore all dialogue options before assigning blame, as neither has the right suspect in mind.
Continuously bring up von Grolles to hone in on a more sinister possibility. However, mere suspicion isn’t sufficient; you require tangible evidence. Venture to their residence and engage with the servant outside. You may choose to pose as either a doctor or a sword instructor to gain entry into the house.
Successfully completing the Ars Dimicatoria quest will allow you an automatic pass if choosing the swordsman disguise by saying Menhard sent you. If you opt for the doctor disguise, administering a Painkiller Decoction and a Digestive Potion to von Grolles will reward you with enhanced reputation and 275 groschen.

Upon gaining entry, make your way upstairs and unlock the chests to discover trophies taken from victims, thus confirming your suspicions. Return to Lumir to devise a plan to arrest Hendl and Thaddeus, utilizing Katherine as bait.

After the ensuing cutscene, you will find yourself engaged in a fight with Thaddeus. It’s worth noting that whether you choose to execute him or allow the hands of justice to take over will not affect the quest’s outcome.
The quest concludes with a reward of 150 groschen, an increased Speech skill, and a prestigious Kuttenberg Knight Shield.
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