Walkthrough
Complete The Blood of Dawnwalker walkthrough: every prologue quest, the best dialogue choices, time management, and rewards before the Blood Mass.
This walkthrough covers the prologue of The Blood of Dawnwalker — the village of Laslea Glen, the quests you can complete before the evening Blood Mass, and the choices that maximize your rewards. The prologue is fully missable content: every side quest below disappears once you leave for the Mass, so plan your day before sundown.
Spoiler warning: this guide contains story spoilers for the prologue and the setup of the main plot.
How Time Works in the Prologue
Time in The Blood of Dawnwalker does not pass on its own — it is spent like a currency. Activities and quests marked with an hourglass icon advance the clock, and the number next to the icon shows how many time segments completing that task will consume.
- The day is divided into 8 time segments.
- Once the time bar is filled, day turns into night and the story moves to the Blood Mass — there is no turning back.
- All prologue quests are timed and missable, and must be finished before the main quest Sacred Covenant.
The core strategy for the prologue is simple: spend your 8 segments on quests with the best rewards, and fill the gaps with free XP sources that cost no time at all.
Prologue Quest Overview
| Quest | Type | Time | Reward |
|---|---|---|---|
| All Good Things | Main | — | Story only |
| Withering Away | Main | 1 (+1 for Page-Turner) | 500 XP + 100 XP |
| Like Father, Like Son | Main | 1 | 100 XP, Charge manual |
| Live Bait | Side | 1 (+1 for tag) | 250 XP |
| Deep Down | Side | 1 | 250 XP + 25/50 Denarius |
| Blasphemy | Side | 1 | Up to 825 XP + Daylight Amulet + 25 Denarius |
| On the Run | Side | 1 | 250 XP + 50 Denarius (+ sausages) |
| Someone Needs a Lesson | Side | 1 | 250 XP |
| Disturbed | Side | 1 (+1 to rebury) | 250 XP + 25 Denarius |
| Bandit's Treasure Map | Side | 1 | 100 XP + 100 Denarius + gear |
| Enter Not / If a Tree Falls in a Forest… / Dead Drop | Side | 0 | 100 XP each |
Main Quests
All Good Things
The opening quest is automatic and unmissable. Coen searches for his sister Lunka in a gorge, fights off soldiers in the combat tutorial, and follows Lunka to a church — before waking up in his bed. It was a dream, and it foreshadows what the vrakhiri have planned for Laslea Glen.
Withering Away
Priority quest. Coen wakes to a list of chores from his father Pieter: split logs, get dressed, stoke the stove, take your sword. At breakfast his mother Esme refuses to eat — Pieter sends Coen to Anca, the herbalist west of the village, for stronger herbs.
- Anca is not home. Use Focus Mode to find her at the river.
- The herbs cost 50 Denarius, but you can haggle down to 25 — or promise to pay later if you are broke.
- She gives you the herbs and printed instructions: three spoonfuls, brewed with hot water that is not quite boiling. The instructions are stored in your inventory if you need a reminder.
- When the storm breaks, you can stay with Anca (this starts the optional quest Page-Turner and costs an extra time segment) or leave immediately.
Back home, prepare the medicine exactly as instructed. If you brew it wrong or fail to give it to Esme before the Blood Mass, she dies — one of the harshest consequences in the prologue.
Like Father, Like Son
Immediately after the medicine, Pieter takes Coen into the mountains for sword practice. The fight against Pieter, Retired Sellsword, teaches you his attack patterns: watch for his unblockable pierce, his kick, and his sidestep counter. Perfect blocks are your best opening.
Win or lose, you earn 100 XP and the Charge manual, which unlocks an ability dealing 200% attack damage.
At the end, choose "See you then" — picking "I'll wait with you" skips time straight to the Blood Mass and throws away every remaining time segment you could still spend in the village.
Side Quests
Live Bait
Your siblings Yanna, Lunka and Mirto want to go trout fishing. Offer to walk them to the river (if you refuse and come back later, they set up the rods themselves and you only bait the hooks).
- On the way, the kids complain. Playing tag with Lunka and Mirto costs an extra time segment and changes nothing — tell them to keep walking instead.
- Find the hidden fishing rods under a bush with Focus Mode, set them up along the bank, then bait the hooks (this spends the time segment).
- A soldier arrives pressing you about your father's whereabouts. Fight him or keep your cool — either way an Uriash interrupts, puts the soldier in his place, and reminds you of the Blood Mass at sundown.
Reward: 250 XP.
Deep Down
Gavril, working his field southwest of the village, is worried about his brother Lazar, who went to gather peat at the bogs north of the Blackwater Hollow Shrine and never returned.
- Follow the road northwest across the bridge to the bogs. You will find Lazar's abandoned cart, then wolf tracks leading into a deep hole.
- Drop in and follow the underground river through the caverns.
- Inside the ruins, loot the sarcophagus for the Mireleaf Bracers, then defeat The Forgotten Guardian, an undead swordsman guarding the exit — dodge his glowing unblockable twin attack and counter after his combos.
