The Blood of Dawnwalker Map: Prologue
Uncovered and annotated Prologue Map for The Blood of Dawnwalker features a recommended exploration order and a walkthrough covering quests, secrets, puzzles, and key locations. The map covers the timeline from the start of the story up to the evening Blood Mass event.

AD 1347 Somewhere In The Carpathians ... opening cinematic
The opening cinematic sets up the backstory two years before the events of Dawnwalker.
The Black Death has reached Vale Sangora in the Carpathian Mountains. Soldiers working for the local ruler, the ruthless Skender Dagosti, are hunting down and killing the infected to contain the outbreak.
Our protagonist, Coen, flees into the night carrying his sick younger sister, Lunka, to save her and keep her out of sight.
A violent clash breaks out between the troops and the Vrakhiri (Vampires). Brencis, the vampire leader, and his henchmen kill Skender and his guards.
Lunka survives the plague, but she ends up infected with Vrakhiri blood instead.
Characters and Lore
NPC: Coen (Main Protagonist)
Once a miner and farmer in the small village of Laslea Glen, he becomes a human warrior by day and a predatory vampire by night.
Coen is the main protagonist and playable character in The Blood of Dawnwalker. He has 30 days to save his family from a ritual execution at the hands of Brencis, scheduled to take place on the exact day he is crowned ruler of Vale Sangora.
NPC: Brencis (Ruler of Vale Sangora)
Brencis is the main antagonist in The Blood of Dawnwalker. Born as Caeso Burrienus Laurentius in 131 AD in the Roman Empire. He is a powerful vampire and the current ruler of Vale Sangora.
Two years ago, soon after the plague started, Brencis and his three vrakhir henchmen stepped out of the shadows. In just one night they killed the knyaz at the time, Skender Dragosti, and took over Vale Sangora.
When Brencis told us he was going to drink our blood and commanded us to drink his, people were terrified. But soon they got used to it.
Today, Brencis rules the valley from Greifberg Castle in Svartrau. He rarely leaves it, except to attend Blood Mass. He is old, there's no hiding it - but even though his body may seem to be crumbling, he is powerful ... and somehow his strength seems only to be growing.
TYPE: Supernatural
NPC: Skender Dagosti (Former Knyaz)
Brencis kills Skender two years before the events of Dawnwalker.
Skender Dragosti had ruled Vale Sangora for as long as I could remember. He ascended the throne in 1324, after his father died in a hunting accident. From his very first day, he ruled with an iron fist. He didn't just exploit us all, like his forebears did. He was cruel and ruled entirely through fear.
It took nine years for people to muster the courage to revolt. But even then, he didn't stop. He massacred the peasants at Shrike's Crag, leaving no one alive. From that day on, nobody else dared to oppose him.
Until finally, Brencis did. And many people were grateful for that.
TYPE: Mortal
Lore: Vale Sangora
After centuries of bloody invasions and ruthless rulers, the secluded Carpathian valley of Vale Sangora is now completely sealed off from the outside world under Brencis.
Our home, Vale Sangora, is a secluded valley in the Carpathian Mountains.
From what I know, it's had a troubled history, constantly being fought over and passed from hand to hand. At times it's belonged to the Moravians, the Kievan Rus or the Serbian Voivodeship. It's been pillaged by Hungarians, Mongols, and Tatars. In the last decades before Brencis, it belonged to the Dragosti family, who ruled it with an iron fist.
Nowadays, under Brencis, Vale Sangora is cut off from the outside world. With all the bridges destroyed and the mountain passes blocked, there's almost no way to get in or out.
Carpathians
The Carpathians are a range of high mountains, stretching in a long arc through the heart of Europe. Even in the summer, they aren't easy to traverse. And in the winter, when snow blocks the mountain passes, the Carpathians become an insurmountable wall.
I guess that is why Brencis chose Vale Sangora to be his realm. When it comes to controlling borders, it's hard to think of a better place.
Lore: Vrakhirs (Vampires)
Once human, the immortal vrakhiri fear only silver and sunlight, keeping humanity around to feed on our blood and terror.
All vrakhiri used to be human. At some point in their lives, they were turned. To make that happen, their heart must have been stabbed by another vrakhir's fang.
Vrakhiri consider themselves above humans, better than us. And in some regards, they are. They don't grow old, their wounds heal instantly, and they have a whole array of other inhuman abilities. Contrary to what people may believe, they don't fear crucifixes or garlic, either. Only silver and sunlight are a threat to them, but they've learned to avoid both of those things pretty well.
But in spite of what they say, they need us. For one, we supply them with our blood. But also and maybe more importantly they feed on our fear. They are themselves too feral and too proud to be ruled and snarled at. And our obedience brings them immense satisfaction.
Lore: Black Death
A gruesome plague continues to ravage Europe, and while vrakhiri blood is a proven cure, Brencis refuses to share it with anyone outside Vale Sangora.
The plague, or 'the great pestilence', broke out two years ago. For all we know, it's still spreading like wildfire through most of Europe.
In addition to being deadly, the disease causes much suffering. It starts with swollen lumps, or buboes, that appear in the groin or armpits. Some of those swellings grow as large as an apple or an egg. If you open them, they bleed. And from them, the disease spreads to all other parts of the body. After a while, black spots appear, followed by fever and vomiting. Most of the infected die within a few days.
People do what they can to avoid getting infected. Some stay at home and refuse to talk to anyone. Others flock to churches, praying for protection and seeking forgiveness for their sins, which according to some are why God brought the plague on us.
