Gaming Guide

The Blood of Dawnwalker: How to Complete What Moves the Dead (Full Walkthrough)

Every objective in Crake's Manumit questline, from Mevasser's woodcut to the Crypt Dweller boss fight and the loot inside.

Every objective in Crake’s Manumit questline, from Mevasser’s woodcut to the Crypt Dweller boss fight and the loot inside.

What Moves the Dead is the point where Crake’s storyline stops being about political pamphlets and starts being about grave robbing. Coen follows a century-old trail left by an alchemist named Silas, and it ends in a buried laboratory under Svartrau City with a boss standing between you and your companion.

Quick answer: Talk to Mevasser and inspect every clue on his woodcut of Silas, question the old lady with the dog to learn the workshop sits left of the stone archway in Altenmarkt, get Crake to pick the lock, drop through the trapdoor, shift the wooden bookcase in the cellar, follow the intruders’ footprints into the deeper ruins, then kill The Crypt Dweller, carry Crake out, and ask him about Aurelius.


What Moves the Dead prerequisites and quest order

The quest belongs to the Manumit storyline, which opens up once you start The Firebrand out in Laslea Glen. You do not have to run the chain in a strict order, but Where Loyalty Lies has to be finished before What Hunts the Night unlocks, and What Hunts the Night is what hands you the strange manuscript that sets this quest in motion.

QuestWhere it fits
The FirebrandStarts the Manumit storyline
Under Watchful EyesRescue at the prisoner camp
Shadows in the WoodsMid-chain investigation
Where Loyalty LiesRequired before the next step
What Hunts the NightGives you the manuscript and Mevasser’s name
What Moves the DeadThe Silas investigation
Who Pulls the StringsFollow-up after this quest ends

Note: time in this game is spent like a resource rather than ticking down on its own, and several optional conversations here cost extra segments. Budget accordingly if you are pushing against the 30-day deadline.


Getting Mevasser to talk and reading the woodcut

Crake knows a man in the Jewish Quarters who can read the manuscript, but Mevasser dismisses it as gibberish on first contact and walks off toward his home. Following him is the actual objective.

Trail Crake and Mevasser through the doorway near his residence. A thug is there shaking him down for protection money, and you can either pay the demand or beat the group up. Fighting works, but Mevasser will be annoyed, since the next collector will simply ask him for more.
Go inside and convince Mevasser to help with the investigation. He explains that Silas was a celebrated doctor who lived more than a hundred years ago, drifted into dark magic, and stole corpses for his work.
Inspect the woodcut he brings out and interact with every clue on it, not just the first one. The cobbler’s sign, Silas himself, the funerary mask, and the tapestry all need examining before the objective advances, and the conversation ends with Mevasser placing the workshop in Altenmarkt.

Finding Silas’s workshop by the stone archway

Altenmarkt is a large district, so the quest expects you to canvass locals rather than walk straight to a marker.

Wander the streets until an NPC lights up yellow. The one you want is an old lady sitting in the shade with a dog named Reaper.
Coen approaches a yellow-highlighted townsperson beside a lantern while the objective to ask about Silas is active
Highlighted townsfolk mark who can answer questions about Silas. Image: Rebel Wolves
She asks why you are hunting for Silas. Telling her the truth costs a chunk of time, but it gets her talking: she calls Silas a grave robber and points out the workshop, which sits in a house to the left of the stone archway, close to where she is sitting.
Walk to the locked door. Crake picks the lock for you, so there is no lockpick requirement or skill check on your end.

The hidden trapdoor and the 50 Denarius bribe

The house is occupied now, and the entrance to Silas’s basement is buried under the floor.

Search every highlighted object inside, then move into the next room and inspect the chimney. That is what exposes the loose floorboards hiding the trapdoor.
The current owner turns up with an axe and demands you get out. You can threaten him into backing off or hand over 50 Denarius to make him look the other way. Either resolution lets the quest continue.
The House Owner confronts Coen in dialogue and orders him to leave the property
The House Owner interrupts the search and demands you leave; a bribe or a threat settles it. Image: Rebel Wolves
Open the hatch, drop into the cellar, and read the Alchemical Note down there. Then interact with the heavy wooden bookcase against the wall. Pushing it aside opens the passage into the ancient ruins that run beneath the city, the same kind you may have seen in the swamps near Laslea Glen.

Searching the laboratory and the locked door key

The laboratory is one of the more generous loot spaces in the questline, so sweep it before you push deeper. Notes about Silas’s gargoyles sit on the ground near a fallen stone pillar, and a document called “Regarding the Laboratory” fills in more of his work.

The quest tracker shows the Search the laboratory objective while Coen explores the underground ruins
The tracker switches to “Search the laboratory” once you reach Silas’s chambers. Image: Rebel Wolves

There is one locked door in this area. The key is sitting on a stone table near the wall, close to the door itself, so you never have to leave and come back. Behind it you will find the Mercurial Fervour Manual, the recipe for Minor Revitalizing Tonic, a Keen Narrow Cleaver, and a Ruby Brooch.

Once the room is stripped, look around for the yellow footprints left by intruders and follow them. They lead into the deeper ruins, where you find a decapitated body and a letter titled “Orders from Master Aurelius” — an apprentice named Svetlana was sent here to retrieve Silas’s book on alchemy.


The Crypt Dweller boss fight and rescuing Crake

Examining the body triggers a cutscene. While Coen reads the name Aurelius off the letter, something in the dark grabs Crake and drags him away, and the objective flips to a rescue.

The objective tracker updates to Rescue Crake as the game autosaves inside the dark ruins
The objective changes to “Rescue Crake” the moment the creature takes him. Image: Rebel Wolves

Chase the highlighted marks on the floor through the tunnels. Packs of cursed mongrels, the Psoglavs, come at you in waves along the route, and they hit hardest when they surround you, so fight near a wall or a choke point rather than in the open chamber. The trail ends in a large room where The Crypt Dweller is waiting alongside another pack.

Clear the adds where you can, then focus the boss. With it dead, pick up the wounded Crake and loot the chamber before you leave. The Crypt Key is the item you need, since it opens the exit door that lets you climb out through the cemetery instead of backtracking.

Coen loots the boss chamber for the Crypt Key after defeating The Crypt Dweller
Looting the boss chamber after The Crypt Dweller falls; the Crypt Key opens the exit. Image: Rebel Wolves

Crypt chamber loot

ItemType
Crypt KeyOpens the exit door to the cemetery
Band of PersistenceRing
Yellow Padded TunicArmour
Murahn BloodCrafting or consumable material
Fortude PasteConsumable
Minor Vigor InfusionConsumable
Golden Platter, Wooden Soldier, Torn DollValuables and junk

How to confirm the quest is finished

Escaping through the cemetery does not close the quest by itself. Once you are outside with Crake, ask him about Aurelius. He points you toward the Tower near Oghasti, directly south of the settlement, as the place where Aurelius might be found, and that conversation is what ends What Moves the Dead in the journal. The next thread, Who Pulls the Strings, takes over from there.

Two optional beats hang off the ending. You can accompany Crake back to his hideout, which costs time, and there he tells you his real name is Marat and asks you to go look into a beekeeper called Ascar over in Tantari. Helping him dress his wounds while you are there is what moves Coen’s romance with him forward, so skip it only if you are short on days.

If the quest seems stuck, it is almost always one of two things: an unexamined clue on Mevasser’s woodcut, or the chimney in the second room of the house that you never inspected. Both gate the objective behind a full interaction sweep, and neither will advance on a partial search.