
Kingdom Come: Deliverance II Trosky Castle Siege Walkthrough and Tips
How to prep for, fight through, and survive the big siege set-piece that closes out the Trosky region in Kingdom Come Deliverance II.
The end of the Trosky region in Kingdom Come Deliverance II stops the politics cold and throws you into a real siege. You spend the early game dancing around Lord Otto von Bergow, attending his feast, sneaking through his castle. Then the act closes with his army showing up at the gates of Nebakov Fortress to smash the door down. The headline battle of this whole stretch is the siege of Nebakov, spread across the For Victory!, Divine Messenger, and The Finger of God main quests, and it does not end with a tidy win. You get captured, dragged to Trosky Castle in chains, and the story rolls on. So if that final morning is bearing down on you and you want to walk in geared up, hold the walls as long as you can, and not blow the stuff that quietly vanishes, here's the whole assault laid out.
Preparing Gear and Potions Before the Assault
You actually get two prep windows, and both matter. The first sneaks up on you during For Victory!, the feast quest at Trosky Castle. The second is the full day you spend inside Nebakov during The Finger of God, before Bergow's army rolls in at dawn. Treat that second day like a checklist, because almost every task on it quietly makes the coming fight easier.
The feast-night gear run
For Victory! opens in the evening at Trosky Castle. Before you sleep and ride out with Hans Capon, knock out three quick errands. Grab wine from Cook Manyeta in the kitchen (there's a chest you can lockpick if your Thievery is decent, but you don't have to). Then walk over to Blacksmith Osina and say you've come for the armour. When he pushes back, pick the calm "don't want to quarrel" line and you'll still walk away with solid kit. In the morning, hand Hans a Common Longsword and a Smooth Cuirass along with the wine. He rides into an ambush either way, but he fights a whole lot better with real gear on his back.
The Nebakov day
This is where most people get caught short. Once you're inside Nebakov during The Finger of God, you've got a full day before the siege, and the game doesn't shout at you about most of it. Start by repairing everything with repair kits, because you cannot change or equip gear once the battle begins. Then follow Father Godwin out back to bury the dead, three graves, spade's stuck in the dirt right next to them. Near the moat, a soldier named Hertel runs you through a pistole tutorial and hands you your first firearm plus 10 Lead Balls. That little handgonne hits like a truck on armored foes. It just reloads slow and aims roughly where it feels like.
Potions to have on you
Stock or brew the standard kit before you sleep. Marigold Decoction for slow healing over time, Painkiller Brew to keep stamina and shake off pain, plus a Chamomile Decoction and a Fever Tonicum or two for the medical steps. Schnapps is the cleanest wound cleaner you've got for treating the wounded, and the Savior Schnapps variety handles your manual saves. If you finished the Opus Magnum side quest earlier, you already hold the Lead Shot and Gunpowder recipe, which means free pistol ammo. Cheap as dirt once you can craft it, and pistol rounds eat heavy troops alive.
Positioning During the Opening Siege Phase
Morning comes, the horns blow, and Bergow's army is at the walls. The siege breaks into clear phases, and where you stand in each one decides how long the fort holds.
Place your allies wisely
Right at the start, Jan Zizka asks where you want the men you healed stationed. Reserves at the gate is the safe pick, because the gate is where the real pressure lands. The other spots aren't wrong, they're just thinner, and a thin gate means a faster breach.
Phase one: the walls and the ladders
Climb to the battlements. If you don't already carry a polearm, there's a Voulge lying on the ground to your left, around 107 Attack, give or take. Grab it. Enemy soldiers start raising ladders against the wall, and your job is to shove them back off with the polearm before the climbers reach the top. Sweep the reach weapon across each ladder as it goes up. Let even a couple of ladders stick and you'll be fighting on two fronts up there, which gets ugly in a hurry.
Phase two: hold the gate
Capon calls you down to the main gate. Run to the guard platform above it. There are big boulders stacked next to the murder holes, those floor hatches sitting right above the doorway. Pick one up, line up the prompt on the soldiers below, and drop it on their heads. A clean hit kills instantly, which feels way better than it has any right to. Drop at least one enemy this way and you pop the Rock and Stone achievement, an easy one to miss if you never climb up there. Keep working the stones until Hans calls the gate defense held.
Phase three: the breach
The gate holds, so the assault finds another way in. Zizka leads you to a second breach in the lower fort. Drop down the ladder and flank the soldiers while your allies hold their attention from the front. Once that's mopped up, the courtyard floods with attackers and Zizka sends you over to help Godwin. This part is pure melee scrapping in waves until a cutscene takes over.
The ending you can't outplay
Here's the honest part. The fort falls no matter what you do. The defenders pull back to the central tower, and the enemy rolls out a massive bombard cannon they call the Finger of God. One shot cracks the tower open, and that's the ball game. Henry, Zizka, and Godwin get captured. Istvan Toth drags them off to Trosky Castle, and Bergow takes Hans off separately as a hostage. So play the phases well, but don't burn your best consumables thinking you can win the whole thing. You can't. Save the good stuff for the escape that follows.
Key Enemies and Captains to Watch For
The siege throws a few named threats at you, and knowing who's who stops you from wasting swings on the wrong guy.
Otto von Bergow
The man hosting that feast a few quests back is the same one besieging you now. Bergow commands the relief army, mostly Prague militia, and his turn is what flips the whole Trosky arc upside down. You don't fight him directly during the siege. He directs from the field and rides off with Hans as a hostage once it's done. Just know that every soldier on those ladders answers to him.