But, as it turns out, there is a remedy. Vrakhiri blood has the power to cure the infected and prevent others from catching the disease. That is how Brencis healed the people of Vale Sangora, but I don't think he plans on sharing his blood with anyone outside the valley.
And so, the plague rages on.
Lore: 14th-Century Europe
With Europe torn apart by plague and war, peasant life remains a grim and inescapable cycle of serving oppressive lords until death.
Some say we're living in the end of days.
At the moment, almost all of Europe is being ravaged by the great plague - an unstoppable and merciless pestilence that wipes out entire towns and villages. Meanwhile, two great powers, France and England, are warring over the French throne, possibly willing to set the entire continent on fire to get what they want. And any day now, the Mongols or the Turks may come from the East, burning and pillaging. Nothing is certain anymore, the world seems to be crumbling beyond repair.
But even without any of these things, our lives would be far from easy. We work for our lords, who feed off us like leeches. Most of what we produce, we're forced to hand over to our masters, who have little to no sympathy for our suffering. It doesn't matter how smart or hardworking we are - if we were born peasants, we'll die as peasants.
Lore: Brencis's Army
Brencis commands a formidable army of vrakhiri henchmen, loyal blood guards, and uriashi, backed by a reluctant force of regular soldiers forced to stand in my way.
Brencis' forces are different from what other rulers have at their disposal. For one, there are the three vrakhiri henchmen: Bakir, Ambrus, and Xanthe, ready to fight alongside Brencis whenever needed. Beside them, the knyaz may also count on the fiercely loyal blood guards, created by Xanthe. And then, there are also uriashi - strong, obedient, and often eager to prove their worth.
But the majority of the troops are just regular soldiers, who two years ago were still loyal to knyaz Skender. I bet they wouldn't fight anyone if they didn't have to. But they're still what stands between me and the vrakhiri, so - whether I want it or not - they are my enemies.
All Good Things - first quest Find Lunka in the forest
The opening quest and tutorial in The Blood of Dawnwalker.
The main gameplay begins with selecting your Difficulty Level. Do not feel pressured to crank it up, as the game gets surprisingly tough in places, and picking a higher difficulty does not change the quality of the narrative.
The next cinematic features an idyllic scene of Coen and his family scything grain in the evening fields. We are introduced to Coen's family:
- Esme: Coen’s mother, once cheerful but recently distant and withdrawn.
- Lunka: His younger sister, the one you rescued from the plague.
- Mirto: His younger brother, still a child and full of energy.
- Pieter: Coen’s father, a former mercenary and miner turned farmer.
- Yanna: His second sister, nearly a young adult.
The narrative suggests we are experiencing Coen's dream. What begins as pleasant memories quickly twists into a dark vision, closing with a prophetic warning of the future.
As evening sets in, Lunka unexpectedly wanders off into the nearby woods. You need to follow her. This section is the first quest in Dawnwalker, "All Good Things", and it doubles as a gameplay tutorial.
You are completely safe right now. Just follow Lunka to the Church and complete the on-screen instructions to learn the basic mechanics. Afterward, you wake up from this strange dream (not dream) sequence in your family home in the village of Laslea Glen.
Family
NPC: Esme (Mother)
Coen’s mother, once cheerful but recently distant and withdrawn.
I remember when my mother used to smile a lot, but that was a long, long time ago. Then life gradually started to take its toll. First Alin's death, then the plague, and finally, the vrakhir takeover ... She withdrew into herself, stopped speaking, eating, sometimes she wouldn't even get out of bed. I hope she'll come back to us one day, but is that even possible at this point?
TYPE: Mortal
NPC: Lunka (Sister)
Coen’s younger sister, the one you rescued from the plague.
Lunka is my sister. I remember when she was just a toddler, and now ... She's so perceptive and smart, always finding out how to get what she wants. But still, she's just a child, chasing whatever fancy catches her.
And that combination has me worried sick. She can't tell right from wrong, or safety from danger. I'm more of a parent to her now than mum or dad ... and I haven't got a clue how to do it. I don't want to be watching her every step ... But she can't end up like Alin. She just can't.
TYPE: Mortal
NPC: Mirto (Brother)
Coen’s younger brother, still a child and full of energy.
My little brother, Mirto, could hardly be more different from me. I was a pretty quiet child, while Mirto ... Well, you know. He's just a little ball of fire.
And I can't blame him. Things have never been easy with our dad, and now, with mum's withdrawal ... I'm sure he's dealing with a lot. I just wish I knew how to talk to him. Yanna keeps saying he'll grow out of it - out of the anger and the attitude ... but I worry she's just told herself that so many times that she's started believing it.
Anyway, being a young boy isn't easy. I try to remember that every time he throws a tantrum.
TYPE: Mortal
NPC: Pieter (Father)
Coen’s father, a former mercenary and miner turned farmer.
My father ... Where do I even start?
He's complicated. He loves us all, for sure, but isn't good at making us feel it. He's the most hardworking man I know, but he may also be the most pigheaded. Life's been hard on him, I get it, especially since mum got worse. But sometimes ... there's just no way to get through to him.
He's taught me a lot, though. Everything I know about sword fighting I learned from him. We worked together in the silver mine, too, before it made me ill.
But his past is a mystery to me. People have told me he used to be a mercenary, but he refuses to talk about it. It's strange - we've lived under one roof my whole life, and yet there's so much about him I don't know.
