Gaming Guide

Good Home Walkthrough in The Blood of Dawnwalker (All Endings)

Every objective, the drink shortcut for Tonis, the three shiny teeth, and the dialogue that decides who lives.

Every objective, the drink shortcut for Tonis, the three shiny teeth, and the dialogue that decides who lives.

Good Home is the side quest that opens the entire Sanzhani questline in The Blood of Dawnwalker, and it hides a fatal outcome behind a handful of dialogue lines. It starts with glowing mushroom rings in the Svartrau Outskirts, ends in a burrow argument between a coal burner and a winged Tsarina, and one wrong reply gets Tonis killed.

Quick answer: Head north from the Sandy Gorge Shrine, follow the glowing mushroom rings east to the burrow, talk to Heile, then follow the X-marked trees northeast of the burner camp to find Tonis. To let Heile leave with her brother, pick “The girl should live among her own kind,” then “And what future awaits her here?”, then “I can do that, yes,” and hand the Tsarina three Shiny Tooth items looted from dead human enemies.


Good Home quest requirements, location, and rewards

The quest unlocks once the prologue, Smoke and Ashes, is behind you. It runs during both day and night, and clearing it is what gives you access to the rest of the Sanzhani chain.

DetailValue
Starting locationSvartrau Outskirts, north of the Sandy Gorge Shrine
Quest giverHeile
RequirementComplete the prologue (Smoke and Ashes)
AvailabilityDay and night
Time cost2–8 time segments
Rewards100 XP, 1 Skill Point
UnlocksLetters to Lunka and the four remaining Sanzhani quests

Tip: Carry a beer or wine before you set out. Tonis will not talk for free, and having a drink on hand saves you three time segments later. Both drop commonly from human enemies and turn up in chests.


How to start Good Home and find the burrow

Fast travel to the Sandy Gorge Shrine and move north until the first ring of red mushrooms appears with lights hovering over it. The quest triggers the moment Coen notices the fairy rings.
Follow the trail east through the forest. The rings continue under a rock overhang and then beneath a fallen tree trunk, each one lit by the same green glow, until the path ends at a burrow woven from branches and roots.
Crouch to squeeze inside. Heile is waiting in a space far larger than the entrance suggests, and she tells you she lives there with friends who are too shy to show themselves.
Work through the yellow dialogue options to get a description of her brother Tonis. Heile explains that the pair come from Oghasti and points you at two places, the family home with blue shutters and a ruin the children called the Wooden Palace.
Coen questioning Heile inside the burrow about what her brother Tonis looks like
Asking Heile for a description of Tonis inside the burrow. Image: Rebel Wolves

Optional stops: Oghasti, the Wooden Palace, and the burner camp

None of these three locations are mandatory. You can walk straight to Tonis in the forest and the quest still advances normally, though you lose the extra dialogue that lets Coen prove he knows the siblings’ history. Visiting them also costs time segments, since several points of interest advance the clock.

Investigate Heile and Tonis’s house in Oghasti

Oghasti sits southwest of the burrow and is abandoned, with high-level wolves prowling the ruins. Use Focus Mode to pick out the house with blue shutters and a blood cross daubed beside the door, the plague marker Heile described.

Inside, inspect every highlighted object, especially the bodies. Coen finds a belt buckle, a hunting knife, empty bottles and a leather whip stained with blood, which fills in why the children were better off away from that house.

Investigate the Wooden Palace and the smoke

The Wooden Palace is a ruined tavern a short distance southwest of Oghasti. The ground floor has a few clues, but the ones that matter are upstairs: the candle, the fresh apple cores, the axe, the soot-covered chair, and the smoke rising in the distance.

Journal screen with the Good Home objective set to Investigate the Wooden Palace
The journal tracking the Investigate the Wooden Palace objective. Image: Rebel Wolves

Those details let Coen work out that someone still lights candles here for Heile, and that the visitor is a coal burner from the camp nearby. The objective updates to find the source of the smoke, which points west.

Ask the Coal Burner Chief about Tonis

At the woodcutters’ camp, interact with the Coal Burner Chief and ask about Tonis. He confirms Tonis lives alone to the northeast and can be tracked by trees painted with white X marks.


