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Quick Answer
This walkthrough follows Coen from the opening moments in Laslea Glen through the prologue and the first five days of the 30-day story window, listing the quests available in each period, the objectives that actually matter, the dialogue choices that cost you time, and the confirmed XP and item rewards.
There is no "correct" route. The game is built so that you cannot complete every quest in 30 days, so use this as a menu of what is available rather than a checklist to finish. Days 6–30 are not covered yet — we only publish days we can document from real play material.
Vale Sangora opens up fast. Once the prologue ends you are given 30 days to save your family, and from that point the developer hands you complete control over how you get there. That makes a traditional step-by-step walkthrough a strange thing to write for this game: there is no optimal path, because every path closes off other paths.
What follows is a diary instead. Each section covers one story period, lists what is on offer in it, and flags the choices that change what you get. Skip what does not interest you — the game expects you to.
How to Use This Walkthrough
Read a day section before you commit to it, not after. Time in The Blood of Dawnwalker advances when you start or advance quests, so the cost of a quest is paid up front, and some quests are mutually exclusive in practice simply because the clock runs out.
- Prioritise by reward, not by order. Side activities listed under a day are available in that period, not mandatory in it.
- Watch the time segment warnings. Several prologue conversations consume one to three segments. They are flagged below.
- Do not fear losing a fight. Two major prologue encounters progress the story whether you win or lose — the outcome changes what you see, not whether you continue.
- Use the shrine outside Anca’s hut early. It is where you spend skill points, and it also serves as fast travel and storage.
Before the blood mass
During the prologue only a limited number of quests can be picked up before the blood mass begins at sundown. Any quest still in progress when the sun sets will fail. Deep Down is the one most worth finishing first — it yields early armour and a large chunk of XP.
The 30-Day Clock, In One Paragraph
Coen has 30 days. Time does not drain while you simply explore — wandering, looting and sightseeing are free — but starting or advancing quests spends time segments. Perks, trainers and story routes are gated behind that budget, so the real decision in this game is not "what should I do next" but "what am I willing to lose". See the 30-day time system guide for the full breakdown.
Prologue Walkthrough
The prologue is a tutorial dressed as a disaster. It teaches hand-to-hand combat, then vampiric combat, then traversal, and it ends by taking almost everything from you. Treat it as a chance to learn the verbs, not to optimise.
| Quest / Activity | Reward |
|---|---|
| All Good Things | N/A |
| Withering Away | 100 XP |
| Page-Turner | 100 XP |
| Like Father, Like Son | 100 XP and a Charge Skill Manual |
| Live Bait | 100 XP |
| Dead Drop | 100 XP, a Ring of Purging, and 24 Denarii |
| Blasphemy | 75–850 XP, possibly 25 Denarii, possibly a Daylight Amulet |
| Enter Not | 100 XP |
| If a Tree Falls in a Forest... | 100 XP, 2 Regenerative Salves, and a Witch’s Pendant |
| Deep Down | 250 XP, 25–50 Denarii, Master Light Bracers, Superior Shortsword |
| Sacred Covenant | 250 XP |
| Bad Blood | 700 XP |
All Good Things
The game opens on an ordinary day. Coen’s sister Lunka wanders into the forest; follow the marker north until you find a crawlspace with a trail of blood, crouch through it, and keep going until a cutscene triggers. This is your hand-to-hand combat tutorial against the Blood Guards.
After Coen is fatally stabbed, Lunka lets him drink her blood and he turns. The combat tutorial restarts in vampiric form: you learn to dodge, unlock Voracious Bite, and fight your way forward. Later, after confronting Lunka, you unlock Shadowstep, a traversal ability that crosses gaps and reaches distant ledges. Use it to reach the church, trigger the cutscene, and you will wake at home and roll straight into Withering Away.
Worth knowing
Shadowstep is not just a prologue tool. It stays in your kit and later combines with Planeshift to walk on walls and ceilings. Learn the timing here while nothing is trying to kill you.
