The Blood of Dawnwalker gives you a 30-day story limit, but that does not mean every side quest disappears as the days pass.
The important distinction is between quests that are genuinely missable, quests that become conditional because of your choices, and quests that simply contain a timed objective after you start them.
The biggest permanent missable window is the prologue. Once the prologue ends and the Blood Mass sequence begins, its ten optional side quests are no longer available. After that, most side quests remain available until you start them, although some individual objectives can have their own deadlines.
This guide focuses on what you actually need to worry about: which quests can disappear, what causes that to happen, which choices matter, and what you should finish before moving on.
📋 Table of Contents
- Quick Answer: What Can You Actually Miss?
- The Prologue: Your First Major Missable Window
- The 10 Permanently Missable Prologue Side Quests
- How to Budget the Prologue's 8 Time Segments
- Deep Down: Save Lazar During the Afternoon
- Withering Away: Don't Let Esme Die
- Into the Den: Don't Mistake It for a Permanent Missable
- The Firebrand: Save Mert Before the Deadline
- The Firebrand: Keep Renna Alive
- Under Watchful Eyes: Keep Mert Alive
- Shadows in the Woods: Rescue Sara Before the Timer Expires
- A Mother's Plea: The Choice That Determines Whether It Appears
- Day vs Night: Not Every Time Requirement Is a Missable Quest
- Infamy and Court Progression: What You Actually Need to Fear
- The 30-Day Limit: How to Avoid Wasting Time
- Before Defeating the Final Vassal: Make a Safety Save
- Missable Quests Checklist
- The Biggest Missable-Quest Mistakes to Avoid
- FAQ
- Bottom Line
Quick Answer: What Can You Actually Miss?
If you want the short version, there are four situations you should remember.
1. The 10 prologue side quests are permanently missable
When the prologue ends, these ten side quests are no longer available:
- Live Bait
- Someone Needs a Lesson
- Dead Drop
- Disturbed
- Deep Down
- Enter Not
- Blasphemy
- On the Run
- If a Tree Falls in a Forest…
- Bandit's Treasure Map: Laslea Glen
Treat these as prologue-only side content. Once the opening sequence moves on, you cannot simply return to Laslea Glen and finish them.
2. Some quests become time-sensitive only after you start them
After the prologue, the game generally does not erase every unfinished side quest simply because you spend more days progressing through the story.
Instead, pay attention to the icons in your journal.
A blue clock marks an objective with a real time limit. A sun or moon can indicate that something is restricted to a particular part of the day rather than automatically meaning the quest will disappear.
3. Some choices remove optional branches rather than the entire quest
Saving or losing an NPC, entering an area peacefully, or making a particular choice during another quest can determine whether a follow-up quest appears.
That is different from a conventional timed quest.
4. Keep a manual save before the ending sequence
Once you have defeated the three vampire vassals and A Deal with the Devil becomes available, create a separate manual save.
Do not overwrite it.
This gives you a practical checkpoint for exploring other ending outcomes or returning to unfinished content without replaying the entire campaign.
The Prologue: Your First Major Missable Window
The prologue is the one part of The Blood of Dawnwalker where you should be especially careful about moving forward too quickly.
The opening day is divided into eight time segments, and different quests and activities consume different amounts of that limited time. When the prologue advances into the Blood Mass sequence, unfinished prologue content is no longer available.
The game's 30-day campaign timer is not the same thing as the prologue's local deadline.
That distinction is important.
Think of the prologue as a short opening window:
Finish the optional content you care about before the Blood Mass.
You do not need to follow one mandatory order, but you should not assume you can simply return later.
The prologue contains more than the 10 side quests
The ten quests listed above are the optional side quests you should treat as permanently missable.
The prologue also contains main-story quests such as Withering Away and Like Father, Like Son, along with the optional Page-Turner section connected to Withering Away.
So if you want the best possible opening, don't think of the ten-quest list as the entire prologue checklist.
The 10 Permanently Missable Prologue Side Quests
These are the ten side quests to keep on your radar before the Blood Mass.
1. Live Bait
Time cost: 1 segment, with an additional segment possible if you play tag.
Live Bait is one of the first opportunities to spend time with the children and earn early experience.
If you want to see the content, complete it before the prologue ends.
If you are trying to optimize the opening day, skip the optional tag activity so you don't spend another segment unnecessarily.
