Gaming Guide

The Blood of Dawnwalker: All Bakir’s Distilleries Quests

Locations, unlock conditions, dialogue choices, and rewards for Ends and Means, Coercion and Duress, and Offshoot.

Locations, unlock conditions, dialogue choices, and rewards for Ends and Means, Coercion and Duress, and Offshoot.

Bakir is drowning Vale Sangora in cheap liquor so nobody sober enough is left to resist the vrakhiri, and the distillery raids are your way of turning off the tap. Three of them sit in the Court menu under Bakir’s activities, and each one follows the same shape: clear the guards, decide what to do with the person running the still, then wreck the equipment.

Quick answer: There are three distillery activities — Ends and Means near Parlag, Coercion and Duress inside Svartrau City, and Offshoot in the woods west of the city. Kill the guards, resolve the dialogue with the NPC, then interact with the still to sabotage it. Each one costs three time segments and pays 19 XP, 1 skill point, and 250 coins.


How to unlock the Bakir’s Distilleries quests

Bakir’s territory is tuned for level 20 and up, and none of his Court activities are pinned to your map by default — they all sit there as “Unknown Activity” until you stumble across them or read something that points you at them.

Two of the three are handed to you by a document. Clear the soldiers at one of the Bakir’s Pillories activities and loot a body for the Letter of Reprimand. Reading it opens both Ends and Means and Coercion and Duress on the map at once. Offshoot is not tied to that letter — you have to walk up to the distillery site west of Svartrau City, north of the river, to trigger it.

Tip: climbing the region’s towers first paints white question marks over nearby activities, which saves a lot of aimless riding when you are hunting for the Offshoot camp.


All three distillery locations, time cost, and rewards

QuestWhere it startsCost and payout
Bakir’s Distilleries: Ends and MeansFarmstead near Parlag; fight in the yard, still is inside the barn3 time segments — 19 XP, 1 skill point, 250 coins
Bakir’s Distilleries: Coercion and DuressInside Svartrau City3 time segments — 19 XP, 1 skill point, 250 coins
Bakir’s Distilleries: OffshootForest west of Svartrau City, north of the river; still is in a cave3 time segments — 19 XP, 1 skill point, 250 coins

All three share the same objective line in the journal, and it is worth reading literally: killing the guards is not enough, you have to sabotage the equipment. Walking away after a clean fight leaves the activity open.


Ends and Means: the Parlag distillery and the poisoning choice

Track the activity from the map and ride toward Parlag. The marker sits on a farmstead, and the quest formally begins the moment you enter the distillery grounds.
Closing on the distillery objective marker with the quest tracked on the HUD
Closing the last metre to the tracked distillery objective. Image: Rebel Wolves
Clear the guards patrolling the yard. Fighting at night with claws is the faster option here, but the group is small enough to handle with a sword during the day.
Loot the yard and the barn before you touch anything. You can pick up Strong Spirits and a note titled Instructions: Shipping, which spells out Bakir’s plan — hand the alcohol to everyone regardless of age or station until it runs out, restrain anyone who interferes, and hand them over for draining.
Talk to the Distillery Worker who survives the fight. He offers to poison the batch rather than see it destroyed, and this is the one genuine fork in the quest. Picking “Ends justify the means… Go ahead.” lets the poisoned booze ship out and logs a different journal outcome. Refusing with “I won’t let you do it.” or “Poisoning innocents? What good would it do?” keeps you on the shutdown path.
Distillery Worker begging Coen to stop the killing during the dialogue scene
The Distillery Worker pleading mid-dialogue, just before the poisoning choice. Image: Rebel Wolves
Deal with the worker, then interact with the still inside the barn to smash it. You can let him walk, kill him outright with “You die like the rest.”, or take the “[give in to the hunger]” option. The sabotage prompt is what actually closes the activity.

Coercion and Duress: the Svartrau City still

Track Coercion and Duress and head into Svartrau City. Entering the distillery starts the quest immediately, so be ready for a fight rather than arriving mid-conversation with a merchant.
Kill the guards stationed in the yard. This is a tighter arena than the Parlag farm, and enemies close on you quickly once the first one notices.
Attacking a marked guard with the Coercion and Duress quest tracked on screen
Fighting through the Svartrau City yard with Coercion and Duress tracked. Image: Rebel Wolves
Speak to the distiller once the guards are down. He was pressed into the work rather than volunteering for it, which is where the quest name comes from. “Get out of here before I change my mind.” spares him; “Why not simply run away?” gets you his side of it first.
Interact with the distillery equipment to destroy it. The journal logs the shutdown and the activity closes.
Coen wrecking the distillery equipment to finish the sabotage objective
Wrecking the still — the sabotage interaction is what completes the activity. Image: Rebel Wolves

Offshoot: the corrupt soldiers’ distillery west of Svartrau City

Offshoot is the odd one out. The operation is not officially Bakir’s at all — it is a side business run by corrupt soldiers skimming for themselves, and the quest gives you the option to profit from it instead of shutting it down.

Head into the forest west of Svartrau City and approach the site north of the river. Getting close is what triggers the activity.
Fight the soldiers among the trees. The still itself is tucked inside a cave past them.
Hear out the survivor. He offers a cut of the profits if you leave the still running. “Alright. Deal.” adds two new objectives — come back after a day has passed and collect your payout from the soldiers. “I don’t do business with the likes of you.” ends the negotiation and puts you back in the fight.
Soldier at the hidden distillery begging Coen to stop before offering a deal
The soldier bargaining for his life before pitching the profit-sharing deal. Image: Rebel Wolves
If you turned the deal down, finish off the remaining soldiers and destroy the equipment in the cave. The journal notes that whether or not Bakir ordered it, the result on the ground was the same, so you shut it down for good.

Choice outcomes recorded in the journal

QuestChoiceLogged result
Ends and MeansRefuse the poison plan, sabotage the stillDistillery shut down for business
Ends and MeansLet the worker poison the batchOperation keeps running with poisoned liquor
Coercion and DuressSpare or kill the distiller, then sabotageDistillery shut down for business
OffshootRefuse the deal, sabotage the stillIndependent operation shut down for good
OffshootAccept the profit-sharing dealStill keeps running; return after a day to collect your cut
Any of the threeLeave to fight BrencisActivity is abandoned unresolved

Note: taking the Offshoot deal is the only outcome that leaves a distillery physically standing and gives you something to come back for later. Everything else ends with broken equipment.


How to confirm each distillery is finished

Completion is unmistakable. The sabotage interaction plays out, the activity clears from the tracker, and the reward panel pops with 19 XP, one skill point, and 250 coins. The journal then swaps the objective line for the outcome text describing what you did to the place.

If nothing fires, the cause is almost always one of two things. Either you cleared the guards but never interacted with the still itself, or you took a branch that keeps the operation alive — the poisoned batch in Ends and Means, or the profit-sharing deal in Offshoot. Neither counts as a shutdown, though both still resolve the activity.


Each distillery you wreck pushes Bakir’s anger level closer to the point where he agrees to a duel, and the three of them together burn nine time segments out of your 30 in-game days. You do not have to hit every Court activity in his region to draw him out, so if you are budgeting time, the distilleries are a compact cluster — two of them practically hand themselves to you off a single looted letter.