This quest is time-sensitive. Reach Lazar before evening — roughly within the first four time segments of the day — and he is still alive: escort him back for 250 XP and 50 Denarius. Arrive later and you will only find his body, report the bad news to Gavril, and receive 250 XP and just 25 Denarius.
Blasphemy
Gremla is sobbing outside her shed: the banner she was weaving for Knyaz Brencis has been stolen, and if it is not returned she will likely be killed for it. Investigate her shed in Focus Mode to find the broken loom, the thief's footprints, and the mark of a walking cane. Three villagers match the description — Alois, Otokar and Dana — but you can go straight to the culprit: Premysl, up the hill east of Gremla's house.
Confront him and he admits taking the banner. Your choices stack in a way that makes one path clearly the best:
- "Maybe you're right…" — side with his cause. Premysl rewards you with 500 XP and the Daylight Amulet.
- Then report back to Gremla and tell her "Premsyl has it." — another 325 XP and 25 Denarius.
That is 825 XP, a unique amulet and 25 Denarius from a single quest. If you instead keep his secret, Gremla takes the fall for the theft and the vampires' suspicions fall on her — she only stays safe if she knows it was Premysl.
On the Run
Iorgu, fixing his fence near the village gates, has lost his pig — it dug out under the pen. Follow the hoofprints from the bridge along the riverbank to Kuno's camp, where the man claims finders keepers.
- "I do" — you fight Kuno, then chase the pig down yourself.
- "Knyaz Brencis does" — Kuno releases the pig without a fight.
Lure the pig back with an apple from the tree by the bridge. At Iorgu's you learn the pig is to be slaughtered:
- Refuse to help — 250 XP and 50 Denarius.
- Help with the slaughter — 250 XP, 50 Denarius and 4 sausages.
- Offer to buy the pig's life — 250 XP only, but the pig lives.
Someone Needs a Lesson
Vasil, a young villager, shouts insults at Coen and runs. Chase him down and confront him — any dialogue works, but fist-icon options start a brawl. Vasil's father Atanas arrives and asks you to discipline the boy by beating him with a switch:
- Agree and punish Vasil, or
- Refuse — you argue with Atanas and may have to fight him instead.
Either way the quest pays 250 XP, and you will never look at this family the same way again. Vasil reappears later in the game — how you treat him here is remembered.
Disturbed
In the cemetery outside the church, Crina weeps over her grandson Kvet's opened grave — someone stole the silver crucifix she placed with the body. Inspect the grave, follow the red-soil footprints through the village in Focus Mode, and they end at a shed with a broken shovel — Kostel's shed. Inside, a trap door triggers a confrontation with Kostel; fight him until Vladimir, his father and a friend of Coen's family, breaks it up.
Vladimir confesses: they took the crucifix because silver is the vrakhiri's weakness and outlawed under vampire rule, and he plans to melt it down for arrowheads. You can expose him to Crina or keep his secret — the reward is the same either way:
- 250 XP and 25 Denarius.
- Returning the crucifix or lying both work; if you kept it, you can still hand it over.
- Crina asks you to help rebury Kvet — a kind gesture, but it costs an extra time segment and pays nothing more.
Bandit's Treasure Map: Laslea Glen
East of the village, along the forest path, you will find a bandit camp. Your time bar warns you: engaging commits 1 time segment. Clear the camp and loot everything — Denarius, jewelry, armor and a Broad Swing manual — then check the cabin table for a treasure map.
The map marks a spot guarded by a bear. Kill the bear, dig up the chest, and claim 100 XP, 100 Denarius, a Minor Fortitude Paste recipe, a golden bowl and the Polished Long Cleaver — a very solid early weapon that makes the prologue's fights much easier.
Free XP With No Time Cost
Three short side quests cost zero time segments and pay 100 XP each — do all of them whenever you pass by:
- Enter Not — a deserted house near the village hides the church's stolen holy statuette.
- If a Tree Falls in a Forest… — a fallen tree leads you to a soldier's body and a hidden story.
- Dead Drop — inspect the mysterious grave at the burial ground east of the village.
Beyond quests, two more free sources are worth farming before the Mass:
- Predators. Wolves and wild boars respawn around Laslea Glen and grant XP without spending time. Level early — every skill point is a head start for the 30 days ahead.
- Looting and stealing. Homes and stalls around the village hold items you can use or sell to merchants. Just do not get caught by soldiers — if they catch you, they confiscate stolen goods and your time bar pays the price.
After the Prologue: What Comes Next
When you are ready — or when your 8 segments run out — head to the church at sundown for Sacred Covenant, the Blood Mass where the story truly begins. Everything left unfinished in Laslea Glen is lost.
After the prologue the world opens up: Knyaz Brencis gives you 30 days to rescue your family, and your path to him runs through his three vampiric vassals — Ambrus, Bakir and Xanthe. You anger each of them through Court activities and sabotage, earn their duels, and draw out Brencis himself. The full open-world walkthrough continues on our quests and choices pages.
Last updated: 2026-09-04
