Gaming How-To

The Blood of Dawnwalker: How to Report Back to Crake in What Hunts the Night

Crake waits in the cellar beneath the Silberstein General Trader, a short uphill sprint from the ruined warehouse.

Crake waits in the cellar beneath the Silberstein General Trader, a short uphill sprint from the ruined warehouse.

What Hunts the Night opens the moment you finish Where Loyalty Lies, and its first objective drops you outside a ruined warehouse with a single instruction: report back to Crake. The marker points into town, but the path there runs uphill past patrolling guards, and Crake himself is tucked away underground rather than standing out in the open.

Quick answer: Leave the ruined warehouse, sprint up the winding path toward the stone archway, turn right into the town streets, then enter the building that houses the Silberstein General Trader. Take the door on the right, head down to the cellar, and talk to Crake in the back room.


Where Crake is during Report back to Crake

Crake is not waiting at street level. He sits in a back room in the cellar underneath the shop run by the Silberstein General Trader, working on something when you walk in. The compass indicator and the map marker both point at the building, so the part people get stuck on is the last few meters inside, not the trip across town.

DetailValue
QuestWhat Hunts the Night
ObjectiveReport back to Crake
Unlocked byCompleting Where Loyalty Lies
Starting pointThe ruined warehouse
Landmark to aim forSilberstein General Trader
Exact spotBack room of the cellar, one floor down

Route from the ruined warehouse to Crake’s cellar

Walk out of the ruined warehouse through the main doorway. The area outside still has hostile guards nearby, so keep moving rather than sweeping the ruins for loot.
Follow the winding dirt path uphill toward the stone archway. Hold Sprint for the whole climb — it is a long stretch, and running straight through is the cleanest way to leave the guards behind.
Sprint prompt on Left Shift as the player runs up the winding path toward the archway
The Sprint prompt appears as you climb the path toward the stone archway. Image: Rebel Wolves
At the top, turn right and follow the street into town. You will pass townspeople going about their business, and a few of them can be spoken to, though none of them are needed here.
Head into the wooden building the marker sits on. The Silberstein General Trader is on the ground floor, and you can walk straight past the counter without trading.
Coen pushing open a wooden door with the quest objective still tracked on screen
Push through the wooden door inside the trader’s building. Image: Rebel Wolves
Take the door on the right and go down the stairs to the cellar. The objective distance on screen should drop to single digits once you are below ground.
Objective distance counting down to nine meters as the player heads for the cellar stairs
The tracked objective closes to a few meters as you reach the stairs down. Image: Rebel Wolves
Walk into the back room and start the conversation with Crake. He greets you with “Everything in order?”, and any dialogue option you pick will carry the scene through.
Coen approaching Crake in the cellar with the What Hunts the Night tracker on screen
Crake in the cellar back room, the final stop for the objective. Image: Rebel Wolves

How to confirm the objective is done

The tracker clears “Report back to Crake” as soon as the conversation ends, and the quest moves into a waiting phase. From there you need nightfall — once night arrives, Sara joins you, and the three of you head out to look into the deaths of the scouts at the churchyard. If the quest still shows the old objective, the conversation was not finished, so return to the cellar and speak to Crake again.


Common reasons players lose the trail

Two things trip people up on the way. Several doors around the warehouse and the town are simply marked Locked and will never open on this objective, so a door that refuses to budge is not a puzzle — it is the wrong door. And because Crake is one floor below the shop, standing on the ground floor next to the trader leaves the marker hovering over your head with nothing to interact with.

A gate showing the Locked prompt when the player tries to open it
A gate flagged as Locked — these never open during this objective. Image: Rebel Wolves

Note: Running across the map does not spend any of your 30-day clock. Only marked actions with an hourglass prompt cost time, so backtracking through town to find the right building is free.


Once Crake has heard you out, What Hunts the Night settles into its night half — the churchyard investigation, the stains that lead to the belltower doors, and the Beast of St. Teotim’s waiting behind them. Getting to the cellar is the quiet part of the quest, and it is worth doing quickly so you reach nightfall with your health and supplies intact.