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Main Quest Order in The Blood of Dawnwalker (Full Story List)

The complete Blood of Dawnwalker main quest list in order: from the prologue All Good Things through Withering, Sacred Covenant, Bad Blood, Smoke and Ashes,.

9/3/2026 1.0 Dawnwalker Wiki Team Last updated: 9/8/2026 5 min read

Wondering what to do next in The Blood of Dawnwalker? This page lists the main story path in the order it plays out at launch (version 1.0), so you can check your progress and see what the game expects of you next. For how the ending branches work, see the endings guide; for what to finish before the final quest, see the endgame guide.

Coen talking with a villager at a mountain cabin in The Blood of Dawnwalker

How the Main Story of The Blood of Dawnwalker Is Structured

The story runs on one hard rule: rescue Coen”s family from Brencis within 30 in-game days. Everything else — the regions, the side quests, the two ally questlines — fits inside that clock. The structure is a prologue, an open middle where you dismantle the court of the three Boyars, and a final quest that is decided almost entirely by your dialogue choices. A focused run of the main path takes under 10 in-game days, so the limit pressures dawdlers, not explorers.

The Prologue

Four quests, mostly on-rails, and one of them matters more than it looks:

  1. All Good Things — the opening. Introduces Coen, his family, and Laslea Glen. Establishes the relationships the rest of the story spends.
  2. Withering Away — your mother Esme is sick, and the medicine is a small crafting puzzle: hot water and three spoonfuls of herbs. Get it right and on time. This choice echoes all the way to the endings.
  3. Sacred Covenant — a short story beat that closes out the village tutorial.
  4. Bad Blood — the disaster that sets the plot in motion and drops you into the open world.

The Open World: Three Boyar Campaigns

After the prologue, the middle of The Blood of Dawnwalker is three parallel campaigns against the Boyars — the vampire lords holding Coen”s family. Each campaign follows the same shape: do that Boyar”s court activities until their anger maxes out, then win their boss duel.

  • Ambrus — his anger unlocks The Gilded Gauntlet, a formal night duel with an optional poison plot (The Bittersweet Toast) woven through it. The Ambrus boss guide walks the whole quest.
  • Bakir — the Mad Khan, game master of the courts. His anger unlocks The Lunar Game, where you kill him during his own games. See the Bakir boss guide.
  • Xanthe — her anger unlocks The Cycle of Love, the one duel you can skip: make a deal with her instead of killing her, and she repays it during the final assault.

The Boyars can be tackled in any order, and their activity chains overlap across the regions — Laslea Glen, Briar Sloughs, Maragir Wealds, St. Tyna”s Grove, and the Svartrau approaches.

The Ally Questlines Running in Parallel

Two side questlines quietly decide who stands beside you at the end. Neither is marked as main, but both function as ending prerequisites:

  • Lacra”s chain — A Friend Like This, Song of the Mountain, Hive and Seek, Our Rotten Roots, The Night of Horrors, and Midnight Reckoning. Finishing it unlocks the ending where you face Brencis together with her.
  • Crake and the Manumit chain — The Firebrand, Shadows in the Woods, Where Loyalty Lies, What Hunts the Night, What Moves the Dead, and Who Pulls the Strings, ending in Rise at Dawn and Fall Before Dusk. This chain also opens the route to The Turncoat.

Finish both before the final quest if you want the full ending roster from one save — the endgame guide has the checklist.

The Final Quest: A Deal with the Devil

With all three Boyars dealt with, your Infamy hits its maximum. Skip time to the next day, watch the Edict cutscene, and Brencis”s parley message arrives. The final quest, A Deal with the Devil, is a conversation more than a dungeon — the dialogue choices here pick your ending: betray your allies for The Turncoat, fight Brencis alone for The Folk Hero, or face him with Lacra or Crake for their endings. One detail worth knowing before you start it: undealt-with Boyars reappear as minibosses inside Greifberg Castle, so clear all three campaigns first.

Main Quest Order at a Glance

  1. Prologue: All Good Things > Withering Away > Sacred Covenant > Bad Blood
  2. Open world: court activities of Ambrus > The Gilded Gauntlet
  3. Court activities of Bakir > The Lunar Game
  4. Court activities of Xanthe > The Cycle of Love (kill or deal)
  5. In parallel: Lacra”s questline and Crake”s Manumit chain
  6. Maximum Infamy > A Deal with the Devil > ending of your choice

Frequently Asked Questions

Is there a recommended quest order in The Blood of Dawnwalker? The three Boyar campaigns are flexible, but do their activities region-by-region rather than Boyar-by-Boyar — the map already clusters them, and it saves real-world time. The prologue and the final quest are fixed.

Do side quests expire as time passes? No. Nothing fails because the clock moved. Only the overall 30-day family limit is real, and a focused main path uses under a third of it.

What is the point of no return? Starting A Deal with the Devil. Everything before it stays available, so finish the ally questlines and cleanup first.

Does the quest order change the story? The order of the middle section barely matters, but completeness does: which ally questlines are finished changes who stands with you in the ending, and dealing with Xanthe instead of killing her changes the final dungeon. The choices guide explains the consequence system behind those branches.

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