2. Someone Needs a Lesson
Time cost: 1 segment.
This is another straightforward prologue side quest that disappears when the opening sequence ends.
It provides additional character interaction and experience, but it is one of the easier quests to sacrifice if you are following an optimized eight-segment route.
If completion matters more than efficiency, include it in your prologue checklist.
3. Dead Drop
Time cost: 0 segments.
Dead Drop is especially useful because it does not consume one of your limited prologue segments.
That makes it an excellent quest to complete while you are already nearby.
Whenever you are trying to get as much optional content as possible from the opening day, prioritize free activities like this.
4. Disturbed
Time cost: 1 segment, with an additional segment possible if you choose to refill the grave.
Disturbed is easy to underestimate because the optional extra action can increase the time cost.
If you are trying to fit several quests into the prologue, check the time requirement before committing to the additional activity.
5. Deep Down
Time cost: 1 segment.
Deep Down deserves special attention because the timing can affect Lazar's fate.
If saving Lazar matters to you, complete this during the afternoon rather than leaving it until evening.
More on that below.
6. Enter Not
Time cost: 0 segments.
Enter Not is one of the useful free prologue activities.
Because it does not consume one of your normal time segments, it is a good quest to fit around your other priorities.
Complete it before the prologue ends if you want the content.
7. Blasphemy
Time cost: 1 segment.
Blasphemy contains meaningful choices and rewards, making it more worthwhile than simply another small XP activity.
If you want to experience the optional prologue branches, don't leave it until after the Blood Mass.
8. On the Run
Time cost: 1 segment.
On the Run is another permanently missable prologue side quest.
It is easy to overlook when planning the opening because other quests can take priority, but it still disappears when the prologue closes.
If you are playing for completion, finish it before the Blood Mass.
If you are optimizing the eight-segment route, it is one of the quests you may decide to sacrifice.
9. If a Tree Falls in a Forest…
Time cost: 0 segments.
This is another useful zero-cost piece of prologue content.
Because it does not consume the same limited time budget as the more expensive quests, it is a natural candidate for an efficient route.
If completion matters to you, make sure you finish it before the prologue closes.
10. Bandit's Treasure Map: Laslea Glen
Time cost: 1 segment.
The Laslea Glen treasure-map quest is part of the prologue-only side-quest group.
The treasure provides additional rewards, making it worthwhile if you want to maximize your early equipment and currency.
The broader treasure-hunting system continues later, but this particular prologue opportunity should be handled before the opening sequence ends.
How to Budget the Prologue's 8 Time Segments
The prologue gives you 8 time segments.
That means you cannot simply accept every time-consuming activity and expect to finish everything comfortably.
A practical approach is:
- Complete zero-cost quests when convenient.
- Prioritize quests whose rewards or outcomes matter to you.
- Check the hourglass before accepting additional activities.
- Complete Deep Down during the afternoon if you want to save Lazar.
- Avoid spending extra segments on optional actions you don't care about.
- Finish the content you want before the Blood Mass sequence begins.
You do not need to follow one mandatory order.
The important thing is understanding what consumes time.
A practical low-loss route
If you want a simple route that prioritizes the most important opening content, you can use this as a baseline:
This is a planning route, not a mandatory sequence. Different choices can change what fits comfortably into the day.
What about Someone Needs a Lesson and On the Run?
This is where completionism and optimization diverge.
You have more optional prologue content than you can comfortably fit into one optimized route.
If your goal is simply to see as much as possible, build your route around the activities you care about most.
If your priority is protecting important outcomes, prioritize:
- Withering Away
- Deep Down
- Live Bait
- Blasphemy
- Disturbed
- the zero-cost quests
- Like Father, Like Son
Then use whatever flexibility remains for the other side quests.
Deep Down: Save Lazar During the Afternoon
Deep Down is one of the easiest quests to mishandle because its important consequence is tied to the time of day.
If you want Lazar to survive, reach him during the afternoon.
Waiting until evening can change the outcome.
The safest practical rule is:
Do Deep Down during the afternoon. Don't push it to the evening just because you still have a segment available.
You don't need to memorize an overly complicated cutoff.
The important distinction is:
- Afternoon = Lazar can be rescued.
- Evening = you risk finding Lazar dead.
If Lazar's survival matters to your playthrough, treat Deep Down as a priority.
