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Complete Platinum Walkthrough

The Blood of Dawnwalker — Full Chronological Roadmap

Every trophy in the order you'll earn it — one playthrough on Duelist, with a save-and-reload at the finale to grab all six endings, then a relaxed Story-difficulty cleanup after the 30-day clock expires. Tick things off as you go; progress saves automatically.

5/10
Difficulty
40–60h
To platinum
1
Playthrough
47
Trophies
Duelist→Story
Route
The plan. Start on Duelist (it's the only way to get Uphill Battle, and you can lower it later). Treat time as currency — only story beats, decisions and skill upgrades burn days, so explore, climb and fight freely. Open the map with the 11 towers, grind the three courts to their bosses, reach the finale by ~day 22 for In the Nick of Time, then save before “A Deal with the Devil” and reload for every ending. After the timer, mop up Level 50 and the Ultimate Perks with no pressure. Exact collectible and tower spots are on the main guide.

Your Platinum Checklist

0 / 47 trophies
Progress saves automatically on this device.
Part 1

Prologue — Withering Away (Laslea)

Six linked story quests that end with “Smoke and Ashes”, teaching the human/vampire split before the valley opens up. Nothing here is timed yet, so take it slow.

Laslea village — the sickbed

The prologue's one gate everyone trips on: to cure your mother Esme during “Withering Away” you must brew the correct medicine — hot water plus three spoonfuls of herbs. Get the mix right and the story moves on; the rest of the prologue is linear.

You'll pick up Compel Soul naturally during the prologue's finale, “Smoke and Ashes” — it's required there, so this trophy can never be missed.

bronze trophyTrophy · Bronze
Dead Man Talkin' — Use the Compel Soul witchcraft ability for the first time — the game walks you through it during the main quest ‘Smoke and Ashes’. Story-required, can't be missed.
bronze trophyTrophy · Bronze
A Dawnwalker is Born — Finish the prologue and reach the open world during ‘Smoke and Ashes’. Automatic story unlock.
Part 2

Opening the valley — towers, skills & the map

The moment Vale Sangora opens, do this housekeeping before touching the main story. Remember: exploring, climbing and fighting cost zero in-game time — only story beats, big decisions and skill upgrades burn days.

Plan ahead
First two skill buys should be Shapeshift and Mercurial Fervor — Shapeshift unlocks your bat/mist traversal (it makes tower-climbing and the 1000 m travel trophy trivial), and Mercurial Fervor powers your Vampiric kit for the rest of the run.
The 11 towers

Climb and activate all 11 towers to unfog the regions and drop fast-travel and activity icons across the map — the single best time investment early on. Shadowstep/Shapeshift up the sides rather than hunting for stairs.

bronze trophyTrophy · Bronze
Bird's-Eye View — Climb all 11 towers across the map — use Shadowstep and Planeshift at night to scale them, and each climb reveals nearby map points of interest. Full list in our tower-locations guide.
Sightseeing (free trophies while you scout)

Fast-travel and roam to tick off the location trophies as you reveal the map — they pop just for arriving:

bronze trophyTrophy · Bronze
Big-City Living — Visit Svartrau City for the first time — travel to the central city and it registers automatically.
bronze trophyTrophy · Bronze
Realmwalker — Enter Anachora (the afterlife realm) for the first time. Guaranteed in the second phase of the final Brencis fight, but you can trigger it earlier via Lacra's questline or by drinking a defeated boss's blood.
bronze trophyTrophy · Bronze
Tour Guide Training — Visit all 8 villages/settlements — each is its own map marker, so just travel to each to register it.
bronze trophyTrophy · Bronze
Antique Aficionado — Discover ancient ruins — available as early as the prologue's ‘Deep Down’ quest, or during Xanthe's excavation court activities.
Disrupting Brencis

While exploring, wreck your nemesis's supply lines and propaganda. Vrakhiri transports are the blood-cart convoys on the roads; Flags are Brencis's banners planted around the valley. Clearing both also feeds your Infamy (see Part 6).