TYPE: Mortal
NPC: Yanna (Sister)
Coen’s second sister, nearly a young adult.
My sister Yanna is almost an adult now ... But she's always been mature beyond her years. When my father and I aren't around, she takes care of Mirto and Lunka. Her patience sometimes runs short, but she does what she can.
TYPE: Mortal
First Quest
All Good Things Quest WalkthroughLaslea Glen in Prologue Map Overview & Walkthrough
You wake up the next morning inside Coen's Family House in Laslea Glen, shaking off the nightmare. You are still in the Prologue, but this is where the actual gameplay starts.
This is the first day you won't have enough time.
Your first day in Laslea Glen is unique because you are on a strict time limit. You need to get everything done between waking up at Sunrise and the start of the Blood Mass event at Sunset. The Blood Mass triggers no matter what you do, and any tasks you leave unfinished by evening are gone for good.
Finishing some quests costs Time Segments. You only get 8 Time Segments for this day before the Blood Mass starts. Basic actions like walking around and exploring do not consume Time Segments.
This means you cannot finish every Prologue quest in a single playthrough. Some of them will simply be lost.
I put together the optimal plan for your first day in Laslea Glen below. Do not pick up other quests, do not wander away from the village, ignore character training, and skip crafting for now. Follow these exact steps point by point. We will tackle the rest of the available content later.
01 Coen's Family House
You wake up in your family home. The most important quest you need to finish in this part of the Prologue is "Withering Away". We will tackle it first and complete the intertwined "Page-Turner" quest along the way.
- Loot the three chests inside the house and grab everything inside.
- Equip the clothes you just found.
- Pick up all loose items scattered around the house and inspect any objects that highlight in Focus Mode.
- Chop some wood out in the yard.
- Add the firewood to the stove.
- Sit down for breakfast.
- Try feeding Esme, but do not force her to eat.
- Pieter sends you to Anca's house to get medicine for Esme.
- Grab your sword.
- Head outside and circle the house to gather any remaining items around. You need money to pay for the medicine. This does not count as stealing.
Learn how to complete Coen's daily chores and obtain the life-saving medicine for his mother, Esme, from Anca the herbalist. This guide covers the optimal path to save your Time Segments.
02 Rainer Food Vendor
Choose [Sell All Junk] to get enough money to pay Anca for Esme's medicine. You will need 50 Coins.
Go south.
03 Laslea Centre Shrine
Discover the Laslea Center Shrine. This Fast Travel point lets you return to the village quickly.
Go to Anca's Hut.
04 Anca's Hut Shrine
Discover the Anca's Hut Shrine, for future fast travel.
05 Anca's Hut
The "Withering Away" quest brings you to Anca's Hut. You need to buy medicine for Esme from Anca.
- Choose [Knock on the Door]. Anca is not home, but you can find her nearby down by the river.
- When you approach her, do not start talking right away. Select [keep on looking] first, then speak to her.
- After the conversation, walk with Anca back to her Hut. Chat with her about other topics and ask for help regarding Esme.
- Pay the full amount for the medicine. You should have more than 50 coins if you sold your Junk earlier.
You now have the medicine and the "Instructions from Anca" in your inventory explaining how to use it. You could return to Coen's House right now, but you should stay.
Anca is an important character in Dawnwalker and a potential romance option. Spending the night at her cabin is worth the cost of 1 Time Segment, even if you are just studying Latin.
This nighttime meeting is the core of the "Page-Turner" quest.
A funny detail about the "Page-Turner" quest is how the narrative implies you spend the entire night with Anca and leave the following morning. That is not actually true. The whole event only costs 1 Time Segment. You walk out of her cabin on the exact same day you walked in. I suppose lovers just track time differently, or maybe that sudden darkness was just a passing storm.
- [Gladly - I've missed it too. (2)] keeps you there for the Latin lesson and the "Page-Turner" quest. (Suggested)
- [I really have to go. (1)] sends you back home to continue the "Withering Away" quest.
Studying Latin and starting a romance with Anca.
If you chose [Gladly - I've missed it too. (2)] option during the "Withering Away" quest:
NPC: Anca (Witch/Herbalist)
It is not hard to guess that Anca is a witch, but she is one of the good ones. She is also a potential romance option in Dawnwalker.
Anca is a herbalist, but she hasn't always been one. For years she served God at St. Tyna's convent. The nun's life wasn't a good fit for her, but the truth is, she's far too clever to be where she is now, either. She speaks Latin, knows things about the world nobody else does ... yet I wouldn't call her happy.
We get along well, though. I enjoy her company, and - for whatever reason - the feeling seems to be mutual.
TYPE: Mortal
Discover how to start the romance path with Anca. We show you the correct dialogue choices during the Latin lesson and where to find all the hanging herbs in her ruined shed.
- Take Latin lessons with Anca. Pick the book with the red cover and insist on choosing Catullus.
- Select [Kisse?], [Did they find love? Catullus and Lesbia?], and [Grains of sand?].
- Gather herbs from Anca's shed. When the shed roof caves in, you need to collect all the herbs hanging and drying near the ceiling.
- Help Anca. Wash her wounds and apply the balm.
Once you finish the quest, you can speak with Anca. She is an Herbalist.
Then, you can resume the "Withering Away" quest and fast travel back to Coen's House.
06 Back to Coen's House
You return from Anca's Hut to finish the "Withering Away" quest for Esme.
