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The Blood of Dawnwalker's Vampire Path Can Still Lead to a Bittersweet Hopeful Ending

A power-focused run through Vale Sangora turns Coen into a formidable predator, but its finale leaves his family, the rebels and the valley facing complicated consequences.

The Blood of Dawnwalker's Vampire Path Can Still Lead to a Bittersweet Hopeful Ending

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Warning: This article contains major spoilers for The Blood of Dawnwalker, including its ending, key character outcomes and post-credits consequences.

The Blood of Dawnwalker builds much of its tension around urgency. Coen has limited time to rescue his family, Vale Sangora is ruled by the vampire Brencis, and every decision can reshape the balance between mortals, rebels and the undead powers lurking beneath the valley. That setup naturally encourages difficult compromises. A playthrough that prioritizes vampiric strength above almost everything else sounds like it should end in tragedy, corruption or isolation.

Instead, one completed power-focused route demonstrates that the game can produce a surprisingly warm, if heavily qualified, conclusion. Coen can embrace his vampire abilities, consume dark sources of power, side with Lacra rather than commit fully to the rebel assault, and still defeat Brencis and save his mortal family. It is not an uncomplicated happy ending. Several characters are left in danger, the region falls into uncertainty and Coen pays a deeply personal price. But the finale offers a measure of hope that is not automatically denied to a player who leans hard into the supernatural side of the RPG.

A month spent becoming something stronger

The journey through Vale Sangora had already been defined by violent and consequential choices before the final assault on Greifberg Castle. Coen had defeated several vampires, including an encounter that resulted in elder undead Isbrand's spirit being left in the infernal realm connected to the setting's darkest magic. Along the way, the character also relied on blood, hunted vermin and gathered every possible advantage in pursuit of becoming a stronger vampire.

For useful background on this topic, read Metal Gear Solid 2 Speedrunners Find a Way to Skip Olga's Boss Fight Entirely.

Combat preparation mattered enormously on Duelist difficulty. This setting sharply limits Coen's stamina, making precise defensive play essential. Perfect blocks do not consume stamina, meaning a well-timed parry can be the difference between maintaining control of a fight and being staggered into defeat. By the endgame, the repeated practice of those reactions had transformed Brencis' human soldiers from serious obstacles into manageable encounters, especially when paired with Coen's accumulated supernatural skills.

That growth culminated in a final visit to Lacra, the vampire ally who becomes central to this ending route. Together, Coen and Lacra travel through one of Vale Sangora's swamps, following will-o'-the-wisps into an old crypt filled with ghosts and zombies. Their reward is a mandrake: a rare flower containing concentrated vampiric energy.

The discovery is far from reassuring. The mandrake is found near a body engulfed by red, corrupting growths, reinforcing the suggestion that vampirism, witchcraft and the valley's more sinister sorcery all draw from the same hellish place. The potential cost is clear. Using this power can lead to madness, grotesque transformation and something worse than death.

Nevertheless, the decision to consume the mandrake provides immediate benefits. Coen receives a unique ability allowing him to return from death once per night, while the final vampiric skill in the progression tree--mesmerizing enemies--becomes available. For a player committed to raw power, it is the logical choice. It also proves instrumental in the challenges ahead.

The rebellion waits while Brencis closes in

Before the endgame lock-in, there is unfinished business in Svartrau. Rebel leader Crake had previously stormed away after a reconnaissance operation went badly, but he is present at the hideout again and accepts the cursed tome he had sent Coen to retrieve. Crake is ready to launch an attack on Castle Greifberg, although his plan involves supporting the heir of Vale Sangora's prior despot and restoring an older political order.

That approach is not particularly appealing on this route. It risks mortal lives and offers little confidence that replacing Brencis with another established ruler would solve the valley's deeper problems. Coen instead chooses Lacra's more direct plan: infiltrate the castle and remove Brencis with vampire help.

There is one last complication. Coen's notoriety with Brencis reaches its maximum level, prompting the vampire ruler's final edict. Svartrau's gates are lowered to prevent Coen from entering--but because he is already inside, the order effectively traps him in the city. Fast travel is disabled at shrines, and the streets fill with hostile forces.

The daytime lockdown highlights the usefulness of Coen's late-game build. Brencis' troops may be numerous, but they are no longer capable of matching a fully developed vampire backed by disciplined parries and supernatural attacks. Still, fighting through the city does not reveal an escape. The solution is to wait until nightfall, use shadowstep to cross the walls and transform into a wolf after reaching the other side. It is a fitting escape for a run that has increasingly embraced every monstrous advantage available.

A castle torn between worlds

Proceeding with Lacra triggers the game's ending commitment. The decision means abandoning alternate routes, including a hidden passage mentioned by Father Florin and the option to join the rebels in their attack. It is a substantial point of no return, but it also makes narrative sense for a Coen who trusts Lacra's strength and is unwilling to gamble his family's fate on a wider uprising.

The pair enter Castle Greifberg through underground ruins and find the remains of Brencis' ritual. Corpses hang suspended in the air, their innards pulled toward a massive sphere of swirling blood. Brencis is absent, and so is Coen's family. Lacra takes the initiative by destroying an ancient font, causing the ritual's energy to surge erratically through the castle.

