Coen’s fall into the pit is the moment The Blood of Dawnwalker stops being a swordfighting tutorial and starts teaching you to move like a vampire. The objective reads “Find a way back up,” there is no ladder, and the kobolds watching from the ledges are not going to help. Everything you need is a set of vrakhiri abilities the game hands you one at a time on the climb out.
Quick answer: Squeeze through the gap southwest of the pit, Shadowstep across the chasms, feed on rats to heal, kill the kobold ambush with claws, then Planeshift up the marked wall and onto the flat ceiling strip. The exit is a narrow gap you squeeze through at the top.
The four inputs that get you out of the mine
The escape is gated on abilities, not on finding a hidden door. Each one unlocks with an on-screen prompt at the exact spot where you first need it, and all of them draw from the same stamina pool.
| Ability | Input | What it does down here |
|---|---|---|
| Shadowstep | Hold L2, aim the camera with the right stick, release L2 | Turns Coen to mist and throws him across gaps too wide to jump |
| Voracious Bite | Hold L2 for Focus mode, target a rat, hold R2 | Drinking blood is the only way a yaksh restores Health |
| Planeshift | Shadowstep onto a flat wall or ceiling | Lets you walk vertically or upside down; moving drains stamina |
| Claw swap | Left on the D-pad | Switches between your weapon and claws mid-fight |
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The kobold ambush: use claws, not your sword
The group of five kobolds at the bottom of the shaft is the only real fight between you and daylight, and it is much shorter if you stop treating Coen like a swordsman. Press Left on the D-pad to sheathe your weapon and extend your claws. They hit roughly twice as hard as the best sword you could have bought or found back in Laslea Glen, and the kobolds bring nothing to the fight except numbers.
If your health dips, back off and bite a rat rather than trying to trade hits. Voracious Bite also has a niche traversal use, since biting a target across a chasm pulls Coen over in much the same way a Shadowstep does.
Loot worth stopping for on the climb
| Item | Where it is |
|---|---|
| Soggy Letter, Torch, Bandit’s Gutter, Denarius | Skeleton in the first cavern after the pit |
| Wolf Pelt | Picked up along the lower tunnels |
| Kobold Bile and crafting ingredients | Bodies of the kobolds after the ambush |
| Cave Fungus (epic crafting ingredient) | Near the ceiling crossing, close to the exit |
Why the climb stalls, and how to tell it worked
Nearly every failed attempt at this section comes down to stamina. Planeshift drains it while you walk, so if you place the Shadowstep target low on the wall you can run dry partway up and fall, which usually means re-climbing a long stretch of platforms to try again. Place the target as high as the aim allows every time.
The other sticking point is looking for a route that does not exist. At the wide gap near the top there is no platform to Shadowstep to, and no path around it. The surface you want is above your head, not in front of you.
Confirmation is unambiguous. Squeezing through the final gap awards 250 XP for escaping the mine, the objective ticks over from “Find a way back up” to “Leave the mine,” and once you are outside the tracker updates again to “Return to Laslea and save your family.” Most players hit Level 5 right around this point.
From the cliff edge outside, the game introduces clawride on the descent toward the burning village, and Bad Blood shifts from a traversal tutorial into the confrontation with Brencis. The mine, at least, is behind you.





