The seventeen side quests: twelve are missable and none warns you
Henry the Matchmaker asks for the ending nobody picks, and Talked My Way Out demands you end up sentenced to death with high Speech. Seventeen threads, which close as you progress and which have only one valid ending.
And it counts towards Reforged, Man's Best Friend, Die Another Day, Tales of Kuttenberg, Penitent One, Slip the Noose, My Shoes!, Old Raven, No Good Deed, An Old Friend, Truce, Henry the Matchmaker, Under a Brown Flag, The Dirty Seven, Martyr, Remember, Remember…, required for the platinum.
The problem is not finding them, it is closing them right
Kingdom Come: Deliverance II has no hidden collectibles and no impossible skill challenges. What it has is decisions, and twelve of these seventeen trophies are missable.
There are two distinct ways to lose them, and it is worth telling them apart because they are avoided differently:
1. The thread has several endings and only one awards the trophy. You do not fail through carelessness: you fail by choosing. This covers Old Raven — the true lord of Nebakov, not the default outcome — Truce — reconciling the villages rather than the alternatives — Die Another Day — saving the brother while playing as Godwin — and above all Henry the Matchmaker (11.47%), which asks you to bring Victoria together with her beloved against his will. That 11.47% is precisely the people who did not pick the natural path.
2. The chain closes as the story advances. Here you do not choose wrong, you simply arrive late: The Stories of Kutná Hora with Rosa, The Seven Undesirables — the Dry Devil's comrades, scattered across the map — and Master of Masters close by themselves once the main plot turns the page.
The rule that solves both: when you open a side quest, close it before touching the main story. In a hundred-hour game that sounds expensive, and it is cheaper than replaying the whole thing.
Twelve of the seventeen are missable, and the game warns you about none of them. Close every open side quest before advancing the main story, especially when changing region.
The four rarest, and why
Talked My Way Out — 10.77%. Escape an execution by talking.
It is the rarest in the base game and carries a double trap: first you have to end up sentenced to death — which nobody seeks out — and then talk your way clear with enough Speech. If your Henry has not raised that stat, no conversation will save you. So it is not a trophy you take when it shows up: it is one you prepare for.
Remember, Remember… — 11.42%. Let the thing that was meant to blow up, blow up. It is a nod to the gunpowder plot, and its rarity comes from instinct telling you to prevent the explosion, not cause it.
Henry the Matchmaker — 11.47%. Bring Victoria together with her beloved against his will. The natural outcome is the other one, which is why almost nobody has it.
A Stained Banner — 21.32%. Hang used underwear in the tavern. One of the game's joke trophies: not hard, you just have to learn it exists.
All four share a pattern: none is lost by playing badly. They are lost by playing reasonably.
The ones that come almost by themselves
Not everything in this block is a trap. Five close without drama:
An Old Friend — 68.28%. Find Pebbles, Henry's horse from the first game. Technically missable, but almost everyone runs into him.
Man's Best Friend — 64.40%. Find and save Mutt, the dog. It is missable — if the rescue goes wrong there is no second chance — but most people get it first time.
The Seven Undesirables — 42.66%. Find all of the Dry Devil's comrades. Silver and missable: several characters scattered across the map, and the chain closes as the story advances. Do them as soon as you open them.
Martyr — 35.75%. Help the legate achieve martyrdom. A hidden trophy from one of the religious threads.
The Penitent — 31.93%. Complete the penitential pilgrimage. It is a long quest walking between stations: no trick, only time. It is one of the few on this list you cannot do wrong, only leave undone.
And two pure nods: My Shoes! — 25.22%, drinking yourself unconscious and having your shoes stolen, which pops on waking; and Reforged in Fire — 34.97%, reforging the sword Henry has been chasing since the start, missable because it closes a long chain. Do not leave that quest half done.
The trophies involved
Each one links to its section inside the full Kingdom Come: Deliverance II trophy guide.