That disruption turns the final approach into an unstable journey between mundane stone corridors and the infernal space associated with vampiric power. Coen battles guards in the dungeons, then spirits from the other realm, before being thrown back into the castle's physical rooms. The visual and mechanical chaos underlines how much of Vale Sangora's conflict has become entangled with forces beyond simple political rule.

Earlier choices can lighten the burden. Sparing Xanthe pays off here: the vampire boyaress keeps her promise to help, leaving her chambers free of the enemies and traps that would otherwise block the route. The alternative would have involved a punishing maze, making this one of the finale's clearest reminders that mercy can have practical as well as moral value.

Brencis falls, but his final surprise remains

In the throne room, Coen finds his family nearly consumed by invasive tendrils. Brencis offers a final bargain: Coen can leave with his relatives if he simply walks away. It is tempting on the surface, particularly after so much effort has been spent trying to save them. But allowing Brencis to remain in power would make the victory hollow, and Lacra may not be able to survive the confrontation alone.

The boss fight also completes the arc that began in the prologue, when Brencis effortlessly knocked Coen aside. After roughly 30 hours of preparation, Coen has become powerful enough to read the vampire ruler's rapid attacks and shadowsteps. Duelist difficulty's demands have sharpened the player's reactions, while the vampiric build provides enough resilience and offense to keep pace with Brencis.

Lacra is badly wounded by a talon strike, but the mandrake's power helps her endure. Brencis, by contrast, cannot withstand the two-on-one assault. The fight continues after death in the infernal realm, where Brencis appears even more grotesque. Coen's ability to revive and his extensive vampiric upgrades make him exceptionally hard to put down, however.

There is also help from a familiar spirit. Ambrus, whose soul was spared earlier in the story, appears and joins the battle. As Coen pressures Brencis, Ambrus strikes the exposed vampire and delivers the final blow. Brencis is defeated, though he leaves Coen with an ominous final promise that he has prepared one more surprise.

A rescued family and a wounded valley

The immediate epilogue shifts to Coen's home village of Laslea as winter approaches. On one level, the outcome is remarkably positive. Coen's family survives, and the rebel faction helps the village rebuild. The rebels take reluctant control after Brencis' fall, creating an unexpectedly hopeful image of a community recovering from tyranny.

Yet the consequences are neither clean nor universally good. Lunka, Coen's youngest sister, has become a semi-turned vampire creature and now lives ferally in caves above Laslea. Lacra's deeper identity is also revealed: she belongs to the ancient order known as the Augurs. Alongside her superior, she offers a possible answer for Lunka's condition. If Coen joins their order, they may be able to complete Lunka's transformation.

Coen leaves Vale Sangora with Lunka and Lacra, pursuing that possibility. It is an ending built around sacrifice. His mortal family is alive, but he will never see them again. The Black Plague returns to Vale Sangora without vampire blood protecting the population, while the absence of an immediate replacement for Brencis leads to lawlessness. The manumitted rebels are left to defend the valley amid that vacuum.

Other unresolved outcomes sharpen the bitterness. Lacra continues her work with the Augurs. Xanthe remains with her daughter, but returns to murdering young women despite an earlier agreement. A convent encountered earlier in the story remains cursed. Even in victory, the game refuses to suggest that defeating one tyrant repairs every wound.

The post-credits material adds another major hook: Coen appears in the modern day, dressed in leather and evidently still carrying the consequences of his transformation. It leaves substantial room for the wider story to continue.

Most importantly, this ending shows that The Blood of Dawnwalker does not frame vampiric advancement as a simple fail state. Coen can choose power, consume the mandrake, become terrifyingly effective in battle and still reach an ending where his family is saved and a future remains possible. The cost is severe, the valley is scarred and the work is far from finished. But for a character who spends the adventure walking the line between protector and predator, that mixture of triumph, loss and uncertain hope feels entirely appropriate.

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(Image credit: Future)
(Image credit: Future)
The Blood of Dawnwalker
The Blood of Dawnwalker
The Blood of Dawnwalker gameplay, showing Coen raising his sword to fight a scaly monster in a bog
The Blood of Dawnwalker gameplay, showing Coen raising his sword to fight a scaly monster in a bog
The Blood of Dawnwalker protagonist raises a flexed fist
The Blood of Dawnwalker protagonist raises a flexed fist
The Blood of Dawnwalker gameplay, showing a woman in white robes and a herbalist's pouch speaking
The Blood of Dawnwalker gameplay, showing a woman in white robes and a herbalist's pouch speaking
(Image credit: Rebel Wolves)
(Image credit: Rebel Wolves)

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Adam Devine

Hey, it's Adam Devine here! When I'm not out and about, you can bet I'm either casting a line, hoping for the biggest catch, or lounging at home, delivering some epic fatalities in Mortal Kombat. Life's all about the thrill of the catch and the perfect combo move. Whether I'm battling fish or virtual foes, it's all in a day's fun for me. Let's get reel and play on!

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