Crake leads the manumits, and his quest chain is the longest optional storyline in The Blood of Dawnwalker. It also matters mechanically. Follow it far enough and you open an alternate route into the finale, one where you march on the castle with allies instead of walking in alone. The chain spans twelve quests across Laslea Glen, Briar Sloughs, Boar’s Back, and Svartrau City, and each link only appears after the previous one closes.
Quick answer: Finish The Firebrand so Mert tells you about the manumits, then cross the bridge south of Stoneward Post to start Shadows in the Woods and meet Crake. From there the chain runs Where Loyalty Lies → What Hunts the Night → What Moves the Dead → Who Pulls the Strings, and that last quest unlocks the Manumit route into Rise at Dawn and Fall Before Dusk.
Starting the Crake questline with The Firebrand
The Firebrand becomes available in Laslea Glen once the prologue is over. It runs in three beats: search Vlad’s hut, head to the mill, then travel to Stoneward Post. Wrap it up and Mert mentions the manumits, which is the actual trigger for everything that follows.

Two optional branches sit between The Firebrand and your first meeting with Crake. Under Watchful Eyes is one of Ambrus’s Court Activities in Briar Sloughs, dealing with prisoner processing, and it feeds directly back into The Firebrand thread. Taking Back What’s Mine is the other. Neither is mandatory, but both cost Time Segments, so slot them in deliberately.
Once Mert has talked, cross the bridge south of Stoneward Post. The marker for Shadows in the Woods appears from there.
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Add to Google Preferences →Full Crake quest order (12 quests)
| Quest | Notes |
|---|---|
| 1. The Firebrand | Laslea Glen. Ends with Mert naming the manumits. |
| 2. Under Watchful Eyes | Optional branch. Ambrus Court Activity in Briar Sloughs. |
| 3. Taking Back What’s Mine | Optional branch in Briar Sloughs. |
| 4. Shadows in the Woods | First meeting with Crake. Starts south of Stoneward Post. |
| 5. Where Loyalty Lies | Boar’s Back. Hunt for Crake’s missing scouts. |
| 6. What Hunts the Night | Search operation at Teotim’s church goes wrong. |
| 7. What Moves the Dead | Silas investigation and the ruins rescue. |
| 8. Who Pulls the Strings | Unlocks the Manumit ending route. |
| 9. Distant Shadows | Optional. Tail Ascar at Tantari. |
| 10. A Closer Look | Optional. Requires Distant Shadows first. |
| 11. Rise at Dawn | The assault begins. |
| 12. Fall Before Dusk | Finale, ending with Brencis. |
Joining the manumits in Shadows in the Woods and Where Loyalty Lies
Shadows in the Woods is a short travel-and-rescue quest. Reach the rendezvous point, rescue Sara, then follow her back to the group. Crake will not take you at your word when you arrive, so the conversation is where the quest is really decided. Listing what you have already done against Brencis is what gets you in the door: the attack on the mines near Laslea, saving Sara at the rendezvous, and the time you have spent disrupting Brencis’s rule.

Where Loyalty Lies follows immediately. Crake asks you to find out what happened to his missing scouts, and telling him you are on it keeps him warm to you. The route is straightforward once you are moving: follow Sara, seek out the house, follow the blood trail, then find your way inside the warehouse.

Tip: if you want Crake to treat you as more than a useful stranger, keep disrupting the territories of Brencis’s main officers until your Infamy hits Notorious or higher. Below that, he stays distrustful and the personal side of his storyline does not progress.
What Hunts the Night and What Moves the Dead objectives
What Hunts the Night starts with reporting back to Crake, then following him and Sara to Teotim’s church. The search operation there ends badly, and the quest closes on an ambush you have to help Crake escape. Afterwards he goes quiet. Pushing gently on the subject, admitting you know what losing someone feels like, and offering to talk about your own dead instead is the conversation that keeps the thread alive.

What Moves the Dead is the longest stretch of the chain. It is built around tracking down Silas, and it ends with Crake in trouble underground.
| Order | Objective |
|---|---|
| 1 | Follow Crake and Mevasser |
| 2 | Ask the townsfolk about Silas |
| 3 | Find the house by the stone arch |
| 4 | Search for Silas’s notes |
| 5 | Search the ruins |
| 6 | Rescue Crake |
| 7 | Lead Crake out of the ruins |
Crake comes out of the ruins badly hurt. Walking him back to the hideout yourself and tending his wounds, rather than leaving him, adds extra scenes with him.
Who Pulls the Strings and the Manumit ending route
This is the quest that changes your endgame. Travel to Aurelius’s Tower, search it for Silas’s book, then show Marat what you found. Reporting back also gets you the manumits’ next move.

Finishing Who Pulls the Strings is what grants access to the Manumit ending route. If you never complete it, Rise at Dawn and Fall Before Dusk are off the table and your only path to Brencis is the solo one.
Distant Shadows and A Closer Look, the two optional quests
Distant Shadows sends you to Tantari to tail a man named Ascar. Find Ascar’s hut, observe him without being noticed, then return to Marat. The outcome barely matters. However the stakeout goes and whatever you report, Crake loses his temper and storms off, which is exactly what hands you the next quest.
A Closer Look is a single objective, find Marat, and then a long conversation. It is where Crake’s secrets come out. Asking to join him, saying plainly that you are worried, pressing for the truth about Ascar, and then telling him nothing he says will change how you see him is the sequence that leads to Crake’s romance scene. Skipping Distant Shadows locks A Closer Look out entirely.
Rise at Dawn and Fall Before Dusk objectives
Rise at Dawn is the attack itself, and it gives you two “once you’re ready” checkpoints, so restock and repair before you talk to Marat. Return to Marat when you want to move, follow him, defeat the vanguard, open the outer gate, then go back to Marat for the push inside.
Fall Before Dusk closes the chain and the campaign route with it. Note that “find the throne room” appears twice, because Xanthe’s trap throws you off course partway through and you have to make the approach again.
| Order | Objective |
|---|---|
| 1 | Inspect the tunnels |
| 2 | Reach the ladder |
| 3 | Check the rest of the tunnel |
| 4 | Look for your family |
| 5 | Find a way to the courtyard |
| 6 | Enter the castle |
| 7 | Find the throne room |
| 8 | Escape Xanthe’s trap |
| 9 | Find the throne room (again) |
| 10 | Defeat Brencis |
Why the Crake questline stalls
Each quest gates the next one, so if a marker is not appearing, the problem is almost always the previous entry. Confirm the earlier quest actually closed out before hunting for the new one on the map.
- Shadows in the Woods will not appear until The Firebrand is finished and Mert has mentioned the manumits.
- Crake stays distrustful and his personal storyline sits still until your Infamy reaches Notorious or higher.
- A Closer Look never opens unless Distant Shadows is completed.
- Rise at Dawn and Fall Before Dusk require Who Pulls the Strings to be done.
The other constraint is the clock. Coen has 30 in-game days to save his family, and quests, Court Activities, and training all burn Time Segments. Time does not tick down while you wander, so exploration is free, but the manumit chain is long and every entry in it has a cost. Budget for it early rather than trying to squeeze Rise at Dawn in at the end.