Withering Away: Don't Let Esme Die
Withering Away is a main quest rather than an optional side quest, but it belongs in any missables checklist because its outcome can permanently affect Esme.
You need to prepare the medicine correctly.
Use:
- Hot water
- Three spoonfuls of herbs
Then complete the medicine sequence before the Blood Mass.
If you want Esme to survive the opening sequence, do not leave this objective unfinished.
Page-Turner
Page-Turner is connected to Withering Away.
Spending additional time with Anca can unlock this optional portion of the opening sequence, but that extra interaction consumes part of the same limited prologue budget.
So if you are optimizing the opening:
Treat Page-Turner as optional time with Anca rather than something that must take priority over Lazar, Esme or other important outcomes.
You can choose the longer interaction if you want the additional character content and experience, but remember that every extra segment has an opportunity cost.
Into the Den: Don't Mistake It for a Permanent Missable
Into the Den deserves a separate mention because it can make the prologue look more restrictive than it actually is.
Do not confuse it with the ten side quests listed above.
If you are following an optimized opening route, Into the Den is one of the safer activities to postpone rather than sacrificing a more important time-sensitive objective.
The quest involves investigating the bear-den encounter and following the related trail.
If you want to complete it during the opening, you can.
But if your priority is protecting the most important prologue outcomes, you can leave it for later instead of treating it as one of the ten must-do side quests.
The Firebrand: Save Mert Before the Deadline
Once you leave the prologue, the rules change.
Most unstarted side quests remain available, but some objectives become genuinely time-sensitive after you begin them.
The Firebrand is one of the most important examples.
When the objective to go to Stoneward Post begins, a real countdown starts.
You have:
4 in-game days / 64 time segments
to reach and speak with Mert.
If you fail to do so before the deadline, Mert is executed and the quest follows a different path.
Why Mert matters
Mert's survival affects the later quest chain, including:
- The Firebrand → Under Watchful Eyes → Taking Back What's Mine → Shadows in the Woods
Under Watchful Eyes is specifically tied to Mert surviving The Firebrand.
Practical rule
When The Firebrand gives you the time-sensitive objective:
Make reaching Mert your priority.
You have four days, so there is no need to panic.
But there is also little reason to spend those four days on low-priority activities if you are deliberately trying to preserve Mert's branch.
The important detail after reaching Mert
Once you reach Mert within the four-day window and tell him you will return for him, the urgent deadline is no longer the same problem.
Mert can remain safely in his cell until you return.
The critical part is reaching him before the 64-segment deadline, not necessarily completing the entire rescue during that first visit.
The Firebrand: Keep Renna Alive
The Firebrand contains another choice worth remembering.
When you reach Mert's Mill, soldiers can be present there.
If you want to protect Renna, kill the soldiers rather than leaving them alive.
Leaving them alive can result in Renna being killed while you are away dealing with Mert, while eliminating them prevents that outcome.
So if you are aiming for the better survival outcome:
Kill the soldiers at the mill if you want to keep Renna alive.
This is a good example of why "missable" does not always mean "there is a timer."
A character's fate can depend on a choice inside a quest.
Under Watchful Eyes: Keep Mert Alive
Under Watchful Eyes is a good example of a conditionally missable quest.
The quest itself is not simply another four-day countdown.
Instead, its availability depends on what happened during The Firebrand.
If Mert survives, Under Watchful Eyes can become available.
If Mert dies, that optional branch is gone.
That means the important deadline is not:
"Finish Under Watchful Eyes before X."
It is:
"Keep Mert alive during The Firebrand if you want Under Watchful Eyes."
Watch your hunger during the rescue
There is also a dangerous choice during the Mert sequence.
If you give in to your hunger during the critical conversation, you can fail the quest.
So if you are trying to preserve this branch, keep Coen's hunger under control before entering the important conversation. For more on managing hunger, see our Blood Hunger Guide: Feeding, Losing Control & Feral Hunger.
Shadows in the Woods: Rescue Sara Before the Timer Expires
This is one of the clearest post-prologue timed objectives in the game.
Once Shadows in the Woods reaches the objective to rescue Sara, you have:
2 in-game days / 32 time segments
to complete the rescue.
If the 32 segments expire, the rescue objective fails.
What you should do
When the rescue objective starts:
- Stop spending time on low-priority activities.
- Follow the objective toward Sara.
- Avoid unnecessary Court activities.
- Do not assume the 30-day campaign limit is the only timer you need to watch.
