What Moves the Dead Main quest · Act 1

Main questAct 1DayNightMissable
Location
Altenmarkt
Region
Svartrau City
Missable
Yes
Methodology
Data Methodology

That gargoyle… Someone must have created it for Brencis. We need to discover who.

Type
Main quest · Act 1
Time cost
7 time units
Time of day
Day or night
Reward
75 XP
Steps
22 steps, 14 on the map

What Moves the Dead is an investigation with Crake: see Mevasser in Neustadt by day, read the woodcut to learn where Silas kept his workshop, ask around Altenmarkt until someone points you to the house by the stone arch, and follow its chimney down to the ruins beneath. There is no decision to make — the book is already gone to Aurelius when you get there, and the quest ends once you have rescued Crake and led him back out.

What Moves the Dead Walkthrough

14 of the 22 objectives for What Moves the Dead are pinned on the map below, 0 of them optional. The numbers on the map match the numbered steps.

How to start What Moves the Dead

  • StartsBegins in Altenmarkt.
  • Time cost7 time units
  • Time of dayDay or night
  • Can be failedYes — it has a failure ending, so the coronation deadline can take it from you.

What Moves the Dead step by step

World map of The Blood of Dawnwalker with the objectives of What Moves the Dead marked
7 marked locations for What Moves the Dead, zoomed to the quest areaDrag to move the map; scroll, pinch or use the buttons to zoom.

5 markers cover an area to search rather than an exact spot.

  1. Follow Crake1 time unitDay & Night

    Crake knows someone who can help us decipher that odd inscription, but we must get to Neustadt first.

  2. Meet with Crake in Neustadt1 time unitDay & Night

    Crake might know someone who can help us decipher that odd inscription, but I must first make my way to Neustadt. And by day, nonetheless.

    Stuck here? Neustadt is a daytime meeting

    The journal is explicit: Crake's contact in Neustadt is met by day. If it is night, wait it out.

  3. Follow Crake and MevasserDay & Night

    That wasn't exactly a warm welcome. Mevasser stormed out, but Crake's still trying to convince him to help us. I need to follow.

  4. Inspect the woodcutDay & Night

    Mevasser agreed to help us after all. He showed us a woodcut of Silas and his workshop. Maybe it can help us find the place?

  5. Go with Crake to AltenmarktDay & Night

    Judging from the woodcut, Silas had his workshop in Altenmarkt. We'll look for it right away.

  6. Meet with Crake in Altenmarkt1 time unitDay & Night

    Judging from the woodcut, Silas had his workshop in Altenmarkt. I should meet with Crake soon to look for it.

  7. Ask the townsfolk about SilasDay & Night

    We have located the street where Silas kept his workshop, but we still need to find the exact building. Let's ask around.

    Search area on the map — pin 8
    Stuck here? Finding Silas's house

    The woodcut only gives the district. Ask the townsfolk in Altenmarkt: an old woman (step 8) and the merchant Henrik (step 22) both point to the same place — the house beside the stone archway.

  8. Find the house by the stone archDay & Night

    An old lady pointed us to a house that may have once belonged to Silas. We need to check it out with Crake.

    Pinned on the map
  9. Search inside the houseDay & Night

    We entered the house that matched the description. I'm still not sure if Silas actually lived here, so we need to search the place thoroughly.

    Pinned on the map — pin 8
  10. Inspect the chimneyDay & Night

    The only thing that stands out here is the chimney. I should take a closer look at it.

    Pinned on the map — pin 8
    Stuck here? Nothing else in the house matters

    Inspect the chimney (step 10), then the floorboards beside it (step 11): they hide the hatch to the basement (step 12). The way on from the basement is a bookcase concealing a passage (step 14), and the ruins are below.

  11. Examine the floor next to the chimneyDay & Night

    The floorboards next to the chimney seem different from the others. Perhaps they can be moved?

    Pinned on the map — pin 8
  12. Enter the basementDay & Night

    We found a hatch under the floorboards. I guess it hides the entrance to the basement.

    Pinned on the map — pin 8
  13. Search the basementDay & Night

    There doesn't seem to be much in the basement, but still – maybe Silas hid something here?

    Pinned on the map — pin 8
  14. Check where the passage leadsDay & Night

    We discovered a secret passage hidden behind a bookcase. It leads further underground.

  15. Search the ruinsDay & Night

    Ancient ruins, right beneath Svartrau! This must be where Silas carried out his disgusting experiments.

    Pinned on the map — pin 8
  16. Search the laboratoryDay & Night

    There’s no mistaking it. This was Silas’s workshop, or rather his laboratory. But it seems someone was here before us. Were they searching for his research notes as well?

