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Sinners of Kuttenberg: Unlock and Complete the KCD2 Quests

Sinners of Kuttenberg is an optional Legacy of the Forge activity in Kingdom Come: Deliverance II. Here’s how its contracts work, what to do in Fake Will and Ragman’s Dream, and when to finish Mole’s jobs.
Length4 min Posted Quest giverVGSources Team
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Sinners of Kuttenberg is an optional activity in Kingdom Come: Deliverance II’s Legacy of the Forge expansion. It is not part of the base game. The activity involves repeatable theft contracts from Mole and two named jobs from Ragman: Fake Will and Ragman’s Dream. If you want to keep doing Mole’s contracts, complete them before turning in Ragman’s Dream, which a current fan guide reports ends further thieving contracts on that save.

What you need to unlock Sinners of Kuttenberg

You need Legacy of the Forge. Access depends on where you are in the guild activities: the walkthrough identifies Klaus’ Introduction as a prerequisite for Guild Activities, while the current guide also ties the Mole’s rotation unlock to Sculptor without a Future. Mole’s repeatable jobs and Ragman’s named contracts are related, but they are not interchangeable stages.

Mole operates from the Hole in Hoprink and offers repeatable theft jobs. Ragman—identified as Johan Krumphanzl—gives the named contracts Fake Will and Ragman’s Dream. Neither should be confused with Chenyek’s separate Thieves’ Code and Rat jobs. The walkthrough and quest database describe the expansion requirement; the more recent fan guide reports the contract-stage details. KCD2.org’s Sinners of Kuttenberg guide was checked against Hotfix 1.4.1 on September 3, 2026, but it is unofficial guidance. INARA’s quest record and PowerPyx’s walkthrough provide additional cross-checks.

How Mole’s repeatable contracts work

A Mole job reportedly has a timer of about three in-game days. The guide says two generic contracts usually come before a unique contract. Treat that sequence and timing as guide-reported behavior, not a guarantee: quest progress and timers may vary with game version or state.

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  1. Read the active contract in your journal and use its clue to identify the required item. The item and its placement can vary, so do not rely on a walkthrough’s fixed container location.
  2. Scout the target in daylight. Check access, guards, and whether the area is public or restricted; if the job requires it, plan to enter at night.
  3. Take only the item described by the journal. The fan guide recommends saving before entering a restricted area.
  4. Finish the job and report back to Mole, then collect the payment. An unfinished job, an unpaid reward, or an expired timer can prevent progress to another contract.

If Ragman has no new contract, check for an open Mole job and claim any uncollected pay first. A named Ragman contract does not necessarily clear an unfinished generic job.

How to complete Fake Will

Fake Will is a timed night sequence. The guide’s route starts with Ragman at All Saints’ Tavern during the day, continues with the Iron Eagle meeting at about 20:00, then sends you to Pschitoky to exchange the document that night. Return to Ragman before dawn.

  1. Speak with Ragman at All Saints’ Tavern during the day to begin the contract.
  2. Go to the Iron Eagle meeting at around 20:00, as reported by the guide.
  3. At Pschitoky, identify the will containing the Latin word hereditatis, meaning inheritance. Swap the forged document for that will—not for an arbitrary document in Latin.
  4. Return to Ragman before dawn and complete the hand-in.

Sleeping through the night window or choosing the wrong document can leave the objective unresolved. Consider making a separate save before entering Pschitoky and before the final hand-in, so you can recover if the quest state does not advance. The guide reports 224 Forge Prestige for the correct swap and 84 for the wrong one; these are reported game values, not universal guarantees across versions or choices.

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How to complete Ragman’s Dream

Meet the blackmailers by the cart west of Kuttenberg. The almoner is not necessarily standing in one fixed spot: look through the marked area for a moving figure in white robes and a bright red hat rather than repeatedly checking churches.

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  1. Go to the cart west of Kuttenberg and speak with the blackmailers.
  2. Search the marked area for the almoner in white robes and a bright red hat.
  3. Recover both documents. The guides report that persuasion or intimidation in dialogue and pickpocketing are possible approaches.
  4. Before leaving the area, verify that both documents are in Henry’s inventory.
  5. Return to Ragman and hand over the documents to finish the contract.

The fan guide reports that completing this hand-in closes access to further thieving contracts on that save. Finish any remaining Mole jobs you want to do before turning in the contract. The reward list across the guides includes Forge Prestige, the Caster I and Armourer II sketches, the Lion’s Roar kilij sketch, and the Ragman’s Dream trophy/achievement. The guide also gives approximate final-dialogue Prestige values of 422 or 162 depending on choice; outcomes can depend on the choice and game version.

If a contract or conversation will not progress

  • Ragman is silent: Check whether a Mole contract remains active, expired, or unpaid. Complete or report it and collect the reward before trying again.
  • A theft objective seems stuck: Re-read the journal clue and verify that you took the described item. Its location may differ from a walkthrough example.
  • The almoner is missing: Search the full marked area for the moving NPC in white and red rather than relying on a static location.
  • Ragman’s conversation is locked: The guide says Hotfix 1.4.1 fixed a conversation lock, but quest behavior is version-sensitive. Check your platform and game version before assuming the same issue or fix applies.

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