The Blood of Dawnwalker Trophy Guide & Platinum Achievement Roadmap
The Blood of Dawnwalker is the kind of RPG that looks dangerous even before you start worrying about its trophy list. Rebel Wolves’ dark fantasy adventure throws Coen into a world where political power, ancient supernatural forces, brutal combat, and vampiric abilities constantly collide. What makes the journey especially interesting for completionists is that the game does not simply ask you to finish the story and mop up a few collectibles afterward. Several trophies are tied to difficult combat, character progression, faction decisions, exploration, side stories, and endings that can lock one another out.
After digging through the structure of the trophy roadmap, the big takeaway is simple: do not treat your first playthrough like a casual story run. The 30-day apocalypse clock and branching allegiance system make preparation incredibly important. A little save management can turn a potentially painful second playthrough into a handful of reloads and targeted ending runs.
The Blood of Dawnwalker Trophy Breakdown
The game features 47 trophies in total: 1 Platinum, 3 Gold, 5 Silver, and 38 Bronze. The ultimate Platinum trophy, Every Last Drop, is effectively your reward for seeing almost everything the game has to offer.
| Trophy Type | Amount | Main Focus |
|---|---|---|
| Platinum | 1 | Complete the full trophy set |
| Gold | 3 | Major progression and difficult challenges |
| Silver | 5 | Combat, endings, and major objectives |
| Bronze | 38 | Exploration, abilities, side content, economy, and progression |
The trophy list is broad rather than brutally grindy. That’s good news. You are not being asked to kill 10,000 enemies or repeat the same activity until your eyes glaze over. Instead, the real difficulty comes from doing the right things at the right time.
Duelist Difficulty: The Trophy That Should Shape Your First Run
If you’re chasing the Platinum efficiently, the trophy that immediately deserves attention is the Gold Uphill Battle. The requirement is to complete the game while saving the people of Laslea on Duelist Difficulty.
This is not the sort of difficulty setting where you can sleepwalk through encounters while occasionally mashing the strongest ability on your hotbar. Enemy aggression is higher, defensive timing becomes much less forgiving, and mistakes can turn an otherwise manageable fight into a reload screen very quickly. If you’ve played demanding action games where parries and defensive timing matter, you’ll already know the basic philosophy: learn the enemy instead of trying to overpower the enemy.
There is also platform-specific terminology to keep in mind. On GOG, the equivalent achievement may appear under the name No Compromises and reference Nightmare Difficulty. The important point for trophy hunters is that the requirement corresponds to the same high-end challenge tier rather than representing an entirely separate completion route.
My recommendation is straightforward: start your first serious completionist run on Duelist. Dropping the difficulty later may make the combat easier, but it can also complicate your trophy planning if you have already invested dozens of hours into the campaign.
Combat Trophies You Can Knock Out Naturally
The combat system gives Coen access to multiple fighting styles and supernatural tools, and several trophies encourage you to experiment instead of relying on one overpowered routine.
- Untouchable: Perform 5 Perfect Blocks consecutively.
- Better Safe than Sorry: Behead an enemy with Artery Strike while the target is affected by Burning Blood.
- Make It Rain: Cause an enemy to explode with an Active Ability.
- Absolutely Insatiable: Equip 3 Passive Abilities simultaneously.
Untouchable is probably the one worth deliberately practicing. Five Perfect Blocks in a row sounds harmless on paper, but Duelist turns defensive mistakes into expensive lessons. Don’t rush this trophy against a chaotic group of enemies. Find an opponent with readable attack animations and use the encounter as a training session.
The Artery Strike and Burning Blood combination is another trophy that is easy to forget if you’re constantly switching builds. Once you’ve unlocked the required abilities, deliberately create the status condition and finish the enemy with the correct attack. It is far better to check this off during regular exploration than realize near the end of the campaign that you never bothered.
