The Blood of Dawnwalker offers many options that could change your adventure in many ways. Dialogue options would merely change the dialogue, but some options might influence the quest, rewards, time, relationships, and even the ending. Given Coen has little time to rescue his family, understanding the importance of certain options could prevent bad results. In this guide, we’ll cover the important dialogue choices, what each option does, and the consequences you can expect.
All Dialogue Choices and Consequences
Blood of Dawnwalker is an enormous RPG where your choices will influence the course of the narrative. With only a short time to save Coen’s family, all your choices matter. Dialogue choices might have some impact on the plot, available time, or even the outcome. As such, below is a complete list of all dialogue choices and decisions that you may encounter in the game.
All Good Things – Lunka

When you talk to Lunka during All Good Things, she asks, “But you’re afraid?” You can choose any of the following responses:
- “What’s going on?” – This is the choice you need to pick to advance the quest.
- “What did you do to me?” – Has no effect and simply takes you back to the same dialogue.
- “You’re a monster now?” – Also has no effect and loops you back to the previous prompt.
If you want to progress the quest, choose “What’s going on?”.
All Good Things – Pieter

When you speak to Pieter, he comments, “The sun’s up, and you’re still in bed, that’s what.” You have two dialogue options:
- “I had that nightmare again.” – Choose this to advance the quest.
- “Where’s Lunka?” – This has no effect and simply takes you back to the same dialogue prompt.
If you want to continue All Good Things, choose “I had that nightmare again.”
Withering Away – Mirto

When you talk to Mirto, she asks, “Does she have to go mass tonight?” You’ll get two dialogue options:
- “[Feed Esme]” – Choose this option to advance the quest.
- “All adults have to go.” – This has no effect and simply takes you back to the same dialogue prompt.
To continue the Withering Away quest, choose “[Feed Esme]”.
Withering Away – Pieter – I

When you speak to Pieter, he suggests helping Esme by saying, “Let’s do it. I’ll hold her, you take the spoon.” This leads to the “Should You Feed Esme or Not?” choice, where you have three options:
- “All right. Let’s try.” – Coen will try to feed Esme, but she refuses. The quest then continues.
- “I won’t feed her against her will.” – This also advances the quest.
- “She’s gone to mass before.” – This has no effect and simply takes you back to the same dialogue prompt.
You can choose either of the first two options to move forward with the Withering Away quest.
Withering Away – Pieter – II

Pieter then tells you, “I don’t know what else to do.” You’ll have two dialogue options:
- “I’ll be on my way.” – Choose this to advance the quest.
- “It must be hard for you.” – This has no effect and simply takes you back to the same dialogue prompt.
To continue the Withering Away quest, choose “I’ll be on my way.”
Withering Away – Pieter – III

After getting the herbs, Pieter tells Coen, “Then get to work.” This leads to an important choice where you need to prepare Anca’s herb recipe correctly. You’ll have three options:
- “[Use boiling water]” – This is the wrong choice and will cause Esme to die later.
- “[Use hot water]” – This is the correct choice and completes the first part of Anca’s instructions.
- “[Use cold water]” – This is also incorrect and will cause Esme to die later.
Make sure you choose “[Use hot water]” if you want to prepare the recipe correctly and avoid Esme’s death later in the quest.
Withering Away – Pieter – IV

After preparing the water for the medicine, Pieter will ask you to add the herbs. You’ll need to choose how many spoonfuls to use:
- “[Add one spoonful of herbs]” – Wrong choice. This causes Esme to die later.
- “[Add two spoonfuls of herbs]” – Correct choice. This prepares the medicine properly for Esme.
- “[Add three spoonfuls of herbs]” – Wrong choice and will cause Esme to die later.
Choose “[Add two spoonfuls of herbs]” to make the correct medicine for Esme.
Withering Away – Pieter – V

Pieter then tells Coen, “I need to see if you remember how to wield a sword.” You’ll have three dialogue options:
- “Sounds good.” – Advances the quest.
- “Has it got something to do with Vladimir?” – Also advances the quest.
- “I’ve got other plans.” – This also advances the quest.
All three choices lead to the same outcome, so you can simply pick whichever response you prefer.
Withering Away – Pieter – VI

At the end of the quest, Pieter tells Coen, “Let’s go, Coen.” You can choose between two responses:
- “Let’s.” – Completes the quest.
- “Dad, if you want to talk about this…” – Also completes the quest.
Both choices lead to the same outcome, so you can pick whichever response feels right to you.
Withering Away – Anca – I

You’ll find Anca by the stream during the quest. When you spot her, you have two dialogue options:
- “[Keep on looking]” – If you choose this, you’ll notice the markings on Anca’s wrist before she notices you. The quest then continues.
- “Anca…?” – Calling out to Anca also advances the quest.
Both choices eventually move the Withering Away quest forward, so you can pick either one.
Withering Away – Anca – II