Withering Away
You wake to Pieter. Ask him about Lunka and about the nightmare before you regain control of Coen, then open the chest in your room for the Recipe for Minor Mending Ointment, Comfortable Tunic, Trousers with Wrappings, Grey Loafers and Excerpts from Fabulae. Check the Active Abilities menu while you are in there — Dirty Trick is already unlocked.
Go outside and use the chopping block on your left (250 XP and 1 Firewood), then take the firewood to the stove in the dining room. A breakfast cutscene follows. When Pieter restrains Esme to force-feed her you get a choice: "All right. Let’s try." or "I won’t feed her against her will." Either completes the beat for 250 XP and 25 Denarii. Before you leave, loot the dining room for a Parasol Mushroom, a Clay Cup and Fruit Juice, and pick up the Training Sword on the opposite side of the room — then actually equip it.
Head down the slope to find Yanna, Lunka and Mirto. Speaking to Yanna opens Live Bait. After that, go southwest to Anca’s Hut. She is not home: use Focus Mode on the vegetable patch and the barrel by the door, loot the supplies nearby (Hammer, Mountain Cider, Yellow Sweet Clover, Millet Beer), then check around the right-hand corner of the hut to find her by the river.
Time cost
Getting the herbs from Anca advances time by 1 time segment. Staying to practise Latin afterwards costs 2 more ("Gladly — I’ve missed it too") or 1 more ("I really have to go"). If you are counting segments, take the short option.
Anca asks 50 Denarii for the medicine. You only have 25 — pick "You know things are tight for us right now." and pay what you have. When you leave, you should be able to level up and spend a skill point at the shrine just outside her hut. Back home, Pieter is talking to Vladimir; hand over the herbs and prepare the medicine with hot water and three spoonfuls of herbs, and choose to tell Esme a story while she drinks it.
Like Father, Like Son
Follow Pieter to the field for a duel. Block his swings and counter; when he winds up for a kick, dodge instead of blocking — kicks cannot be blocked. The bout ends when either fighter drops to critical health. Pieter then tells you about Vladimir’s plan to move against Brencis, and gives you a choice about getting home before dusk.
- Agreeing to be home before dusk costs 1 time segment.
- Choosing to wait with Pieter costs 3 time segments.
Answer however you like; the reward is the same either way — a Charge Manual and 100 XP.
Sacred Covenant
At sundown the town gathers at the Laslea church for the blood mass. Before you sit down you can speak to Vasil at the front, brothers Gavril and Lazar at the back, and Anca and Vladimir on the third row behind Esme and Pieter. Talking to Anca adds a flirt option — "So I can come see you even when I’m not running errands?" — if that is the relationship you want to build.
Sit next to Esme to start the mass. Father Florin’s prompts are timed, and silence is a valid answer to both of them. Brencis and his officers arrive; Esme is forced to drink and is judged weak; Coen loses his temper. The scene cuts to the family home and to the silver mines. Reward: 250 XP.
Bad Blood
Coen wakes badly wounded in the mines beside Vladimir. Equip your armour and weapons before moving on, and loot the barrels as you go. Head southeast until the visions start, then turn left into the next room to find Ludwig trapped under a beam — lift it, and grab the common sword on the ground nearby.
Use Focus Mode and follow the gold-highlighted clues north to Kostel. After the cutscene he attacks and the two of you fall into a pit. Squeeze through the gap, then use Shadowstep to cross the precipice and climb back up. Along the way the game teaches you to feed on rats with Voracious Bite to recover health — a habit worth keeping.
Kobolds ambush you next; fight them with a weapon or switch to claws, your call. Then comes Planeshift: aim at a wall, Shadowstep to it, and walk up it — then Shadowstep to the ceiling and walk across to the far side. Clawride down the cliff face outside, deal with Brencis’s soldiers, loot them, and head southwest to Vladimir’s burning hut, which is guarded by a soldier and a Vrakhiri Banneret.