How to find Tonis and get him to talk

Head northeast from the burner camp and follow the white X marks on the tree trunks. A bear patrols this stretch of forest, so give it a wide berth if you are underlevelled.
Keep going until you reach a small campsite where Tonis is chopping wood by a fire. He is not interested in conversation at first, and you get two ways to change that.
Choose “Will you talk if I get you a drink?” if you brought beer or wine. The alternative, “How about I give you a hand?”, makes Coen chop wood alongside him and burns three time segments for the same result.
Tell him Heile is alive and asked you to find him. If you visited Oghasti and the Wooden Palace, you can prove it with “You’re from Oghasti. You played in a Wooden Palace,” which cuts short his suspicion.
When he asks to be taken to her, pick “Sure thing, follow me.” That moves you to the burrow immediately. Choosing “I’ll meet you there” means walking back on your own.
Coen and Tonis approaching a robed figure by lantern light inside the burrow
Returning to the burrow with Tonis for the reunion with Heile. Image: Rebel Wolves

All three Good Home endings and the exact dialogue for each

Once Heile and Tonis are reunited, Sanzhani Tsarina reveals herself and claims she saved the girl. Tonis wants his sister back; the Tsarina refuses. Your replies decide which of three outcomes plays out, and one of them is lethal.

Sanzhani Tsarina arguing in the burrow with the subtitle Didn't you hear? She doesn't want to leave.
Sanzhani Tsarina refusing to release Heile during the burrow confrontation. Image: Rebel Wolves
OutcomeDialogue sequence
Heile stays with the Sanzhani (quest ends immediately)“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.”
Heile stays with the Sanzhani (alternate route)“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.”
Heile leaves with Tonis (adds the shiny teeth objective)“The girl should live among her own kind.” → “And what future awaits her here?” → “I can do that, yes.”
Tonis attacks the burrow and diesAny of: “You speak as if you owned her.” / “We humans – are we so much better?” / “Don’t call them that.” / “No, I refuse.” / “[say nothing]” / “[stay quiet]”

If Heile stays, Tonis is allowed to visit her once per moon, and the Tsarina makes clear the arrangement is temporary rather than permanent. If Heile leaves, Tonis struggles to feed them both, and he mentions that other coal burners have already asked for her hand. If Tonis loses his temper and charges the burrow, the attack fails and he is killed.


How to get three Shiny Tooth items for the Tsarina

Choosing to free Heile adds the objective “Collect three shiny teeth from dead human enemies.” Shiny Tooth is a loot drop from human corpses, so any bandit group or soldier camp works. Renegade Bruisers and the soldiers stationed at Soldier Camps are reliable targets, and the drop is not restricted to a single enemy type.

World map screen with location markers used to plan a route to nearby enemy camps
Using the map to line up nearby camps while hunting for Shiny Tooth drops. Image: Rebel Wolves

A few also sit in the world rather than on bodies. One is tucked into the haystack by the pig pen at Andrei’s house in Svartrau. Teeth have no combat use of their own; they exist to be traded to the sanzhani, so hold onto any spares for the later quests in the chain.

Once you have three, return to the burrow and hand them over. The Tsarina accepts, Heile goes home with her brother, and the quest closes.


How to confirm Good Home is complete

The quest is finished when the journal marks Good Home as complete and awards 100 XP and 1 Skill Point. Immediately afterwards, the Tsarina offers to carry a message for you, and the overarching quest Letters to Lunka appears in your log with the objective to wait for Lunka’s answer about Brencis.

The letter, “Answer from Lunka: Brencis,” is written down and delivered by the sanzhani, and it carries the information about Brencis you were after. If Letters to Lunka has not appeared, the confrontation in the burrow has not been resolved yet, or you still owe the Tsarina her three teeth.

Whichever ending you land on, Good Home is the gate to the rest of the sanzhani work: Come Hither, Burrow Sorrows, Pearly and Precious, and Tiny Dancer, which together award the Tsarina’s Favourite Human trophy. Save any spare Shiny Tooth items you pick up along the way, because the sanzhani keep asking.