Crake (Marat) Finale RouteEastridge OutpostFinale Stage 1Ending Route

Rise at Dawn Walkthrough

Rise at Dawn is the first finale quest on Crake (Marat)’s route. It unlocks after Who Pulls the Strings, asks you to come back once the manumits have prepared, and captures Eastridge Outpost by opening the outer gate for Catalin’s troops. The quest then continues straight into Fall Before Dusk — The Knyazmaker is not settled until the Brencis confrontation.

Is Rise at Dawn a Point of No Return?

Yes. Once you tell Marat you are ready to move, the story commits to the finale: Rise at Dawn runs into Fall Before Dusk, and after the credits the game returns you to the menu instead of free roam.

Make a Manual Save before that step. On this save, anything you leave unfinished now does not come back.

There is a second "ready" line later, before you follow Marat to Greifberg. Save before that one too; the choice that ends the route is on Fall Before Dusk.

How saving works
The Vale Sangora valley at dawn, the setting of the Eastridge assault
Marat, also known as CrakeCrake (Marat) · Finale Route

Quick Answers

How do I unlock it?
Complete Who Pulls the Strings on the Crake (Marat) route.
How long do I wait?
Come back in a few days. The journal closes the pause when Marat is ready; no fixed day count is shown in the quest.
Is there a point of no return?
Yes. Make a Manual Save before you commit to the assault.
Is the quartermaster required?
No. It is optional and does not block the quest.
What comes next?
Fall Before Dusk, the Greifberg finale on this route.

How Do You Unlock Rise at Dawn?

Finish Who Pulls the Strings. Its last objective is asking Marat how the preparations are going, and that is the hand-off into this quest.

Required

Who Pulls the Strings

If Rise at Dawn is not in your journal, this quest is the missing step — not Eastridge, which only opens up once the quest is running.

Optional before the finale

  • Distant Shadows’ Manumit content
  • A Closer Look
  • Any other Manumit side content you still care about

These branch off Crake’s route rather than unlocking Rise at Dawn, so finishing them is a preference, not a requirement.

Where it starts

The manumit hideout

Marat waits at the hideout. Follow the objective marker rather than a landmark name.

Route leader

Crake (Marat)

The journal and achievements switch between both names. Crake is the alias Marat uses; it is one character, not two.

How Long Do You Wait for Marat?

The quest opens on "Come back in a few days". Marat needs time to gather the manumits before anyone can move on Greifberg, and the objective advances on its own once the preparation is done.

Two different clocks

The preparation pause and the quest itself are separate. The pause is a story wait before Marat is ready; the assault then costs its own stretch of in-game time. Reading the assault’s short time cost as the wait is the usual reason players think they are stuck.

Still not updating?

  • Who Pulls the Strings is finished, not just started.
  • Rise at Dawn is the quest you are tracking.
  • The preparation objective is still "Come back in a few days".
  • You are following the current Rise at Dawn objective marker, not an old one.
  • New Game Plus or an older save is not the run you are looking at.

If the marker has already moved on

Once the journal switches to "Come back by morning", the pause is over. Progress the story instead of waiting further.

What Does "Come Back by Morning" Mean?

"Come back by morning" is objective wording for the moment Marat is ready, not a clock you have to hit.

No Rise at Dawn objective has a time-of-day requirement, so arriving at night is not a lockout. When the line is active, return to Marat.

What Should You Finish Before Starting Rise at Dawn?

Before you confirm the assault, clear the things this save will not give you back.

  • Finish optional quests and missable objectives you still care about.
  • Complete Crake (Marat) character content you want to see.
  • Repair and upgrade your gear.
  • Restock healing and consumables.
  • Make a Manual Save you can reload later.

Finale Stage 1

Make a Manual Save before that step. On this save, anything you leave unfinished now does not come back.

Follow Marat

01 Approach

Once you give the word, Marat leads you into position above Eastridge Outpost. Stay with him until he stops — the rope step only becomes usable there.

Where Do You Tie the Rope?

The rope appears at the overlook above Eastridge, after Marat has stopped walking. It sits at the cliff edge, outside the walls.

  1. Follow Marat until he stops at the overlook.
  2. Wait for the rope interaction to appear at the edge.
  3. Tie the rope before you drop — the rebels attack from above.

If the interaction is missing you are standing too far back. Walk up to the marker Marat stopped at and face the drop.

How to Capture Eastridge Outpost

02 Assault

The capture is three beats: clear the first wave, take the second gate, then open the outer gate from the tower.

  1. 1. Defeat the vanguard

    The first defenders spot you as you land. Clear them quickly so the push toward the second gate stays open.

  2. 2. Breach the second gate

    Keep working through the outpost until the next gate falls. Follow the objective marker — there is no side entrance here.

  3. 3. Open the outer gate

    Climb the tower, reach the gate mechanism and open the way in for Catalin’s troops.

Defeat the Vanguard

The vanguard is the first wave that spots you after the drop. It is a normal fight, not a gate.

What you face

  • Soldiers
  • Heavy
  • Rogue

Deal with the enemies standing between you and the next marker first. The objective only advances when the wave is down.

The Unblinking Blasphemy

Some walkthroughs name this boss during the Eastridge fighting. It has no objective of its own here, so treat it as an encounter that may not show up on your route.

Breach the Second Gate

Push past the vanguard and take the second gate of the outpost.

The gate opens the inner approach. If the objective will not complete, clear the remaining defenders around the marker — a straggler holding the fight open is the usual cause.

