GuidesEndingsUpdated: Sep 4, 2026The Blood of Dawnwalker Wiki Team

The Blood of Dawnwalker All Endings Guide — All 7 Outcomes

Seven endings, one final quest, and a single manual save that lets you see them all without replaying 50 hours.

The Blood of Dawnwalker All Endings Guide — All 7 Outcomes

Quick answer: The Blood of Dawnwalker has 7 endings, 6 of them tied to trophies. All are decided by your dialogue choices in the final quest, A Deal with the Devil — and a manual save before that quest lets you unlock every ending in one playthrough.

All 7 endings and their trophies

Coen’s story in Vale Sangora can end seven ways. Four are “normal” endings reached through the final quest, two are early endings you can trigger long before the credits, and one is the failure state that arrives when the 30-day deadline expires. The table below lists every ending with the trophy or achievement it unlocks on Steam and PlayStation.

EndingTrophy?How you get it
The Turncoat / In the Nick of TimeYes, one or bothBetray your allies in a deal with Brencis and mark the Manumit hideout; the In the Nick of Time variant also requires saving your family before day 30
The Folk HeroYesDefeat Brencis alone at the end of A Deal with the Devil
The PatricideYesDefeat Brencis together with Lacra after her questline
The KnyazmakerYesDefeat Brencis together with Crake and the Manumit
A Hero They DeserveYesLeave Vale Sangora through the broken bridge in Briar Sloughs at night
Together ForeverYesStay trapped in the dream during Home Sweet Home
Time Runs OutNo trophyExceed 30 in-game days; your family is sacrificed in Brencis’s castle

How endings are decided

Every normal ending funnels through the final quest, A Deal with the Devil. You reach it by defeating the three main bosses — Ambrus from day 1, Bakir from day 20, and Xanthe from day 25 — through their Court Activities. After the third lord falls you sit at maximum infamy, skip to the next day to watch the Infamy Edicts cutscene, and receive a message that Brencis wants to parley. Only the dialogue choices inside this final quest matter; everything you picked earlier in the story is irrelevant to which ending you get.

The 30-day window still hangs over all of it. Rescue your family before the deadline and the Turncoat branch also awards In the Nick of Time. Run out of days and the game takes ending 7 away from you instead. Focus on main quests only and you can reach Brencis in under 10 in-game days, which leaves a comfortable buffer for ally questlines.

One more wrinkle: endings 5 and 6 count toward the story-completion trophy The Blood of Dawnwalker, but they do not count for finishing the Duelist difficulty. That trophy specifically demands saving the people of Laslea, which only the four normal endings do.

A village woman freezes as a fanged monster looms over her in a red-lit room

One save, every ending

You can collect all 7 endings in a single playthrough. The whole trick is one manual save made at the right moment:

  1. Prologue: give Esme, Coen’s mother, the correct medicine before time runs out so she survives. The other prologue choices carry no ending weight.
  2. Days 1–30: finish the Court Activities and defeat Ambrus, Bakir, and Xanthe. Do Lacra’s and Crake’s questlines before the endgame — both allies are required for two endings.
  3. Before the final quest: after the parley message arrives and A Deal with the Devil enters your journal, make a manual save. Do everything from this save: reload after each ending, pick different dialogue, repeat.

Keep a second save after Lacra’s and Crake’s questlines are done but before you start the final quest, so you can re-do the ally endings without replaying their chains.

Ending 1 and 2: The Turncoat and The Folk Hero

The Turncoat is the betrayal route. In the final quest, pick the first dialogue option “I just want my family back.” and confirm with “I’ll do it.” in the third exchange. The second and fourth choices are free — just never take the sword option, which attacks Brencis on the spot and locks you into a fight instead of a deal. Brencis then asks you to mark the Manumit hideout, which takes three connected side quests: The Firebrand, started at the Military Camp in Briar Sloughs, flows into Shadows in the Woods and ends with Where Loyalty Lies. Complete one and the next starts automatically. At night, interact with the hideout door to trigger the ending — and if you are still inside the 30-day window, In the Nick of Time unlocks alongside it.

The Turncoat achievement icon showing a handshake between a clawed hand and a bare hand

The same betrayal offer exists on the ally routes. On Lacra’s path choose “I accept your offer. I’m sorry, Lacra.”, and on Crake’s path choose “Please – maybe we can come to an agreement.” Both detours route you into the Turncoat ending instead.

