How does it start?
It begins automatically when Rise at Dawn ends. There is no unlock check to pass.
Fall Before Dusk is the final quest on Crake (Marat)’s route. After Rise at Dawn, infiltrate Greifberg through the tunnels, reach the throne room and resolve the Marat and Catalin survival choice. Defeating Brencis on this route resolves The Knyazmaker. The Turncoat switch is not inside this quest — it is taken earlier, in the betrayal quests.
You are already inside the finale sequence. Fall Before Dusk ends in the epilogue and then returns you to the menu, so free roam does not come back on this save.
Keep the Manual Save you made before Rise at Dawn’s assault. If anything here goes wrong, that is the file to reload.
How saving works →
How does it start?
It begins automatically when Rise at Dawn ends. There is no unlock check to pass.
What is the throne-room choice?
A character survival choice for Marat and Catalin. It does not pick your ending.
What gives The Knyazmaker?
Reach Brencis on this route and defeat him instead of taking a deal.
What gives The Turncoat?
A betrayal committed earlier: A Deal with the Devil, Midnight Reckoning or A Lone Wolf’s Hunt.
Is there a point of no return?
It is already active. Rise at Dawn was the commit point, so load that save if you want to go back.
It begins automatically after Rise at Dawn. There is no unlock step to perform.
Requirement
Rise at Dawn completed
Starting location
Greifberg Castle tunnels
Quest giver
Catalin
Finale route
Crake (Marat)
The objective list is long, but it is one continuous infiltration: tunnels, dungeons, prison, courtyard, castle, throne room, Brencis.
Bakir, Ambrus and Xanthe can each be dealt with before the finale. The quest still lists objectives for them, so whether you meet them again depends on what you already did.
| Boyar | Objective in this quest | Can already be resolved in |
|---|---|---|
| Bakir | Defeat Bakir |
|
| Ambrus | Defeat Ambrus |
|
| Xanthe | Escape Xanthe’s trap |
|
The game data does not describe what replaces an already-dead Boyar, so treat the encounter as conditional rather than fixed. Clearing them earlier is preparation, not an unlock requirement.
Browse all quests →01 Infiltrate

The quest opens underground. Marat’s scouts went ahead and never came back, so the first three objectives are about clearing the route they used.
The journal splits this into "Inspect the tunnels", "Reach the ladder" and "Check the rest of the tunnel". If one of them will not tick, you have usually walked past the interaction point rather than missed an enemy.
Completed Hive and Seek?
Kobolds hold parts of this passage. Walkthroughs report that a prior Lacra quest can let you talk past some of them instead of fighting. Treat it as a possible shortcut, not a guaranteed one.
Midnight Reckoning →02 Dungeons
The dungeons are the first combat stretch. Bakir ambushes you in the passage, and the Warden blocks the cells further in.

Bakir
Bakir blocks the way to the prison cells. The journal gives him a named objective, but he can already be dead from The Lunar Game, so do not treat this fight as guaranteed.
Warden
The prison Warden is the second checkpoint. Deal with him and the way to the cells opens.
The game data confirms Bakir as an objective here. It does not confirm what appears when he is already dead, so the page does not guess.
03 Prison
You reach the prison and the cells are empty. That is the intended state, not a missed room.
Your family has already been moved out of the cells by the time you arrive. Keep pushing through the castle; where they end up is resolved later in the finale and in the epilogue.
Do not search every cell
The "Look for your family" objective resolves from reaching the prison block, not from finding them inside it. If the objective advanced, you have done what the quest asks.
Look for any prisoners willing to fight
Freeing prisoners is its own objective and is optional in the export. It is not required to finish the quest.
Family outcome
Whether your family survives at all depends on the deadline and on earlier story state, not on anything you do inside this prison.
30-day time limit →04 Courtyard
The courtyard is where the siege is visible. Find your way out of the prison wing, then work through the open area.
The export marks only two objectives here as optional. Everything else is on the spine, so a wandering marker usually means a courtyard fight is still open.
05 Castle
Inside the castle you fight through Ambrus’s section, then follow Catalin’s push to the throne room.
Ambrus may already be dead
Ambrus can be killed earlier in The Gilded Gauntlet, where the quest also lets you decide his fate. If you already did, this castle fight may not play out the same way.
⚠ Character survival decision ahead
The throne room contains the Marat and Catalin survival choice. Make sure that is the save state you want before you continue.
06 Xanthe
Xanthe is one of the Boyaress encounters the finale can reuse. Her earlier state changes what the sequence looks like.
| Earlier Xanthe state | What can change |
|---|---|
| Xanthe already dealt with | The finale sequence can differ from the default loop encounter. |
| Xanthe still hostile | She can appear as the trap encounter the journal names. |
| You do not remember | Follow the active objective instead of a guide screenshot. |
The export lists "Escape Xanthe’s trap", "Defeat Xanthe" and "Defeat Xanthe’s lieutenants" as objectives. It does not publish a state matrix, so this table is conditional guidance rather than a confirmed rule.

