Spoiler warning: This guide covers the prologue quest “Blasphemy” in The Blood of Dawnwalker, including its objectives, rewards and possible outcomes.
Gremla needs help recovering a stolen banner in Laslea, but the investigation soon places Coen between a frightened villager and an innocent life. The quest is optional and time-sensitive, so follow the steps below before the day ends.

How to start the “Blasphemy” quest
After leaving your house in Laslea Glen for the first time, travel to the centre of town. Speak with Gremla, who is making a scene outside her home. Agree to help her to begin the quest.
If you do not accept “Blasphemy” before the day is over, the opportunity will be missed. The quest has three main objectives:
- Investigate Gremla’s house.
- Find the villager carrying a walking cane.
- Choose whether to tell Gremla the truth.

Investigate Gremla’s house
The opening conversation does not determine the ending, so choose any dialogue options you prefer. Once Gremla has accepted your help, activate Focus and inspect the area around her house.
You need to examine three clues:
- The broken loom inside the house.
- The footprints and cane marks on the left side of the building.
- The piece of cloth in the grass at the end of the trail.
Rotate the cloth when prompted so Coen can identify the dried blood on it.

Find the villager with the walking cane
The thief is Premysl. You will find him sitting outside his house on the north-eastern edge of town.
Work through his white dialogue options until the confrontation becomes available: “I know you stole the banner, Premysl.” Choosing this line advances time by one turn.
Premysl shows Coen the banner and asks him to keep quiet. Your response here changes the reward, but not the ultimate result of the quest.

Premysl’s dialogue choices and rewards
- Select “You haven’t convinced me”, or choose “Angering Brencis will put my family at risk” followed by “This is just an empty gesture”. Premysl gives in and tells you to speak with Gremla. Your reward is experience only.
- Select “Maybe you’re right…”. Premysl is pleased and gives you a daylight amulet, which increases human health by 6%.
Regardless of your response, return to Gremla. You can reveal that Premysl stole the banner or claim that you do not know where it is. This final conversation determines the quest ending.

What happens if you report Premysl?
Tell Gremla that Premysl has the banner and she will retrieve it from him. She rewards Coen with 25 denarius.
Gremla survives, and the banner is displayed during Blood Mass, shocking the villagers. She does not report Premysl, so he remains safe, although he will not be present at Blood Mass.
What happens if you keep Premysl’s secret?
If you tell Gremla that you do not know who took the banner, she gives you no reward. The outcome is far worse for her: the vrakhiri kill her, and her corpse is later found hanging in the church during Blood Mass.
You reach the same result if you never accept “Blasphemy” or never locate Premysl.
For the best overall reward, agree with Premysl to receive the daylight amulet, then report him to Gremla for the additional 25 denarius.

More tips for The Blood of Dawnwalker
The Blood of Dawnwalker is a time-sensitive narrative RPG in which decisions have lasting consequences. Players starting out can also browse RETROCADE’s arcade gaming blog for more game guides and industry coverage.
Once the prologue ends, Coen can explore Vale Sangora and take on Brencis’ boyars more freely. If you are planning a dedicated gaming setup for longer RPG sessions, compare options in the arcade machine buying guide or explore full-size arcade machines.





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