When you speak to Anca, she tells Coen, “Oh, Coen. You must be worried sick.” You’ll get three dialogue options:
- “Let’s just get the herbs.” – Advances the quest.
- “I’m all right.” – Also advances the quest.
- “All of this – it feels hopeless.” – Advances the quest as well.
All three choices lead to the same outcome, so you can pick whichever response you prefer.
Withering Away – Anca – III

Anca then tells Coen, “I feel bad asking for money – especially from you, especially now.” This leads to a choice about how much you want to pay for the herbs. You can choose from three options:
- “I understand.” – Coen pays 50 Denarii for the herbs.
- “You know things are tight for us right now.” – Coen pays 25 Denarii. Anca reluctantly accepts the lower amount.
- “Sorry – can’t afford it.” – Anca gives Coen the herbs for free and asks him to pay her back later.
This is only a minor choice, so it doesn’t have a major effect on the story.
Withering Away – Anca – IV

Anca then suggests practising Latin with Coen, saying that they haven’t done it in a while and that she has missed it. You’ll have two choices:
- “Gladly – I’ve missed it too.” – This starts the optional Page-Turner quest, which costs 2 Time Segments. After completing it, Withering Away continues as normal.
- “I really have to go.” – This skips Page-Turner and lets you continue Withering Away. However, it costs only 1 Time Segment.
If you have enough time and want to experience the optional quest, choose “Gladly – I’ve missed it too.”
Like Father, Like Son – Pieter – I

During Like Father, Like Son, Pieter starts a duel with Coen. You can either win the fight or let Pieter win.
- “(Win against Pieter)” – Coen wins the duel, and the quest continues.
- “(Lose against Pieter)” – Coen gives in to Pieter, and the quest also continues.
There’s no major difference between the two choices, as both outcomes advance the quest.
Like Father, Like Son – Pieter – II

Pieter explains his plan to lead the men from their village back to the silver mines and fight their way inside. You’ll have two dialogue options:
- “It’s about time we stand up for ourselves.” – Advances the quest.
- “This plan is crazy. We’ll never win.” – Also advances the quest.
Both choices have the same outcome, so you can choose whichever response you prefer.
Like Father, Like Son – Pieter – III

Pieter apologises to Coen, saying, “I’m sorry, son.” You’ll have two choices:
- “So I have no say over what happens next?” – Advances the quest.
- “Whatever you decide, you can count on me.” – Also advances the quest.
Both choices lead to the same outcome, so you can pick whichever response you prefer.
Like Father, Like Son – Pieter – IV
Pieter tells Coen, “Go make yourself useful. But get home before dusk.” You’ll have two choices:
- “See you then.” – Uses 1 Time Segment and ends the quest. You’ll still have time to complete side quests before the next main quest begins automatically.
- “I’ll wait with you.” – Uses 5 Time Segments and takes you directly to the next main quest, leaving you with much less free time.
If you want to save time and complete some side quests, choose “See you then.”
Live Bait – Yanna – I

When you talk to Yanna, she says, “Silly not to be! Wolves are no joke!” You’ll get two responses here, and both will start the Live Bait side quest.
- “I’ve got time. I’ll help you.” – Starts the Live Bait side quest and adds the “Walk your siblings to the river” objective. Choose this if you want to complete the optional objective.
- “I should get the herbs for mum, first.” – Also starts the Live Bait side quest, but skips the optional “Walk your siblings to the river” objective if you leave your siblings behind.
Pick “I’ve got time. I’ll help you.” if you want to experience the optional objective. Otherwise, either choice works.
Live Bait – Yanna – II

Yanna then asks, “You sure? Dad won’t be cross?” You can respond in two ways:
- “Don’t worry about him.” – Advances the quest.
- “He won’t even find out.” – Also advances the quest.
Both choices have the same outcome, so you can pick whichever response you prefer.
Live Bait – Yanna – III

Yanna then says, “Ugh… Coen, you deal with them now.” This is a minor choice, so neither option has a major impact on the story.
- “Let’s play tag – best way to get them moving.” – Advances the quest and unlocks the optional objectives to catch Mirko and Lunka. However, this option costs 1 Time Segment.
- “Stop complaining – right now.” – Simply advances the quest without costing any Time Segments.
Pick “Stop complaining – right now.” if you want to save time. Choose the first option if you want to complete the optional objectives.
Live Bait – Yanna – IV

Yanna then says, “Don’t worry, it’s only knee-deep.” You can choose either of the following responses:
- “Better safe than sorry.” – Advances the quest.
- “Just do what I say.” – Also advances the quest.
Both choices have the same outcome, so either one is fine.
Live Bait – Lunka – I

Lunka then asks Coen, “Are you sick? Like mum?” You have two responses to choose from:
- “I am a bit. But not like mum.” – Advances the quest.
- “Mum will get better.” – Also advances the quest.
Both choices lead to the same outcome, so you can pick either one.
Live Bait – Lunka – II

