The Blood of Dawnwalker prologue quest order
Human by day and vampire by night, The Blood of Dawnwalker has you playing as Coen in 14th-century Europe as he strives to save his family from ongoing peril. During the game's prologue, you'll quickly learn how both…

Human by day and vampire by night, The Blood of Dawnwalker has you playing as Coen in 14th-century Europe as he strives to save his family from ongoing peril. During the game's prologue, you'll quickly learn how both your time-management, quest choices, and dialogue decisions will shape Coen's story as you prepare for the upcoming mass ceremony.
In the below guide, I've explained the optimal path for The Blood of Dawnwalker's prologue, including the best prologue quest order, and some general tips for getting started with the RPG.
To see this content please enable targeting cookies.This is your spoiler-warning for the below, which features details about the ending of The Blood of Dawnwalker's prologue.
The Blood of Dawnwalker prologue quest order
Below, you'll find my list of recommended objectives and tasks during The Blood of Dawnwalker's prologue. By completing the below actions at the recommended times (yes, when you complete these quests is also important), you'll find yourself commencing the conclusion of your day – mass – with the least casualties involved.
Below this, I've also ran through some things to be aware of when playing The Blood of Dawnwalker (namely, things to do with time management) before then providing a full walkthrough of the optimal prologue path and the quests – and important decisions – that contains.
Quest Order Time Required All Good Things Mandatory quest that acts as tutorial.No time taken. Withering Away Mandatory quest.
Two time segments. [Optional] Page Turner Choose to stay with Anca during the storm.
One time segment. Like Father, Like Son Quest that automatically follows Withering Away.
One time segment. Live Bait Meet with your siblings by the river.
One time segment. Deep Down Speak to Gavril in the wheat fields east of Anca's hut, then search for Lazar by the peat bags.
One time segment. Enter Not Investigate the abandoned house south of the aforementioned peat bags and try to find a way inside.
No time segment. Dead Drop Investigate the ancient grave in the outcast's cemetery north of the church.
No time segment.
Blasphemy Speak to Gremla outside of her house about her missing banner.
One time segment. If A Tree Falls In A Forest… Inspect the fallen tree near the Northern Foothills Shrine.
No time segment. Disturbed Speak to Crina in front of her grandson's grave.
One time segment.
Sacred Covenant Mandatory quest that occurs at sunset.
Three time segments (night). Bad Blood Mandatory quest that follows Sacred Covenant.
Five time segments (night).
Time-management is incredibly important in The Blood of Dawnwalker and the prologue is your first example of the effects your actions (at least, the actions you choose to take – or not take – and the decisions you make during them) can have on the story at hand.
On top of that, some tasks will take more time than others, which is denoted by the hourglass symbol beside them. If a quest has one hourglass symbol, it uses one segment of your time, and if it has two hourglass symbols, it uses two segments of your time and so forth. Not only do you need to bear in mind the tasks you undertake and the time they'll take to complete, but also what time you choose to complete them. Some quests are time sensitive, which is denoted by a small grey-blue clock symbol beside them in the Journal. When and if you complete these can have a bearing on how the quest themselves end, and future in-game events.
For example, the prologue's Deep Down quest can be completed at any time during the prologue, but if you leave it until later in the day, one of the NPCs featured in this quest – Lazar – is found deceased. Completing it earlier on in the day however, will see you save this NPC before he perishes. Keep this in mind when it comes to selecting the quests you undertake, especially if you want to keep unnecessary bloodshed to a minimum.
All Good Things
- Main Objective(s): Find Lunka in the forest.
The prologue kicks off with Coen trying to find Lunka, and this quest acts as an introduction to combat and movement. There's no time management to worry about here.
Go along the linear path up ahead, where you're introduced to the game's movement controls, as well as some particularly concerning flashbacks. You'll then find Lunka, defeating and feeding off one of the soldiers who threatens her. She'll quickly disappear and you'll need to fend off the remaining soldiers; this acts as your combat tutorial.
After being taught how to attack and how to omniblock, Coen will find himself temporarily defeated. Lunka fortunately returns at this point, and proceeds to turn her brother into a vampire just like herself. Now, you'll be introduced to attacking as a vampire, as well as the Voracious Bite ability.