Outside the house, you find Vladimir talking with Pieter. Vladimir is a friend of Coen and one of the leaders of the human rebellion against the Vrakhiri. His extreme methods do not sit entirely right with Coen. Vladimir tries to talk Pieter into armed action. Pieter is unconvinced and wants no part in this conversation.
NPC: Vladimir (Local Rebel Leader)
Vladimir is a friend of Coen and one of the leaders of the human rebellion against the Vrakhiri. His extreme methods do not sit entirely right with Coen.
Vlad is friends with both me and my father. And since the two of us are as different as night and day, this probably proves that Vlad could be friends with anyone. He's almost twice my age, but the years haven't weighed him down - which is an exception to the rule in Laslea.
Recently he's become somewhat secretive, though. Some say he's in touch with the manumits, the rebels preparing an uprising against Brencis. If that's true, I bet he'll want me and my father to get involved too.
TYPE: Mortal
Show the medicine to Pieter and head over to the stove with him to brew the potion. You received the "Instructions from Anca" detailing exactly how to prepare the mixture.
At the stove, select [use hot water] and [add three spoonfuls of herbs]. To get Esme to drink the medicine, you must sing her a song by choosing [I'll tell you story].
This marks the end of the "Withering Away" quest. Pieter immediately invites you to start the "Like Father, Like Son" quest. Skip this for now. We will tackle it at the end of the day.
You have spent 3 out of the 8 available Time Segments for today. Let's move on to the next quests.
07 Gremla Blasphemy Quest
"Blasphemy" is our next quest and it takes 1 Time Segment. Talk to Gremla. She is standing right outside her house near the village center.
NPC: Gremla (Weaver)
Gremla has a problem. The banner she was weaving at Brencis's request went missing.
Gremla is one of the oldest women in Laslea, and one with many talents. She's a skilled weaver, a great cook and knows the history of our village better than anyone. But since Brencis turned up, she lives in constant apprehension. You can tell she despises the vrakhiri, but she thinks it isn't her place to stand up to them. Instead, she tries to placate them so they'll leave Laslea alone. Not everyone agrees with her, but a lot of us do.
TYPE: Mortal
Track down the thief who stole Brencis's banner from Gremla's loom. Follow the footprints to confront Premysl and earn the Daylight Amulet without betraying him to the Vrakhiri.
Talk to Gremla, investigate the loom, inspect the cane marks and inspect footprints outside her house, investigate both sides of torn banner piece.
You have to find someone with an injured hand who walks with a cane.
Talk to Alois, he is standing in the crowd right outside the hut for "Blasphemy" quest.
08 Otokar Blasphemy Quest
Talk to Otokar, for "Blasphemy" quest.
09 Dana Blasphemy Quest
Talk to Dana, for "Blasphemy" quest.
10 Premysl Blasphemy Quest
Talk to Premysl, for "Blasphemy" quest.
NPC: Premysl (The Zealot)
Premysl is the one who stole Brencis's banner, but we shouldn't judge him too harshly.
Premysl is deeply religious. He has always taken the teachings of the Church to heart, maybe even more so than the priests who used to preach them. I imagine that every day under Brencis's rule must be torture for him. Normally, he tries to hold back, but every now and then he'll say something about 'blasphemy' and us being 'lambs ready for the slaughter' - which only adds to the tension between him and the more conciliatory of us.
TYPE: Mortal
Premysl is the one who stole the banner.
You can pick any dialogue options, but following this exact path gives you the most experience points and a reward, the Daylight Amulet:
- [Dana said you didn't like what vrakhiri are doing with the church.]
- [I see you've hurt your hand.]
- [Is that your cane?]
- [Somebody stole the banner - did you hear?]
- [I know you stole the banner, Premysl. (1)]
- [Why did you take it?]
- [There are better ways to confront the vrakhiri.]
- [Maybe you're right ...]
Return to Gremla and select [Premysl has it] for extra experience and reward. Doing this saves her from Brencis's retaliation.
This wraps up the "Blasphemy" quest.
You have spent 4 out of the 8 available Time Segments for today. Let's move on to the next quests.
11 Gavril Deep Down Quest
Our next objective is the "Deep Down" quest. It takes 1 Time Segment, so we have enough time to finish it. Running this is completely worth it just for the loot. You find the Mireleaf Bracers and a few gold items that will easily pay for a new sword once you sell them.
Gavril is working in the field right off the road to Anca's Hut. Go talk to him.
NPC: Gavril (Farmer)
Gavril is working in the field right off the road to Anca's Hut, searching for his missing brother, Lazar.
Gavril is reliable. If he says he'll do something, you can consider it done. This puzzles many people in Laslea, since Gavril's brother, Lazar, is the exact opposite - to such a degree that some hardly believe they're brothers at all.
TYPE: Mortal
Rescue Gavril's brother, Lazar, from the dangerous Ancient Tomb. This walkthrough guides you through the underground maze to defeat The Forgotten Guardian and claim the Mireleaf Bracers.
Gavril is looking for his brother Lazar. He points you north toward the peat bogs where he was last seen.
12 Blackwater Hollow Shrine
Discover the Blackwater Hollow Shrine, for future fast travel.
A fight is coming up. Now is a good time to boost your stats. You should have at least 3 Skill Points to spend by now. Head over to the Shrine and upgrade "Stinging Blade" and "Endless Effort". Just be very careful not to spend any Time Segments. Stick to the upgrades that don't cost you time.
