So, you’re trekking through Bohemia, dodging Cumans, and realizing the road is awfully quiet. Where is Mutt? If you played the first game, you probably expect him to just be there at the mill, wagging his tail.
But Kingdom Come: Deliverance 2 does things a bit differently. Honestly, it's kind of a relief that he isn't just handed to you in a cutscene five minutes in, but it’s also incredibly frustrating when you’re used to having a furry radar for hidden treasures and bandit ambushes.
Basically, Mutt is in the Trosky region. But he isn't exactly waiting for a belly rub.
The Long Way: Following the Mutt Side Quest
Most players will naturally unlock the quest to find Mutt during Main Quest 5: Wedding Crashers. Your journal will suddenly ping with a side quest simply titled "Mutt." It’s a bit of a trek.
You’ll start by investigating a spot northwest of Bozhena’s Meadow. You find a vagabond poking around a corpse—standard medieval Tuesday—and from there, the trail goes cold. You’ve got to play detective. You can talk to the innkeeper at the Zhelejov Wagoners' Inn, or head over to Vidlak Pond to grill a fisherman.
Eventually, all roads lead to a shepherd named Siegfried in Kopanina.
He’s got a wolf problem.
Naturally, you’re the one who has to fix it.
He might offer you his goat, Ignatius, as bait. If you’re going for a "Lent" (no-kill) run, be careful here. You don’t actually have to kill the wolves once you find them, but it makes life a lot easier if you do.
The "Pro Gamer" Shortcut: KCD2 Where is Mutt Early
You don't actually have to talk to the fisherman or the shepherd if you don't want to. I know, the game tries to make you do the legwork, but you can just go straight to the source.
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Mutt is hanging out at a wolf den west of the Nomad Camp in the Trosky region.
Look for a clearing on the edge of a cliff.
If you see a bunch of deer carcasses scattered around like a grizzly buffet, you’re in the right place.
Go there at dusk. You’ll trigger a cutscene where Henry and Mutt reunite, and then—surprise!—a pack of wolves attacks. You can stand your ground and fight them off with your new best friend, or you can just bolt. Once the cutscene ends and the "quest" state updates, Mutt is yours. Permanently.
"I Sent Him Home and Now He's Gone"
This is the one that trips everyone up. You get Mutt, you're happy, then you get tired of him barking at a bush for three hours while you're trying to sneak into a camp. You tell him to "Go Home."
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Then you realize you actually miss the little guy. You go back to where you found him. Nothing. You go to your latest bed. Nothing.
In KCD2, "home" depends on where you are in the story:
- Trosky Region: Mutt goes to the Zhelejov Wagoners' Inn.
- Kuttenberg Region: He usually heads to the Devil’s Den.
Here’s the kicker: you can’t just whistle for him. You have to physically go to the inn and talk to the innkeeper (Lawrence in Zhelejov). There will be a dialogue option to "ask for your dog back." The innkeeper basically acts as a medieval dog sitter. It's a bit clunky, and the game doesn't give you a map marker for it, which is why half the community thinks their game is glitched.
Managing Your Good Boy (So He Doesn't Leave Again)
Mutt has an Obedience stat. If you let him get beat up by guards or forget to feed him for three days, his obedience drops. If it hits zero? He bails. He’ll come back eventually, but it’s a pain.
- Feed him: He’s not picky. Spoiled meat, fresh kidneys from the butcher, or that mystery stew you found in a bandit camp.
- Praise him: Every time he does something—or even when he doesn't—give him a pat. It boosts obedience.
- The "Stay" Command: Use it. Especially indoors. Mutt’s AI still loves to stand exactly in the doorway of the tiny room you’re trying to leave.
Is He Worth the Effort?
Honestly? Yeah. Once you level up the Houndsman skill, he’s a beast. He can sniff out "Seek" locations (hidden stashes), tackle fleeing enemies, and even hunt rabbits for you. Just remember that he’s a loudmouth. If you're doing a stealth build, tell him to "Stay" a good fifty yards away from the camp, or he’ll alert every guard in Bohemia the second he smells a sausage.
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If you’ve lost him and the innkeeper doesn't have a dialogue option, try waiting 24-48 in-game hours. Sometimes the AI takes a while to "travel" back to its home node after being dismissed.
Next Steps for Your Journey:
- Travel to the Zhelejov Wagoners' Inn north of the main town to check if he's waiting with the innkeeper.
- If you haven't unlocked him yet, skip the shepherd's chores and head directly to the cliffside west of the Nomad Camp at sunset.
- Stock up on smoked meats; they don't spoil and keep his obedience high while you're exploring the wilderness.