After the fight, ask Lunka what's going on, then use the Shadowstep ability to follow her along the upcoming passage and into the church.
A gruesome cutscene ensues, then Coen wakes up. It was all a bad dream. Now, onto more pressing matters.
Withering Away
- Main Objective(s): Split logs for firewood. Obtain medicinal herbs from Anca.
- Time Required: Two time segments.
Coen's father has some chores for you to complete next, but first, open up the chest in Coen's room to loot your clothing from it. Then, open up your inventory and equip the clothing.
Now, time to get some firewood. Exit your bedroom and interact with the wooden stump and axe to your left. You'll need to complete some button prompts to chop the wood.
Go through the door behind you next and head right to enter the communal area. Here, interact with the stove to add the firewood to it.
A very poorly Esme – Coen's mother – will refuse food. Once the others leave the room, you'll soon be given the option of force-feeding her or not; do as you please here. Either way, Esme's mother will refuse the food.
Your father will command that you go and visit Anca next and acquire some stronger herbs to help heal your mother. Pick up your sword from the room opposite and equip it via your inventory before leaving.
A few things to note while on the way to Anca's… An extra tip from Kelsey.If you look at your Journal now, you should see that obtaining medical herbs from Anca will consume one segment of time. As you head to Anca's house, there's also an opportunity to pick up more quests and add them to your journal.
For example, speak with your siblings upon leaving the house (but turn down the opportunity to go fishing with them), and the Live Bait quest is added to your journal for later. Walk a little further south of them to run into Vasil, and the Someone Needs A Lesson quest is also added to your journal.
Exploring doesn't actually use up your time, so I highly recommend getting familiar with your map and picking up any quests (shown as golden scrolls with exclamation marks on your map) before continuing. Just be certain to not complete any of these quests just yet and only add them to your journal; your priority in terms of quests right now should be getting those herbs from Anca. We can do the rest later, but it's good to have them available in the journal in advance.
All of the quests you can pick up while on the way to Anca's are as follows:
- Live Bait - speak with your siblings.
- Someone Needs A Lesson - approach Vasil on the way to the cemetery.
- Disturbed - speak to Crina in the cemetery.
- Blasphemy - speak to Gremla outside of her house about the missing banner.
- On the Run - speak to Iorgu about his missing pig.
- Deep Down - speak to Gavril about Lazar, who's gone missing in the nearby bogs.
When you've finished exploring and getting used to navigating The Blood of Dawnwalker's map, go to Anca's house and knock on the door. She won't be home, but if you head northwest, you'll quickly find her by the river.
Tell Anca that you need her help and follow her back to her hut. Inside, she'll give you the herbs. Ask her about payment, and she'll request 50 Denarii which you won't have right now. Offer her 25 Denarii instead, and she'll fortunately accept the offer.
As you prepare to leave the house, a storm will start and Anca will suggest that you stay and study with her for a while.
Should you choose to stay, two segments of time are taken rather than one, and you'll complete the Page Turner quest with Anca (which nets you 100 XP). Anca is also one of the game's three romance candidates, so if you're interested in a little romance during your story, staying at Anca's for a while may be worth considering if you wish to bond with her.
Now, completing the Page Turner quest means we've one less segment of time for another quest unfortunately, but you can still get plenty of important stuff done even if you do choose to spend time with her. If romance isn't your thing however, tell Anca you need to get going.
In my experience, I couldn't help but think of the fact I'd be pawning off the rather unwell Esme for a study date, so I turned Anca's offer down and headed on home.
As you go to leave Anca's house, you'll level up and receive a Skill Point. This can be spent on a Perk via the Shrine that's beside Anca's house, but exercise caution when leveling these Perks; some of them use up segments of time to learn.
Once you reach your home, you'll need to brew medicine for Esme using the herbs Anca gave you, as well as her instructions. It is very important that you read Anca's instructions and get the medicine recipe correct, or else things really won't end well for Esme.
Anca's medicine recipe is as follows:
- Add hot water.
- Add three spoonfuls of herbs.