Talk Vladimir out of the fire — "You’re afraid — I get it. I am, too." followed by either "I do, yes." or "That’s not true.", then "Makes no difference now." In town, Coen confronts Brencis. When Brencis tempts him to feed on his father, answer "Never!". Beat Brencis and you are taken to Greifber Castle to fight his true form; lose either phase and you still continue, waking up in Anca’s hut.
Losing is a route
Both outcomes advance the story. If you are under-levelled or out of resources, losing the Brencis fight is a legitimate way forward rather than a fail state — just note that you will see a different version of what follows.
Smoke and Ashes
This one starts in Anca’s home. Loot it for notes, ingredients and consumables, equip armour, and travel to Laslea with Anca. At Coen’s house, clear the hostile stray dogs, then use Focus Mode to inspect: the charred exterior walls, the broken front door, the destroyed dining table, the cloth caught in the dining room window, Lunka’s Toy, the blood stain, the soldiers’ footprints outside Coen’s room, and Coen’s bed.
Report back to Anca and she teaches you the Witchcraft ability Compel Soul, which lets you speak to the dead. You will need three Catalysts before the soldier will say anything useful: Brencis’s Banner (on the ground in front of him), the Trampled Apple (to your left of where you picked up the banner) and the Drinking Gourd (on the dirt road, facing east).
Cast Compel Soul with all three in hand, bury the dead, then clear the rubble at the main gate of Laslea. Doing so shifts the Day Phase and ends the quest. Reward: 150 XP plus two Witchcraft abilities, Burning Blood and Astral Communication.
Day 1
With the prologue done, the open world opens. Day 1 is mostly about unlocking the shape of the valley: points of interest, a couple of Ambrus contracts, and the first of the witchcraft-adjacent side quests.
| Quest / Activity | Reward |
|---|---|
| Smoke and Ashes | 150 XP, Burning Blood and Astral Communication abilities |
| From Above | Briar Sloughs Points of Interest unlocked |
| Briar Sloughs Soldier Camp | 2x Skill Manuals |
| Briar Sloughs Murohn’s Lair | 100 XP and a Skill Manual |
| A Pilgrimage for Power: Bear Trouble | 75 XP, Ravenous Flock Manual, Quickcast Amulet |
| Ambrus’s Collectors: Wetland Helpers | 250 XP and 5x Blood Leeches |
Day 2
Day 2 leans into Ambrus contracts — repeatable-flavoured jobs with reliable XP — plus two story-flavoured quests. If you are short on gear, "Taking Back What’s Mine" is the one to prioritise, because it returns your weapons.
| Quest / Activity | Reward |
|---|---|
| The Firebrand | 75 XP |
| Under Watchful Eyes | 250 XP |
| Taking Back What’s Mine | Your weapons, recovered from Stoneward Post |
| Ambrus’s Transports: Roadside Surprise | 250 XP and a Kobold’s Blood potion |
| Ambrus’s Dungeons: Evil and Convenience | 250 XP, Amulet of Endurance, Recipe for Minor Keen Eye Potion, 60 Denarii |
Day 3
Day 3 is the first day where skill points enter the reward pool in bulk. Three of the four Ambrus contracts pay a skill point on top of XP, which makes this a strong day if you are behind on perks. "Shadow in the Woods" pays the single biggest XP chunk in the opening week.
| Quest / Activity | Reward |
|---|---|
| Shadow in the Woods | 1,000 XP |
| Ambrus’s Prisoners: Fate’s Mercy | 250 XP and 1x Skill Point |
| Ambrus’s Collectors: Unsavoury Solutions | 250 XP, 11x Blood Leeches, 1x Skill Point |
| Ambrus’s Transports: Bloody Business | 250 XP and 1x Skill Point |
| Ambrus’s Dungeons: Twists and Turns | 250 XP and 1x Skill Point |
Day 4
Two things make Day 4 worth planning around: Ambrus’s Cellars: Seeing Red pays 500 XP and a skill point, and Ambrus’s Prisoners: Lucky Crossing unlocks Ursul as a Swordmastery trainer. If you are building Coen around the sword, that trainer is the reason to do this day properly.