    Search area on the map
  17. Search the deeper ruinsDay & Night

    Those thieves dropped a page from Silas’s book. Maybe we can still catch them, or at least find out where they took the rest.

  18. Inspect the bodyDay & Night

    Something massacred this man. I might still find clues on his body, or maybe even the stolen book itself.

    Pinned on the map
  19. Rescue CrakeDay & Night

    Some monster has dragged Crake deeper into the ruins. I must rescue him!

    Search area on the map — pin 18
    Stuck here? Rescuing Crake

    Someone was in the laboratory before you and took Silas's book — the page they dropped (step 17) is all that is left. After the body (step 18) something drags Crake deeper: follow, kill it, then guide the wounded Crake back to the surface (step 20).

  20. Lead Crake out of the ruinsDay & Night

    I have defeated the monster, but Crake is wounded. I must guide him safely out of the ruins.

    Search area on the map
  21. Search for Silas's notes4 time unitsDay & Night

    Mevasser told us of a legendary alchemist, Silas, who may have been the first to create gargoyles. His notes should hold the key to this mystery.

    Search area on the map — pin 16
  22. Find the yellow house by the stone archDay & Night

    Henrik, a merchant from Altenmarkt, pointed us to a house that may have once belonged to Silas. We need to check it out with Crake.

    Pinned on the map — pin 8

What Moves the Dead rewards

On completion

  • 75 XP
Show the 3 endings — spoilers

Every way What Moves the Dead can end, in the game's own words. Read on only if you want it spoiled.

Which ending you get, and how

No branching: one success and two failures. Silas's book is in Aurelius's hands by the time you reach the laboratory, which is what Who Pulls the Strings picks up.

  1. Ending 1

    The legend is true! Silas did write about gargoyle creation. Now that book is in the hands of the infamous mage, Aurelius. I must recover it at all costs.

    Rewards: 75 XP

    How to get it: Rescue Crake and lead him out of the ruins. The journal closes on the book being Aurelius's.

  2. Ending 2Failure

    I have failed the manumits. That path is closed to me now.

    How to get it: Failing the manumits closes this path — the journal's own words.

  3. Ending 3Failure

    I never finished uncovering the secret of how gargoyles are created.

    How to get it: The 30 days end before the ruins are searched.

Choices and outcomes checked against the game files and published walkthroughs on September 6, 2026.

What Moves the Dead is a Main quest in The Blood of Dawnwalker with 2 playable version(s). What Moves the Dead belongs to Act 1 of the main story. What Moves the Dead takes place around Altenmarkt. What Moves the Dead has 22 objectives, 0 of them optional. 14 of the objectives in What Moves the Dead are pinned on the world map, so you can see where each step happens. What Moves the Dead has 3 possible endings.

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What Moves the Dead FAQ

Where is Silas's house in What Moves the Dead?

In Altenmarkt, beside the stone archway. Ask the townsfolk — an old woman and the merchant Henrik both point to it.

Where is the hatch in Silas's house?

Under the floorboards next to the chimney. Inspect the chimney first, then the boards beside it; the basement below has a bookcase hiding the passage to the ruins.

Is there a choice in What Moves the Dead?

No. It has one successful ending and two failures. The book is already gone to Aurelius when you arrive; the quest ends when Crake is rescued and led out.

How do you complete What Moves the Dead?

What Moves the Dead is an investigation with Crake: see Mevasser in Neustadt by day, read the woodcut to learn where Silas kept his workshop, ask around Altenmarkt until someone points you to the house by the stone arch, and follow its chimney down to the ruins beneath. There is no decision to make — the book is already gone to Aurelius when you get there, and the quest ends once you have rescued Crake and led him back out.

How long does What Moves the Dead take?

What Moves the Dead spends 7 time units off the story clock across its 22 objectives.

Should I do What Moves the Dead by day or by night?

What Moves the Dead can be started by day or by night and costs 7 time units of story time either way. Steps locked to one half of the day are badged in the walkthrough above.

How do I start What Moves the Dead?

What Moves the Dead begins around Altenmarkt — start from the first objective in the walkthrough above.

Where do the objectives of What Moves the Dead take place?

14 of the 22 objectives in What Moves the Dead have a marked location, in and around Svartrau City. The numbered map above matches the objective list.

What are the rewards for What Moves the Dead?

Completing What Moves the Dead rewards 75 XP.

How many endings does What Moves the Dead have?

No branching: one success and two failures. Silas's book is in Aurelius's hands by the time you reach the laboratory, which is what Who Pulls the Strings picks up.

Is What Moves the Dead missable?

Missable: Yes. On the 30-day clock most quests can time out; the start block of the walkthrough above says whether this one has a failure ending.