The Blood of Dawnwalker All Endings — Wiki & Guide
Published 2026-09-07Updated 2026-09-167 min read
All seven endings in The Blood of Dawnwalker explained: the four main conclusions after the three boyars fall, two early exits you can trigger right after the prologue, and the day-30 failure state.
The Blood of Dawnwalker has seven endings: four main conclusions that unlock after the three boyars of Vale Sangora are dealt with, two early endings you can trigger almost immediately after the prologue, and one failure state that closes the story if the 30 days lapse. Five of the seven are tied to achievements; the failure state is not. This guide lists every ending, the exact conditions behind it, and the choices that matter along the way.

The four main endings
All four trigger from the endgame that follows the fall of the three boyars — Ambrus, Bakir and Xanthe. Once all three are defeated and your Infamy climbs to level 9, skip ahead to the next day and Brencis will summon you to a final audience: the quest A Deal with the Devil. Which ending you get depends on the alliances you built (or refused to build) beforehand.
1. The Renegade
Take Brencis's bargain: betray your allies and trade their lives for the return of your family.
- Defeat Ambrus, Bakir and Xanthe, and raise Infamy to level 9.
- Skip time to the next day, accept Brencis's meeting, and start A Deal with the Devil.
- In the conversation, pick the family-first reply ("I only want my family back…") and confirm with "I'll do it" — do not pick the sword-icon option, which starts a fight instead.
- Complete the Liberators' task chain (the opening missions, then marking the manumit hideout at night) so the betrayal lands.
Unlocks its own achievement, plus a bonus one if you reach this ending inside the 30-day window.
2. The People's Hero
Refuse every alliance and end it alone.
- Defeat the three boyars, then answer Brencis with "Enough. It's time to end this." to start a one-on-one boss fight — no allies, no backup.
- There's also an early way in: right after the prologue you can sneak into Brencis's castle (over the wall or through a side entrance) and try to kill him immediately. Be warned: he is very much not balanced for day-one Coen.
Unlocks its own achievement.
3. Killing the Sire
End Brencis together with Lacra.
- Work through Lacra's entire companion line — A Friend Like This, Song of the Mountain, Hive and Seek, and the two missions that follow it.
- In the finale of her chain, side with Lacra when you speak to her, and take Brencis down as allies.
Unlocks its own achievement.
4. Kingmaker
End Brencis alongside Crake and the Liberators.
- Complete Crake's full manumit quest line, all the way through Who Pulls the Strings and the missions beyond it.
- In the final mission of his chain, choose the cooperative route with Crake and storm the finale together.
Unlocks its own achievement.
The two early endings
Both of these can be earned long before the boyars fall — one is a quiet walk-away, the other is the game's hidden dream ending.
5. The Walkaway
Abandon the valley and everyone in it.
- At night, travel to the broken bridge in Briar Sloughs, west of the Coward's Path beacon.
- Use your vampire traversal — planar shift and shadow step — to climb the chasm wall and pass through the gate beyond.
- Confirm the choice to leave the valley for good.
Unlocks its own achievement, and counts for the any-ending trophy as well.
6. Together Forever (the secret dream ending)
Refuse to wake up. This one hides inside the Home Sweet Home side quest:
- The quest starts at the top of Silts Tower on the southern edge of the map — you'll clear Xanthe's Blood Guards and a miniboss on the way up, then fall into a dream loop.
- Inside the dream, ignore the voice calling from the well. Keep completing the loop — enemies plus a boss each round — instead of escaping.
- When the fifth loop begins, choose to stay with your family in the dream, forever.
This cannot be replayed on the same save, so make a manual save beforehand if you also want the "normal" quest outcome. Unlocks the Together Forever achievement plus the any-ending trophy.
The failure state: when the days run out
If 30 days pass without resolving the main story — for example, by repeatedly choosing "wait" at shrines to skip time — the game ends with Brencis carrying out his threat and executing Coen's family. The story halts, the open valley remains available for roaming, and no achievement is attached. It exists to make the calendar real: time you spend is time your family doesn't have.

Which ending should you chase first?
For a first run, the alliance endings (Killing the Sire or Kingmaker) are the most rewarding because they consume the companion quests you'd probably play anyway. The Renegade is the sharpest tonal swerve, the People's Hero is the purest boss-rush challenge, and Together Forever is the one most players will want a manual save for. Whatever you pick, keep an eye on the calendar — our guide to extending the 30-day timer shows how to earn extra days, and the prologue walkthrough covers where all these alliances begin.
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