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WALKTHROUGH: FINALE

Finale: A Deal with the Devil

The duel order, what unlocks the last quest, where to keep the save that reaches every ending, and the secret ending Home Sweet Home

What this page is, and what it deliberately is not

This page describes no ending. Not one of them, not in outline, not in a spoiler box. What it gives is the machinery: what has to be true before the last quest exists, where to put a manual save so that a single run can reach every ending, which dialogue option or finished questline each route is gated behind, and what the secret ending asks of you. If you want to know what an ending contains, this is not the page and nothing here will spoil it for you.
Why the save matters more than anything else here: the game's minimum is one playthrough if you keep a save before the final quest and reload it for all endings, and there is no New Game+. One save, correctly placed, is the difference between one run and several.
Before any of this: the three vassals have to be dead. Their pages are Ambrus, Bakir and Xanthe, and the side questlines two of the routes need are on the side quests page.

1. The duel order, and what it unlocks

The last quest is not something you find. It arrives, and only once three conditions are met. They are: defeat all three main bosses within 30 days, reach maximum Infamy, and receive a message from Brencis after skipping to the next day.

  • 1

    Ambrus, then Bakir, then Xanthe — and it is about levels

    The recommended boss order is Ambrus, then Bakir, then Xanthe, because of their level ranges: Ambrus at Level 1+, Bakir at Level 20+ and Xanthe at Level 25+. That is a recommendation about your character's level rather than a lock on the quests, and no source we read says the game refuses a different order — but a twenty-five-level gap between the first and the last is not a stylistic preference.

  • 2

    Each duel is bought with Court Activities

    After the Prologue you unlock the Court Activities menu. Court Activities raise each boss's Anger Level, and maxing it unlocks that boss's fight quest. The per-vassal activity lists are on the three vassal pages; the only thing the finale needs from them is that all three counters are full.

  • 3

    The trigger: sleep on it

    This is the step people stand around waiting for. After defeating the three main bosses you should be at maximum Infamy. Skip time to the next day: a cutscene has the Infamy Edicts read out, then Brencis sends a message that he wants to parley, and the final quest, A Deal with the Devil, begins. Nothing happens on the day the third vassal dies. You have to advance the clock one day.

  • 4

    One prologue decision is still attached to all of this

    Among the prerequisites for seeing the full set of endings is giving Esme the correct medicine during the prologue — the hot water and three spoonfuls of herbs during Withering Away. It is thirty days and an entire open world behind you by the time it matters. The prologue page covers it; it is repeated here because this is the page where people discover it too late.

2. The saves, and where each guide puts them

Every source we read tells you to keep a manual save near the end. They do not all put it in the same place, and the difference is not cosmetic: two of the routes need long side questlines finished before the save is any use, so a save made at the wrong moment reaches fewer endings than the guide promises. Here is each placement, and what the differences between them add up to.

  • 1

    Two saves, not one

    The instruction is in two halves. First, before fighting Brencis, keep a manual save and do the side questlines of Lacra and Crake. Then keep another save once both questlines are done: every ending can be reached from that one. And the loop itself: after one ending, reload the manual save to do the others. The first save is insurance against having gone too far; the second one is the working save. It is the second one that matters, and it is only worth making once both questlines are finished.

  • 2

    The quest page puts it one step later, at the parley

    Keep a manual save before parleying with Brencis, and reload it after the story to clean up all the other endings. The parley is the quest's own first objective, so this is a slightly later and more precise version of the same advice — useful because it names a moment you cannot miss rather than a vague "before the end".

  • 3

    And the moment the third vassal falls

    Keep a manual save in a different slot every few quests, and specifically one after defeating all three main bosses, for trying different endings: with a manual save before the final quest, every ending is reachable in a single playthrough. Another placement is a save near the end of the in-game time limit, to view each ending from. Four instructions, one idea, and the safe reading is to do all of them: they cost a save slot each and there are 54.

  • 4

    Why a save after the third vassal is not automatically enough

    Because of what the endings require. Two routes are gated on Lacra's and Crake's questlines being complete — not started, complete — and Crake's runs to thirteen entries. If you kill the third vassal with those chains unfinished, a save at that moment reaches fewer endings than one made after you have finished them, and every day you then spend finishing them is a day off the thirty. The requirement is flat: before triggering the final quest you need Lacra's Midnight Reckoning and Crake's questline done to have their ending options available. The side quests page has both chains in full.