bronze trophyTrophy · Bronze
Delivery Delay — Destroy 8 of the 10 Vrakhiri Transports (enemy supply groups). They appear during certain Court Activities and stay unmarked until you're close, so watch for them as you roam.
bronze trophyTrophy · Bronze
Capture the Flag — Tear down all 5 of Brencis's banners across Vale Sangora — exact positions are in our collectibles guide.
Traversal

Shadow Roamer counts distance moved with Vampiric Abilities — with Shapeshift/Shadowstep as your default way to cross the map, 1000 m accrues on its own within the first couple of hours.

bronze trophyTrophy · Bronze
Shadow Roamer — Travel 1,000 m total using Shadowstep, Planeshift or wolf-form Shapeshift. Shapeshift covers ground fastest; this racks up naturally as you explore.
Part 3

Learning the systems — combat & vampirism feats

Knock these out on trash mobs and roadside camps while you grind toward Level 20. None are missable, but setting them up deliberately beats leaving them to chance.

Directional combat

Combat is directional — attacks and blocks come from four directions and you match the enemy's to parry. For Untouchable, bait a single weak enemy and time five parries in a row; a slow, predictable foe on lower difficulty makes the streak far easier.

bronze trophyTrophy · Bronze
Untouchable — Land 5 perfect blocks in a row. On Duelist, read the enemy's swing direction; on Story a shield indicator shows the timing. (Don't drop difficulty if you're on an Uphill Battle run.)
Hexes + swordplay combos

Set up the two combo feats on a hexed target: cast Burning Blood, then finish with an Artery Strike beheading for one, and use any Active Ability that pops an enemy for the other.

bronze trophyTrophy · Bronze
Better Safe than Sorry — Behead an enemy with Artery Strike while they're hexed with Burning Blood. Unlock/upgrade Artery Strike from its manuals, build 3 ability charges, then apply Burning Blood and follow with Artery Strike.
bronze trophyTrophy · Bronze
Make It Rain — Trigger the Blood Surge active ability on a non-boss enemy for the explosion effect. You get Blood Surge by consuming Xanthe's blood (during/after her fight) or from the cathedral treasury.
Ability loadout & feeding

As soon as you have three Passive Abilities unlocked, slot all three at once. For the feeding feats, drink whenever your health is low, and let Blood Hunger build until you lose control and drain an NPC outside of combat for Feral Hunger.

bronze trophyTrophy · Bronze
Absolutely Insatiable — Have 3 passive abilities equipped at once. Mercurial Fervour and Shapeshift take passive slots — unlock one more passive to hit three.
bronze trophyTrophy · Bronze
Balanced Diet — Drink blood to heal 10 times (only counts while you're missing health). Use Voracious Bite in combat, or bite animals at night, to build the count.
bronze trophyTrophy · Bronze
Feral Hunger — At night with health critically low (one segment or less), lose control and drain an NPC outside combat — keep talking to innkeepers/tavern NPCs until the involuntary drain triggers. It unlocks the Closing Wounds perk.
Why feed often?
Every drink raises Corruption, which unlocks the deepest Vampiric perks — you'll need Corruption 15 for the Creature of the Night Ultimate later. The downside (visions, brief loss of control) is mostly flavour, so feed freely.
Part 4

The three courts — main story bosses

The campaign is three boss questlines you can tackle in any order. Each opens by grinding that boss's Court Activities until enough “anger” accumulates to trigger their quest — you only need roughly 75% of a court's activities, not every last one.