Story Trophies and the Brencis Ending Trap
A chunk of the trophy list comes naturally through the main story. You should unlock several of these without special planning as Coen progresses through the campaign:
- A Dawnwalker is Born: Complete the prologue and enter the wider world.
- The Right Fist of the Knyaz: Defeat Ambrus in combat.
- The Man Khan: Defeat Bakir during the localized games.
- The Dark Mistress: Deal with Xanthe’s major threat.
- The Blood of Dawnwalker: Complete the main story.
The real headache begins when the final conflict with Brencis starts pulling your alliances in different directions. Four trophies are associated with different outcomes, and this is exactly where trophy hunters should stop relying on autosaves.
| Trophy | Requirement |
|---|---|
| The Folk Hero | Defeat Brencis alone |
| The Patricide | Fight Brencis alongside Lacra |
| The Knyazmaker | Fight Brencis alongside Crake |
| The Turncoat | Betray your allies and make a final deal with Brencis |
This is the point where manual saves become your best friend. Create a backup before the final allegiance decisions become permanent. Complete one ending, reload, change the necessary choices, and work through the alternate configuration. If the game allows the relevant decisions to be revisited from that save, you can dramatically reduce the amount of duplicated content required for the Platinum.
The same philosophy applies to the family-related trophies. In the Nick of Time, Together Forever, and A Hero They Deserve are the kind of achievements that can easily become annoying if you leave them until after everything else without a suitable save.
100% Vale Sangora: Exploration Is Part of the Platinum
Once the main story starts opening up, resist the temptation to sprint from objective marker to objective marker. The world itself contains a substantial chunk of the completion requirements.
- Bird’s-Eye View: Climb every available tower and reveal the surrounding territory.
- Tour Guide Training: Visit all villages throughout Vale Sangora.
- Capture the Flag: Destroy all regional flags associated with Brencis.
- Antique Aficionado: Discover every Ancient Ruin.
- Big-City Living: Enter the City of Svartrau.
- Realmwalker: Visit the mystical region of Anachora.
For me, this is the part of the roadmap that can either be genuinely enjoyable or become a miserable checklist depending on how you approach it. Don’t wait until the very end to discover every location. Whenever the story sends you into a new region, clear nearby towers, villages, ruins, and obvious points of interest while you’re already there.
That simple habit saves a ridiculous amount of backtracking. It also gives you more opportunities to collect resources, discover side quests, and strengthen Coen before the later combat encounters become nastier.
Side Characters and Optional Questlines
The Dawnwalker trophy hunt is not just about icons on a map. Several character-focused questlines have their own achievements, making optional content surprisingly important for completionists.
Keep an eye on Anca, Lacra, Crake, Vicho, Ocha, and the sanzhani faction. Their associated trophies include Sins of the Past, Misery Loves Company, The Manumit, The Unquenchable Thirst, The Outcast, and The Tsarina’s Favourite Human.
These are exactly the quests I would avoid postponing indefinitely. A branching RPG can be unpredictable about when characters become unavailable, especially when the central narrative operates under a limited-time apocalypse framework. If a side character gives you a substantial quest chain, finish it while the opportunity is available rather than assuming you’ll clean it up after the finale.
Level 50, Skill Trees, and Legendary Gear
Character progression accounts for another major section of the trophy list. Glass Ceiling requires reaching level 50, which means you’ll want to engage with exploration and side content instead of treating the main quest as the only source of experience.
Coen’s three major progression directions also have dedicated milestones:
- Master of Arms: Unlock an Ultimate Perk in Swordmastery.
- Arch Warlock: Unlock an Ultimate Perk in Witchcraft.
- Creature of the Night: Unlock an Ultimate Perk in Vampirism.
- Mastery: Max out an individual ability to its ultimate level.
This is one of the reasons I wouldn’t recommend dumping every upgrade point into a single playstyle from the beginning. The trophy list actively rewards you for exploring Coen’s different identities. Human magic, sword combat, and vampiric powers each bring something different to the table, and the completion route benefits from understanding all three.
