Gaming Guide

The Blood of Dawnwalker: How to Unlock the In the Nick of Time Trophy

The exact 30-day requirements, dialogue picks, and final trigger that rescue Coen's family before the clock expires.

The exact 30-day requirements, dialogue picks, and final trigger that rescue Coen’s family before the clock expires.

In the Nick of Time is one of the four gold trophies in The Blood of Dawnwalker, and it is the only one tied directly to the 30-day countdown hanging over Coen’s family. It unlocks alongside The Turncoat, the ending where you take Brencis up on his offer instead of fighting him. The trophy is easy to earn if you keep the main path tight, and impossible to earn once the clock has run past 30 in-game days.

Quick answer: Defeat Ambrus, Bakir, and Xanthe within 30 in-game days, start the final quest “A Deal with the Devil,” pick “I just want my family back.” and then “I’ll do it,” and finish by marking the Manumit Hideout for Brencis at night.


How the 30-day limit works in The Blood of Dawnwalker

Time does not tick down on its own while you stand around. It behaves more like a currency that gets spent when you make certain dialogue choices, unlock skills, and complete quests. That makes the limit far less punishing than it sounds, because nothing drains in the background while you explore or fight.

The main story can be cleared in roughly 7 to 10 in-game days if you stick to the Court Activities and the boss quests they unlock. That leaves around 20 days of slack for side content. Cross the 30-day mark before beating Brencis and you get the Time Runs Out ending instead, where the family is sacrificed. That ending awards nothing, and In the Nick of Time is off the table for that save.

Side content does not expire on its own. Quests you have not started stay available no matter how many days pass. Only objectives inside quests you have already started can be timed, and those are flagged with an hourglass icon in the journal. The game also continues after the 30 days expire, so cleanup for other trophies is still possible from a later save.

Coen running toward a compass waypoint 62 metres away with quest objectives tracked on the HUD
Tracked objectives and the compass waypoint stay on the HUD while you move between quest steps. Image: Rebel Wolves

Requirements before the final quest unlocks

Everything the trophy needs happens on the critical path. Ordinary dialogue choices during the story have no bearing on which ending you get, so there is no need to agonise over conversations along the way.

RequirementDetails
Esme’s medicineDuring the prologue, give your mother the correct medicine before time runs out so she survives.
Three main bossesComplete Court Activities to draw out Ambrus, Bakir, and Xanthe, then defeat all three.
Day countAll of the above must be done inside 30 in-game days.
InfamyYou should be at peak infamy once the three bosses are dead.
Manual savesKeep a save the moment the final quest appears, so you can reload it for the other endings.

Court Activities can be tackled in any order and are tracked from the Court menu. Once you have angered a boss enough, their fight quest appears, then you repeat the process for the next one. Avoid killing non-hostile NPCs, vendors, and quest givers along the way, since that can cut off content you still need.


Trigger “A Deal with the Devil” and accept Brencis’s offer

After the third boss falls, skip time until the following day. You need the cutscene where the Infamy Edicts are read out to play.
Read the message from Brencis asking to parley. The final quest “A Deal with the Devil” is added to your journal at this point. Make a manual save here before doing anything else.
Head to the meeting and choose the first dialogue option, “I just want my family back.” This is the branch that keeps the deal alive rather than the fight.
Quest tracker showing the objective to go to Marat when ready for the final battle
The quest tracker pointing to Marat once you are ready for the final battle. Image: Rebel Wolves
In the third dialogue, confirm with “I’ll do it.” The second and fourth prompts are free choices, with one exception. Never take the sword option, because that immediately starts the fight with Brencis and sends you down a different ending.

Mark the Manumit Hideout to close out the ending

Brencis’s price is the location of the Manumit Hideout, and you cannot hand it over until you have been invited inside. That takes a short chain of three side quests, each of which starts automatically once the previous one wraps up.

Start The Firebrand at the Military Camp in Briar Sloughs. This is the entry point for the whole chain.
Play through Shadows in the Woods when it begins, then continue into Where Loyalty Lies.
Keep going until Where Loyalty Lies gets you invited into the Manumit Hideout. You do not need to finish the questline beyond that point.
Return at night and interact with the hideout door. That interaction fires the ending sequence and pops both trophies.

Alternate ways to trigger it from Lacra’s or Crake’s path

If you already have an ally lined up and are standing at the point of no return, you can still flip to the betrayal ending. Both ally paths offer Brencis’s deal one last time just before the final boss.

PathDialogue option to pick
Lacra (The Patricide route)“I accept your offer. I’m sorry, Lacra”
Crake (The Knyazmaker route)“Please – maybe we can come to an agreement.”

Tip: because all seven endings can be collected in one playthrough via save reloads, the cleanest approach is to bank a save before the final quest, take the betrayal route first for this gold trophy, then reload and work through the rest.


How to tell it worked, and why it fails

Confirmation is straightforward. Interacting with the hideout door at night plays the ending cutscene, and In the Nick of Time unlocks together with The Turncoat. Seeing only The Turncoat means the day count was already blown; seeing neither means the ending never actually triggered.

  • You passed 30 in-game days before reaching the ending, which locks in the Time Runs Out result.
  • You picked the sword option during the parley, which drops you straight into the fight instead of the deal.
  • You never got invited into the Manumit Hideout, so there is nothing to hand over to Brencis.
  • You approached the hideout door during the day rather than at night.

Treat the day counter as the only real constraint here. Sprint the Court Activities and the three boss fights first, bank a save the moment Brencis reaches out, and everything else in Vale Sangora can wait until after the credits have rolled once.