Good Home is one of the first side quests you can pick up in The Blood of Dawnwalker after the prologue, and it does more than hand you a skill point. It introduces the Sanzhani, opens the door to the Letters for Lunka questline, and ends with a decision that can get an innocent man killed if you say the wrong thing.
Quick answer: Follow the glowing mushroom rings north of the Sandy Gorge Shrine into the burrow, talk to Heile, then head to the burner camp and follow the X-marked trees northeast to find Tonis. Offer him a drink, bring him back to the burrow, and pick your dialogue based on whether you want Heile to stay with the Sanzhani or leave with her brother.
Good Home quest info, rewards, and requirements
| Starting location | Svartrau Outskirts, north of the Sandy Gorge Shrine |
| Quest giver | Heile |
| Requirement | Complete the prologue, Smoke and Ashes |
| Time cost | 2–8 time segments, depending on your choices |
| Available | Day and night |
| Missable | Yes |
| Rewards | 100 XP and 1 skill point |
| Unlocks | Letters for Lunka and the remaining Sanzhani quests |
Because time is a resource in this game, the spread between two and eight segments matters. The cheapest run skips the optional investigations and uses a drink to loosen Tonis up. The most expensive run inspects every clue and offers to swing an axe.
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Add to Google Preferences →What to bring before you enter the burrow
Carry at least one beer or wine in your inventory, not in storage. Alcohol commonly drops from human enemies and shows up in chests, and it is the single item that lets you skip three time segments later in the quest.
If you already know you want the ending where Heile goes home with her brother, stock three Shiny Teeth before the final conversation. They come off dead human enemies and turn up in the world, so it is easier to gather them during normal play than to farm them afterwards.
Start Good Home: follow the mushroom rings north of Sandy Gorge Shrine

Find Tonis: the fast route and the clue trail
Once Heile sends you off, the quest marks Oghasti and the Wooden Palace. Neither is mandatory. You can walk straight to the burner camp and the quest still progresses, at the cost of some optional dialogue that fleshes out what happened to the siblings’ family.
Investigate Heile and Tonis’s house in Oghasti
Oghasti sits southwest of the burrow, near the Eastern Road to Oghasti shrine. The ruined village is patrolled by a pack of high-level wolves, so clear or avoid them before you start poking around. If you are underleveled, the fight is the main risk in the whole quest.

Use Focus Mode to pick out the house with blue shutters and a blood cross painted beside the door, the mark of a plague household. Inside, inspect the highlighted objects, including the bloody whip, the empty bottles, the wicker basket, and the drawing of the children’s mother. Examining the bodies advances the clock, so expect a “Time Has Passed” prompt.

Search the Wooden Palace upper floor
The Wooden Palace is the ruined building on the hill southwest of Oghasti. Go inside, climb the ladder to the upper floor, and inspect the candle, the apple, the axe, the soot-covered chair, and the distant camp. Coen works out that someone still visits to light a candle, most likely for Heile, and that the visitor is a coal burner. Spotting the smoke on the horizon sets the next objective.
Ask the Coal Burner Chief, then follow the X-marked trees
Head west toward the smoke to reach the Rockfalls charcoal burner camp, south of the Woodcutter’s Camp shrine. Speak to the Coal Burner Chief and ask about Tonis. He confirms Tonis works there but lives alone to the northeast.

From the camp, walk northeast and follow the trees painted with a white X. A bear prowls this stretch of forest, so keep off its path if you are not equipped for the fight. Keep tracking the markings until you find Tonis chopping wood beside a campfire.
Get Tonis talking without wasting time segments
Tonis will not open up until you give him something. You get two ways to break the ice, and they are not equal.
| Choice | Cost and effect |
|---|---|
| “Will you talk if I get you a drink?” | Free, but requires beer or wine in your inventory. Conversation continues immediately. |
| “How about I give you a hand?” | Costs 3 time segments. You chop the tree with him until nightfall, then he talks. |
Once he is willing to listen, tell him what Heile said. He agrees to see her, and you choose how to get there. Picking “Sure thing, follow me” takes you straight to the burrow with him in tow. “I’ll meet you there” means you travel back on your own, which usually involves fast travelling from the Woodcutter’s Camp shrine to Sandy Gorge and running the rest.

All three Good Home endings and the exact dialogue choices
Inside the burrow, the Tsarina reveals herself and argues with Tonis over where Heile belongs. He wants his sister home. The Sanzhani disagree. What Coen says next decides everything.
Heile stays with the Sanzhani
The peaceful outcome. Heile remains in the burrow, Tonis lives, and he is allowed to visit her once per moon. The Sanzhani make clear she will not stay forever and will eventually return to human society. Two dialogue paths lead here.
| Path | Dialogue in order |
|---|---|
| Option 1 | “Tonis, Heile is happy here. Let her stay.” → “You can’t provide for her.” → “She’s safe here. For the first time in her life.” |
| Option 2 | “The girl should live among her own kind.” → “They have a point, Tonis…” → “You can’t provide for her.” → “She’s safe here. For the first time in her life.” |
Tonis attacks the burrow and dies
Push Tonis too far and he turns on the Sanzhani. The attempt fails and he is killed, leaving Heile without her closest surviving family. Avoid these sequences if you want him alive.
- “Tonis, Heile is happy here. Let her stay.” → “You speak as if you owned her.”
- “Tonis, Heile is happy here. Let her stay.” → “You can’t provide for her.” → “We humans – are we so much better?” or “Don’t call them that.”
- “The girl should live among her own kind.” → “And what future awaits her here?” → “No. I refuse.”
- “The girl should live among her own kind.” → say nothing
- Stay quiet at the first prompt
- “The girl should live among her own kind.” → “They have a point, Tonis…” → “You can’t provide for her.” → “We humans – are we so much better?” or “Don’t call them that.”
Heile leaves with Tonis
To send the siblings home together, choose “The girl should live among her own kind,” then “And what future awaits her here?”, then “I can do that, yes.” The Tsarina will only release Heile in exchange for three Shiny Teeth, which adds an extra objective before the quest closes.
Life afterwards is not easy. Tonis struggles to feed both of them, and he mentions that Heile will soon be old enough to be married off, with other coal burners already asking after her.
Where to find three Shiny Teeth
Shiny Teeth drop from dead human enemies of all types, and they also appear as world loot around Vale Sangora. One reliable example sits in Svartrau by Andrei’s house, hidden in the haystack inside the pig pen. Their normal use is selling to the Sanzhani, so if you have been hoarding them, you may already be done.
Note: the teeth requirement is the only reason this branch takes longer. If you are short on time segments and do not care which sibling wins the argument, the outcome that leaves Heile in the burrow ends the quest on the spot.
How to confirm Good Home is complete
The quest closes out with 100 XP and one skill point. If Heile stays, the Tsarina speaks to Coen straight afterwards and offers to carry a letter to Lunka through the Sanzhani. If Heile leaves with Tonis, that conversation only happens after you hand over the three teeth.
Either way, you pick up the overarching Letters for Lunka objective and gain access to the rest of the Sanzhani chain, which runs Come Hither, Burrow Sorrows, Pearly and Precious, and Tiny Dancer. Finishing all of them awards the trophy The Tsarina’s Favourite Human.
If you are optimizing a single playthrough, the safest combination is a drink for Tonis, the “follow me” travel option, and the dialogue that keeps Heile with the Sanzhani. Nobody dies, the clock barely moves, and the Sanzhani questline opens the same as it would on any other path.