Complete the rescue before the 32-segment window expires.
The important distinction is simple:
The 30-day campaign clock and individual quest deadlines are separate things.
A Mother's Plea: The Choice That Determines Whether It Appears
A Mother's Plea is not simply a conventional countdown quest.
Instead, it is conditional on how you approach Uriash Village during Song of the Mountain.
If you want the quest, enter the village peacefully.
Choosing a hostile approach can prevent the quest from becoming available.
Why this belongs in a missables guide
This is a perfect example of why simply listing timed quests is not enough.
You can lose a quest without ever seeing a ticking timer.
The trigger is your choice during another quest.
What you can get
A Mother's Plea can provide:
- XP
- Coins
- Soul Stigma Manual
- Additional map information
If you're aiming for completion or want the extra rewards, don't attack your way through the relevant encounter without considering the peaceful route.
Day vs Night: Not Every Time Requirement Is a Missable Quest
One of the easiest ways to misunderstand Dawnwalker's quest system is to treat every day/night requirement as a permanent deadline.
Don't.
Some quests simply require you to visit a location during a particular part of the day.
That does not necessarily mean the quest will disappear if you miss that window.
Watch the journal indicators
The game's journal gives you useful clues:
- Blue clock — the objective is genuinely time-sensitive
- Sun icon — the objective is restricted to daytime
- Moon icon — the objective is restricted to nighttime
The sun and moon indicators are not automatically equivalent to a failure countdown.
For example:
"Come back during the night."
is very different from:
"You have 32 segments to complete this objective."
That distinction can save you a lot of unnecessary panic.
Infamy and Court Progression: What You Actually Need to Fear
The 30-day structure and Court system can make it tempting to assume that every major progression decision permanently destroys side content.
That is too broad.
Infamy can unlock content
Some quests require a particular Infamy level before they can progress.
That means Infamy can act as a gate.
It does not automatically mean the quest is missable.
A requirement such as reaching a certain Infamy level is a progression condition, not a countdown.
For example, later quests can require a particular Infamy level before becoming available. For a full breakdown of how Infamy and the Court system work, see our Court Guide: 41 Activities, Infamy, Edicts & Best Vassal Order.
Court progression is not a universal side-quest deletion system
You should not assume:
"I must finish every quest in a region before defeating its vassal."
or:
"Killing one vassal automatically deletes all side quests in that region."
The broader quest structure is much more flexible.
Court Activities themselves can remain available even after defeating the associated vassal, so there is no reason to treat every Court activity as something that must be cleared beforehand.
What you do need to watch for are:
- NPC survival
- Conditional quest branches
- Blue-clock objectives
- The final ending sequence
- Specific choices that determine whether a follow-up appears
This is much more useful than assuming every quest disappears whenever you advance the Court.
The 30-Day Limit: How to Avoid Wasting Time
The biggest misconception about the 30-day system is that the clock behaves like a real-time countdown.
It doesn't.
Time is effectively a resource that you spend on activities, quests and certain choices.
That means the important question is not:
"How many days have passed?"
It's:
"What am I spending my time on?"
The campaign gives you 30 in-game days, but time does not simply drain while you stand around exploring. Quest and activity actions consume the relevant segments.
You can safely postpone many side quests
If an unstarted side quest is sitting in your journal and does not have an active time-sensitive objective, you generally do not need to rush over and complete it immediately.
This is one of the most important things to understand.
You can spend time on:
- Court activities
- Story progression
- Exploration
- Character development
- Important timed objectives
without assuming every other quest is disappearing behind you.
But once a timer starts, pay attention
A quest with a blue-clock objective is different.
If the journal says you have a limited number of segments or days to complete something, that objective should move up your priority list.
Use time as a budget
A good general rule is:
High priority
- Active timed objectives
- NPC rescue deadlines
- Prologue missables
- Choices that determine a desired branch
Medium priority
- Important character quests
- Court progression
- Major rewards
Low priority
- Optional exploration
- Activities you can safely postpone
- Unstarted side quests without a deadline
This prevents you from wasting your limited time simply because the game makes the entire world feel urgent.
Before Defeating the Final Vassal: Make a Safety Save
Once you have defeated all three vampire vassals, the endgame begins to take shape.
When A Deal with the Devil becomes available, make a separate manual save.
Do not overwrite it.
This is your best safety point for the ending.
Why?