Ambrus (from Level 1)

Ambrus's court runs on Blood Transports, Prisoner Processing Camps, Leech Collectors, Prisoner Transports, Blood Cellars and his Dungeons. Clear enough and you're handed “The Gilded Gauntlet”, which leads into “The Bittersweet Toast” and the duel.

bronze trophyTrophy · Bronze
The Right Fist of the Knyaz — Defeat Ambrus in his duel — the first of the three main bosses. Full patterns in our boss guide; beating the trio drives your Infamy toward Throne of Thorns.
Bakir (around Level 20)

Bakir's activities are Rebel Hunters, Payoff Transports, Distilleries and Pillories. Enough of them triggers “The Lunar Game”, which flows into “The Ring” — his arena fight during the games.

bronze trophyTrophy · Bronze
The Mad Khan — Defeat Bakir during the games — the second main boss. Tactics in our boss guide.
Xanthe (around Level 25)

Xanthe's court spans Blood Guard Recruiters, Ancient Digsites, Abducted Girls transports, Artifact Transports, Blood Guard Mentors and Gargoyle Manufacture. These build to “The Cycle of Love” and the confrontation with Xanthe.

bronze trophyTrophy · Bronze
The Dark Mistress — Neutralise Xanthe, the third main boss. Beating her (and drinking her blood) also grants the Blood Surge used for Make It Rain — see the boss guide.
Order & levelling
Do Ambrus first (available immediately), then push Court Activities and open-world camps to hit ~Level 20 for Bakir and ~Level 25 for Xanthe. The activities double as your XP and Infamy engine, so this phase feeds three trophy tracks at once.
Part 5

The valley's people — side questlines

The richest, most missable content: self-contained character chains that each end in a trophy. Keep a manual save before big decisions in case a choice kills off a quest-giver.

Crake — the 7-quest chain

Crake's full arc (beginning with “The Firebrand”) runs seven quests deep and unravels all of his secrets. Seeing it through earns The Manumit — and sets up the Knyazmaker ending, where Crake fights Brencis at your side.

bronze trophyTrophy · Bronze
The Manumit — MISSABLE — In Crake's questline, finish the optional ‘Distant Shadows’ and ‘A Closer Look’ before his ending quest ‘Rise at Dawn’. Start the chain with ‘The Firebrand’.
Lacra — the 5-quest chain

Lacra's chain (from “A Friend Like This”) has you chase down the mandrake and follow her increasingly reckless plan. Completing it earns Misery Loves Company and unlocks the Patricide ending, where Lacra joins the final fight.

bronze trophyTrophy · Bronze
Misery Loves Company — MISSABLE — In Lacra's questline, complete the optional ‘The Night of Horrors’ before her ending quest ‘Midnight Reckoning’. Her chain starts with ‘A Friend Like This’ (a note near Svartrau's northeast wall).
Anca, Vicho, Ocha & the sanzhani

Round out the human stories: escort Anca to the Font of Life, uncover the truth about Vicho, help Ocha to a new life, and clear every job handed out by the sanzhani (the vampire-court envoys).

bronze trophyTrophy · Bronze
Sins of the Past — MISSABLE — Complete all of Anca's quests — ‘Echoes of Silenced Bells’, ‘Between the Words’, ‘Where Old Devils Lie’, ‘Stronger Than Achilles’. Available right after the prologue at the Crossroads Inn.
bronze trophyTrophy · Bronze
The Unquenchable Thirst — MISSABLE — Complete Vicho's quests: ‘A Study in Crimson’ (at his house or via Lacra), then ‘The Good Samaritan’. Pops after the second.
bronze trophyTrophy · Bronze
The Outcast — MISSABLE — Complete ‘The Heart Wants What It Wants’ by speaking to Ocha at the corner table of the tavern in the middle of Svartrau City — unlocks regardless of the outcome.
bronze trophyTrophy · Bronze
The Tsarina's Favourite Human — MISSABLE — Complete all 5 Sanzhani quests — ‘Good Home’ (must be first), then ‘Come Hither’, ‘Burrow Sorrows’, ‘Pearly and Precious’ and ‘Tiny Dancer’.
The Arbiter's kit

Restore St Mihai's sword to full power, then gather every piece of the Arbiter's armour set (via “A Bulwark Against Darkness”) and unlock the set bonus — a strong build for the endgame fights.

