The Blood of Dawnwalker endings: how many and what decides them
Every ending branch by decision point: the three castle-assault allegiances, the deal with Brencis, the early secret endings, and why the counts differ.

Spoiler warning: this page names endings and the fate of a few key characters, but it does not retell the plot line by line.
Start with the conclusion. What decides your ending is not a pile of small choices. It is two decision points. Who you stand with at the final confrontation, and whether the 30-day clock has run out.
The other variables, such as whether Ambrus, Bakir or Xanthe are still alive, change which bosses you meet during the castle assault. They do not decide which ending you get.
First, how many endings are there?
Different sources give different numbers. Nobody is wrong; the grouping differs:
- A first-hand record that counts 7 endings splits them into 5 main endings plus 2 secret ones that can fire early.
- A full walkthrough count lists 8 endings, separating 4 castle-assault variants, 1 deal ending and 3 secret endings.
- A first-hand record that also counts each character epilogue reaches more than 14 paths.
What is interesting is that these sources agree on the skeleton. The assault routes (alone, with Crake’s side, with Lacra), the deal with Brencis, and the secret endings that trigger early. So this page is organised by decision point instead of handing you one authoritative number.
The two variables that dominate
- Who you stand with at the final confrontation. Going alone, siding with Crake or siding with Lacra changes who survives and what the epilogue shows. It also decides whether you can free prisoners inside the castle.
- The 30-day clock. If it runs out, your family is already dead, but the game does not end. You can keep exploring and still reach the remaining routes. The deal ending is closed off, and epilogue content changes.
The castle assault routes
All three assault routes use the same castle, but the entry, the company and the boss line-up differ.
- Going alone: you solve the route and the guards yourself, then face Brencis deep in the castle and free your family. If Ambrus or Bakir are still alive, they appear as bosses on the way in.
- With Crake and the Manumits: the prerequisite is joining the rebellion and finishing its quest chain, then following that political line inside.
- With Lacra: the prerequisite is finishing her quest chain and entering through the ancient ruins beneath the castle, destroying the ritual on the way.
All three routes include one fixed boss that never changes with your choices. The difference is Xanthe: if you already killed her, she does not appear as a boss in the castle, and a trap-and-puzzle sequence takes her place.
The deal with Brencis
This route requires maximum infamy, which means killing Ambrus, Bakir and Xanthe. You then meet Brencis at a fixed location.
You can fight him at that meeting. But spilling blood summons a crowd of enemies, and the cost is usually not worth it. To advance the deal, mark the location he asks for.
The secret endings that fire early
Two endings can end the game ahead of the normal route: leaving the valley, and choosing to stay with your family during one specific quest.
They trigger early and resolve quickly, so they can feel like the game ended after barely starting. Facing the final villain during the prologue also leads to a separate early ending.
Epilogues and the post-credits scene
Every ending except one secret ending is followed by an epilogue. It replays the results of your run choice by choice, so the same ending can show different details.
The post-credits scene plays in every ending. Lunka’s fate is the same in all of them. One practical detail: routes with an epilogue are easier with 800 Denarius in hand. The church asks for a donation, and you can also treat it as a dowry for your sister.
Where to save
If you want to see several outcomes without a second full run. The two saves that matter most are just before the final confrontation and before committing to one faction’s quest chain.
The first decides your ending. The second decides which routes stay open. Since story time never rolls back, keeping those two manual saves is far more efficient than saving at every side quest.
Details that are still unconfirmed
Two differences rest on a single source, or on a source that flags itself as unsure. This page draws no conclusion from them: what triggers Crake’s reaction in some branches, and how Lacra’s survival in the final fight relates to finishing one optional quest.
Sources
Related Articles
Guides
Early build and skills
A level-banded early build: free passives first, sword mastery as the backbone, then Soul Reaping by day and Corruption by night, with manuals and gear priorities.
Guides
Choices and consequences
How timed actions, inaction, character deaths and competing priorities shape quests and outcomes in The Blood of Dawnwalker.
Guides
Exploration and map
How Vale Sangora's map works in The Blood of Dawnwalker, where the regions get harder, and how to move around in daylight and at night.