The ending sequence does not give you the normal open-world cleanup period you might expect from a typical RPG.
After completing an ending, you return to the title screen, so your pre-final-quest save becomes the practical recovery point for unfinished content and alternate endings.
With that save, you can:
- Set up another ending
- Test different final choices
- Return to unfinished content
- Avoid replaying the entire campaign
If you're planning around the game's different endings, make this save a permanent checkpoint.
Missable Quests Checklist
Use this as your quick pre-prologue and mid-game checklist.
Before the Prologue Ends
- ☐ Live Bait
- ☐ Someone Needs a Lesson
- ☐ Dead Drop
- ☐ Disturbed
- ☐ Deep Down
- ☐ Enter Not
- ☐ Blasphemy
- ☐ On the Run
- ☐ If a Tree Falls in a Forest…
- ☐ Bandit's Treasure Map: Laslea Glen
- ☐ Complete Withering Away correctly if you want to save Esme
- ☐ Complete Deep Down during the afternoon if you want to save Lazar
- ☐ Decide whether the optional Page-Turner section is worth the extra time
The ten side quests above are the prologue's permanently missable optional side-quest group.
After the Prologue
- ☐ Watch for the blue clock on active quest objectives
- ☐ Prioritize The Firebrand's Mert objective
- ☐ Reach Mert within the 4-day / 64-segment deadline
- ☐ Kill the soldiers at the mill if you want to keep Renna alive
- ☐ Keep Mert alive if you want Under Watchful Eyes
- ☐ Avoid giving in to hunger during the critical Mert conversation
- ☐ Complete Shadows in the Woods' Sara rescue before its 2-day / 32-segment deadline
- ☐ Enter Uriash Village peacefully during Song of the Mountain if you want A Mother's Plea
- ☐ Don't assume every day/night requirement is a permanent deadline
- ☐ Don't assume Infamy automatically deletes side quests
- ☐ Don't assume defeating a vassal automatically deletes every quest in that region
Before the Ending
- ☐ Defeat the three vassals
- ☐ Wait for A Deal with the Devil
- ☐ Create a separate manual save
- ☐ Keep that save untouched
- ☐ Use it to explore other ending possibilities or return to unfinished content
The Biggest Missable-Quest Mistakes to Avoid
Mistake 1: Rushing through the prologue
The 30-day story objective makes the opening feel like something you should hurry through.
Don't.
The prologue is the game's most restrictive quest window, with only eight time segments and multiple optional activities competing for them.
Mistake 2: Assuming every quest has a deadline
Most post-prologue quests don't.
Look for the actual time-sensitive indicator instead of assuming every quest in your journal is about to disappear.
Mistake 3: Treating day/night requirements as failure timers
A quest requiring nighttime isn't necessarily a quest that fails if you miss that night.
Check whether the journal gives you a genuine timed objective.
Mistake 4: Ignoring NPC survival
A quest can disappear because an earlier character died.
Under Watchful Eyes is the clearest example because Mert's survival during The Firebrand determines whether the optional follow-up becomes available.
Mistake 5: Spending time on low-priority activities while a blue clock is active
This is one of the easiest ways to fail a real timed objective.
If the game has explicitly started a countdown, respect it.
Mistake 6: Assuming Court progression destroys everything
Court progression matters, but it isn't a universal side-quest deletion mechanic.
Don't postpone the entire Court system out of fear that every side quest will disappear.
Mistake 7: Forgetting the final manual save
Don't reach the final ending sequence without a safety save.
Once the ending is complete, you do not get a normal free-roam cleanup period, so your pre-final-quest save is extremely valuable.
If you're struggling to survive the combat that often interrupts these quest chains, see our Combat Guide: Group Fights, Soft Lock-On & Perfect Block Tips.
FAQ
What are the permanently missable quests in The Blood of Dawnwalker?
The ten permanently missable side quests are:
- Live Bait, Someone Needs a Lesson, Dead Drop, Disturbed, Deep Down, Enter Not, Blasphemy, On the Run, If a Tree Falls in a Forest…, and Bandit's Treasure Map: Laslea Glen.
They disappear when the prologue ends.
Can you return to prologue quests later?
No.
Once the prologue ends, those ten optional side quests are no longer available.
The prologue also contains main-story content and the optional Page-Turner section, so the ten-quest list should not be confused with a complete list of every prologue activity.
Is Into the Den permanently missable?