bronze trophyTrophy · Bronze
Arbiter's Blade — Complete the ‘Forge It Anew’ chain: finish ‘Night Terrors’ and ‘A Monk and a Saint’ to get the Broken Sword + 3 Sword Shards, take them to the Briar Sloughs blacksmith, then temper the sword in a cave for the legendary greatsword.
bronze trophyTrophy · Bronze
Arbiter's Regalia — Complete ‘A Bulwark Against Darkness’ (after Infamy Level 4). Gather Large Lizard Moult (cave south of the Witchcraft vendor), an Amulet Relic (St. Tyna or St. Dasius), Flask of Quicksilver (top of Silts Tower after ‘Home Sweet Home’) and Silk Threads (6,500 coins from the Sanzhani Merchant after ‘Pearly and Precious’), then return to the Briar Sloughs blacksmith.
Part 6

Beating the clock & maxing Infamy

Two things must happen inside the 30-day window. After the timer expires the world stays open for cleanup, so front-load anything time-gated now.

The 30-day rescue

You have 30 in-game days (16 time-blocks a day) to finish the three courts and reach the finale. Because only story beats and upgrades spend time, a focused player clears the bosses and reaches an ending well before the deadline — aim to be at the final quest by roughly day 22.

gold trophyTrophy · Gold
In the Nick of Time — MISSABLE — Reach any of the four main endings within 30 in-game days. Main quests only need ~7–10 days, so prioritise the story and you'll have a big buffer.
Peak Infamy

All that transport-wrecking, flag-tearing and court-raiding drives your Infamy up; push it to the top of the meter for Throne of Thorns. High Infamy is also a prerequisite for the Turncoat ending, so it dovetails with the next part.

bronze trophyTrophy · Bronze
Throne of Thorns — Reach Infamy Level 9 (max) — builds automatically through Court Activities and defeating the three main bosses (Ambrus, Bakir, Xanthe).
Part 7

The endings — one save, all six

After all three bosses fall, skip time to the next day to trigger the Infamy Edicts cutscene and receive the final quest, “A Deal with the Devil”. This is the save-scum point for every ending trophy.

Plan ahead
Make a manual save the instant “A Deal with the Devil” begins, before any final choice. You'll reload it repeatedly. There are 54 manual save slots — use them.
On Duelist first — the hardest ending

You should already be on Duelist from the start of the run. Take the Turncoat path here: it betrays your allies and cuts a deal with Brencis, which skips the final boss — by far the easiest ending to clear on Duelist, and it satisfies Uphill Battle (finish the game saving Laslea on Duelist).

Turncoat dialogue
At the deal, choose “I just want my family back” and then “I'll do it” to lock in the Turncoat path.
gold trophyTrophy · Gold
Uphill Battle — MISSABLE — Finish the game (saving the people of Laslea) on the Duelist difficulty preset without ever changing a difficulty setting — any tweak turns it into ‘Custom’ and voids the trophy. Start on Duelist and never touch the sliders.
silver trophyTrophy · Silver
The Turncoat — MISSABLE — An ending. In the final quest ‘A Deal with the Devil’, agree to Brencis's deal — it skips the final boss, making it the easy ending to grab first (ideal on a Duelist run).
gold trophyTrophy · Gold
The Blood of Dawnwalker — Finish the story with any ending — pops the moment your first ending sequence completes.
Reload on Story — the other three

Reload the pre-finale save and drop the difficulty to Story. Now the three fight-Brencis endings are quick. Which ally joins you depends on whose questline you finished: Lacra for Patricide, Crake for Knyazmaker, or neither for the solo Folk Hero ending (pick “Enough. Time to end this.”).

silver trophyTrophy · Silver
The Patricide — MISSABLE — An ending. Complete Lacra's questline (‘A Friend Like This’ → ‘Midnight Reckoning’), then defeat Brencis alongside her in the final battle.
silver trophyTrophy · Silver
The Knyazmaker — MISSABLE — An ending. Complete Crake's questline (‘The Firebrand’ → ‘Rise at Dawn’), then beat Brencis with him as your ally.
silver trophyTrophy · Silver
The Folk Hero — Defeat Brencis entirely solo in the final battle — no ally assistance.
The two secret endings