You'll speak with your father next, and can choose whether or not to pry about his earlier conversation with Vladimir. Once the brew is ready, opt to tell Esme a story so she'll take the new medicine, then go and train with your father.
A tip about dialogue decisions in The Blood of Dawnwalker… An extra tip from Kelsey.The Blood of Dawnwalker features a lot of different dialogue decisions when interacting with the world and its NPCs, and of course, some of these have much greater bearings on your playthrough than others. In many instances, your decisions will simply alter an upcoming dialogue sentence or two, such as how someone reacts to you. These won't have much bearing on your playthrough. In other instances however, your choice could be the difference between life and death.
For ease, we've only advised which dialogue decisions to choose when they do have an impact on your playthrough. Otherwise, feel free to choose whichever dialogue decisions you please.
Like Father, Like Son
- Main Objective(s): Train with Pieter.
- Time Required: One time segment.
Follow your father, Pieter, outside next to engage in some combat training with him. This brief tutorial consumes one segment of time, teaches you how to handle unblockable attacks, and ultimately unlocks the Charge Manual for you to learn from. He'll also tell you what the deal is with Vladimir finally.
As the quest comes to a close, Pieter will prompt you to go make yourself useful until mass, or you can wait with him. Whatever you do, do not wait with Pieter until mass; multiple quests await us instead, and completing them will effect the events that unfold during mass.
Wondering what to do next? Some pointers when it comes to deciding what to do next in Dawnwalker's prologue.With training with Pieter completed, you've now five segments of time to use up before mass, and you can use these up completing whichever quests you please (you might even find some more quests along the way). That said, some of the quests available here will have impacts on upcoming events. At minimum, I recommend you complete Live Bait, Blasphemy, and Deep Down. A mandatory quest will also soon appear that consumes a fourth time segment, and you can then do whatever you please with the fifth segment.
Live Bait
- Main Objective(s): Meet your siblings by the river. Bait the hooks with worms.
- Time Required: One time segment.
After training with Pieter, I recommend meeting up with your siblings by the river to the north of your map and completing the Live Bait quest next.
When you're with Lanka and co., interact with the fishing poles by the river to start showing your siblings how to attach bait to them. You'll need to complete some simple button prompts to demonstrate the process to them.
Soon, one of Brencis's officers will begin to poke his nose in and ask about your father. I repeatedly told him "I don't know," and stayed silent once he began to threaten Yanna. I also told him to leave Lunka alone – so as to avoid combat – and a Uriash soon came and intervened.
In conversation with the Uriash, I told him that "People complain. That's all." and followed up with "I will tell him that." When he offers Lunka a gift, do the nice thing and accept it. This Uriash fellow clearly wants no trouble, and I don't know about you, but I'm okay with that. After this, the Live Bait quest will conclude.
Deep Down
- Main Objective(s): Search for Lazar by the peat bags. Find a way out of the ruins.
- Time Required: One time segment.
Up next, head west of the river to start searching for Lazar near the peat bags. This objective is also directly beside the Blackwater Hollow Shrine.
If you haven't yet unlocked the Deep Down quest, go and speak to Gavril in the fields that are east of Anca's Hut on your map and agree to look for Lazar.
It's also worth noting that completing this quest any later in the day will result in the aforementioned Lazar being found dead rather than alive, so be sure to complete this now – during the Afternoon – rather than in the Evening.
Once you're in the search area, inspect the wooden wheelbarrow beside the Blackwater Hollow Shrine. The search area will then move further north.
In the second search area, interact with the tree stump pictured below.
Head a little further northwest again to reach a dropped bucket of peat and a trail of blood (shown below). It's not looking good for Lazar…
Continue along the bridge to the northwest and you'll encounter some wolves in front of a large cavern. Kill the wolves, then choose to jump down into the cavern.
Inside the cave, collect the torches from the floor just up ahead and use one to illuminate the area. Proceed further into the cave (which is fortunately linear) to run into Lazar, who's fortunately still alive. He'll advise that there's 'something' down here.
From where you found Lazar, continue to follow the path to the south-southwest through the remainder of the cave. You'll enter a room with a corpse you can inspect, as well as some ornate containers you can loot for items.
