Gaming Guide

The Blood of Dawnwalker: How to Unlock The Turncoat Trophy

Every dialogue choice, quest requirement, and shortcut that lets Coen sell out his allies to Brencis.

Every dialogue choice, quest requirement, and shortcut that lets Coen sell out his allies to Brencis.

The Turncoat is one of four Silver trophies tied to the endings of The Blood of Dawnwalker, and it is the only one that requires Coen to work with Brencis instead of against him. The trophy description is blunt about what it wants: betray your allies to strike a deal with Brencis and get your family back. There are two separate points in the story where that betrayal is possible, and both of them lock you out of the fight against Brencis entirely.

Quick answer: Accept Brencis’s offer and give up your allies’ position — either by picking “I just want my family back” and then “I’ll do it” during the final quest A Deal with the Devil and marking the Manumit Hideout, or by taking his betrayal option right before the final boss on Lacra’s or Crake’s route.


What you need before the betrayal is available

Brencis will not offer a deal until you have made yourself a genuine problem for him. That means clearing the Court Activities and killing the three main bosses — Ambrus, Bakir, and Xanthe — which pushes your Infamy to its ceiling.

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Gameplay combat screen shows the player striking an armored enemy, with the enemy health bar and 4 m objective marker visible. Image: Rebel Wolves

One prologue decision matters more than anything else you do afterwards. Give Esme, Coen’s mother, the correct medicine before her timer runs out. If she dies in the prologue, the family you are bargaining for is already incomplete. Everything else you choose during the story has no bearing on which ending you land.

RequirementWhy it matters
Correct medicine for Esme (prologue)Keeps her alive so the family can be recovered
Ambrus, Bakir, and Xanthe defeatedRaises Infamy to maximum and triggers the parley
Under 30 in-game daysRequired if you also want the In the Nick of Time gold trophy
Manual save before the finaleLets you reload and collect the other ending trophies

Note: time in The Blood of Dawnwalker is spent rather than passing on its own, and a main-quest-focused run finishes in roughly seven to ten days. The 30-day window is generous, but let it lapse and the family is sacrificed — at which point The Turncoat and In the Nick of Time are both gone for that save.


Method 1: Take the deal during A Deal with the Devil

After the three bosses are dead, skip time to the next day. You will get the cutscene of the Infamy Edicts being read aloud, and Brencis will then send word that he wants to parley. The final quest, A Deal with the Devil, appears in your journal.
Make a manual save the moment that quest appears. This is your branching point for The Folk Hero, The Patricide, and The Knyazmaker later, and you cannot recreate it once the finale plays out.
In the negotiation, pick “I just want my family back” as your first line, then confirm with “I’ll do it” at the third dialogue. The second and fourth prompts are free choices. The only thing that will ruin the run is any option marked with a sword icon, which makes Coen attack Brencis on the spot and sends you toward The Folk Hero instead.
Brencis now wants the Manumit Hideout marked on the map. You cannot mark a place you have never been invited to, so you need three side quests first — The Firebrand, then Shadows in the Woods, then Where Loyalty Lies. The Firebrand begins at the Military Camp in Briar Sloughs, and each quest rolls into the next automatically.
Play Where Loyalty Lies until the Manumit bring you inside their hideout. Once you know the location, come back at night and interact with the hideout door. That interaction is the trigger — the betrayal cutscene plays and the ending begins.
Coen stands over a downed soldier with the objective marker three metres ahead inside the tower
Clearing Brencis’s soldiers on the way to an objective during the Manumit quest chain. Image: Rebel Wolves

Method 2: Sell out Lacra or Crake at the final boss

If you have already committed to an ally route, you do not need to reload all the way back to the parley. Both Lacra’s and Crake’s paths put Brencis in front of you one last time before the fight, and he repeats the same offer — hand over the person standing next to you and your family walks free.

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Radial ability menu is open with the fire ability highlighted while the player fights a sword-wielding enemy. Image: Rebel Wolves
RouteDialogue that triggers The Turncoat
Lacra (Midnight Reckoning)“I accept your offer. I’m sorry, Lacra”
Crake (Rise at Dawn)“Please – maybe we can come to an agreement”

Taking either line ends that route immediately. You will not fight Brencis alongside your ally, so The Patricide or The Knyazmaker will not unlock from the same attempt. Keep a save just before the confrontation and you can grab both trophies from the one setup.


How to tell it worked

The betrayal cutscene plays straight into the ending sequence — there is no boss fight and no second confirmation prompt. The Turncoat (Silver) pops as the credits sequence resolves. If you reached this point inside the 30-day limit with Esme alive, In the Nick of Time (Gold) unlocks at the same time for rescuing the family before time expired.

The trophy fails to trigger for a short list of reasons. Picking a sword-marked dialogue option turns the parley into a fight. Not completing Where Loyalty Lies leaves you with no hideout to mark. Interacting with the hideout door during the day does nothing, since the ending only fires at night. And passing the 30-day mark means the family has already been sacrificed, which removes the bargaining chip the deal depends on.


Fitting The Turncoat into a full trophy run

All seven endings are reachable in a single playthrough with disciplined saving. The practical order is to finish Lacra’s and Crake’s questlines first, save once everything is prepared, and then reload that same save for each ending in turn. The Turncoat is the cheapest of the four ending trophies to slot in, because the Manumit quest chain it needs — The Firebrand through Where Loyalty Lies — is already the opening stretch of Crake’s route.

One caveat worth planning around: The Turncoat does not count toward the Uphill Battle trophy for finishing on Duelist difficulty, which specifically requires saving the people of Laslea. Betrayal ends the story, but it does not save them.