13 Lazar's Cart Deep Down
For the "Deep Down" quest, inspect the cart and use Focus Mode to pick up Lazar's trail. Follow the footprints and check any items dropped along the path.
14 Ancient Tomb Deep Down
For the "Deep Down" quest.
Start by killing the two wolves at the end of Lazar's trail. You will find a hole in the ground nearby, which serves as the entrance to the underground. Head inside.
Ancient Tomb
- The Ancient Tomb is a straightforward, linear maze. Just keep moving forward.
- This is the resting place of a legendary ancient heroine who once fought the forces of darkness.
- Your main goal is to rescue Lazar. You will find him about halfway through the dungeon. If you delayed coming here, he might already be dead. If you headed straight here after picking up the quest, you will find him alive.
- Pick up the torch lying on the ground and equip it. It makes things a bit brighter, though do not expect too much light.
- As for loot, you will find plenty of items that are highly valuable for this early stage of the game. You can sell them to the Blacksmith to afford the best sword in the village. Make sure to search and empty every container you come across.
- Inspect everything closely using Focus Mode.
- When you reach the room with paintings on the walls, you have to [inspect] all of them. Start with the wall to the left of the entrance.
- Once you examine all the wall paintings, you can open the Sarcophagus in the center. Inside, you will find the Mireleaf Bracers, gear used by the woman resting in this tomb to fight dark forces. You will discover their full power later on since they gain strength at night. You can still equip them right now as they offer solid protection.
- Further ahead, you will encounter an Ancient Undead, The Forgotten Guardian. Use blocks and heal yourself with food during the fight. You can also check your inventory beforehand to see if you have anything to boost your stats. He is not as tough as he looks. That said, if you play on a high difficulty setting, he will put up a real fight.
- After the battle, loot all the containers in the room and grab everything inside, including the Ancient Short Sword from the corpse.
- Head for the exit.
- Offer to help Lazar by selecting [I'll walk you to Gavril.] to be teleported right back to Gavril at the quest starting point.
- Talk to Gavril and Lazar. This wraps up the "Deep Down" quest.
NPC: Lazar (Gavril's Brother)
Lazar is Gavril's brother. You rescue him from the Ancient Tomb.
Lazar is Gavril's brother ... and that might be the only reason he's still alive. Of the two, Lazar has always been the freer spirit, some might say 'absent-minded' or 'reckless'. But luckily, he's had Gavril, who used to get him out of trouble every step of the way. Oddly enough, I'd say it does them both good. Lazar is free to live as he wants (or maybe the only way he knows how), secure in the knowledge that his brother is watching over him. And Gavril has somebody to look after. It's not my place to judge them.
TYPE: Mortal
Ancient Undead (Monster)
The Ancient Undead are guardians of ancient secrets, neither living nor dead.
In many legends kings and heroes of old were buried together with their servants. That way, the servants could remain in their masters's attendance in the afterlife. In the ruins, I stumbled upon atrocities that seem to confirm those tales. A creature I had to fight was neither living nor dead. It used to be a warrior, a protector of someone or something - that I'm sure of. But it had lost all of its humanity long before.
TYPE: Supernatural
Lore: Arimaspians
The mysterious ruins of the ancient Arimaspians in Vale Sangora leave us with unanswered questions about their lost civilization and a creeping fear that our society might eventually share their fate.
We don't know much about ancient peoples who lived in Vale Sangora before us. Anca says they were called Arimaspians, and that some of them were nomads, while others built cities and temples ... but that's about it.
Were they anything like ancient Greeks or Romans whose works Anca let me read? What gods did they believe in? Did they value peace - which seems unlikely - or did they wage neverending wars? And what treasures did they leave behind in their tombs, mausoleums and shrines?
And then, an even bigger question: if once they flourished and now they're gone, will the same happen to us?
Lore: Golden Age
Legends speak of a glorious Golden Age where champions easily defeated ancient monsters, but today only deadly ruins remain to claim the lives of foolish treasure hunters.
The tales say we're just a pale imitation of the past, an era known as the Golden Age. While we struggle just to stay alive, the champions of old feasted with the gods. They used to marry them and have children with them. They fought glorious battles against giants and demons, some of whom may have been ancient vrakhiri - and they had no trouble defeating these monsters.
Little is left of that world - mostly crumbling ruins of ancient tombs and temples. Those few who dare venture into their depths hope to find gold, jewels and other treasures ... but mostly find death instead, and are never seen again. Do they just get lost in the ancient mazes? Or does something else prey on them there?
You have spent 5 out of the 8 available Time Segments for today. Let's move on to the next quests.
15 Mircea Blacksmith - time to buy a new sword
After clearing the Ancient Tomb, you will find a few Superior Valuable items under the "Trade Goods" tab in your inventory.
Head over to Blacksmith Mircea and sell them along with all your "Junk Items".
The money you make will cover the cost of the Master Shortsword Redbound Simple Falchion. This weapon is a solid investment for the early stages of your adventure.
16 Iorgu Rescuing the Pig
Talking to Iorgu lets you start the "On the Run" quest. I decided to include this task even though it costs 2 full Time Segments. It actually has consequences later in your Dawnwalker playthrough.
If you save the pig now, you will run into it again further in gameplay, and of course, you get to save the pig.
Legend has it that a pig can sniff out hidden treasure, so it is definitely worth a try.
NPC: Iorgu (The Thinker)
You need to track down Iorgu's missing pig.