Equipment completion is equally important. Restoring the legendary sword of St. Mihai unlocks Arbiter’s Blade, while collecting and fully unlocking the components of the Arbiter armor set earns Arbiter’s Regalia.
Then comes Gear of the Gods. To earn it, fill every applicable weapon, armor, and accessory slot with Legendary equipment. Don’t sell every high-tier item just because something else has a slightly better stat spread. If you’re serious about 100%, start paying attention to Legendary gear as soon as it enters your inventory.
Miscellaneous Trophies and Easy Things to Forget
The remaining trophies cover everything from supernatural movement to fishing and money management. These aren’t necessarily difficult, but they are classic cleanup trophies because they don’t always happen naturally.
| Trophy | Objective |
|---|---|
| Throne of Thorns | Reach the highest Infamy tier. |
| Delivery Delay | Destroy 8 traveling vrakhiri supply transports. |
| Shadow Roamer | Travel 1000 meters using Vampiric Abilities. |
| Balanced Diet | Drink the blood of 10 different animals, humans, or monsters. |
| Feral Hunger | Drain a target outside active combat. |
| Dead Man Talkin’ | Use Compel Soul to communicate with a dead person’s spirit. |
| Selfish | Catch fish and sell them to a village fishmonger. |
| Miser | Hold 5000 denarii at once. |
| Smuggler | Earn 1000 denarii by selling silver materials to regional traders. |
The economy trophies deserve a little attention. Miser requires actually holding 5000 denarii, while Smuggler tracks earnings from selling silver materials. In other words, don’t spend every coin the moment you get it and don’t automatically sell every silver item to the first merchant you encounter.
Selfish is another wonderfully weird little trophy that you could completely miss if you never engage with the fishing systems. That’s exactly the kind of achievement I like in an RPG trophy list: it encourages you to interact with mechanics that a normal story-focused player might completely ignore.
My Recommended Platinum Order
If I were starting the Platinum hunt from scratch, I’d approach it in this order:
- Begin on Duelist Difficulty and commit to it from the start.
- Explore every new region instead of postponing all map activities.
- Complete character side quests as they become available.
- Experiment with Swordmastery, Witchcraft, and Vampirism early.
- Keep an eye on Legendary equipment and don’t sell unique-looking gear blindly.
- Create a manual save before the final Brencis allegiance decisions.
- Complete the first ending, then reload and sweep the alternative ending requirements.
- Finish the remaining exploration and miscellaneous trophies before committing to the final Platinum cleanup.
The most important piece of advice is not complicated: play like a completionist from the beginning rather than trying to become one after the credits. The 30-day structure, faction relationships, optional character stories, and branching finale make Dawnwalker much less forgiving of careless cleanup than a conventional linear RPG.
Final Platinum Verdict
The Blood of Dawnwalker has a trophy list that looks intimidating at first but becomes much more manageable once you understand where the actual danger lies. The combat trophies reward mechanical skill, the exploration achievements demand a proper tour of Vale Sangora, the progression trophies encourage experimentation with Coen’s three power systems, and the ending trophies punish anyone who refuses to use manual saves.
The biggest hurdle is undoubtedly Duelist Difficulty, particularly if you’re still learning the game’s parry and ability systems. The biggest organizational challenge is the collection of mutually exclusive Brencis outcomes. Everything else is largely about staying alert and refusing to leave optional content until the final few hours.
For a completionist, that makes the Platinum surprisingly appealing. You’re not simply grinding arbitrary numbers until a trophy pops. You’re being pushed into the corners of Dawnwalker’s world: obscure villages, supernatural abilities, faction quests, Legendary gear, strange economy systems, alternate endings, and combat mechanics that you might otherwise ignore.
Keep a rolling manual save, explore as you go, embrace all three of Coen’s combat identities, and treat the 30-day clock seriously. Do that, and Every Last Drop should feel like the payoff for mastering the entire Dawnwalker experience rather than a trophy you stumbled into by accident.








