In Kingdom Come: Deliverance II, as you delve into each town while exploring, you’ll encounter a variety of intriguing characters. At Zhelejov Wagoners’ Inn, you’ll notice many people relaxing and enjoying food. Among them, you’ll spot George and Michael seated at one table.
In this scenario, you’ll encounter two companions who passionately debate their affection for art, and they’ll enlist your help to achieve their shared dream: acquiring a lute for their melodies. This event initiates the Troubadours quest, which unfolds with tasks such as pilfering a lute, dueling inebriated individuals, and digging through piles of manure.
How To Start The Troubadours Quest
To initiate the Troubadours quest, locate the artist duo known as George and Michael. You can find them relaxing in the open-air section of Zhelejov Wagoners’ Inn, specifically under a covered area. Go over to them and eavesdrop on their discussion about poetry.
In the end, they will discuss with you about obtaining a lute for their music, expressing their strong desire for it. Later on, they will share that they have already approached a carpenter in Troskowitz to purchase one.
In my own words, I’d say: They’ll count on me to get it for them, and they’ll tell me that it’s simply adorning the wall of a carpenter’s house in Troskowitz. Should I chat with this carpenter, he might express his reluctance towards giving up the lute since it belongs to one of his clients. If I truly wish to assist George and Michael, it seems I’ll have to securely acquire the lute myself, for lack of a better option.
Where To Find The Carpenter’s Lute
In one of the carpenter’s house rooms, you’ll find the lute, which is situated to your left as you enter the main door. During the day, the doors will be open for you to pass through, but be aware that you might get noticed if you try to take the lute. A more discreet time would be waiting until evening before making an attempt to steal it.
As a fan, I’d put it like this: In the evening, I’ll be keeping an eye on the area, so it’s best to avoid drawing attention if you plan to sneak and grab the lute under cover of darkness. Don’t forget that being seen without a torch in hand at night might make you look shifty to the guards on duty.
As night falls, I make my way home and, with gentle care, unlock the door leading to my beloved lute’s chamber. Once inside, I navigate towards the dimly lit southwest corner of the room. Even in the darkness, I can just about discern a faint silhouette of my cherished lute hanging on the wall.
Take it and exit the residence quietly.
How To Repair The Broken Lute

Head back to George and Michael carrying the lute. Upon displaying it, a tipsy fellow named Drslav saunters over to the table, strums the lute, causing the strings to snap. Our chat with him might lead to a scuffle.
Give him a few whacks, and he’ll surrender. Afterward, talk to him, and he’ll scamper off, allowing you to speak with George and Michael once more. They’ll enlist your aid in fixing the lute, and you’ll be given the choice to either wrap up the quest or carry on.
If you decide to assist them, they’ll arrange for you to encounter a gamekeeper named Vostatek. This fellow is a solitary hunter residing in a remote cabin up north with his family. However, if you haven’t finished the side mission called ‘Lackey’ beforehand, Vostatek won’t be present, and you’ll have to save him first before moving on with the Troubadour quest’s subsequent stages.
If Vostatek has been saved, you can approach him for assistance in fixing the lute. He’ll require sheep intestines to create new strings, which can be acquired by either hunting sheep or purchasing them from a butcher.
You can easily purchase sheep guts from the butcher in Troskowitz.
After obtaining the sheep guts, go back to Vostatek and let him craft the strings for you. When they are finished, you can then return to George and Michael again.
Once you’ve got the sheep guts, head back to Vostatek so he can create the strings. Once completed, make your way back to George and Michael once more.
How To Pay Off George And Michael’s Debt
Despite having been given the repaired lute, George and Michael will continue to show distress since it appears that the innkeeper is refusing to let them leave until they have settled their tab. Unfortunately, the innkeeper seems uninterested in accepting payment directly and instead wants them to work off their debt instead.
Instead of choosing to let them handle their problems on their own, you could choose to assist them in overcoming their difficulties, which would enable them to carry on with their journey. If you decide to aid them, your first step should be to have a conversation with the innkeeper. He will inform you that he has assigned the two artists some tedious chores that they have yet to complete.
In order for George and Michael to depart effortlessly, I’ll have to approach the innkeeper in a friendly manner and persuasively explain why payment is necessary for their stay, or perhaps take it upon myself to perform any outstanding tasks to earn our accommodation.
Dig Out The Latrine Next To The Outhouse
To start, we need to clear out the latrine, which is located next to the outhouse. You can find this outhouse along the eastern edge of the inn. On both sides of it, you’ll notice a pile of dirt and another pile of waste.
To get started on digging, you’ll require a shovel. If you don’t already have one, you can grab the one poking out of the ground next to the outhouse. Use your shovel to excavate the outhouse to finish the job.
Prior to discussing with the innkeeper, feel free to excavate the outhouse first. This action may lead to an amusing dialogue, as he’ll inquire as to your peculiar reasons for doing so.
Transfer The Sacks In The Courtyard
Moving forward, let’s carry out the following: Relocate eight bags from the yard to a specific location within a building. This building is situated northwest of where the bags are currently located. To finish the task, you should pick up each bag individually and transfer them to the building.
Be certain to store the bag in its proper location. Leaving it on the floor won’t contribute to your advancement.
Once you have moved all eight bags, go back to the innkeeper. He will allow George and Michael to leave. Converse with them to conclude the mission, and they will perform a song commemorating your brave actions as a token of thanks.
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2025-03-07 05:09