07 Throne Room · Character survival choice — not the main ending.
This choice controls whether Marat or Catalin survives it. It does not directly choose The Knyazmaker or The Turncoat.
No! Stop!
Reaches the Catalin-alive finish and writes neither recorded death on this decision.
Stay Silent
Conditional. Below the hidden threshold Marat dies; at or above it Catalin dies instead.
Stay Silent
Do you know whether Marat is ready to abandon Catalin?
Yes
Catalin dies
Marat survives
No
Marat dies
Catalin survives
Step 1
What will you choose?
The stay-silent branch tests a hidden score. The game data confirms the score and its threshold, but not a complete list of what raises it.
Hidden score
marat_ready_to_abandon_catalin
Threshold
3 — at or above it, Catalin dies instead
Source choices
Not enumerated in the game data
Known contributor
“There must be other options.”
One confirmed contributing choice. It is not a recipe on its own.
We do not have the complete player-facing recipe, so this page does not pretend one previous answer guarantees the result. Make a Manual Save before the throne room instead.
Want the full consequence breakdown?
Stay Silent or “No! Stop!” consequences →Yes, if you defeat Brencis on this route. This is the finale that resolves Crake (Marat)’s route into an ending.
The Knyazmaker
Reach and defeat Brencis on the Crake (Marat) route.
Marat can be dead or alive when Brencis falls. Nothing in the ending data gates this ending on his survival, and all four recorded journal resolutions begin with “We defeated Brencis”.
Open The Knyazmaker guide →The Turncoat
Commit to the betrayal before the finale, not during this quest.
The deal is taken in A Deal with the Devil, Midnight Reckoning or A Lone Wolf’s Hunt. Fall Before Dusk itself contains no bargain beat, so you cannot switch endings from inside it.
Open The Turncoat guide →Ending status
Because the ending data does not place one here. Fall Before Dusk has twenty objectives and none of them is a negotiation, and the quest’s four journal resolutions are all “We defeated Brencis” endings. Guides that describe a bargain inside the throne room are describing the earlier betrayal quests.
Where the betrayal actually happens
“[Mark hideout for Brencis.]”
“I accept the offer. I’m sorry, Lacra.”
“I know where the rebels are hiding.”
Main ending layer. This is the one decision on the page that is not about who lives.
08 Brencis
Brencis is the last fight, and it has two clearly different stages.
Phase 1 — with your ally
On the standard route Marat fights beside you. If he died in the throne room, the first stage plays out without him.
Phase 2 — alone in Anachora
Brencis pulls Coen into Anachora and you finish the fight alone. This is the normal structure of the encounter.
Fighting Phase 2 alone does not change your ending
Being pulled into Anachora is scripted. You stay on the Crake (Marat) route, so a solo finish is still The Knyazmaker rather than The Folk Hero.
Earlier Boyar choices can change Phase 2
Boyars you dealt with earlier can affect what joins the second stage. The export does not spell the rules out, so treat extra combatants as conditional.
Brencis boss guide →Yes. Marat’s survival is a separate layer from the ending.
What the ending data shows
All four Fall Before Dusk journal resolutions begin with “We defeated Brencis”, including the two where Marat dies. Nothing in the solver gates the Manumit route on Marat staying alive.
The throne room decides whether Marat or Catalin survives. Defeating Brencis decides the ending. On this route those are two different questions.
Marat’s death is consumed by the Marat and Valley epilogue boards, so it changes his epilogue rather than your ending name.
These are the four recorded journal resolutions. They are outcomes of this quest, not four different main endings.
Marat dead / Catalin alive
Marat alive / Catalin dead
Both alive
Both dead
Fall Before Dusk writes three different layers. Keeping them apart is what makes the ending data make sense.
Main ending
Character outcomes
World epilogue
The last pass before the final stretch, on the save you will keep.
What is not working?
This page uses the quest export and the ending solver. Where an external guide describes something the game data does not contain, that claim is left out.
It’s time to infiltrate Greifberg. We’ll enter through a secret tunnel and strike at Brencis, while Catalin’s troops keep him busy with a false siege. The castle falls before dusk!
It begins automatically after you complete Rise at Dawn. There is no separate unlock step.
Yes. It is the standard Crake (Marat) finale, and defeating Brencis here resolves The Knyazmaker.
No. Bakir can already be dead from The Lunar Game, so the dungeon encounter is conditional.
No. Ambrus can be dealt with earlier in The Gilded Gauntlet, which changes the castle section.
Her earlier state changes the finale sequence. The quest lists trap, boss and lieutenant objectives, and which ones fire depends on what you already did.
They have already been moved out of the prison cells when you arrive. Continue the castle assault; their outcome resolves later.
If your priority is Catalin’s survival in this scene, choose No! Stop! Staying silent can kill either character.
No. Staying silent kills Marat only when the hidden score is below the threshold. At or above it, Catalin dies instead.
No. That choice is a character survival decision. The ending is set by the finale route and by how Brencis is resolved.
Reaching Brencis on the Crake (Marat) route and defeating him rather than taking a deal.
A betrayal committed before the finale: A Deal with the Devil, Midnight Reckoning or A Lone Wolf’s Hunt.
Because the quest does not contain that beat. All four of its journal resolutions are “We defeated Brencis” endings, and the Turncoat family is written by the earlier betrayal quests.
Brencis pulls Coen into Anachora as part of the scripted fight. Finishing alone does not move you off the Crake route.
Yes. The ending data does not gate this route on Marat surviving, and its journal endings include the ones where he dies.
The epilogue plays and the game returns you to the menu instead of free roam. Reload your Manual Save if you want another ending.
The game data publishes no time cost for it and external sources disagree, so this page does not quote a number.