Continue through the cave and you'll soon be met with The Forgotten Guardian, who you'll need to defeat before being able to leave the cave. Don't worry about keeping Lazar safe here; he'll cower in the corner in fear throughout the fight.
Once The Forgotten Guardian has been defeated, loot the chests in this room then go straight ahead to reach the great outdoors again. You'll have successfully helped Lazar from what could've otherwise been a terrible predicament.
When prompted to walk Lazar back to Gavril, tell him he needs to go alone. You've got something else to do before we inform Gavril of what's just happened…
Enter Not
- Main Objective(s): Find a way inside the house. Return the figuring to Father Florin.
- Time Required: No time segments.
Before we return to Gavril to conclude the Deep Down quest and claim some XP, open your map and look at the quest that's just south of where you currently are (shown below).
Head here next to kick off the Enter Not quest, which fortunately doesn't use up any of our time, so we might as well complete it!
Upon arriving at the abandoned house, you'll hear all kinds of concerning wails from inside and will be prompted to find a way in. In my experience, a wolf also followed me over here that I needed to kill first.
To get inside, climb onto the roof of the shed that is on the right-hand side of the house. You can then walk along the crumbling roof here and drop-down into the house.
Use Focus Mode to investigate the house. Inspect the corpse in front of you to claim a Figurine of St. Jude as well as her Last Confession, which explains that she stole the figurine in the hopes it might heal her and her family.
Her dying wish was to have it returned to the church. Before continuing, loot the rest of the building, as there's notably a Recipe for Mending Ointment in a toolbox here.
Next, head along the southeastern path and across the bridge to go back into town and towards the church. Along the way, you'll run into Gavril and Lazar (shown on the below map); talk to Gavril to conclude the Deep Down quest and receive 250 XP.
Next, continue towards the church which is shown on the below map.
Speak with Father Florin and opt to give him the Figurine of St. Jude. Talk to Florin some more if you please, and upon ending your conversation, you'll gain 100 XP for your efforts.
We've still three more time segments before mass to use up (assuming you didn't spend some additional time with Anca, but don't fret if you did).
As it stands, we've just one more thing we must do for the most optimal events to unfold during mass, then it's largely up to you what you do. That said, I'll make some recommendations for what to do once we get to that point.
Dead Drop
- Main Objective(s): Look for clues around the grave. Follow the tracks.
- Time Required: No time segment.
Up next, head to the objective that's north of the church on your map (pictured below).
Investigate the ancient grave here to kick off the Dead Drop quest, which is another brief quest that fortunately won't use up any of your time, so we may as well complete it before mass rolls around.
When prompted to use Focus Mode to investigate the grave's surroundings, head southeast along the path to encounter some orange footsteps (shown below).
Follow the footsteps while still using Focus Mode, and you'll encounter a symbol carved into a tree stump.
Continue following the tracks to find a second and third carving you can interact with (shown below).
Upon interacting with the third carving, you'll be able to loot a package at the bottom of the tree which contains a Mysterious Letter. The quest will conclude here and you'll gain 100 XP.
Next, grab the Outlaw's Gorge Shrine to the east, then use it to fast-travel back to Laslea Centre. Once in Laslea Centre again, go south and speak to Gremla who's found praying in front of her home.
Blasphemy
- Main Objective(s): Investigate Gremla's shed and its surroundings.
- Time Required: One time segment.
Upon speaking to Gremla outside of her house (shown above), and you'll be prompted to use Focus Mode to search her shed for clues. Go inside and interact with her loom.
Head outside again and to the left of the shed, you should spy some footprints on the ground, with some trails left by a cane beside them. Follow this trail to find a portion of the banner coated in blood.
You now know that the culprit is someone who walks with a cane and has an injured hand (thanks to the blood on the banner). Use Focus Mode to scan the villagers standing with Gremla, and speak to the one who is highlighted orange: Alois.
The dialogue options I then chose when interrogating Alois were as follows:
- You don't seem too bothered by her misfortune.
- Can I see your hands?
Alois, as unbothered as he is, doesn't confess to being the thief. You can inspect the cane hiding in the bushes beside him if you wish, then you should head southeast to speak with Otokar about the missing banner next.
