Gaming How-To

The Blood of Dawnwalker: How to Help Crake Escape the Ambush

Clear the three guard waves, then vault the locked gate to finish this stage of What Hunts the Night.

Clear the three guard waves, then vault the locked gate to finish this stage of What Hunts the Night.

The escape with Crake is the last real obstacle in What Hunts the Night, and it trips people up for one reason: the gate at the end of the run cannot be opened from the side you are standing on. Everything before that is straightforward combat.

Quick answer: Follow Crake and kill all three waves of guards, then at the locked gate use your Shadowstep vampiric ability to climb the wall, drop down on the far side, and open the gate for Crake.


Where the ambush happens in What Hunts the Night

The ambush is the final beat of Crake’s Svartrau City quest, which begins immediately after Where Loyalty Lies. By the time guards jump you, you have already killed the Beast of St. Teotim’s and pulled clues off its corpse, and Sara is out of the fight with an injury. Crake is on his own, and so are you.

StageWhat it involves
Report to CrakeHead into the city, go down into the cellar of his house and talk to him. Dialogue choices here do not lock anything.
Investigate the churchyardAfter nightfall, follow Sara and Crake and examine the stains on the ground, which point you to the belltower doors.
Beast of St. Teotim’sOpening the belltower door starts the boss fight. Sara helps, then gets hurt. Examine several parts of the body afterwards for clues.
Help Crake escapeFight through the guard waves and open the locked gate for him.
Meeting MevasserCrake leads you to Mevasser. Let the two of them talk to close out the quest.

Fight through the three ambush waves

There is no stealth route and no way to outrun this. Crake stops and holds his ground at each ambush point, and the objective only ticks forward once every hostile in that group is dead.

Sprint after Crake down the dark alleyway. The first group of guards cuts you off almost immediately, so turn and fight rather than trying to slip past them.
Coen strikes a guard in a dark alley as the What Hunts the Night objective updates on screen
The first ambush hits in the alley, and the quest tracker updates as the fight starts. Image: Rebel Wolves
Once the alley is clear, loot the bodies and grab the sack sitting nearby before you move on. Crake waits for you, so there is no timer pushing you forward here.
The F Loot prompt appears over a dead guard after the first ambush wave
The loot prompt on a fallen guard between waves. Image: Rebel Wolves
Follow Crake further up the path and expect a second group to attack. Stay in melee range and lean on your special abilities, since these guards come in fast and surround you if you stand still.
Sword swing connecting with a hooded attacker whose red health bar is almost empty
Finishing off a hooded attacker during the second wave. Image: Rebel Wolves
Clear the corpses again, then take the stone stairs up into the village street behind Crake. A third and final group meets you at the top.
Loot window open on a corpse with the Loot All button highlighted
Use Loot All to empty a body quickly instead of picking items one at a time. Image: Rebel Wolves
Mix sword strikes with special attacks to break the last wave. When the street goes quiet, Crake starts moving again toward the gate.

Get past the locked gate with Shadowstep

This is the part that stalls most players. The gate is locked, there is no key on any of the bodies you just looted, and interacting with it from your side does nothing. The route is over the wall, not through the door.

Walk up to the wall beside the gate and look for the ledge above it. Crake stays put on the near side, which is your cue that you are meant to go alone.
Use Shadowstep to close the vertical gap and get onto the wall. This is a night-only vampiric ability, and the whole sequence takes place after dark, so it is available here.
Drop down on the far side and interact with the gate mechanism to open it for Crake. He walks through as soon as it swings open.

How to know the objective is done

Opening the gate ends the escape. A conversation with Crake starts on the other side, followed by a time skip. Pick whichever dialogue lines you like, including the option asking whether he knows anyone who can read ancient tongues, since none of these choices change the outcome of the quest.

Dialogue wheel with the ancient tongues question highlighted while Crake replies
The post-escape conversation with Crake, where the ancient tongues line comes up. Image: Rebel Wolves

After the talk, Crake takes you to Mevasser. Stand back and let the two of them speak, and What Hunts the Night wraps up there.


Common reasons the escape stalls

  • Crake will not advance while a guard is still alive nearby. Sweep the area before following the marker.
  • The gate has no interaction from the approach side. If nothing happens when you press the interact key, you are on the wrong side of the wall.
  • Looting is optional. Skipping the bodies and the sack does not block the objective, but you lose free supplies for the fights ahead.

Finishing this quest keeps Crake’s line moving toward What Moves the Dead and, eventually, the Rise at Dawn and Fall Before Dusk finale that unlocks The Knyazmaker. If you plan on ending the game alongside him, the ambush is a checkpoint you cannot skip.