Gaming Guide

The Blood of Dawnwalker: Bakir’s Headhunters Matter of Honour Walkthrough

Where the headhunters camp sits, what the duel offer really does, and the 3 time segments it costs.

Where the headhunters camp sits, what the duel offer really does, and the 3 time segments it costs.

Bakir’s Headhunters: Matter of Honour is one of the three Rebel Hunters activities in Bakir’s Court, and it is usually the first one players stumble into because it sits close to Svartrau. A captain blocks the path outside a house, offers you a duel, and then his whole unit draws steel anyway. Here is exactly how the encounter resolves and what it costs you on the 30-day clock.

Quick answer: Approach the headhunters outside the house near the Svartrau Northern Crossroads and kill every enemy in the group. The captain’s duel offer does not create a one-on-one fight, so expect to clear the whole unit. The activity burns 3 time segments and pays 250 XP.


Matter of Honour location and requirements

The activity sits in Vale Sangora, in the Svartrau City and Outskirts area, near the Northern Crossroads. It will not be pinned on your map automatically. Every Court Activity shows up as “Unknown Activity” until you either walk into it or reveal it by climbing one of the region’s towers, which marks nearby activities with white question marks.

Coen on a fog-covered forest road heading toward the headhunter camp outside Svartrau
The approach to the headhunter camp on the road north of Svartrau. Image: Rebel Wolves

Bakir’s region is tuned for level 20 and up, which is why the recommended vassal order runs Ambrus first, then Bakir, then Xanthe. You can attempt it earlier, but the headhunters hit like a level 20+ group regardless of when you arrive.

DetailValue
CourtBakir (Rebel Hunters branch)
RegionVale Sangora, near Svartrau Northern Crossroads
Suggested level20+
Time cost3 time segments
Reward250 XP
TriggerWalk up to the headhunters outside the house

How to complete the fight

Travel to the marked house near the Northern Crossroads and walk into the group standing out front. The activity starts the moment you get close enough, and the captain, an uriash, opens with a demand to know what you are doing there.
Pick your response. You can back out with the passive line, challenge the captain to a duel, or give in to the hunger and take him at the throat on the spot. The vampiric option ends the captain immediately, but it does not end the encounter.
Dialogue wheel during the standoff with the Rebel Hunter Captain, with the leaving option highlighted
The dialogue options during the standoff with the Rebel Hunter Captain. Image: Rebel Wolves
Fight the rest of the unit. This is the part people get caught out by. Whichever line you choose, the surviving headhunters attack together, so treat it as a group brawl and not a one-on-one bout.
Coen swinging at two marked headhunters with their red health bars showing on the HUD
The remaining headhunters engage as a group once the captain goes down. Image: Rebel Wolves
Clear the last enemy. The objective marker sticks to whoever is left, and the quest card for the activity stays on screen until every headhunter is down.
The Matter of Honour quest card on screen while a headhunter charges shouting at Coen
The activity name stays pinned on screen through the fight. Image: Rebel Wolves

Tip: fight this one at night if you can. Coen is stronger after dark with claws than with the sword, and Shadowstep makes the surrounding buildings and walls easier to use for repositioning.


What the duel option does

The captain promises that his unit will disband if you beat him. It reads like a way to skip the group fight, and the journal even frames it as a test of whether his word means anything. It does not work out that way. Asking for the duel still ends with the entire unit coming at you, so the choice is flavour and outcome text rather than a mechanical shortcut.

The completion note reflects that. Coen records the captain as the most decent of the bunch, and that he was left with no option. There is a second outcome line reserved for players who walk away because they are already heading for Brencis.


How to confirm the activity completed

Once the last headhunter falls, a short cinematic plays and the game autosaves while time skips forward. The Court menu then updates with Bakir’s raised Anger, and you bank 250 XP. If the Court entry has not moved, an enemy in the group is still alive somewhere on the property.

A saving indicator in the corner of the screen as the post-fight cinematic plays
The game saves and skips time as the closing cinematic plays. Image: Rebel Wolves

Note that the 3 time segments come out of your 30 in-game days. Time in this game is spent like a currency on quests and certain dialogue choices rather than ticking on its own, so nothing is lost by scouting the camp before you commit.


Where it fits in the Bakir Court chain

Matter of Honour is one of three Rebel Hunters activities, each costing 3 time segments for 9 total across the branch. All three follow the same shape, with a cluster of enemies gathered outside a small building.

Rebel Hunters activityReward
Matter of Honour250 XP
Silent to the Grave250 XP, 1 skill point
Smoke Them Out250 XP, 1 skill point

Silent to the Grave is worth pairing with this one, since using Compel Soul on the body there opens a trail to a well and the optional Secret Stash activity. You do not need every Bakir activity to draw him out. Clearing roughly three quarters of them pushes his Anger to the threshold that unlocks The Lunar Game.

Court Activities stay available after you defeat the vassal they belong to, so there is no penalty for cleaning up Matter of Honour later. What does change is your Infamy rating, which rises with each strike against Brencis’s men and triggers Edicts such as extra patrols, checkpoints, and eventually headhunters roaming the valley. Keep a manual save every few activities and you can revisit any of it after the ending.