Missables Guide: Everything You Can Permanently Lose
Everything permanently missable in The Blood of Dawnwalker: 18 trophies, romance windows, the Together Forever ending, Infamy-locked vendors, and boss loot.
FAQ
Is anything truly missable in The Blood of Dawnwalker?
What closes at Infamy 9?
Can you miss the secret ending?
A 30-day world with a real clock is a world with doors that close. This page is the consolidated map of every documented missable — trophies, quests, romances, endings, vendors, and loot — and the save habits that turn “permanently lost” into “one reload away.”
The Missable Trophy Windows
Eighteen of the game’s 47 trophies are missable per PowerPyx — the full table with unlock conditions lives in the trophy guide. The ones that behave as world windows rather than quest outcomes:
- Infamy 9 kills two trophies. Selfish (sell fish to a fishmonger) and Smuggler (1000 denarii selling silver, Infamy 4+) both close when the vendor world changes at Infamy 9. Run them early or bank a save.
- The three Ultimate Perk trophies (Master of Arms, Arch Warlock, Creature of the Night) plus Mastery assume you still have levels and points to spend — Creature of the Night additionally wants max Corruption 15, a state you may have steered away from all game.
- Uphill Battle is the run-definer: the entire game on Duelist Difficulty from the prologue’s correct medicine (hot water, three spoonfuls of herbs) onward.
Romance Windows: Three Chains, Three Clocks
Every romance line in this game is also a quest clock:
- Lacra — The Night of Horrors unlocks after you deal with Isbrand and closes when you face Brencis. Its trophy: Misery Loves Company.
- Anca — the Font of Life quest (Sins of the Past) opens only after Echoes of Silenced Bells and reading the books that reveal the Silver Sword of St. Mihai, then visiting her early in the morning. The reforge chain it ties into is covered in Forge It Anew.
- Crake — The Manumit spans Distant Shadows into A Closer Look; his romance scene and heart-to-heart happen at his remote camp after the spy-on-his-father reveal.
The companion endings are mutually exclusive (Lacra’s The Patricide, Crake’s The Knyazmaker, the solo The Folk Hero) — one save, one ending, so the manual save before the final quest carries all three trophy futures.
The Secret Early Ending
Home Sweet Home in The Silts is the hidden quest behind Together Forever — the trophy text (“Stay with your family. It’s safe if you stick together. You’ll never lose them again. Ever.”) sells the tone. It is an early ending: embracing it ends the save’s story, so it belongs on the save-slot plan from the endings guide, alongside In the Nick of Time (family rescued inside 30 days) and The Turncoat.
Loot You Cannot Come Back For
- Boss-worn gear — Ambrus’s Cuirass, Bakir’s Armour, and Xanthe’s Corrupted Pendant are looted from the bosses themselves, per IGN’s legendary equipment list. Kill, loot, move on — there is no second pull.
- Quest-scene chests — Isbrand’s Plate (Hive and Seek), the Astrologer’s Ring (after Home Sweet Home), and the Phial of Bakir’s Blood chain all live inside quests that do not reopen.
- The phials — the three boss-blood Vampirism skill unlocks are among the most valuable missables in the game; the full set routes are in the best weapons guide.
The Save Strategy
PowerPyx’s framing is the one to adopt: with frequent manual saves, nothing is truly missable. The routine that covers every window above:
- A manual save before every story quest — that is where romance windows and ending variants live.
- A manual save before Infamy level-ups past 4 — the economy trophies’ insurance.
- The pre-final-quest save that the platinum roadmap is built on — one state, every ending.
- Loot bosses and quest scenes the moment they fall — no return trips exist.
The cost of all this saving is measured in time segments, not hours — saving is free, but the detours between windows are not. The day and night system can stretch a day’s routing: night movement and Shadowstep make the difference between closing three windows and one.
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