After asking him about Gremla's banner, I chose the following dialogue options:
- Depends. You walk with a cane?
This quickly rules Otokar out as a suspect. Up next, head north of the town and speak with Dana about the missing banner.
While talking to Dana about Gremla's banner, choose the following dialogue options:
- I think you know something about all this.
Dana will dob in Premysl, claiming that he's been awfully moody and she thinks she may have been involved. Go and speak with him, who is a short walk to the east, next.
When speaking with Premsyl, I chose the following dialogue options:
- Somebody stole the banner - did you hear?
- I see you've hurt your hand.
- Is that your cane?
- I know you stole the banner, Premsyl.
- I need to tell Gremla.
- There are better ways to confront the vrakhiri.
- Angering Brencis will put my family at risk.
- This is just an empty gesture. Return the banner.
After the discussion, Premsyl will hesitantly hand the banner back over to you. Go back to Gremla and return her banner to her to conclude the quest.
With the Blasphemy quest wrapped up, you should have two time segments remaining (or just the one if you opted to spend some tiny cosying up to Anca earlier). At this point, you'll also have the following quests still available to choose from that each take up one segment of time:
- Someone Needs A Lesson - Teach the bully, Vasil, a lesson.
- Disturbed - Help Crina find who stole her grandson's silver crucifix from his grave.
- On The Run - Help Iorgu find his missing pig.
There's also one more objective up in the Northern Foothills that we can complete for some XP that won't require any time: If A Tree Falls In A Forest…
In my experience, I chose to complete If A Tree Falls In A Forest… for the free XP, and then help out Crina. Below, I'll run you through how to complete both quests before we attend mass.
If A Tree Falls In A Forest…
- Main Objective(s): Follow the tracks.
- Time Required: No time segment.
The If A Tree Falls In A Forest… quest is one that is optional and easily missed, but it doesn't require any time segments to complete, so you might as well complete it and bag yourself some extra XP before nightfall.
To start the quest, head to the Northern Foothills Shrine by going north of the Blackwater Hollow Shrine. Here, you'll find someone has been crushed by a tree. Inspect the scene and the quest will begin.
From the fallen tree, there are footsteps leading to a campsite to the west. Go here next, clear out the wolves there, and loot the camp.
Continue heading west/north west of the campsite, following the tracks. You'll run into a second corpse along the way.
Further ahead of this, you'll find a dropped shield, sword, and shoe, followed by a third corpse. Loot his body and read the Orders: Patrol Note you get from him; this advises that soldiers were patrolling the area after unsettling sounds were heard.
After discovering this note, you'll be prompted to report your findings to Zdislav back in the city centre. Return to the Northern Foothills Shrine and fast travel over to Laslea Centre, then speak to Zdislav.
Tell him about the dead body and the haunted ruins, and the quest will conclude once you finish speaking. You'll be given 100 XP for your efforts.
You'll still have two time segments left to use now, or just the one if you spent time with Anca earlier. You can go ahead and spend time with Pieter until mass now without any major repercussions if you so please, but given your time is limited in The Blood of Dawnwalker, I highly recommend making the most of whatever segments of time you have left, and completing some quests for additional XP before the evening's events.
Disturbed
- Main Objective(s): Inspect the defiled grave. Follow the robber's tracks.
- Time Required: One time segment.
Up next, go and speak with Crina by her grandson's grave in Laslea's cemetery. Someone will have dug up his grave and stolen a silver crucifix from it, and you can opt to help her find who stole it and return it to her.
Start by inspecting the grave. Interact with the body, the wooden planks to the left of it, as well as the torch and footprints to the right of it.
With the inspection complete, use Focus Mode to track down some footprints leading away from the grave next (pictured below).
Continue to follow the tracks through town and they'll eventually lead to the merchant that is Rainer. He's actually not involved in the grave-robbing shenanigans, but you can stop and see what he's selling – or sell off some of your own loot – if you fancy.
To continue the quest, continue following the tracks behind Rainer's stall.
The tracks will stop once you emerge where the cow is. However, use Focus Mode and you'll find a broken shovel to the right-hand side of the house directly in front of you (shown below).
