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The Blood of Dawnwalker: A Deal with the Devil Full Quest Walkthrough

How to trigger Brencis's parley, light the signal fire at Shrike's Crag, and survive both phases of the final boss.

How to trigger Brencis’s parley, light the signal fire at Shrike’s Crag, and survive both phases of the final boss.

A Deal with the Devil is the last main quest in The Blood of Dawnwalker, and it behaves differently from everything before it. There is no location to travel to and no quest giver to find. Brencis comes to you once Coen has done enough damage to his court, and the meeting that follows decides how the 30-day rescue attempt ends.

Quick answer: Defeat Ambrus, Bakir, and Xanthe to reach maximum Infamy, then advance time to the next day. Brencis sends an offer of parley, the quest lands in your journal, and you complete it by lighting the signal fire at Shrike’s Crag and choosing how to answer him.


Unlock requirements for A Deal with the Devil

The quest is gated entirely behind the Court system. Each of Brencis’s three vassals has an Anger meter that fills as you clear Court Activities in their region. Max a vassal’s Anger and you unlock their duel quest; win all three duels and Coen’s Infamy hits its ceiling, which forces Brencis into the open.

RequirementDetail
Vassals defeatedAmbrus, Bakir, and Xanthe, in any order (recommended level order: Ambrus, then Bakir at 20+, then Xanthe at 25+)
InfamyMust be at maximum after the third vassal falls
TimeAdvance to the next day; the cutscene reading out Coen’s notoriety triggers the offer
DeadlineAll of the above must happen inside the 30 in-game days
Map markerNone — the quest is added straight to the journal

Note: Time in this game is spent, not counted down. Exploring costs nothing, while quests, Court Activities, training, and some dialogue choices burn Time Segments. Focusing purely on Court Activities can finish the vassals in roughly 7–10 days, which leaves a wide margin before the parley.


Save before you start the quest

Once the parley begins, the game funnels straight into an ending. Make a manual save in a fresh slot the moment the quest appears — the game supports 54 manual slots. Reloading that save afterwards lets you set up and view the other endings without replaying the whole campaign, and it also leaves the world open for any side content you skipped.


Light the signal fire at Shrike’s Crag

Track the quest and open the map. The signal fire objective is marked for you at Shrike’s Crag, so there is nothing to search for. Fast travel to the nearest wayside shrine to cut the approach short.
The world map open on the highlighted signal fire marker with tracking and filter options
The map screen with the quest marker highlighted, showing where the signal fire waits. Image: Rebel Wolves
Head to the ruined stone tower at the marker. Going at night makes the trip far easier, since Shadowstep and vampiric traversal let Coen scale walls that the human form cannot.
Climb the wooden scaffolding inside the tower. Work upwards using your climbing ability, hopping between the intact platforms until you reach the open top floor.
Interact with the brazier at the summit. The prompt reads “Signal Brencis” — activating it lights the fire and immediately rolls into the cutscene where Brencis arrives for the parley.
On-screen prompt to press square and Signal Brencis at the lit brazier
The “Signal Brencis” interact prompt at the top of the tower. Image: Rebel Wolves

The parley: what each choice locks in

Brencis offers terms rather than a fight. The conversation is where the campaign branches, and the option you pick is effectively an ending selection. Coen can demand his family back and hand over the rebellion, or refuse outright and settle it with claws and steel.

A story moment from the A Deal with the Devil quest in The Blood of Dawnwalker
A moment from the A Deal with the Devil confrontation. Image: Rebel Wolves
Choice at the parleyResult
“Enough. Time to End this.”Skips the deal and starts the Brencis boss fight. Winning gives The Folk Hero ending.
Ask for your family back, then mark the Manumit Hideout on the map for BrencisThe Turncoat ending. You only know the hideout’s location if you completed The Firebrand, Shadows in the Woods, and Where Loyalty Lies.
Accept Brencis’s offer while allied with Lacra or CrakeAlso routes into The Turncoat, betraying that ally.

Two other finales bypass this meeting entirely. Finishing Lacra’s chain — A Friend Like This, Song of the Mountain, Hive and Seek, Our Rotten Roots, and Midnight Reckoning — lets you speak to her to begin The Patricide. Completing Crake’s Manumit chain through Rise at Dawn and Fall Before Dusk unlocks The Knyazmaker instead.


Brencis boss fight: both phases

Refusing the deal drops you straight into the duel. The health bar names him Brencis, the Knyaz of Vale Songora, and he does not fight alone for the whole encounter — you will be clearing space around you while chipping at the boss bar.

Boss health bar for Brencis, the Knyaz of Vale Songora, during combat against surrounding enemies
The Brencis boss bar during the first phase of the fight. Image: Rebel Wolves

The first phase keeps Brencis in his human-like form on solid ground. Drain that bar and the arena changes: he transforms into the Grotesque Ascendant and the fight relocates to a hellish realm for the second phase. Coen’s claws hit harder than his sword at night, so leaning on the vampiric form is the stronger option here, with bites topping up health between exchanges.


After the fight: Pieter, the cemetery, and the epilogue

Beating Brencis does not hand Coen a clean win. His father, Pieter, is found dead in the aftermath, and the quest closes on Coen grieving at a cemetery alongside Crina. On the routes that support it, the epilogue quest Things Will Be Different Now follows on from there.

A late-quest scene following the confrontation with Brencis in The Blood of Dawnwalker
A scene from the closing stretch of the quest. Image: Rebel Wolves

Why the quest never triggers

If the journal entry has not appeared, one of a small number of things is true. All three vassals must be dead — a maxed Anger meter alone does nothing until you win the duel it unlocks. Infamy must be at its cap. And the day has to tick over, since the notoriety cutscene fires when time advances rather than the instant Xanthe falls.

Running out of the 30 days is the one hard failure. Let the clock expire without ever approaching Brencis’s castle and the family dies there, producing the Time Runs Out ending. The world stays open afterwards, but that particular rescue is gone for the playthrough — which is the strongest reason to bank a save the moment the parley invitation arrives.