Bakir’s Workshops is a Court Activity in the southwestern part of Vale Sangora, and it is one of the twelve activities tied to Bakir’s anger level. The objective marker sends you to a distillery yard, but the activity does not resolve by simply killing everyone outside. It resolves when Coen reads a specific document sitting on a barrel.
Quick answer: Loot the “Instructions: Shipping” note from the barrel outside the distillery building. That single pickup converts the investigation into “Bakir’s Distilleries: Ends and Means” with the objective “Sabotage the distillery.”
Before you go: level and timing requirements
Bakir’s region is built for Level 20 and up, so this is not an activity to rush straight out of the Prologue. The recommended order for the three vampiric vassals is Ambrus first, then Bakir, then Xanthe, purely because of how their enemy levels scale.
Court Activities also cost time. Time in Vale Sangora is not a clock that ticks on its own — it is spent like currency when you complete quests and pick certain dialogue options. You have 30 in-game days total to take down all three vassals and reach Brencis, and each distillery activity consumes 3 time segments.
| Detail | Value |
|---|---|
| Region | Bakir (Level 20+) |
| Activity type | Distilleries |
| Time cost | 3 time segments |
| Resulting quest | Bakir’s Distilleries: Ends and Means |
| Objective | Sabotage the distillery |
Note: Court Activities are never pinned to your map automatically. They show up as “Unknown Activity” until you physically stumble across them, though clearing the towers first will stamp white question marks on the map to point you in the right direction.
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The note itself explains the point of the whole operation. Bakir’s men are ordered to hand out alcohol to everyone, regardless of age or standing, until stocks run dry. Anyone who interferes or hassles the men doing the handing out is to be restrained and turned over for draining, and soldiers who help themselves to the supply face severe punishment.
How to confirm the quest updated
A “Quest Updated” prompt appears on screen the moment the note is in your inventory, and the entry switches from the generic workshop investigation to a named distillery job. If you do not see that prompt, you picked up spirits rather than the shipping order — go back and check the remaining barrels.

Open the Journal to verify it properly. You should see “Sabotage the distillery” listed under “Bakir’s Distilleries: Ends and Means.” Set it as your tracked quest so the target is marked on the map, then head for the barn.

Finishing the sabotage and what comes next
Ends and Means closes out the same way the rest of Bakir’s distillery jobs do. Clear the enemies in the yard, walk into the barn, and destroy the still itself. Stepping inside the building can also pull you into a conversation with a Distillery Worker, who is unimpressed enough by the pile of bodies outside to comment on it.

Bakir runs three distilleries in total, and the other two follow the same shape with different approaches to the still.
| Distillery activity | How it ends |
|---|---|
| Ends and Means | Clear the yard, enter the barn, destroy the distillery |
| Coercion and Duress | Clear the yard, then interact with the distillery to destroy it |
| Offshoot | Clear the enemies in the forest, then destroy the distillery inside the cave |
Every completed activity in Bakir’s territory pushes his anger higher. Once it maxes out, his duel quest unlocks and you face Bakir, the Mad Khan at Lunar Manor during The Lunar Game. You do not need a clean sweep of all 41 Court Activities to get there — roughly three-quarters of them is enough to provoke each vassal. Keep a manual save before the boss quest triggers, since the activities stay available afterward and you can come back for side content later.