Iorgu thinks a lot. He keeps asking himself all sorts of questions, like: What's a rainbow? Do mice really sprout from rotting hay? Why do clouds float? And I don't think he's really looking for answers. He just asks for the joy of it.
That doesn't mean he's some useless layabout. He owns plenty of animals, so he has no choice but to work from dawn till dusk. But he doesn't seem to mind.
TYPE: Mortal
A complete guide to tracking Iorgu's runaway pig. Find out how to use apples to lure the animal back from Kuno's camp and successfully buy the pig to save it from the butcher.
Before starting the quest, make sure you have 100 coins. You should have enough left over from selling the valuables you found in the Ancient Tomb.
Iorgu points you toward the woods near the bridge where he last saw the missing pig.
17 Apple Tree and Bridge On the Run
For "On the Run" Quest.
Pick up the apples scattered under the tree to use as a treat for the pig.
Inspect the tracks on the ground and follow the trail along the river.
18 Kuno's Camp On the Run
For "On the Run" Quest.
Kuno found the pig in the woods, but he refuses to give it up.
Threaten him by choosing the [Knyaz Brencis does] option.
Kuno spooks the pig and it runs off through the forest. Chase after it.
19 The Pig On the Run
For "On the Run" Quest.
If you have apples on you, just walk up to the pig. It will gladly let you escort it back to Iorgu.
Iorgu wants your help butchering the animal to make sausage. You can agree to do this. Buying the pig is a much better choice. Pick [How about I buy her from you? (100)] to save it. Iorgu misses out on his sausage, which causes him some trouble down the line, but you get to keep the pig. You will run into it again later in the story.
You have spent 7 out of the 8 available Time Segments for today.
Its time to finish "Like Father, Like Son" quest.
You still have time for one last quest before evening. Let's finish "Like Father, Like Son."
The prologue is designed so you simply do not have enough time to complete every side quest. Check the list below for the quests you will miss during this playthrough.
Check Missed Prologue Quests20 Pieter Like Father, Like Son
This is the last quest you have time for before evening.
After finishing "Withering Away" and making the medicine for your mother, your father Pieter invites you for a talk and some training.
He is waiting near the house, so just follow him.
Like Father, Like Son Quest WalkthroughSpar with Coen's father, Pieter, and discuss the upcoming human rebellion against the vampires. Learn how to win the practice fight to earn the valuable Charge Manual.
21 Training with Pieter Like Father, Like Son
For "Like Father, Like Son" Quest.
This is a straightforward but important story quest.
Pieter uses sword training as an excuse to talk with you. He explains his plan to support the rebellion against Vrakhiri. You should back him up.
You don't have to beat Pieter in the sparring match, but you should try. If you lose, there is no penalty. Just focus on blocks and dodges.
If you actually completed this quest earlier in the day, you still have to wait until evening anyway.
The reward for completing the "Like Father, Like Son" quest is the Charge Manual. You use Manuals to learn new Perks or Abilities.
After you finish talking with Pieter, night falls and you both head to the church for the Blood Mass, the grand finale of your first day.
Blood Mass Prologue Day One Finale
Night falls on the first day. The residents of Laslea Glen gather at the Church to attend the Blood Mass forced upon them by Brencis.
The Blood Mass happens automatically in the evening regardless of what you did or did not do on the first day. It is the core event of the "Sacred Covenant" story quest. You cannot fail this objective since it is a fixed part of the Dawnwalker storyline.
What you do need to remember is to correctly finish the "Withering Away" quest before Blood Mass. You have to prepare the right dose of medicine from Anca and give it to your mother, Esme. If you skip this, Esme dies.
You should also complete the "Like Father, Like Son" quest to understand the full story context.
22 Church Sacred Covenant
The "Sacred Covenant" quest starts automatically with beginning of nighttime, regardless of what you did during the day.
Sacred Covenant Quest WalkthroughSurvive the evening Blood Mass event at the Laslea Glen church. See how to interact with the villagers, confront Father Florin, and safely complete this mandatory story event.
Inside Church:
- Do not take your seat in the pew until you finish your other tasks.
- Talk to Vladimir at the entrance.
- Investigate the church interior
- Talk with other villagers, just speak to everyone in the Church.
- Sit in the pew next to Pieter and Esme
NPC: Father Florin (Opportunistic Priest)
Father Florin, the opportunistic priest at the church in Laslea Glen.
In the past, Father Florin was Knyaz Skender's personal confessor. Today he is the key figure in Brencis's church, the Blood Covenant. Whatever atrocity the vrakhiri commit, Florin always finds a way to convince his flock this is the way things should be. Most of the time he resides in Svartrau Cathedral, but he often visits villages throughout the valley, celebrating Mass and hearing confessions. He's always known how to keep himself busy, that's for sure.
TYPE: Mortal
NPC: Ambrus (Blood Collector)
Ambrus is the youngest of Brencis' henchmen, but just as corrupt as any of them.
Just a few years ago, he was a mercenary in Skender's retinue - until he stood up to his liege lord, who then punished him by pouring boiling water down his throat.
Brencis found the dying Ambrus in a dungeon and offered to turn him in exchange for unquestioned loyalty. He didn't have to ask twice.
Today, Ambrus is responsible for collecting, storing and distributing blood - and does his job with unparalleled zeal.
Ambrus's lands stretch across the northern parts of Vale Sangora. He manages the supply chain of human blood for Brencis and his vrakhir allies - from bleeding prisoners to transporting and storing blood for future use.