| Quest / Activity | Reward |
|---|---|
| Forge It Anew: Do Not Disturb | 250 XP |
| Star-Crossed Lovers | 100 Denarii, 100 XP, Recipe for Minor Vitality Balm |
| Ambrus’s Cellars: Seeing Red | 500 XP and 1x Skill Point |
| Ambrus’s Prisoners: Lucky Crossing | 250 XP, Ursul unlocked as Swordmastery trainer |
| Ambrus’s Collectors: Bounty of the Mire | 250 XP, 1x Skill Point, 18x Blood Leeches |
Day 5
Day 5 is short and top-heavy. The Gilded Gauntlet pays out Ambrus’s Cuirass and Ambrus’s Sword alongside 500 XP and a skill point — one of the best single-quest hauls in the opening days. Buried Past (Pt. 1) starts here and pays nothing yet, so treat it as a setup beat.
| Quest / Activity | Reward |
|---|---|
| A Good Deed Is Its Own Reward | Artisanal Cardinal Bracers |
| Buried Past (Pt. 1) | N/A |
| The Gilded Gauntlet | 500 XP, 1x Skill Point, Ambrus’s Cuirass, Ambrus’s Sword |
Days 6–30
We have not published days 6 through 30 yet. The diary format only works if every entry is documented from real play, and we will not invent quest names, Boss encounters or rewards to fill the calendar. This page is updated as material is verified.
Choices That Actually Cost You Something
Most dialogue in the opening days is flavour. A handful of moments spend a resource you cannot get back, and those are the ones worth slowing down for.
- Feeding Esme (Withering Away). Both options complete the scene, but the scene is one of the first places the game shows you that Coen’s compassion has a cost.
- Latin with Anca (Withering Away). Two time segments for the long answer, one for the short one. If you are chasing a tight route, take the short one.
- Waiting with Pieter (Like Father, Like Son). Three time segments instead of one. That is a meaningful slice of a 30-day budget.
- Refusing to feed on your father (Bad Blood). "Never!" is the answer that keeps Coen’s humanity intact, and the game treats it as a real decision rather than a prompt.
Tips Before You Leave the Prologue
- Finish Deep Down before the blood mass. It is the recommended early quest for a reason: armour plus a strong XP payout.
- Equip the Training Sword the moment you get it. The game does not do it for you.
- Feed to heal. Voracious Bite on rats and small animals recovers health; in vampire form it is your most reliable sustain.
- Spend skill points at shrines, not in the field. The shrine outside Anca’s hut also handles fast travel and storage.
- Do not try to clear everything. The design assumes you will miss most of it. Missing content is the intended experience, not a mistake.
Sources
- IGN — The Blood of Dawnwalker Walkthrough
- Official site — dawnwalkergame.com
- Fextralife — Blood of Dawnwalker Walkthrough
Related Guides
Beginner Guide
What to do in your first hours and which mechanics matter early.
30-Day Time System
What moves the clock and what does not.
Prologue & Early Quests
Quest and reward tables only, no commentary.
Human vs Vampire
Day form, night form, and when each one wins.
FAQ
Is there a correct order to play The Blood of Dawnwalker in?
No. There is no clear division between main and side quests, and a 30-day budget is not enough to finish every story arc in one run. Pick the quests that fit the character you are building and accept the rest.
What happens if I lose the fight against Brencis?
You still progress. Losing either phase of the Bad Blood confrontation simply sends Coen to wake up in Anca’s hut instead of continuing to Greifber Castle, and the story carries on from there.
Which prologue quest should I do first?
Deep Down. It yields an early piece of armour plus 250 XP, 25–50 Denarii, Master Light Bracers and a Superior Shortsword, which is a large head start for a character about to enter the open world.
Does this walkthrough cover all 30 days?
Not yet. We currently document the prologue and Days 1 through 5 from verified play material. Later days are added as they are confirmed rather than guessed at.