DawnwalkerPanduan

Tool

Ending Branch Map

All seven routes to the endings in one diagram: the prologue valley exit, the two ally chains, the vassal decisions, the 30-day clock, and the finale. Click any ending to light up the route that reaches it.

Ending branch map leave days spent Brencis’s side Village’s side Neutral (leverage) Flipping late Coen in Vale Sangora The Prologue stay in the valley, or leave at night Leave the valley at night — the broken bridge west of Coward’s Path A Hero They Deserve hidden ending Act 1: Lacra’s chain → Midnight Reckoning Act 1: Crake’s chain → Rise at Dawn Act 1: neither — stay unaligned Silts Tower: stay in the dream (Home Sweet Home) Together Forever hidden ending Act 2: the vassals Ambrus · Bakir · Xanthe hold a consistent side 30-day clock runs out The Finale castle entry = point of no return → decisive conversation Turncoat main ending Folk Hero main ending Patricide main ending Knyazmaker main ending Time Runs Out bad ending

Click an ending below — or its node in the diagram — to light up the route that reaches it. Paths share the same trunk until the choices that actually split them; the map shows where those splits happen.

How to read the map

There is no morality meter and no hidden score. Three levers decide your ending, and the map is laid out in the order you meet them:

  • Your consistent side. The vassal conflicts (Ambrus, Bakir, Xanthe) are the biggest input — the game tracks your pattern, not your finale choice. A late, inconsistent flip is itself the classic bad-ending trigger.
  • Relationship depth. The Lacra and Crake chains from act 1 are mutually exclusive, and completing one gates a specific main ending (Patricide, Knyazmaker). How far you go with Anca shapes her personal epilogue near the finale, not which ending you get.
  • Time. The 30-day/30-night clock is an ending variable, not a fail state — the family outcome is most sensitive to how many days are left when the confrontation happens.

Two routes leave the trunk early: the valley exit in the prologue (a shorter epilogue that closes off every other ending on that save) and the Silts Tower dream. Everything else converges on the castle, whose entry sequence carries the ending warning — the point of no return. The [key choice timeline](/choices-and-endings/key-choice-timeline/) walks through each decision in detail, and the [all endings guide](/choices-and-endings/all-endings/) has the run-by-run plan for seeing all seven.

Frequently asked questions

Is there one choice that locks an ending? +

No single moment does. The finale reads your pattern: which side you held through the vassal conflicts, how far you pushed the early relationship chains, and how many of the 30 days are left when the confrontation happens. The map shows where the routes actually split — most of them stay together until act 2 or the finale.

Which ending should I chase first? +

Folk Hero, on an unhurried first run. It is the most forgiving of the mains: hold the people’s side, complete no ally chain, and keep days on the clock. Hidden endings need a dedicated run with a protected early branch, so do them after you know the world.

What happens if I reach the finale late or inconsistent? +

The 30-day rescue window expiring and/or repeatedly changing sides is what produces the bad ending — Time Runs Out. It is not a punishment for one wrong call. The final act has a save point right before the decisive conversation, and the castle-entry ending warning is the point of no return, so save before you climb past it.