Gaming How-To

The Blood of Dawnwalker: How to Escape the Trap in Midnight Reckoning

The looping castle rooms only end when you follow the banner-marked doorways instead of fighting every wave.

The looping castle rooms only end when you follow the banner-marked doorways instead of fighting every wave.

The looping rooms inside Griefberg Castle are one of the few moments in The Blood of Dawnwalker where killing everything in sight gets you nowhere. Once the objective flips to “Escape the trap,” the red-misted chambers reset over and over, shades keep pouring in, and every room looks like the one you just left. The exit is signposted, though, and it has nothing to do with the enemy count.

Quick answer: Go through the doorway with the banner hanging beside it — triangular, pointing downward, with a tentacled eye on it — and drop down the hole behind it. Repeat that three times, and the objective updates to “Make your way to the throneroom.”


Why the trap triggers during Midnight Reckoning

The maze is Xanthe’s parting gift. It only shows up during the assault on Griefberg Castle if you refused to spare her, or if you killed her outright before starting the final sequence. Players on Lacra’s route hit it during Midnight Reckoning, the closing quest in her storyline, right after the game has been telling you to head for the throneroom.

Up to that point the castle interior plays normally, and the pale ghoulish enemies inside go down quickly to Coen’s claws. Then the journal objective changes to “Escape the trap,” the room fills with red mist, and the rules quietly change with it.

Red-misted castle chamber during the Escape the trap objective in The Blood of Dawnwalker
The cursed castle room resets each time you drop through a hole, which is why every chamber looks familiar.

Save and check your abilities before the escape starts

Make a manual save just before the “Escape the trap” objective appears. It gives you a clean restart point if a spawn wave corners you or you burn through your health partway through the loops.

This is also the moment to confirm the abilities you want are actually equipped. Once the sequence begins, stopping to swap things around only gives the reinforcements more time to reach you.


The banner rule: how to pick the correct doorway

Every doorway in the maze has banners hanging next to it, and only one design leads anywhere. Look for the triangular banner that points downward and carries a tentacled eye. A note found earlier in the castle spells this out — following the banners is the only way down into the dungeon.

Go by the symbol on the banner, not by how many are hanging there. The number changes between loops, so counting banners is the fastest way to talk yourself into the wrong door.


Escape route through the three loops

Clear the shades that appear in the main room as soon as the objective changes. This first group blocks your movement, so deal with it, then stop fighting and start reading the doorways.
Take the open doorway with the correct banner beside it, which sits ahead and to your left in the opening room. Inside the side chamber, interact with the highlighted bookcase and pull it back to reveal the hole underneath, then drop down.
Interact prompt appearing as Coen approaches the highlighted bookcase in the side room
The bookcase in the side room lights up as an interactable, and pulling it back exposes the hole you drop through.
You come round in a near-identical room. Step out into the main chamber and put down the red-glowing enemies waiting there.
Scan the doorways again for the banner and walk through the one that matches. Pull the curtain aside and drop down the hole behind it.
Hanging curtain highlighted as an interactable object in a banner-marked doorway
The hanging curtain in the marked doorway highlights as an interactable, confirming you picked the right exit.
The screen flashes red and black as the loop resets a third time. Leave the room, kill the enemy blocking the way, and find the banner-marked doorway once more.
Coen moving through a dark chamber with the Escape the trap objective active on the HUD
The third loop drops you into another dark chamber with the “Escape the trap” objective still active.
Drop through the final hole and run down the dark hallway ahead of you. Lacra notes that the curse is loosening its grip, and the sequence ends.
Objective marker pointing along the corridor that leads out of the maze
The objective marker points down the corridor that finally leads out of Xanthe’s maze.

How to confirm you escaped the trap

There is no ambiguity once it works. The QUEST UPDATED prompt appears and the journal entry for Midnight Reckoning changes, which you can double-check by opening the journal.

SignalWhat it means
Objective reads “Make your way to the throneroom”The escape is complete and the quest has moved on
“Escape the trap” still listed in the journalYou are still inside the loop, no matter how many enemies you killed
Enemies stop arrivingThe sequence has advanced past the spawn logic
Reinforcements keep appearingYou have not found the correct doorway yet

Common reasons the escape does not trigger

The main one is treating the maze like a normal arena. Enemies respawn without limit while the objective is active, so standing your ground drains health and blood without moving the quest forward. Attack only what physically blocks your path, then keep going.

Backtracking into rooms you already cleared has the same effect, since it hands the new spawns time to catch up. Loot prompts along the route are another trap of their own — stopping to grab items leaves you standing still in a room that is actively refilling.

Tip: If you have walked through a doorway and ended up in a room that feels identical, that is the trap working as designed rather than a bug. Check the banner beside the next door before committing.


Once you are out, the castle opens back up and the throneroom objective takes over, with Lacra pushing to make up the time the curse cost you. The whole sequence takes a couple of minutes when you read the banners, and considerably longer when you try to win it by fighting.