Lunka then asks, “Does it hurt? The worm?” You can choose from three responses:
- “Of course it doesn’t.” – Advances the quest.
- “I guess it does.” – Also advances the quest.
- “Honestly, I don’t know.” – Also advances the quest.
All three choices have the same outcome, so you can pick whichever response you prefer.
Live Bait – Lunka – III

Lunka then asks, “But monsters are bad? Aren’t they?” You can choose either response:
- “Maybe they aren’t all the same.” – Advances the quest.
- “He’s just scared we’ll revolt.” – Also advances the quest.
Both choices lead to the same outcome, so there is no wrong answer here.
Live Bait – Mirto
Mirto then says, “Go ahead. He doesn’t care.” You can respond in two different ways:
- “Mirto, you need to behave.” – Advances the quest.
- “You’re angry. I get it.” – Also advances the quest.
Both choices have the same result, so pick whichever response feels more natural to you.
Live Bait – Brencis’ Officer – I

Brencis’ Officer then asks, “It’s usually your old man, here, anglin’. Why did he send you this time? He up to something?” You can respond in three ways:
- “I don’t know.” – Advances the quest.
- “That’s none of your concern.” – Also advances the quest.
- “As far as I know, he’s back home.” – Also advances the quest.
All three choices lead to the same outcome, so there is no wrong answer here.
Live Bait – Brencis’ Officer – II

Brencis’ Officer then says, “Do you, now? Maybe you’d rather come with us, to the castle?” This is a minor choice, and both options move the quest forward.
- “Leave her out of this.” – Advances the quest without starting a fight.
- “You so much as touch her, and I’ll kill you.” – Advances the quest, but immediately starts a fight with the officer.
Pick “Leave her out of this.” if you want to avoid an unnecessary fight. If you’re ready to fight, choose the second option.
Live Bait – Uriash

Uriash then asks, “You hear people say that?” You can respond in two ways:
- “No. Nothing of the sort.” – Advances the quest.
- “People complain, that’s all.” – Also advances the quest.
Both choices have the same outcome, so you can choose either one.
Blasphemy – Gremla – I

Gremla then says, “The vrakhir will rip me to shreds when he finds out!” You have two responses to choose from:
- “Brencis needs us alive.” – Advances the quest.
- “It’s just a piece of cloth.” – Also advances the quest.
Both choices have the same outcome, so you can pick whichever response you prefer.
Blasphemy – Gremla – II
Gremla then asks, “Any luck, Coen? You find out who did it?” You have two choices:
- “Premysl has it.” – Gremla goes to retrieve the banner, and she rewards you with 25 Denarii.
- “No. I’m sorry.” – The quest ends immediately, and you only receive Experience as a reward.
Choose “Premysl has it.” if you want the extra 25 Denarii.
Blasphemy – Alois
Alois says, “Hard not to! The old hag is shrieking so loud you’d think the vrakhir was flaying her already.” You can respond in two ways:
- “You don’t seem too bothered by her misfortune.” – Advances the quest.
- “So you know nothing about it?” – Also advances the quest.
Both choices have the same outcome, so you can pick either one.
Blasphemy – Otokar
Otokar then asks, “That why you come to me? Think I’ve got something to do with it?” You can respond in three ways:
- “Depends. You walk with a cane?” – Advances the quest.
- “Whoever stole the banner hurt their hand. Like you did.” – Also advances the quest.
- “Just trying to help.” – Also advances the quest.
All three choices lead to the same outcome, so there is no wrong answer here.
Blasphemy – Premysl – I

Premysl then says, “No. I’d rather die.” You have two responses to choose from:
- “Why did you take it?” – Advances the quest.
- “I need to tell Gremla.” – Also advances the quest.
Both choices have the same outcome, so you can pick either one.
Blasphemy – Premysl – II

Premysl then pleads with Coen, “Coen, I beg of you. Don’t tell anyone.” This is a minor choice, and your response can lead to slightly different outcomes.
- “Angering Brencis will put my family at risk.” – Advances the quest and unlocks another dialogue choice.
- “Maybe you’re right…” – Advances the quest, and Premysl gives you a Daylight Amulet.
- “You haven’t convinced me.” – Advances the quest and unlocks another dialogue choice.
Pick “Maybe you’re right…” if you want to get the Daylight Amulet. The other two options simply open up another choice.
Blasphemy – Premysl – III

Premysl says, “We can’t live like this any longer – meek, scared. We need to fight him!” You have two choices here:
- “This is just an empty gesture. Return the banner.” – Advances the quest.
- “Maybe you’re right…” – Advances the quest, and Premysl gives you a Daylight Amulet.
Recommended Choice: Pick “Maybe you’re right…” if you want to get the Daylight Amulet. Otherwise, both choices move the quest forward.
