Gaming Guide

Bakir’s Headhunters: Smoke Them Out Walkthrough in The Blood of Dawnwalker

Where the headhunter camp sits in Vale Sangora, what the fight costs in time, and the loot it leaves behind.

Where the headhunter camp sits in Vale Sangora, what the fight costs in time, and the loot it leaves behind.

Smoke Them Out is one of three Rebel Hunter jobs filed under Bakir in the Court menu of The Blood of Dawnwalker. There is no puzzle, no dialogue tree, and no optional path through it. You walk into a burning settlement, kill every headhunter standing, and the activity closes.

Quick answer: Travel to the headhunter camp in Vale Sangora (map coordinates X 11905, Y 19125, in the area labelled The Silts), approach it to trigger the activity, and kill the entire group. It costs 3 time segments and pays out 250 XP, a further 58 XP, and one skill point.


Smoke Them Out location and start trigger

The camp sits in Vale Sangora at X 11905, Y 19125, inside the boggy stretch the world map calls The Silts. Nothing hands you the marker. Court Activities show up as “Unknown Activity” until you physically find them, so if the area is blank on your map, you have not been close enough yet.

Getting a marker early is worth the detour. Climbing the towers scattered across the region tags every undiscovered activity with a white question mark, which turns this from a search into a fast ride. Once you get near enough, the quest starts on its own as you approach the camp gate, with Coen reacting to the smoke: “Bakir’s men… Shit, are they burning someone alive?”

The journal entry frames the job plainly. Bakir has sent hunters out to find and kill rebels, and stopping them helps the rebellion against the vrakhiri. The single objective reads Defeat Bakir's headhunters.


Requirements, time cost, and quest details

DetailValue
Court factionBakir (Rebel Hunters group)
Suggested level20+ for Bakir’s region
RegionVale Sangora — The Silts
Map coordinatesX 11905, Y 19125
Start conditionApproach the camp
ObjectiveDefeat Bakir’s headhunters
Time cost3 time segments
Mandatory?No — roughly 75% of Bakir’s activities is enough to max his anger

Time in this game is spent, not passed. Those 3 segments come out of the 30 in-game days you have to bring down all three vassals and reach Brencis, so treat every camp clear as a purchase.


How to clear the headhunter camp

Track the activity from the map and ride to the burning gate. The fire is visible from a distance and doubles as your landmark once you are inside The Silts.
Walk into the camp to trigger the fight. Coen calls out Bakir’s men and the whole group turns hostile at once — there is no stealth opening and no way to peel enemies off one at a time.
Coen swinging at several red-clad headhunters as huts burn around the camp
The headhunters attack as a group the moment you enter the burning settlement. Image: Rebel Wolves
Fight them with sidesteps and light attacks rather than standing your ground. Combat here is real-time third-person melee built around dodging, mixing light and heavy swings, and swapping weapons mid-fight, and the headhunters will surround you if you plant your feet.
Sword attack landing on an armored headhunter with more enemies closing in from the treeline
Keep moving between targets instead of trading blows in one spot. Image: Rebel Wolves
Switch to the spear when enemies keep their distance or crowd you from two sides. Weapon swapping is free and the reach buys you space to reset.
Coen striking a headhunter whose red health bar is draining, next to burning huts
Enemy health bars tell you which target is nearly finished. Image: Rebel Wolves
Follow the objective marker to any stragglers. The counter above the marker shows the remaining distance, and the activity will not resolve while even one headhunter is alive.
Objective marker showing 17 meters while Coen attacks a remaining headhunter
The distance readout points you at the last surviving enemies. Image: Rebel Wolves
Loot every body before you leave. The corpses carry the best part of the payout, and once you fast travel away there is no reason to come back.
The camp after the fight, with fallen headhunters left to loot
Sweep the bodies before leaving the camp. Image: Rebel Wolves

Tip: unlike the Lunar Game later in Bakir’s questline, nothing here forbids vampiric abilities. If you take the camp at night, claws hit harder than the sword.


Smoke Them Out rewards and loot

The XP is fixed. What drops on the ground varies, but the two amulets are the reason to sweep the whole camp rather than run for the exit.

RewardNotes
250 XP + 58 XPPaid on completion
1 Skill PointSpend it from the character wheel
Nighttime PendantLevel 20 Superior Amulet
Swordsman’s AmuletLevel 19 Master Amulet
Ranker’s SwordWeapon drop
Orders from Bakir, Angry Letter from Bakir, Report of Suspicious ActivityReadable notes
Denarius, Comfrey, Slippery Jack, Milk with honey, FluteCurrency, crafting ingredients, and sundries

How to confirm the activity is complete

A QUEST ENDED - Bakir's Headhunters: Smoke Them Out banner appears the moment the last headhunter falls, followed by the XP and skill point award. If you level up on the kill, the LEVEL UP prompt fires at the same time.

To double-check later, open the journal and look at the Court entry. A finished run logs the outcome line: “The headhunters paid for their transgressions with their own heads. Hope this helps the rebels.” The other possible outcome — Coen deciding he has no time and leaving for Brencis — only appears if you never take the fight.

If the banner never shows, it is almost always one of two things. Either you never got close enough for the camp to start the activity in the first place, or one headhunter is still alive somewhere at the edge of the settlement.


Every clear pushes Bakir’s Anger meter in the Court menu a little higher, and once it hits maximum, Farkas turns up with a plan to get at him through the Lunar Game. Smoke Them Out is one of the cheapest ways to move that bar — three time segments, one fight, no strings.