Do not treat Into the Den as one of the ten permanently missable side quests in the checklist above.
If your opening-day time is limited, it is one of the safer activities to postpone rather than sacrificing a higher-priority objective.
Can you miss quests after the prologue?
Most unstarted side quests remain available after the prologue.
However, individual objectives can become time-sensitive once you start them, and some follow-up quests depend on earlier choices or NPC survival.
What does the blue clock mean?
A blue clock indicates that the current quest objective is time-sensitive.
Unlike an ordinary day/night requirement, you should treat a blue-clock objective as a real deadline.
How many segments does the prologue have?
The prologue has 8 time segments available before the Blood Mass sequence.
Because several optional activities cost one or more segments while others are free, you cannot fit every activity into one optimized route.
Can you save Lazar in Deep Down?
Yes.
If you want Lazar to survive, complete Deep Down during the afternoon. Waiting until evening can change his fate.
Can Esme die in Withering Away?
Yes.
Prepare her medicine with hot water and three spoonfuls of herbs, then complete the objective before the Blood Mass.
How long do you have to reach Mert in The Firebrand?
Once the Go to Stoneward Post objective begins, you have 4 in-game days, or 64 time segments, to speak with Mert.
If you miss that deadline, the quest takes a different path and Mert is executed.
How do you keep Renna alive in The Firebrand?
If you want to protect Renna, kill the soldiers at Mert's Mill rather than leaving them alive.
Leaving them alive can result in Renna being killed while you are away dealing with Mert.
Can you miss Under Watchful Eyes?
Yes.
Under Watchful Eyes depends on Mert surviving The Firebrand. If Mert dies, that optional follow-up branch is lost.
Can hunger make you fail Under Watchful Eyes?
Yes.
Giving in to your hunger during the critical conversation with Mert can fail the quest, so keep Coen's hunger under control before that interaction. See our Blood Hunger Guide for more details.
How long do you have to rescue Sara in Shadows in the Woods?
The rescue objective gives you 2 in-game days, or 32 time segments, to rescue Sara.
If the timer expires, the rescue objective fails.
Can you miss A Mother's Plea?
Yes.
A Mother's Plea is conditional. You need to enter Uriash Village peacefully during the relevant part of Song of the Mountain.
Does Infamy make side quests disappear?
Not generally.
Infamy can be a requirement for unlocking or progressing certain content, but it should not be treated as a universal side-quest expiration mechanic. For more on Infamy and Court progression, see our Court Guide.
Should you finish every side quest before killing a vassal?
Not automatically.
Most post-prologue side quests remain available. Pay particular attention to active timed objectives and NPC-dependent branches instead of assuming every quest has to be completed before each vassal.
Court Activities themselves can also remain available after their associated vassal is defeated.
Is there a point of no return in The Blood of Dawnwalker?
The safest approach is to create a manual save once all three vassals are defeated and A Deal with the Devil becomes available.
That save gives you a practical checkpoint for exploring different endings or returning to unfinished content.
Does the 30-day timer make every quest urgent?
No.
The 30-day limit is a campaign time budget rather than a constantly running real-time countdown.
Many quests remain available until you start them. The quests you need to prioritize are the genuinely missable prologue content, active blue-clock objectives and choices that determine specific branches.
Bottom Line
The Blood of Dawnwalker's quest system looks more punishing than it actually is.
You do not need to sprint through the entire game because of the 30-day limit.
Instead, remember these three rules:
- Clear the ten prologue side quests before the Blood Mass.
- When a blue clock appears, treat that objective as a real deadline.
- Before the final ending sequence, make a manual save you never overwrite.
Everything else becomes much easier to manage once you stop treating every quest, Court activity and day/night requirement as permanently missable.
The most important thing to remember is that "missable" does not always mean "timed."
A quest or outcome can be lost because:
- You left the prologue.
- An NPC died.
- You chose the wrong branch.
- You failed a timed objective.
- You reached the ending sequence without protecting a save.
Once you understand those five situations, the 30-day campaign becomes much less intimidating.
Plan the prologue. Watch the blue clock. Protect important NPCs. Keep a final save.
That is enough to avoid most of the painful quest losses in The Blood of Dawnwalker.
For more guidance on the game's broader systems, check out our Beginner Guide: 20 Things the Game Doesn't Tell You, Skills Guide, and Human vs Vampire Guide.

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