As the youngest vrakhir in the valley, turned only during Brencis's takeover, Ambrus has a lot to prove - both his competence and his loyalty to his sire. And he loves to make a show of it all, carrying himself with flamboyance and flair.
The odd thing about him is - he seems to still genuinely enjoy the company of humans over that of other vrakhiri.
TYPE: Supernatural
NPC: Bakir (Tournament Master)
Bakir, one of Brencis' henchmen.
I don't know if Bakir has always been this mad, or if years of feasting on humans have made him who he is. Either way, he's a monster. He doesn't just despise humans - he makes them into his playthings. His Lunar Tournament - the sick games he lures people into taking part in, end every single time in a bloodbath.
Bakir rules over the southwestern parts of Vale Sangora.
The Mad Khan keeps the valley's population obedient and anyone wise enough knows that he is not to be crossed: as an experienced warrior with unabashed enjoyment of cruelty, he makes a formidable opponent.
Bakir oversees handing out the rewards to the supporters of the regime, as well as doling out punishments to dissidents. And every now and then, he makes it into a grotesque game show. It's difficult to say when he's more terrifying - when he wants to kill you, or when he wants to be your friend.
TYPE: Supernatural
NPC: Xanthe (Mind Weaver)
Xanthe, she is oldest of Brencis' henchmen.
Xanthe is the oldest vrakhir in Brencis's court, older even than the knyaz himself. While the others rely mainly on their claws and fangs, Xanthe prefers to meddle with her foes's minds. They say she can drive you mad in an instant ... Or even make blood come bubbling out of your ears.
In Brencis's grand plan, she's responsible for turning soldiers into blood guards. How exactly she does that remains a mystery, but it involves a dark ritual that cannot be reversed.
Xanthe watches over the southeastern parts of Vale Sangora.
The boyaress is procuring supernatural advantages for Brencis's army - she conducts bizarre experiments, grows the Blood Guard ranks, and unearths the valley's ancient secrets.
She had lived here for centuries, long before the new knyaz arrived and staged his takeover. What reasons she has to pledge obedience to a vrakhir younger than her - no one knows. It could be simple convenience ... or something far more perturbing.
TYPE: Supernatural
Lore: Manumits
Too weak to fight Brencis openly, the Manumit rebels and their elusive leader Crake wage a brutal guerrilla war by sabotaging supplies and claiming soldiers' ears as trophies.
Soon after Brencis's coup, people started whispering about a group formed to bring him down. At first, they were just called 'the rebels', but after a few months a new name started popping up: 'the manumits'.
They have a leader, known as 'Crake, but his true identity remains a well-kept secret. Some even say he doesn't exist at all.
They are too few and too weak to oppose Brencis openly, at least for now. Instead, they try to make his life harder by destroying his supplies, attacking convoys with prisoners or blood transports, and by killing his soldiers, whose ears they cut off and take as trophies.
Lore: Vrakhiri Court
Brencis rules Vale Sangora alongside a vrakhiri court of three boyars, Bakir, Ambrus, and Xanthe, all united by strict obedience and a mysterious shared bond.
Brencis doesn't rule alone. I don't know if all vrakhiri do the same, but in Vale Sangora they've formed a court, consisting of the knyaz and his three boyars: Bakir, Ambrus and Xanthe. Not all three of them were sired by Brencis, but they all obey him. Could they stand up to him? Could they kill him? Could he kill them? I have no idea, but they clearly share some sort of a bond.
Lore: Blood Covenant
Brencis forced the people of Vale Sangora into the Blood Covenant, a mandatory religion where subjects trade their blood for his healing gifts and face harsh punishment for any perceived blasphemy.
After becoming the Knyaz of Vale Sangora, Brencis banned all religion - except for his own, which he calls the Blood Covenant. It is now the official and compulsory faith of all who live in the valley.
Though Brencis hasn't gone so far as to call himself God, he clearly tries to paint himself as God's messenger and His chief disciple. He claims he's the only one capable of protecting us from the plague, outside influences and any calamity that may threaten us in the future.
The Covenant requires all Brencis's subjects to feed him with their blood. In turn, Brencis feeds us with his own blood, which cures all our illnesses. Everyone has to attend Blood Mass, and - of course - nobody is allowed to criticise the Knyaz, for that is considered blasphemy.
And that's it. Just a few simple rules, easy to remember. And yet, they have turned all our lives upside down.
After mass, you return home with your family and witness a scene where Pieter finally overcomes his doubts and decides to join the Rebellion. You both head out to the Silver Mines together.
Missed Prologue Quests
The Dawnwalker prologue is built so you cannot finish every side quest in a single playthrough. We are talking about quests you start on the first day. They expire when evening hits if you fail to complete them in time. They disappear from the game after the Prologue.
In this walkthrough, I provide my own suggested route covering which quests to tackle and which to skip. Below you will find the quests you simply won't have time to finish if you follow my path.
Every prologue quest is interesting and does a good job introducing you to the game world. Just remember this is only the prologue. The real story lies ahead, meaning none of these early missions drastically impact the main plot or your possible endings.
There is one major exception. You have to complete the "Withering Away" quest to save your mother, Esme. If you skip it, she dies. You should also prioritize the "Deep Down" quest since it gives you a huge financial boost right at the start.
Don't stress over missed prologue quests. It really doesn't matter in the long run.