  • 5

    The general save habit, which is the same advice at a lower volume

    Keep plenty of manual saves throughout the game (there are 54 slots), in a different slot every in-game day: if you lock yourself out of anything, there is always a save to clean up trophies from, so nothing is truly missable. That is what makes the 18 missable trophies survivable in a game with no New Game+ — the director says one is coming, but not when, and not with the October patch.

3. A Deal with the Devil, step by step

The quest costs 4 time segments and has five objectives. The list below is those objectives and the two moments where a dialogue choice sends the quest down a different track. What each track leads to is named only by its trophy, because naming a trophy is not describing an ending.

  • 1

    The objectives, in order

    Parley with Brencis; light the fire signal during the night; save Pieter — Coen's father, whom Brencis brings to the parley as proof of life; find the location of the Manumit hideout; mark the Manumit hideout. The last two objectives only exist on one of the two tracks, which is the clearest sign in the quest that the choice at the parley has already been made.

  • 2

    Branch point one: the first line at the parley

    The two openings, verbatim. "I just want my family back" is the first of the three dialogue steps toward the silver trophy The Turncoat; "Enough. Time to End this" is the line that goes to the silver The Folk Hero instead. There is no third option described by any source we read. This is the moment the manual save exists for.

  • 3

    Branch point two, and the three quests hanging off it

    On the first track, the third dialogue is "I'll do it", and the trophy then requires completing three Manumit side quests and interacting with the hideout door. That is three more quests and their time cost after the final quest has already started, which is worth knowing before you pick the line rather than after.

  • 4

    Two lines to avoid if you are aiming at the questline routes

    These are prohibitions rather than choices, which is unusual enough to repeat exactly. For the silver The Patricide, with Lacra's full questline done and the ending initiated through Midnight Reckoning, avoid the dialogue "I accept your offer. I'm sorry, Lacra". For the silver The Knyazmaker, with Crake's full questline done and the ending initiated through Rise at Dawn, avoid "Please – maybe we can come to an agreement". In both cases the wrong line does not fail the quest; it moves you to a different route.

4. How many endings, and what each asks

Five guides, five totals. PowerPyx and Fextralife both say seven; Game8 says nine; VGC says six; Vandal says eight. They are not describing different games — they are counting differently, and the differences are worth understanding because they tell you which routes are genuinely separate. Below: seven as the spine, each with only the requirement to reach it, then what the other counts add or merge.

  • 1

    Seven endings, by trophy and requirement

    The trophies and their conditions:

    • The Turncoat (silver). The first dialogue track at the parley, plus three Manumit side quests and the hideout door.
    • The Folk Hero (silver). "Defeat Brencis on your own" — either the second line at the parley, or by reaching the castle early and bypassing the normal story.
    • The Patricide (silver). Lacra's full questline, initiated through Midnight Reckoning; trophy text, "Defeat Brencis together with Lacra".
    • The Knyazmaker (silver). Crake's full questline, initiated through Rise at Dawn; trophy text, "Defeat Brencis together with Crake".
    • A Hero They Deserve (bronze). No prerequisites at all — it can be triggered immediately after the prologue. The trophy text is "Escape Vale Sangora, escape responsibility", and the option is "[leave the valley forever]".
    • Together Forever (bronze). The secret ending, in the Home Sweet Home side quest. Its requirement has a section of its own.
    • Time Runs Out. Exceeding the 30 in-game days. It is the only one of the seven with no trophy attached.

    An eighth trophy sits across the top of the set rather than inside it: the gold In the Nick of Time, for finishing the story with the family rescued inside the 30 days.

  • 2

    One ending, two sets of directions

    A Hero They Deserve is also listed as The Coward's Path. PowerPyx locates it at a broken bridge gate; Fextralife routes it through Briar Sloughs at night, using vrakhiri abilities to cross a broken bridge before choosing to leave. Both involve a broken bridge and leaving the valley, so this page treats them as one ending.

  • 3

    Counts of eight and nine split what seven merges

    Game8 names its nine endings after the quests that reach them: A Lone Wolf's Hunt, Midnight Reckoning, Fall Before Dusk, Bad Blood, A Hero They Deserve, The Turncoat, A Deal with the Devil, Home Sweet Home and Past 30 Days. Two of those are extra rather than different. A Lone Wolf's Hunt is the "reach the castle early" route as a quest of its own — a Svartrau City side quest that starts at Greifberg Castle, requires entering alone, has no time requirement, cannot be failed, and awards The Folk Hero. Bad Blood is a second early route: defeating Brencis during the prologue in Laslea Glen, also tied to The Folk Hero. Vandal lists that prologue win as a separate secret ending of its own, and that is its eighth. So Game8's count is higher because it separates three ways of reaching one trophy; PowerPyx's is lower because it counts the trophy.

