Best Quest Order in The Blood of Dawnwalker

Best Quest Order in The Blood of Dawnwalker

Coen has 30 days and 480 units of story time. Every catalogued quest costs 418 — here is how the budget breaks down and the order that protects your slack.

7 min read
PlanningQuests30-Day Clock

The Blood of Dawnwalker does not fail you with a boss. It fails you with a calendar. Coen has thirty days to find his sister, each day split into a day phase and a night phase, and every phase holds a fixed budget of time units. Spend them badly and the ending you wanted simply stops being reachable. So "what order should I do quests in" is not a preference question in this game — it is a budgeting question, and it has an arithmetic answer.

480Total time budget30 days x 2 phases x 8
418Cheapest full run197 quests
62Slack left overabout 4 phases
90Main story only29 quests, 19% of budget

How the 30-day clock actually works

Time does not tick down while you walk around. It moves when a marked action moves it — a quest, an objective, an activity — and the game tells you the cost before you commit. That is the important part: the clock is a currency you spend deliberately, not a timer you outrun. Exploring, looting, shopping and talking are free. What costs you is committing to work.

Quest typeQuestsTime unitsFree ones
Main story29906
Side quests301113
Activities13821766
Where the 418 units of a full run go, by quest type

The order that protects your slack

  1. 1
    Clear the prologue before you optimise anything

    The opening act is five main quests and costs about five units in total — two of them, All Good Things and Sacred Covenant, are free. There is nothing to plan here. Play it, learn which of Coen's two halves you like, and start counting from the other side.

  2. 2
    Push the main story until the map opens

    The whole main story is only 90 units — under a fifth of your budget — and it is what unlocks regions, fast-travel shrines and merchants. Doing it early is not rushing the story; it is buying yourself cheaper travel for the other 328 units. Every shrine you open makes every later side quest shorter.

  3. 3
    Take the 66 free activities whenever you are already there

    Of the 138 activities, 66 cost nothing at all. They are pure profit — experience, loot and map knowledge for zero clock. The only cost is the walk, which is why you want them bundled with a quest that already sends you to that region rather than as a dedicated trip.

  4. 4
    Decide on the expensive quests before you are short

    A handful of quests are budget events on their own. Buried Past costs 20 units — two and a half full phases — and Of Wolves and Men costs 10. A Monk and a Saint, The Bittersweet Toast, The Beast of Balaur and Good Home are 9 each. Together those six are roughly 15% of your entire run. Decide whether you want them while you still have room to say yes.

  5. 5
    Batch by phase, not by region

    Only 25 quests are day-locked and 13 are night-locked; the other 159 will take either. That flexibility is the resource you are actually managing. Fill your night phases with the 13 night-only quests first and your day phases with the 25 day-only ones, then spend the flexible 159 on whichever side has room left. Filling a phase with flexible work and then finding a night-locked quest with nowhere to go is how a 62-unit cushion disappears.

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Guide FAQ

Can you complete every quest in one playthrough?

On time cost alone, yes — 418 units against a 480-unit budget. But that assumes you always take the cheaper of a quest's day and night versions, which collides with the 38 quests that are locked to one phase, and it ignores the mutually exclusive endings. Treat 418 as the floor, not a plan.

Does exploring waste story time?

No. The clock advances on marked actions, and the game shows the cost before you commit. Walking, looting, reading and shopping are free, which is exactly why the 66 zero-cost activities are worth detouring for.

Should I do side quests or rush the main story?

Both, in that order. The main story is only 90 of your 480 units and it is what unlocks the fast-travel network, so finishing it early makes the remaining 328 units of side content cheaper to reach. Rushing to the ending is the one thing you should not do — you would leave most of your budget unspent.

What is the single most expensive quest?

Buried Past, at 20 time units in both its day and night versions. That is two and a half full phases, or more than four per cent of your entire thirty days, for one side quest. Of Wolves and Men is next at 10.

How do I plan this without doing the maths myself?

Use the [30-Day Planner](/dawnwalker/planner). It holds every catalogued quest variant with its phase and time cost, lays the thirty days out as day and night slots, and flags the four things that break a plan: a night quest placed in a day slot, a phase over its unit budget, a quest scheduled before its prerequisite, and a quest placed outside the window it is available in.