Markvart von Aulitz
Bergow's not alone. Markvart von Aulitz rides with him and shares command of the assault force. Same deal here. You trade blows with his men on the walls, not the man himself. The named captains mostly stay out of reach during the defense, so don't go hunting a duel that isn't there.
Istvan Toth
This is the real villain of the act, and the one you'll want to put down. Istvan takes the captured survivors to Trosky Castle, and he's holding Radzig Kobyla's longsword, the blade that's been hanging over Henry since the first game. You don't settle accounts with him during the siege itself. That comes in the very next quest, Storm, once you're loose inside Trosky Castle.
The bandit Captain from For Victory!
Before any of the siege happens, the For Victory! ride to the mill ends in a one-on-one duel with a bandit Captain. The trick is stamina, not raw damage. Parry his swings, then counter, and three clean hits are all it takes before soldiers step in and break it up. In the messy scrap leading up to him, fight the same target Hans is on so you drop foes fast instead of getting swarmed in the open.
The assault troops
The rank and file are armored Prague militia, and they come in three flavors: ladder climbers, gate breakers, and the flankers at the lower breach. Ladder climbers are squishy if you catch them mid-climb with the polearm. Gate breakers cluster under the murder holes, which is exactly where the boulders shine. The breach flankers are the ones who'll pinch you if you overextend in the courtyard, so stay near your allies and don't chase kills into a corner. Corners are where squires die.
Objectives You Can Miss Without Realizing It
This whole stretch is a minefield of quiet missables. Half of them vanish the instant the siege starts, so sweep them up the day before.
Every Nebakov prep task is optional
Nothing forces you to load Bluster's cart, sharpen blacksmith Bull's weapons, forge horseshoes for Peltzel, play dice with Hans, or help Klara treat the wounded. Skip them all and the siege still happens. But each one wins over a slice of Zizka's people, and that approval shows up in dialogue and in who fights hardest on the walls. Sharpening the three weapons for Bull (a Common Longsword, a Military Sword, and a Bearded Axe, each to 100 percent on the grinding wheel) hands you 24 Ordinary Arrows and 8 Scattershots. Forging three sets of horseshoes for Peltzel pays 55 Groschen and some ammo. Free, easy, and gone the second dawn hits.
The Klara romance and the Time Well Spent buff
Treat all three of Klara's patients right, Mark, Kozliek, and Zwerk down in the lower fort, and pass her follow-up speech check, and she meets you in bed that night. That grants Time Well Spent, a tidy +1 to Strength, Agility, and Vitality for the coming battle. Botch even one patient, or fail the check, and the buff's gone for good. Worth the effort, since it stacks right on top of your gear.
Rock and Stone and the Voulge
Two easy ones to blow past. Rock and Stone pops only if you kill at least one enemy by dropping a boulder through a murder hole during the gate phase. Miss the platform, miss the achievement. And that Voulge polearm on the wall, about 107 Attack, is sitting on the ground to your left at the start of the wall phase. Walk past it and the ladder-pushing turns into a slog with whatever you happened to bring.
Gear you can't swap mid-fight
The game does not tell you clearly that once the battle starts, your loadout is locked. So equip your heaviest armor and best weapons before you sleep that last night at Nebakov. People routinely wake up in the siege still wearing yesterday's clothes, and there's no fix for it once the horns sound.
For Victory! and the Demons of Trosky lockout
One more, earlier in the arc. The moment you commit to For Victory!, the Demons of Trosky side content closes for good. Clean that up first if you care about it. And don't poke Godwin too hard about his own past while you're burying the dead, it costs reputation for no real gain. Same with using Marigold Decoction to clean Zwerk's wound when you're out of Schnapps. It works, but it dings your rep.
Rewards and Reputation Gained After the Battle
You don't get a victory screen for this siege. The fort falls and you get captured. But the prep work pays out in real ways, and the payoff keeps rolling into the next quest.
Reputation with the rebels
Every prep task you finished nudges your standing with Jan Zizka's band, with Hans Capon, with Godwin, and with Klara. High approval doesn't change who wins the siege, nobody wins the siege, but it shifts how people talk to you afterward and it carries forward into the Kuttenberg act. Zizka in particular remembers who pulled their weight when the walls were failing.
Gear and consumables banked
The first pistole and its 10 Lead Balls are the headline grab, your first real firearm and a chunk of ammo to go with it. Stack the 24 Ordinary Arrows and 8 Scattershots from Bull on top, plus the 55 Groschen and ammo from Peltzel, and you walk into the next act noticeably richer. The Time Well Spent buff is spent during the siege itself, so think of it as a one-time power spike for the wall defense rather than a permanent upgrade.
The real prize: Radzig's sword
The siege's best reward doesn't drop during the battle. It comes right after, in Storm, when you're loose inside Trosky Castle. Track down Istvan Toth and deal with him. The dishonorable route is the smart call if your gear is thin, since a fair fight just makes a hard encounter harder. Either way you reclaim Radzig Kobyla's longsword, a two-handed blade and one of the best swords in the game. You also recover your confiscated kit, the castle keys, and a copy of King Sigismund's orders in the same stretch, so loot the rooms before you bolt.
What the whole arc unlocks
Finish The Finger of God and Storm, and the map opens up. The Kuttenberg region, the entire second act, unlocks once you slip out of Trosky and ride south with Zizka and Katherine. So even though the siege ends in chains, it's the door to everything that comes next. Go in geared, hold those walls, grab the Voulge, and the rest of Bohemia is waiting on the other side.