Enter Kostel's shed next and interact with the hidden hatch on the left-hand side of the room. As you do, he'll enter and he won't be happy you're rummaging in his shed. Tell him you're lost.
Kostel won't be satisfied with your answer and you'll end up in a fist-fight; Vladimir will walk in on you both and put a stop to the fight before commanding Kostel to head outside.
When speaking with Vladimir, ask if the shovel outside belongs to him.
He'll shortly offer you a drink. It's your choice what you do here, but I chose to have a drink in Kvet's memory, and Vladimir quickly confessed to his crime thereafter.
Ask why Vladimir did what he did, and discuss his reasoning with him. When you get the opportunity to do so, ask him to give Kvet's cross back. He'll hesitantly return it, and there's fortunately no bad feelings from the dear friend.
You can now return to Crina and give her the cross back. At this point, you'll also have the choice to tell her who the grave robber was, or say you found it in a bush. I opted to tell a white lie here seeing as Vladimir seems like an alright guy. If you choose to snitch on Vladimir, Crina won't be pleased, but Vladimir – and your relationship with him – does not appear to change.
Finally, Crina will ask for your help reburying her grandson. Choosing to help her sees the grave refilled once more, but also uses a segment of your time (and you won't get any additional XP for this either). Choosing to leave doesn't have any major bearing on the game, and Crina advises that she'll seek out someone else's help, but Kvet's grave will remain as it is.
On top of that, we don't quite have time to complete another quest. In my experience, concluding the On The Run quest was cut off by sunset rolling around. So, I ultimately recommend helping Crina refill the grave and then attending mass. Alternatively, you can tell her you need to go and wait with your father, Pieter, until mass.
Sacred Covenant
- Main Objective(s): Sit in the pew next to Pieter and Esme.
- Time Required: Three time segments (night).
As the townsfolk gather for mass, Vladimir will pull you aside for a conversation. Tell him that you don't know, and the discussion will soon conclude. You now have some time to talk to the other villagers, but they admittedly don't have much to say right now.
When you're ready for mass to begin, sit in the pew beside your parents, Pieter and Esme.
As Father Florin begins the service, choose to 'remain silent' during both dialogue prompts.
Shortly, Brencis will arrive, and Esme will be called up to the altar. Now, assuming you gave her the correct medicine earlier, she'll be okay. Well, okay enough to not be outright killed by Brencis and his men.
Either way, mass draws to a close and Coen will be shown back at home, putting his family to bed before his father rashly decides it's time to infiltrate the silver mines.
In the following cutscenes, the men will be attacked by Brencis' men as they're mining. When Vladimir wakes you, ask about your father, who hasn't been seen since the attack. Coen will be adamant on getting up and rescuing his family next.
Bad Blood
- Main Objective(s): Search for your father deeper in the mines. Find a way back up. Return to Laslea and save tour family.
- Time Required: Five time segments (night).
First, go into your inventory and equip some armor and a weapon to Coen, then head deeper into the mines with Vladimir. Coen will have some concerning hallucinations along the way, and you'll find some corpses to inspect and crates to loot.
As you go deeper into the cave, the path will eventually split, allowing you to go left or straight ahead. Go left to encounter a corpse skewered into the wall (shown below).
This corpse looks a lot like Pieter, but upon inspecting his right hand, Coen will find that there's no wedding ring and therefore it can't be his father.
Continue deeper into the mines, going along the path straight ahead from earlier. You'll soon have a small cutscene ensue involving fireflies; tell Vladimir you haven't got time to slow down.
Proceed further into the mines and the path will split again. On your right, you can loot a crate containing a Lump of Silver. Otherwise, continue straight ahead to keep progressing.
You'll arrive in a room containing a campfire and a barely conscious Kostel. Vladimir will ask you to press the wound, so do that. Kostel won't be particularly pleased to see Coen here, and you'll soon see your dialogue options transitioning between normal, stable responses and 'give in to the hunger'. Regardless of what you do here, you soon won't be able to resist your thirst for blood.
Coen now proceeds to have a flashback to the earlier attack in the mines, and from an outside perspective, he sees himself being bitten by Brencis.
