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Locations: Supervisor Lund’s Building (Novigrad), Seven Cats Inn, Ringvald (Faroe Island), Trottheim, Hammond’s Shrine, Nowhere Inn (Novigrad), Karadin’s Residence Characters: Supervisor Lund, Jan Karadin Enemies: Ekimmara, Guard, Vienne, Elf, Dagr, Pirate, Warrior, Hammond |
Bits and Pieces
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A particularly gruesome decree is available once you chance upon it on a Notice Board, such as the one in Novigrad’s Hierarch Square, close to the Kingfisher Inn. Find the contract entitled “Monster in The Bits”. Head across Novigrad to the area just southeast of the Southern Gate. Approach supervisor Lund’s building and chinwag with the guard. He tells you a beast haunts the outskirts. You can ask about the contract (apparently someone else is also interested), what the supervisor does, and ask for more information on the monster, including the last victim (Hubert the beggar) and a nearby shoreline hut where you can begin your search.
The hut is a short jog south, along the river. Slow down and inspect the door by the thoroughfare.
- There are monstrous footprints around a rowboat, up and into the hut.
- Head inside the hut, where there’s evidence of monster blood—it was wounded. There’s a corpse in the corner with the blood sucked out of him. Was this a lesser vampire? Your objective updates.
- Step back out and head back to the rowboat, then follow the set of claw prints roughly northeast along the shoreline. The tracks end at a short jetty over the river.


Lambert’s Lesser Vampire
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Look ahead, across the river to the water wheel. Swim across and climb onto the riverside platform attached to this structure, where more clawprints are discovered. They lead up the wooden dock ramp, and into the water wheel building. As soon as you enter, you hear shouts and fighting—run up the wooden steps to the upper floor.
You’re surprised to see fellow witcher Lambert attempting to thwart this large, gangly ekimmara. Join the throng and slay the lesser vampire. Afterwards, your conversation reveals Lambert is here to tackle a “certain matter”. Ask him if he needs help with it. First though, there’s the reward. Either head there automatically, or meet Lambert back at the supervisor’s building at your convenience.
A Hot Head and Cold Steel
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Back at the supervisor’s building, you’re waved inside, after which Lambert’s hot head starts to boil while speaking with the supervisor, as he shouts about “Jan Karadin”. Even if you urge Lambert to calm down, he starts a ruckus, and you’re forced to defend yourself.
Slay the three guards attempting to jail you, then return to Lambert. Lund is more fearful, revealing Karadin has disappeared, and he only knows where Vienne is (whoever they are). Apparently, she drinks at the Seven Cats Inn. Lambert is zealous with his blade now, dropping Lund in a bloody heap. Time to flee!
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Head northeast, out of the supervisor’s building, before running from Novigrad, moving southeast along the far side of the Pontar river, until you reach the watering hole known as the Seven Cats Inn. You force Lambert to tell you what is going on. Choose the long or short version of it. He tells you about his friend Aiden (a witcher from the School of the Cat), who he slew monsters with. After Aiden took a contract to lift a curse off a duke’s daughter, a band of assassins ambushed and murdered Aiden, not happy with the curse being removed. Lund was one of the assassins. Their leader? Jan Karadin.
Vienne, a Scoia’tael in the service of Karadin, is half-drunk within the inn. After some persuasion (threats or offers to buy her a beer), she lists the others in Karadin’s group—Selyse, Hammond, and Lund. But they’ve scattered. Feel free to ask her more about Selyse and Hammond, and that you need to contact them. Gather as much information as you can, for the conversation takes a turn for the worse as Vienne calls upon her brethren to kill you.
Use polite conversation to end the chat without blood being shed.
Or choose violence; three elves and Vienne must be cut down.
Afterwards, it is agreed that Lambert heads to find Selyse, while you search Skellige for Hammond. You’ll meet back at the Nowhere Inn (in Novigrad).
Vengeance on Faroe
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You have quite a trek ahead of you. Assuming you’ve visited Kaer Trolde on Ard Skellig (the largest island), head to a previously-visited location, before taking a boat and continuing southeast, to the isle of Faroe. It has only two main villages, and the eastern one (Trottheim) has many dagr and pirates to be wary of (as they are tough and can overwhelm you). Instead, disembark to the west, at Ringvald. Head out of the village through the woodland path heading southeast. Then follow the winding road past the hilltop arena, eastwards past a junction stone, and head down into Trottheim village and talk to the dagr first (at the village entrance, there are two to pick from). Hammond, it seems, prays at the chapel on the nearby hill, and is a slaver. If you answer that you didn’t know he was god-fearing, the dagr get suspicious, and attack. So tell them you’ll be back if you don’t want a fight. Expect up to 16 dagr and pirates to slay in this protracted battle.
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Hammond’s shrine can be approached by following the pathways, or disembarking at a beach just east of the shrine. Check your map, note the location of the shore (the southeastern tip of Faroe), and drop anchor on the tiny spit of sand, guarded by three dagr. Defeat them, then follow the snow-covered trail past some endriaga, and up the trail to a rustic shrine with rough hewed steps and the ribs from the hulls of longboats.
Hammond can’t be reasoned with, so defeat him and his warrior guards in combat. Then search his corpse for some trinkets and the following:
| ITEM: Quest Item: Letter Written on Elegant Stationary |
End: An Optional Assassination
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Now you’ve fully explored Faroe, journey all the way back to Novigrad, enter the Southern Gate district of the city, and head for the Nowhere Inn (as shown). Lambert is inside playing Gwent. After his usual sullen questioning, you explain that Karadin lives in Novigrad, but never severed ties with Hammond. They are in business. Lambert has been busy too—learning about a trade in sly goods. Answer how you wish, optionally asking about Selyse, until you agree to pay Karadin a visit.
Head up to Hierarch Square, then down the steps to meet Lambert. You’re planning an infiltration of the Karadin premises when a pair of heavily armored guards invite you into the abode without drawing a weapon. Karadin appears, introducing you both to his wife and small children. You motion for Lambert to talk to Karadin. You learn that he trained at the School of the Cat. Lambert fears he’ll throttle the man, leaving you to optionally ask about his house, his past, and importantly, a witcher named Aiden.
Karadin has regrets about Aiden’s death, but had no other choice, since Aiden attacked first. Now you have the opportunity to end this quest (and Karadin’s life) or spare it (and see Lambert’s personality become even more abrasive). You can:
Kill Karadin. The three of you spar in his gardens until Karadin is cut down.
Spare Karadin. Lambert is incredulous. You walk away, telling him you aren’t comfortable killing Karadin in cold blood. Lambert is more furious than normal, and you part ways.
After you decision is made, the quest concludes.