Show the second gate on the map

Opens the objective area on the interactive map.

Open the Outer Gate

The outer gate is what actually lets Catalin’s army into Eastridge.

  1. Climb the tower from the inner approach.
  2. Reach the gate mechanism at the top.
  3. Open the outer gate and hold until the troops are through.

Tower route: climb from the inner approach; the mechanism is at the top rather than at ground level.

Show the outer gate on the map

Opens the objective area on the interactive map.

Should You Talk to the Quartermaster?

Optional

Yes, unless you are deliberately rushing the finale. It is optional for completing Rise at Dawn, but it is your last preparation stop before Greifberg.

Where
With the Eastridge staging area, not inside Greifberg
Required?
No — you can report straight to Marat
When?
After the outer gate is open, before you report for the final battle

I need to be as ready as possible before we strike at Greifberg. Best see the quartermaster.

Show the quartermaster on the map

Opens the objective area on the interactive map.

Before You Report to Marat for Greifberg

Last pass before the second commit, when the story moves on to Fall Before Dusk.

What Happens After Rise at Dawn?

Fall Before Dusk starts right after Rise at Dawn. It is the actual Greifberg finale on this route, and it settles The Knyazmaker or a late switch to The Turncoat.

Fall Before Dusk

Infiltrate Greifberg with Marat, fight through the castle and reach the throne room. It contains a character-survival decision, which stays hidden here.

Preview the decision ahead

The next quest contains a character-survival decision between Marat and Catalin. The exact options and their outcomes belong on the Fall Before Dusk page rather than here.

Does Rise at Dawn Lock The Knyazmaker Ending?

No — not by itself.

Rise at Dawn commits your save to the Crake (Marat) finale sequence, but the ending is resolved later. Staying on this route and defeating Brencis leads to The Knyazmaker.

Accepting Brencis’s later deal can still turn the finale into The Turncoat — capturing Eastridge does not lock an ending.

Ending status

  • Route: Crake (Marat)
  • Eastridge: captured
  • Main ending: not resolved yet
  • Next: Fall Before Dusk

Rise at Dawn Outcomes

3 recorded resolutions

Quest outcomes are journal resolutions, not main endings. Do not read them as an ending name.

  1. Eastridge taken

    Eastridge Outpost is taken. Catalin’s troops have breached the walls. Next, we bring Greifberg to its knees.

  2. Backed out of Crake’s finale

    At the last moment, I faltered and turned my back on Crake and his rebellion. I’m done with this fight.

  3. Third resolution

    A third resolution exists for this quest, but it has no published journal text. Its wording appears here only when the quest data carries it.

Can You Back Out of Rise at Dawn?

Yes. The quest carries a resolution for walking away from Crake (Marat)’s finale.

The journal records it as faltering at the last moment and turning your back on Crake and his rebellion. That closes this route on the save and is a route resolution rather than an ending name.

Which offered choice triggers it is not spelled out by the quest, so take the Manual Save before you commit instead of trying to steer it mid-assault.

Rise at Dawn Not Progressing?

Most stalls are the preparation pause, Marat’s position, the rope, or the gate objectives.

FAQ

How do you unlock Rise at Dawn?

Complete Who Pulls the Strings on the Crake (Marat) route. Its last step hands directly into this quest.

How long do you wait for Marat?

The quest asks you to come back in a few days and does not publish a fixed day count. The objective advances once the manumits have prepared.

Is Rise at Dawn a point of no return?

Yes. Save before you commit to the assault, because the story runs into the finale and the game returns you to the menu after the credits.

How do you tie the rope?

Follow Marat to the overlook above Eastridge and use the rope interaction at the edge before you drop in.

How do you open the Eastridge outer gate?

Climb the tower from the inner approach and use the gate mechanism at the top to let Catalin’s troops in.

Is the quartermaster required?

No. The quartermaster is optional and does not block the quest.

Is Rise at Dawn The Knyazmaker ending?

No. It commits you to the Crake (Marat) finale and continues into Fall Before Dusk, where the ending is resolved.

What happens after Rise at Dawn?

Fall Before Dusk starts immediately. That is the Greifberg finale where The Knyazmaker or a late Turncoat switch is decided.

How much time does the quest cost?

The assault costs its own short stretch of in-game time. That is separate from the preparation pause before Marat is ready.

Journal Objectives

The recorded objective list, in journal order.

Journal description

The plan is simple. First, we seize Eastridge Outpost and let Catalin’s troops in. Only then do we move on Greifberg.

Show the 10 journal objectives
  1. Come back in a few days
  2. Come back by morning
  3. Return to Marat once you’re ready to move
  4. Follow Marat
  5. Tie your rope
  6. Defeat the vanguard
  7. Breach the second gate
  8. Open the outer gate
  9. Talk to the quartermaster(Optional)Conditional: Optional — skipping it does not block the quest.
  10. Go to Marat once you’re ready for the final battle

Quest Details

Type
Finale quest — stage 1
Route
Crake (Marat)
Requirement
Who Pulls the Strings
Starting location
Manumit hideout
Preparation wait
Come back in a few days — no fixed count published
Quest time cost
Separate from the preparation wait
Point of no return
Yes — save before the assault
Main objective
Capture Eastridge Outpost
Optional objective
Talk to the quartermaster
Next quest
Fall Before Dusk
Ending status
Not resolved here
Finale ending
The Knyazmaker, or a late Turncoat switch

Optional — skipping it does not block the quest.

Optional: Talk to the quartermaster