The Folk Hero is the lone-wolf version. In the first dialogue of the final quest, choose “Enough. Time to end this.” and defeat Brencis without calling Lacra or Crake. If you would rather end the story early, you can attack Brencis in Greifberg Castle right after the prologue. Two entries exist: climb the outer wall at night using Planeshift and Shadowstep, or use the side entrance northwest of the Vedera Shallows Shrine, which is open day or night. The side door either requires completing In the Name of the Father for Father Florin, or the Side Gate Key to Greifberg Castle looted from the miniboss Georghe, the Rabid Duke, at the Racovitza bandit camp on the east edge of the map.

The Folk Hero achievement icon showing a skull above two crossed swords

Ending 3: The Patricide

The Patricide puts Lacra at your side for the final battle. Unlock it by finishing her questline, then starting the ending from the objective in Midnight Reckoning. Her chain runs: A Friend Like This — triggered near the Svartrau cathedral or by slaying Ambrus — then Song of the Mountain, Hive and Seek, and Our Rotten Roots. The optional The Night of Horrors sits between them and awards the Misery Loves Company trophy; it also decides part of Lacra’s fate, so play it if you care where she ends up.

The Patricide achievement icon showing a single eye with a falling tear

Ending 4: The Knyazmaker

The Knyazmaker is the rebellion route with Crake, the Manumit leader whose birth name is Marat. His chain is the longest in the game: The Firebrand, Shadows in the Woods, Where Loyalty Lies, What Hunts the Night, What Moves the Dead, and Who Pulls the Strings, plus the optional Distant Shadows and A Closer Look — the latter awards The Manumit trophy. Once the chain is complete, start the ending from Rise at Dawn and fight through Fall Before Dusk beside him.

The Knyazmaker achievement icon showing a golden crown split down the middle

Endings 5 and 6: the two early endings

A Hero They Deserve lets Coen walk away from the whole conflict. Travel to Briar Sloughs on the west side of the map, west of the Coward’s Path Shrine, and find the broken bridge with the open gate beyond it. At night, use Planeshift and Shadowstep to climb the canyon wall up to the path, pass through the gate, and choose “[Leave the valley forever]”. The story ends immediately — usable right after the prologue, but only at night while you have Shadowstep.

Together Forever hides inside Home Sweet Home, one of Xanthe’s Court Activities. Enter Silts Tower, interact with the door on the top floor, and pick “[Open the door]”. Coen falls into a looping dream: each cycle you run through the area, defeat two groups of enemies and an insect boss, and the game pushes you toward a well that would break the loop. Ignore the well. Complete 4 full cycles, then talk to your family at the start of the 5th to stay with them forever.

The Together Forever achievement icon showing a haloed family riding a donkey

Changed your mind after choosing? Reload the autosave from before the 4th boss kill, then inspect the well with Focus Mode held (L2 on PlayStation, LT on Xbox). Follow the voice to a cave, enter the portal to the church flashback, and interact with the townsfolk in the order Alin, Esme, Coen — the door opens to a second portal. Inspect the red-glowing tree stump, claw-ride down to the river, finish the conversation, and you respawn in the open world. Defeat the waiting enemy and loot the legendary Astrologer’s Ring from his body.

Ending 7: Time Runs Out

The seventh ending is what happens when you do nothing: exceed 30 in-game days and a cutscene shows your family dying in Brencis’s castle. You can trigger it deliberately by waiting at a shrine repeatedly until day 30 passes. No trophy attaches to it, and free-roam continues afterward — but with your family gone, every trophy ending that requires saving them stays locked on that save.

FAQ

Do my choices during the story change the ending?

No. Only the dialogue you pick inside the final quest, A Deal with the Devil, decides your ending. Earlier choices matter only for keeping allies alive and available.

Can I get all endings in one playthrough?

Yes. Finish Lacra’s and Crake’s questlines, save manually when A Deal with the Devil starts, and reload that save after each ending. Six endings replay in minutes from there.

Which ending do I need for the Duelist trophy?

Duelist requires saving the people of Laslea, which means one of the four normal endings — the early endings 5 and 6 complete the story trophy but not Duelist.

What happens after 30 in-game days?

You get the Time Runs Out cutscene, your family dies, and no trophy is awarded. You can keep exploring the open world on that save.