DawnwalkerGuides

Key Choices Timeline: Every Decision That Matters

By Dawnwalker Guides Last updated: September 11, 2026 Verified on version 1.0 (launch) Major spoilers
🩸 This page contains major story spoilers, including endings. Turn back if you are near the end of the game.

Every ending in The Blood of Dawnwalker is decided before the final fight with Brencis — by a chain of decisions that starts in the prologue, in the order you will actually meet them.

The story trailer (IGN, via YouTube).

How the ending system works

There is no morality meter and no hidden score. Your ending is set by the dialogue in the final quest, A Deal with the Devil — and three things decide which options you have when that conversation starts:

  1. Ally chains completed. Finishing Lacra’s full questline opens the Patricide option; finishing Crake’s (through Fall Before Dusk) opens Knyazmaker. Both chains can be completed in one run — only the ending is one-of.
  2. The bargain. Brencis offers a deal for your family; accepting it (in the final quest, or as a late-game offer on an ally route) is what opens Turncoat.
  3. Time. Your position on the 30-day/30-night clock when the finale happens — if the window has expired, the family is sacrificed and the bad ending (Time Runs Out) is locked, no matter what you choose in the dialogue.

Quests and certain dialogue options carry visible time costs (the hourglass indicator), so every decision below also spends days.

1. The prologue: the branch you might take by accident

The prologue contains the Bad Blood duel — a fight you are supposed to lose. If you beat Brencis here (in both his forms), you skip the vassal arc and jump straight to the epilogue:

  • Skips the vassal conflicts (Ambrus, Bakir, Xanthe) and the normal endgame.
  • Resolves into the Folk Hero ending — a faster, harder-to-earn route to the same “people’s champion” outcome, not a separate ending.
Not the Coward's Path escape

This is a different mechanism from the A Hero They Deserve hidden ending. That one is escaping the valley at night through the broken bridge west of Coward’s Path — an exit you choose in the open world, not a boss fight. The prologue kill leads to Folk Hero; the Coward’s Path exit leads to A Hero They Deserve.

It is a legitimate first-run option if you just want the story’s core — but on a save where you want a specific ending, treat the prologue kill as off-limits. The prologue walkthrough shows where the branch presents itself.

2. Act 1: the relationships that quietly gate endings

Three figures shape which paths open for Coen; all three reward depth over completion:

  • Lacra, a woman driven by vengeance with an agenda of her own. Every step closer reveals more — and every step costs you. Not all of what she tells you is free.
  • Crake (Marat), the leader of the rebellion against the vrakhiri — the Manumits. Marat is his birth name. Charismatic but trusting almost no one; his confidence is earned, and it does not come cheap.
  • Anca, who has guided Coen since childhood and carries a secret that sets her apart from the village. How far you go with her is a decision, not a quest step; her thread resolves near the finale (Stronger Than Achilles) and changes her personal epilogue.
Coen talking with a female character by a well in daylight.
Official screenshot · Rebel Wolves / Bandai Namco Entertainment

It is also where the Lacra and Crake routes start — two ally chains whose completion gates two of the main endings. Both can be completed in a single run; only the ending is one-of:

  • Lacra’s chain: A Friend Like ThisSong of the MountainHive and SeekOur Rotten RootsMidnight Reckoning
  • Crake’s chain: The FirebrandShadows in the WoodsWhere Loyalty LiesWhat Hunts the NightWhat Moves the DeadWho Pulls the StringsRise at DawnFall Before Dusk

3. Act 2: the vassal decisions (Ambrus, Bakir, Xanthe)

The three vassals are the structural decisions of the game. Each creates a conflict that forces a position:

VassalWho they areWhat the decision is really about
AmbrusThe youngest vrakhiri — a noble in appearance with the humblest of origins, charming, deceptive, and eager to prove himselfHow much you tolerate his ambition, and who you back when it collides with the village
BakirA warmonger and Brencis’s most brutal lieutenant, a former steppe horseman whose cruelty predates his vampirismWhether you let the violence continue, stop it, or turn it to your own use
XantheThe oldest vampire — an ancient priestess who hears voices beyond ordinary perception and is terrified by what she understandsWhose version of the truth you believe — and who you arm with it

The vassal order walkthrough covers the order. Resolving each conflict well matters for your build and for reaching maximum infamy (which Brencis needs to summon you to the final quest), but the vassal side you pick does not itself decide your ending — the final-quest dialogue does.

4. Between the acts: time spent is a choice

The 30-day clock is its own decision cluster: quest completions, certain dialogue options, and day/night changes spend time (the hourglass shows the cost first); free exploration and combat do not. Required beats spend a fixed number of days; everything else competes for the rest, and the family outcomes are most sensitive to what is left.

Two practical rules:

  • Protect days in the first third of the game. Days never come back.
  • Enter act 3 with a buffer, not zero — the ending-critical beats at the end need room.

The 30-day timer guide covers what consumes days and what is free.

5. Act 3: the finale choices

The castle can be entered early — the night traversal approach triggers an ending warning before the entry sequence, which is the point of no return. Do not climb past it without a manual save made while your earlier activities were still available. The final act also places a save point immediately before the decisive conversation: take it, and weigh the finale without pressure. Prep for the confrontation is in the Brencis final prep guide.

What each ending takes

All ending conditions (full spoilers)
EndingWhat it takes
TurncoatAccepting Brencis’s bargain — “I just want my family back” → “I’ll do it” in A Deal with the Devil (or the late offer on an ally route) — trading an ally for your family
Folk HeroChoosing “Enough. Time to end this” in A Deal with the Devil and defeating Brencis solo, with enough days left for the family outcome (also reachable by beating Brencis in the prologue)
PatricideCompleting Lacra’s route (through Midnight Reckoning) and choosing to stand with her against Brencis in the finale
KnyazmakerCompleting Crake’s route (through the final mission Fall Before Dusk) and standing with Crake and the Manumits — the power behind the throne rather than ruler or victim
A Hero They Deserve (hidden)The valley exit at night: cross the broken bridge west of Coward’s Path and choose to leave forever (not the prologue kill)
Together Forever (hidden)The dream route: enter the upper door in Silts Tower and stay in Home Sweet Home
Time Runs Out (bad)The 30-day rescue window expiring — the family is sacrificed. Not caused by switching sides

Frequently asked questions

When do ending choices actually start?

The ending itself is decided by the dialogue in the final quest, A Deal with the Devil. Before that, your work is completing ally chains (Lacra's or Crake's) and keeping enough days on the 30-day clock — those determine which ending options are even on the table when the final conversation starts.

Is there one choice that locks an ending?

Yes, at the finale: the dialogue choices in A Deal with the Devil pick the main ending (accept the deal for Turncoat, fight alone for Folk Hero, stand with Lacra for Patricide, stand with Crake for Knyazmaker). The bad ending is separate — it triggers when the 30-day window expires.

Can I change endings if I committed to one side too early?

Usually yes — endings are set by the final-quest dialogue, not by which side you held earlier, so you can still switch in the final conversation. The one thing you cannot un-spend is time: if the 30-day window has expired, the family is gone and the bad ending (Time Runs Out) is locked. Returning to a save from before the final act is the clean fix for everything else.

What happens if the 30-day timer runs out?

The game does not force a game over, but the family rescue resolves badly and some endings become unreachable. Treat the deadline as an ending variable, not a fail state.

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