Back in the present, Kostel will leap at Coen to attack him, plunging the pair deeper into the mines. As Coen awakes, some strange, impish voices will start speaking to him. Ask them about how to get out of the mines and they will, unsurprisingly, taunt you, but you'll now regain control of Coen again.
Squeeze through the passage ahead and go straight through the cave. You'll eventually be reminded of how to use Shadowstep to traverse large distances again.
Continue through the cave, using Shadowstep to cross the platforms and gradually ascend. As you enter the next portion of the cave, you'll also be introduced to drinking blood, which is how you can heal Coen at night. To do this, you'll need to use the Voracious Bite ability on a living creature. In this instance, a rat.
Further in the cave, a bunch of kobolds will appear. Use the Voracious Bite ability on one of them to regain some HP, then kill the rest before continuing.
Continue through the cave to be introduced to Planeshift next. This is an ability that allows you to walk on walls and ceilings by Shadowstepping onto them. Do this when prompted to continue escaping from the cave.
At the top of the wall, continue ahead, where you'll need to use Planeshift again to cross a wide cavern. Just past this, you'll find yourself finally escaping from the cave.
It's now time to head back to Laslea to save your family. To get down from the cave exit, approach the cliff edge here and choose to Clawride down the wall.
Next, you'll be reminded about your hunger. Whenever you are below one segment of health, you'll become bloodthirsty, and run the risk of draining the blood of whoever you are speaking to. As a result, use the Voracious Bite ability on some of the rats in the area to restore your health before approaching the soldiers up ahead.
These soldiers will demand that you are taken to Brencis immediately. Tell them 'I don't think so' and kill the pair of them.
You can choose to go with the soldiers, but by doing this, you miss out on the optional opportunity to find Vladimir.
I'm not 100% sure right now if missing this optional objective leads to Vladimir's death, but there's no negative repercussions for helping him, so you might as well do so.
Up next, change your objective to track 'find Vladimir' and head to his location on your map. Make sure to drink some blood from rats along the way so you don't become too bloodthirsty, and prepare to take out some more of Brencis' men along the way.
As you approach Vladimir's location, you'll find that he is trapped in a burning house guarded by some more soldiers. Kill the Vrakhiri Banneret, then convince Vladimir to leave the burning building by telling him the following:
- Come out or you'll die there.
- You're afraid – I get it. I am too.
Vladimir will come outside now, but he still won't trust you. When he says that you clearly still want to drink from him, tell him 'That's not true.' If you fail this and give into your hunger, you'll end up killing Vladimir, so be careful here.
In the following conversation, say whatever you please to Vladimir. He'll soon leave you to go about saving your family in Laslea, so head on over there. Remember to feed on animals along the way.
After a cutscene in which we see Brencis killing Coen's father, Pieter, you'll find yourself in a fight against the formidable leader. Now, this is a scripted fight where you're meant to lose, so get a few attacks in if you can, and prepare for defeat.
Once you're defeated by Brencis, he'll try to feed on you before deciding you're a less than acceptable meal… Dawn will also now be approaching, so he'll leave you for dead, and the Bad Blood quest will conclude.
The Blood of Dawnwalker prologue ending
By following this prologue walkthrough, the quests you will have missed out on – in case you wish to go back and revisit them and their outcomes – are as follows:
- Page Turner - choose to stay with Anca during the storm.
- Someone Needs A Lesson - chase after Vasil near the cemetery.
- On The Run - speak to Iorgu about his missing pig.
I'd say only having three quests you needed to leave behind is pretty good going! For what it's worth, if you opted to complete the Page Turner quest, you can skip the Disturbed quest without any major repercussions instead.
For what it's worth, if you gave Esme the incorrect medicine or didn't find Gremla's banner during the Blasphemy quest, both characters would've died during mass. On top of that, if you completed the Deep Down quest later on during your day, Lazar would've been found dead within the cave system before you could rescue him.
That's it for The Blood of Dawnwalker's prologue, and you'll soon wake up under Anca's care. Good luck with the rest of your journey! For more on your journey ahead, take a look at how to increase your Infamy Level and defeat Brencis's Court.