Gaming Guide

Bakir’s Transports Fool’s Gold in The Blood of Dawnwalker (Full Quest)

Where the payoff transport waits, how the fight plays out, and why sparing the surviving guards pays better.

Where the payoff transport waits, how the fight plays out, and why sparing the surviving guards pays better.

Bakir’s Transports: Fool’s Gold is one of two Payoff Transports tied to Bakir’s court in The Blood of Dawnwalker, and it is the only transport in the valley that can hand you a treasure map instead of just a corpse pile. The activity is short, the escort is the whole encounter, and the single decision that matters comes after the fighting stops.

Quick answer: Find the transport walking the road near The Silts, defeat the escort until the survivors yield, then spare them. They hand Coen a map to the hidden gold, which opens the sub-quest Bakir’s Transports: Ill-Gotten Gains. The activity ends immediately and burns 3 time segments.


Fool’s Gold location and requirements

The transport is a moving group of enemies rather than a fixed camp. It patrols the road near The Silts, in the stretch of country that also holds Turtle Rock, and it drifts along its route, so the quest marker will not always be sitting where you last saw it. Walk the road in both directions until the yellow “!” icon appears.

Bakir’s region is tuned well above the opening area. The activity is available the moment you reach the open world after the prologue, but the escort hits hard enough that you want to be comfortably into the mid-twenties before you take it on.

DetailValue
Activity typePayoff Transport (Bakir’s court)
ObjectiveIntercept the transport
AreaRoad near The Silts
Recommended level25+
Time cost3 time segments
Optional unlockBakir’s Transports: Ill-Gotten Gains (spare the guards)
Companion activityBakir’s Transports: Curious Shipment

Court activities are never pinned on your map by default. They sit in the world as “Unknown Activity” until you discover them, so climbing the valley’s towers first is worthwhile — that converts every nearby activity into a white “?” icon, which turns yellow when you close in on the transport itself.


Clearing the escort

Open the Journal, set Bakir’s Transports: Fool’s Gold as your tracked quest, then check the map. The objective reads “Intercept the transport” and points you at the road segment rather than a precise spot.
Approach the group of guards in the red and green striped uniforms and open the fight. They travel in a pack, so pulling one usually pulls the rest, and there is no stealth requirement here.
Coen strikes a locked-on transport guard whose health bar is partly drained
Locking on to a single escort guard keeps the group fight readable. Image: Rebel Wolves
Focus one target at a time and keep moving through the trees rather than standing in the middle of the road. The armored guard with the red health bar takes the longest to bring down, so clearing the lighter escorts first cuts the incoming damage quickly.
An armored escort guard targeted with a red health bar during the roadside fight
The armored escort has the largest health pool of the group. Image: Rebel Wolves
Watch your own health as the group thins out. If you take the transport at night you can fight with claws instead of the sword, which shortens the encounter considerably; during daylight, expect a longer trade of blows against the last two guards.
Coen fighting the last two transport guards in the forest with low health showing on the HUD
The final pair of guards is where the fight is most likely to go wrong. Image: Rebel Wolves

The surrender: spare the guards to unlock Ill-Gotten Gains

Once enough of the escort is down, the survivors stop fighting on their own and a conversation takes over. A guard shouts “Argh- enough! We yield!” and offers a trade — their lives for the gold they were carrying, money that was meant to be handed over to the uriashi.

Take the deal. Coen asks where the gold is hidden, the guard produces a map marking the spot, and Coen sends them off with a warning. Letting the men walk away is what turns the map into a real objective: it opens the optional sub-quest Bakir’s Transports: Ill-Gotten Gains, with the stash location marked while that quest is tracked. Killing the survivors instead still finishes the activity, but the treasure line never appears.

Surrendering transport guards offering Coen a map to their hidden gold
The surrender scene, where the surviving guards trade a map for their lives. Image: Rebel Wolves

Rewards and how to confirm the quest ended

After the dialogue, a short loading screen rolls the clock forward — a night interception lands you in the Morning of the following day, with the coronation counter ticking down accordingly. That transition is the clearest signal that the 3 time segments have been spent.

Loot the bodies before you leave. One of them carries a Diplomatic Missive, a readable note issued in the name of Brencis as ruler of Vale Sangora. The “QUEST ENDED” banner then appears with your payout attached: 38 XP and 100 gold in a standard run, on top of whatever the escort drops. Bakir’s court ledger records the activity itself as worth 100 XP toward his anger track.

Note: unlike most Bakir activities, Fool’s Gold does not hand out a skill point. Its value is the treasure map and the progress it adds toward drawing Bakir out.


How this feeds Bakir’s court and your Infamy

Both Payoff Transports together cost 6 time segments and count toward the roughly nine activities you need to push Bakir’s anger to its ceiling and unlock his boss quest. The full Bakir questline runs to 42 time segments once The Lunar Game and The Ring are included, so clearing transports early is a cheap way to bank progress.

Each completed activity also raises your Infamy rating, and Brencis answers with Edicts that reshape the valley — extra patrols, checkpoints, higher shop prices, and eventually soldiers who recognise Coen on sight. You can check exactly which decrees are active, including road-safety measures aimed at travel routes, from the Court menu.

Court menu Infamy tree with the On Road Safety decree selected and its patrol effects listed
The Court menu’s Infamy tree, showing the On Road Safety decree and its effect on patrols. Image: Rebel Wolves

Why the transport does not show up

  • The escort is walking, not parked. If the marker is missing, ride the same road stretch again until the icon pops.
  • You have not discovered it yet. Untouched court activities stay listed as “Unknown Activity” and only appear on the map after a tower sweep or a physical visit.
  • You killed the survivors. Once the escort is wiped out entirely, the surrender scene cannot fire and Ill-Gotten Gains stays locked for that playthrough.

Fool’s Gold is one of the least demanding entries on Bakir’s board once you are properly levelled, and the map it produces is the only reason to treat it differently from any other roadside ambush. Spare the men, pocket the marked location, and you leave with a second objective for the same three segments of the clock.