Walkthrough · Time management
The 30-Day Plan: One Run, Everything Done
The game is open — nothing forces this order. This is a community-derived schedule that fits the main objective, all three court hunts, all three companion questlines and the ending setup into 30 days with slack to spare. Adjust freely; the only hard rule is finishing before day 31.
The golden rule again: Only hourglass actions advance the clock. Exploring, fighting, and fast travel are free. When in doubt, scout — it never costs a day.
Day 1
Prologue — don't leave anything on the table
- Complete all 7 missable side quests before sundown (route in the prologue walkthrough)
- Deep Down for the Mireleaf Bracers + Undead Warrior's Sword
- Pieter's training for the Charge Manual
- After Smoke and Ashes: climb the church tower (From Above)
Days 2–4
Setup — towers, build decision, first strikes
- Scout Briar Sloughs and Maragir Wealds; climb every watchtower you pass (free)
- Decide your build theme now — perk learning costs segments
- Start Ambrus disruption: his Cellars cost only 1 segment each
- Pick up The Firebrand at the prison camp (starts Crake's line + counts as court disruption)
Days 5–9
Ambrus falls
- Finish Ambrus's remaining activities (~3 segments each — two strikes per day max)
- Unlock The Gilded Gauntlet + The Bittersweet Toast, defeat Ambrus
- Drain his blood (Scarlet Shield) and loot the note → A Friend Like This (Lacra)
- Interleave Crake's early quests (they share the region)
Days 10–14
Lacra's line + pivot east
- Run Lacra's questline: Song of the Mountain, Hive and Seek, Our Rotten Roots
- Her progress spawns Bakir's hidden quest A Mother's Plea — you need it
- Start Bakir disruption in Boar's Back / Rockfalls (level 22+ territory)
- Anca's quests fit in the gaps (Echoes of Silenced Bells → Leonica fight)
Days 15–20
Bakir falls
- Complete Bakir's distilleries / headhunters / pillories / transports + A Mother's Plea
- Unlock The Lunar Game and The Ring, defeat Bakir at Lunar Manor
- Keep Crake's line moving: Where Loyalty Lies needs your infamy rising
- If corruption build: this is where vampiric perks start paying off
Days 21–25
Xanthe and the endgame prep
- Clear Xanthe's activities in The Silts / Tantari Woods
- A Monk and a Saint: defeat Xanthe at Svartrau Cathedral
- Avoid the Silts Tower door unless you want Ending 3 — or save it for your reload tour
- Finish remaining companion quests (Crake: Rise at Dawn / Fall Before Dusk; Lacra: Midnight Reckoning)
Days 26–30
The save, then Brencis
- Third court member down → make the manual save (all 7 endings branch here)
- Your chosen path: Folk Hero (solo), The Patricide (Lacra), Knyazmaker (Crake) — or the bad endings if you're collecting
- Greifberg Castle (level 36–50): final confrontation
- Anything unfinished is optional now — the family's rescue is what the clock was for
Where runs usually go wrong
- Over-learning perks. Every advanced perk costs segments. A focused build saves 1–2 full days versus a spread.
- Serial companion lines. Crake's and Ambrus's content overlap geographically; Lacra unlocks Bakir's hidden quest. Run them in parallel, as scheduled — not one after another.
- Turning in quests one at a time. Turn-ins cost segments; batch them per trip when the game allows.
- Panicking about the clock. Eight segments per half-day is more generous than it feels. If you're on this plan by day 15, you're fine.