  • 4

    Six, and more routes to the same trophy

    VGC's six are the seven minus the time-out, which is the one that needs no decision. The Folk Hero has two further routes: Father Florin's chain (In the Name of the Father, A Hero's End, The Champion of Old) or obtaining the Side Gate Key from Racovitza's Bandit Camp. For The Patricide, VGC alone says the attempt must be made at night; the Lacra quests that must be done include Hive and Seek and Our Rotten Roots. Four different routes to The Folk Hero are described in all, and no single source lists all four.

  • 5

    What to take from the disagreement

    Not a number. The useful conclusion is structural, and every count supports it: there are two endings you can reach at almost any time and without preparation (leaving the valley, and the Home Sweet Home loop), two that are gated entirely on side questlines you must finish first, one or more that need nothing but the final quest's dialogue, and one that needs only inaction. Only the middle pair can be lost by arriving at the finale unprepared — which is the entire argument for section 2.

5. Home Sweet Home, the secret ending

It is worth clearing up the phrase before anything else. This ending is often described as needing "four playthroughs in a row" — "play through this level 4 times in a row". It means four repetitions of one level inside one side quest, in one sitting. It does not mean four runs of the game.

  • 1

    Where it is, and what it costs to open

    The top of Aurelius's Tower, also called Silts Tower, in the south-west corner of the map: ground-floor door, climb to the top, and interact with the door there to start, at a cost of 4 time segments. It is a Silts side quest, so it also appears on the side quests page.

  • 2

    The requirement

    Repeat four cycles of the dream sequence, defeating all enemies each time (the insect boss four times), then at the start of the fifth cycle speak with Esme to trigger the Together Forever secret ending. The four cycles must be completed without inspecting the well. The option text at the door is "[open the door]".

  • 3

    The quest is not missable. The ending is.

    The quest is not missable, but the ending is missable if you escape the dream sequence, because the quest is not replayable. The distinction is the whole trap: you can do Home Sweet Home, finish it the ordinary way, collect its rewards, and have permanently given up the secret ending in the same run — with nothing to tell you that you did. If you want the bronze Together Forever, this is a quest to make a manual save in front of.

  • 4

    What it pays either way, and the two side effects

    500 XP and 1 skill point on completion, and the Astrologer's Ring, which comes after defeating an enemy that appears in the open world. And two consequences that have nothing to do with the ending and are easy not to see coming — completing Home Sweet Home "also completes Gargoyle Manufacture, one of Xanthe's Court Activities, and increases your Infamy". A side quest in the far south-west corner therefore moves a vassal's Anger counter and your global Infamy, and Infamy never comes back down.

6. The 30 days, and what happens after

The clock is the game's one hard constraint and the sources are not entirely consistent about what it does once the story is over. This section gives both sides rather than a tidy answer, because the tidy answer would be invented.

  • 1

    Running out is itself an ending

    Exceeding the 30 in-game days is an ending, Time Runs Out, and the only one with no trophy: it triggers if you fail to save Coen's family within 30 days. Because time is spent rather than passed, this is not something that creeps up on a clock while you stand still — it is a budget you overspend, one quest at a time.

  • 2

    The gold trophy on the other side of it

    In the Nick of Time, gold, for completing the story with the family rescued inside the 30 days. The totals for scale: 47 trophies — 1 platinum, 3 gold, 5 silver, 38 bronze — and 0 online.

  • 3

    Can you keep playing afterwards? The sources pull in opposite directions

    PowerPyx's roadmap says yes: after the endings you can go over the 30-day limit and still complete all side activities. Its A Deal with the Devil and A Lone Wolf's Hunt pages, and Vandal, say no: nothing continues after the epilogue, and the way back is a manual save from before the point of no return, which lets you pursue the other endings. The two are only compatible if the roadmap means continuing from a reloaded save. Running past day 30 before the finale keeps every side quest open, including the ones that lead to endings. What is not in doubt either way: the manual save is what keeps the run alive, which is the third time this page has arrived at the same conclusion by a different road.

Finale Completion

✅ Before You Trigger the Last Quest...

Cross-checked

Cross-checked on 22 September 2026 and re-checked on 26 September 2026 against the guides of PowerPyx, Game8, Fextralife, VGC, Vandal and EliteGuias. Not from a playthrough: nobody here has played it, and what the sources do not describe is not on this page.

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