Two hidden endings need specific triggers before the finale. Together Forever — take the Silts Tower door and clear its combat loops to stay with your family (do this on Story, it's brutal on Duelist). A Hero They Deserve — reach the broken bridge in West Briar Sloughs, near the Coward's Path Shrine, to simply escape the valley.

bronze trophyTrophy · Bronze
Together Forever — MISSABLE — An ending. In Silts Tower (far south), interact with the top-floor door and choose ‘[open the door]’; clear two enemy groups + a gargoyle boss, repeat the cycle 4 times, then speak to the family on the 5th cycle to trigger it.
bronze trophyTrophy · Bronze
A Hero They Deserve — On the west side of the map in Briar Sloughs, find the broken bridge with an open gate at night; use Planeshift and Shadowstep to climb the canyon walls to it, then pick ‘[leave the valley forever]’.
After the timer

Max out & mop up

The 30 days are done but the valley stays open. Now grind the long-haul trophies with no clock pressure.

Level 50 & the Ultimate Perks

Keep clearing leftover activities and side quests to Level 50. Each tree's Ultimate Perk costs a full 39 skill points. You can't naturally afford all three, so use the save-and-reload trick: buy one Ultimate, note the trophy, reload and pour the same points into the next tree.

silver trophyTrophy · Silver
Glass Ceiling — Reach character level 50 (max). The story alone won't get you there — keep going past the 30-day mark and clear side content.
bronze trophyTrophy · Bronze
Master of Arms — MISSABLE — Spend at least 35 skill points on Swordmastery PERKS (not Abilities), then buy one of the tree's three Ultimate Perks with 4 more points. Manual-save and reload to allocate efficiently.
bronze trophyTrophy · Bronze
Arch Warlock — MISSABLE — Spend 35+ points on Witchcraft perks, then unlock one Ultimate Perk (4 more points). Same save-and-reload planning trick.
bronze trophyTrophy · Bronze
Creature of the Night — MISSABLE — Reach Corruption level 15 (max) by drinking blood (combat or consumables), then unlock an Ultimate Perk in the Vampirism tree (no 35-point requirement here).
bronze trophyTrophy · Bronze
Mastery — MISSABLE — Fully upgrade any single Ability (Swordmastery, Witchcraft or Vampirism) to max through repeated acquisition.
Corruption gate
Creature of the Night (the Vampirism Ultimate) also needs Corruption 15 — if you've been feeding throughout, you'll be there; if not, drain NPCs until the meter fills before spending the points.
Money, gear & the odd jobs

Finally, the economy grind: hoard 5000 denarii, make 1000 denarii selling silver specifically (the silver trade opens once your Infamy is high enough), fill every equipment slot with Legendary items, and — the easy one everyone forgets — sell a fish to a fishmonger.

bronze trophyTrophy · Bronze
Miser — Hold 5,000 denarii at once — sell vendor trash and old gear as you go and this comes naturally.
bronze trophyTrophy · Bronze
Smuggler — MISSABLE — Cumulatively earn 1,000 denarii selling SILVER items to the sole silver trader in Svartrau City (needs Infamy ‘Notorious’/Level 4+). Do it before Infamy Level 9 seals the city gates.
bronze trophyTrophy · Bronze
Gear of the Gods — Equip all 8 legendary (gold-rarity) gear slots at once. The Arbiter's Blade and Regalia cover most; fill the rest with 2 legendary rings and a legendary amulet from drops/locations.
bronze trophyTrophy · Bronze
Selfish — MISSABLE — Sell a Dried Fish to the fishmonger (the ‘Food Vendor’ in Svartrau City market) — buy one and resell it immediately. Must be done before Infamy Level 9 locks the city.
With every trophy above ticked, Every Last Drop — the platinum — is yours.
Every Last Drop platinum trophy
Every Last Drop · Platinum
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