Midnight Reckoning is the closing quest in Lacra’s storyline in The Blood of Dawnwalker, and it is the step that makes her available to stand beside Coen for the confrontation with Brencis. Most of it plays out like a normal castle infiltration. Then one objective flips the rules, and that is where runs stall.
Quick answer: When the objective changes to “Escape the trap,” stop clearing rooms and move toward the exit. Enemies keep respawning for as long as that objective is active, so the encounter ends by reaching the way out, not by winning the fight.
Escape the trap: How the endless spawn sequence works
The trap is not a combat arena with a fixed enemy count. Reinforcements keep arriving while you remain inside the section, so killing a group does not make the room safer for long. Standing your ground simply gives more enemies time to surround you and drains health and blood you will want later.
Treat it as a chase instead. Keep moving in the direction of the exit and swing only at enemies physically blocking the path. Short attacks are enough to open a gap. There is no reward for finishing off an opponent you have already run past, and doubling back through cleared corridors only lets fresh spawns catch up.
Loot prompts along the route are the other trap inside the trap. Stopping to pick things up leaves Coen standing still in a hallway that is actively filling with enemies. Push forward and collect later if the game gives you a chance to return.
How to confirm the escape sequence is finished
The clean signal is the journal. Once “Escape the trap” disappears from your objective list, the sequence has advanced and reinforcements stop arriving. If enemies are still streaming in and the objective is still listed, you have not reached the trigger point yet, and continuing to fight will not change that. Look for the route forward instead.
Dialogue between Coen and Lacra continues throughout the escape, including her remarks about the curse losing its grip. Hearing that exchange play out is a reasonable sign you are moving along the intended path rather than circling the same rooms.
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Add to Google Preferences →Lacra questline requirements before Midnight Reckoning appears
Midnight Reckoning does not show up as a standalone side quest. It sits at the end of Lacra’s chain, which begins in Svartrau City and runs into the Rockfalls region, so you need the earlier entries done before it becomes available.
| Quest | Status |
|---|---|
| A Friend Like This | Required |
| Song of the Mountain | Required |
| Hive and Seek | Required |
| Our Rotten Roots | Required |
| The Night of Horrors | Optional — awards the Misery Loves Company achievement |
| Midnight Reckoning | Final quest in the chain |
The Night of Horrors unlocks after Our Rotten Roots and is worth doing for the achievement, but skipping it does not lock you out of Midnight Reckoning. Romancing Lacra makes the chain easier to keep moving, since the relevant conversations flow naturally from her storyline.
Save slots, equipped abilities, and the 30-day clock
Coen has 30 in-game days before his family is sacrificed, and time is spent like a currency on quest actions rather than ticking away on its own. If you have been deep into side content, check the day counter before committing to Lacra’s finale.
Make a manual save before you start the final sequence. The game supports 54 manual slots, and Midnight Reckoning feeds directly into a story branch you cannot undo without replaying a large chunk of the questline. A second save immediately before the “Escape the trap” objective gives you a short restart point if the spawns catch you out.
Sort your active abilities in the same breath. Once the escape begins, pausing to swap skills makes the run harder than it needs to be, and any point spent on a skill can cost a unit of time.
Starting the quest: Meeting Lacra and the point of no return


Working through the ruins to the throneroom
The opening stretch is straightforward. Coen and Lacra push through the ruins and dungeons beneath Svartrau City, and the objective simply points you toward the throneroom. Gargoyles, guards and spectral enemies show up along the way, alongside the pale ghoulish types that go down quickly under Coen’s claws at night.
None of this is meant to be a wall. Treat it as the section where you spend resources freely, because the moment the trap objective appears you want health and blood in reserve and no reason to stop moving. Doorways and grand exits along the route are progression markers, not optional scenery, so follow the objective marker rather than sweeping side rooms.

Brencis, the Grotesque Ascendant, and the two outcomes
With the escape behind you, the quest heads into its confrontation. Brencis fights first in his humanlike form, then shifts into a monstrous state known as the Grotesque Ascendant for the second phase. The quest resolves on a subdued note at a cemetery.

The story can still fork at the last moment. Brencis makes an offer involving Coen’s allies and family, and the reply you choose decides which achievement you walk away with.
| Outcome | What triggers it |
|---|---|
| The Patricide | Refuse the offer and defeat Brencis with Lacra fighting alongside you |
| The Turncoat | Accept the deal with the line “I accept your offer. I’m sorry, Lacra.” |
Note: reaching this confrontation at all requires the three vampiric vassals — Ambrus, Bakir and Xanthe — to be dealt with inside the 30-day window. A save kept just before the offer lets you see both results without replaying Lacra’s entire chain.
Midnight Reckoning is not a difficulty spike so much as a change of rules. Every fight up to the trap rewards the instinct to clear the room, and then one objective quietly asks for the opposite. Switch your priority the moment the wording changes, keep Coen moving, and the rest of Lacra’s ending falls into place.







