The Blood of Dawnwalker ‘Good Home’ Quest Guide: Shiny Teeth, Tough Choices, and Heile’s Fate

A dark forest path representing the hidden quest location in The Blood of Dawnwalker

Some quests in open-world RPGs announce themselves loudly. Others sit quietly off the beaten path, waiting for players who are paying attention. The ‘Good Home’ quest in The Blood of Dawnwalker is firmly in the second camp. It’s unmarked, easy to walk past entirely, and once you’re inside it, it hits you with one of the game’s first genuinely difficult choices. Should a little girl named Heile stay with her fairy guardians, the Sanzhani, or move on to live among humans? The answer shapes what you unlock next, and getting there requires some careful navigation through time segments and optional locations.

A dark forest path representing the hidden quest location in The Blood of Dawnwalker
Photo by Lauri Poldre / Pexels

This guide covers the full ‘Good Home’ quest, what happens when you choose different paths, and where to track down those elusive shiny teeth. Warning: this guide contains spoilers for The Blood of Dawnwalker.

Bookmark it now and come back if you hit a wall.

How to Start the ‘Good Home’ Quest

The quest becomes available after the prologue, but since it carries no map marker, most players won’t find it on their first pass through the area. Head to the Svartrau Outskirts, located north of Svartrau City. You’re looking for a glowing boulder surrounded by red mushrooms, which forms a mushroom fairy ring. The easiest landmark to use is the Sandy Gorge shrine, because the boulder sits directly north of it.

Glowing mushrooms in a forest, representing the fairy ring found in Svartrau Outskirts

Once you find the fairy ring, follow the trail of additional mushroom rings and commit two time segments to investigating the burrow. Inside, you’ll meet Heile, a young girl who’s been living under the care of the Sanzhani. She asks you to help find her brother, Tonis, and agreeing kicks off the quest proper.

The Three Steps You Need to Complete

  • Find Tonis
  • Decide where Heile should live
  • Optionally, find three shiny teeth
A checklist representing the three main objectives in the Good Home quest

Where to Find Tonis

Heile gives you two starting leads: Oghasti Village or the Wooden Palace. Neither is a dead end, but they carry different costs in time segments and different payoffs for your quest outcome.

Investigating Oghasti Village

This costs one time segment. The house you need is the one with blue shutters and a plague mark on the front door. Visiting Oghasti won’t hand you Tonis’ exact location directly, but it fills in background on Heile’s childhood. More importantly, skipping Oghasti locks you out of the better quest outcomes, so even if it feels like optional flavor content, it’s worth the single time segment.

An old village door with markings, representing the plague-marked house in Oghasti Village

Investigating the Wooden Palace

This costs two time segments. You’ll find a viewpoint on the top floor that points you toward a woodcutter’s camp near the river. It’s not essential to the story on its own, but it gives you a clearer trail to follow if you want a more guided experience.

Going Straight to the Woodcutter’s Camp

If you’d rather save time, you can skip the Wooden Palace entirely and head directly to the woodcutter’s camp. Talk to the Coal Burner Chief about Tonis, and he’ll direct you to follow the marked trees, which lead to Tonis’ camp in the forest. This approach costs no additional time segments and still lets you reach every quest outcome, as long as you already visited Oghasti.

A forest camp with a fire, representing Tonis'  camp in the woods

For players who really want to cut corners, you can bypass the woodcutter’s camp as well and go straight to Tonis’ forest camp without any intermediate steps. The quest branches remain open regardless.

Getting Tonis to Talk

Once you’re at Tonis’ camp, he won’t open up right away. You have two ways to loosen his tongue: offer him Millet Beer or Transylvanian White Wine, or help him with his work. The work option costs three time segments, which is steep. If you’re carrying either type of alcohol, use it. It’s the far more efficient choice.

Medieval-style drinks representing the alcohol used to get Tonis talking
Photo by Oleja Titoff / Pexels

Whatever you say during the conversation, Tonis will eventually agree to meet Heile. At this point you can walk with him to the burrow immediately to trigger the next cutscene, or agree to meet him there later. There’s also a third option the game quietly makes available: you can kill Tonis.

What Happens if You Kill Tonis?

If you decide to murder Tonis before the reunion, the quest doesn’t end. You’ll need to return to Heile and tell her either that Tonis is dead or that you were the one who killed him. Both options cost one time segment. Heile will be upset, but the Sanzhani actually approve of the outcome, and you’ll still receive the ‘Letters to Lunka’ quest as your reward. It’s a darker route, but not a dead end.

A shadowy figure representing the darker choice of killing Tonis in the quest
Photo by Sam Ebanezer / Pexels

Deciding Where Heile Should Live

If Tonis is alive, the next major decision arrives: does Heile stay with the Sanzhani, or does she go live with humans? This is where the investigation at Oghasti pays off. Having completed that step earlier expands the options available to you and influences which outcome the game considers the more favorable resolution. The exact consequences depend on what you’ve uncovered throughout the quest, so players who take shortcuts may find their choices narrowed at this stage.

Where to Find Shiny Teeth

The optional objective to find three shiny teeth is the quest’s most combat-heavy section. Depending on the path you’ve taken and the decisions you’ve made, sourcing them may involve fighting a significant number of enemies. The teeth aren’t handed to you through exploration alone, so be prepared for a fight if you want to collect all three and complete the optional objective.

A fantasy village scene representing the conclusion of Heile's story in The Blood of Dawnwalker
Photo by Thomas Brenac / Pexels

Why ‘Good Home’ is Worth Your Time

The ‘Good Home’ quest is an early indicator of how The Blood of Dawnwalker handles its side content. It’s unmarked, morally tangled, and rewards players who invest time in investigating every location rather than rushing to the objective. Heile’s story kicks off the larger Sanzhani storyline, which means the choices you make here carry weight beyond this single quest. Whether you guide her toward a human life or leave her with the fairies, or take the much darker road with Tonis, the outcome feeds directly into what comes next. It’s the kind of quest that’s easy to miss and hard to forget once you’ve played through it.