23 Vasil Someone Needs A Lesson
"Someone Needs A Lesson" quest takes 1 Time Segment, you can skip it if you run out of time
Story wise, this quest tackles the cycle of violence. Vasil aggressively insults you just for fun. He acts this way because his father, Atanas, raised him with violence.
You can find a "good" solution to this moral problem according to your own logic.
Someone Needs A Lesson Quest WalkthroughDecide how to handle Vasil's insults and confront his father, Atanas. This video explores all moral choices and dialogue options to break the cycle of violence.
NPC: Vasil (Atanas's Son)
Vasil is Atanas's unruly son. His father is to blame since he raised him with violence.
In Laslea, Vasil has a reputation. He's not keen on hard work, but does love giving other people a hard time. Me especially, on account of my friendship with Anca. Vasil's father thinks he needs to beat this attitude out of his son, but I'm not sure he's tried any other approach.
TYPE: Mortal
NPC: Atanas (The Drunkard)
Atanas, Vasil's father, faces the consequences of his violent parenting.
Atanas is one of my neighbours from Laslea. He's the sort of man who demands respect simply on account of his age. In Atanas's case, it would be hard to find any other reasons. He's a heavy drinker, and tries to raise his son Vasil mainly by reprimanding him, which only makes things worse.
TYPE: Mortal
24 Your Siblings Live Bait
"Live Bait" quest takes 1-2 Time Segment, you can skip it if you run out of time.
The "Live Bait" quest is a fishing trip with your siblings. Talk with Yanna at the crossroads in the center of the village and run after your siblings.
Live Bait Quest WalkthroughTake Coen's siblings, Lunka and Mirto, on a fishing trip. Learn how to save a Time Segment by avoiding the tag game and see the surprising encounter with Brencis's troops and the Uriash.
25 Play or not Live Bait
For "Live Bait" Quest.
The kids start to complain. You can entertain them with a game, but it will cost you an extra 1 Time Segment [Let's play tag - best way to get them moving. (1)].
If you choose [Stop complaining - right now.], you keep that Time Segment and move on. There are no negative consequences.
26 Fishing trip Live Bait
For "Live Bait" Quest.
- Find the fishing rods using Focus Mode.
- Set up the rods by the river.
- Put bait on the hooks.
- Talk to Brencis's Officer. You can fight him, but there is no point in ruining a perfectly good fishing trip [As far as I know, he's back home.], [Leave her out of this.].
- Talk to Uriash [People complain, that's all.], [Then why do you serve the vrakhir?], [Thank you. I appreciate it.].
- [Maybe they aren't all the same.]
27 Crina Disturbed
"Disturbed" quest takes 1-2 Time Segment, you can skip it if you run out of time.
This is another quest featuring moral choices that don't actually impact the main story.
Playing through "Disturbed" introduces you to the Manumits, an anti-vampire rebel group led by The Crake. If you skip this quest, you get the exact same information from your father and Vladimir at the end of the day anyway.
Disturbed Quest WalkthroughInvestigate the defiled grave of Crina's grandson. Follow the tracks to Kostel's hut, confront the grave robbers, and protect Vladimir's secret while keeping the grieving grandmother happy.
NPC: Crina (Grieving Grandmother)
Crina has a problem. Someone dug up her grandson's grave at the cemetery near the church.
Crina is one of my neighbours from Laslea. She looks older than she actually is - in part due to years of working in the fields, but also because she's been struck by tragedy. Her only grandson, Kvet, died unexpectedly from what seemed to be a minor scratch - which then turned into a festering wound. Crina's life fell apart after that. I know what she's feeling and wish I could help her, but I'm not really sure how.
TYPE: Mortal
Someone dug up the grave of Kvet, Crina's grandson, and stole the small crucifix she placed by the boy's body. The thieves are actually Kostel and Vladimir. They took it for what they believe is a good cause, gathering silver to fight the vampires. You need to keep both sides happy here.
- Find Crina at the cemetery next to the church.
- Promise to help her [I'll try retrieving Kvet's pendant.].
- Inspect the grave and the surrounding area.
- Follow the tracks using Focus Mode to Kostel's house.
28 Kostel's house Disturbed
For "Disturbed" Quest.
- You will find a broken shovel outside Kostel's house. Examine both sides of it.
- Enter the hut and [Inspect] the ground near the wall.
- Kostel shows up acting pretty aggressive, so you have to knock him out in a fistfight.
- Vladimir arrives. Choose to [drink] with him and talk.
- Listen to his story about the rebellion and don't argue against it.
- Demand the cross back [Give Kvet's cross back.], but don't criticize him. He is your best friend and you quietly support the rebellion, so you don't want to sell him out.
- Return to Crina and choose [I found it lying in the bushes.] so you don't betray Vladimir.
- You can help Crina refill the grave, but it costs an extra 1 Time Segment. The reward stays exactly the same.
- This wraps up the "Disturbed" quest.
NPC: Kostel (Rebel Hothead)
Kostel is a hot-headed young man working with Vladimir.
Kostel acts before he thinks. He's lucky he had a caring mum, Lina, who always took his side whenever things got out of hand, which usually meant him getting into a fight. My father said once, 'the reason Kostel will never change is because there's always someone to get him back on his feet'. I don't know if he was right, but it continued even after Kostel's mum died. Her nephew, Vlad, picked up where she left off, and started looking after the lad - partly because he's family, but also as a friend, I think. Sometimes I get the feeling that Vlad encourages Kostel's rashness instead of reining it in - but for what reason, I don't know.
TYPE: Mortal