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Where it is decided
A retail endings guide is explicit that no other story choice decides which ending you get — the four main ones come out of the parley in A Deal with the Devil.
What the run decides
Two of those four only appear if you finished an ally’s questline first — and neither chain advertises itself as an ending route while you are doing it.
How many runs
Every ending is reachable from a single playthrough with two well-placed manual saves. 6 of the seven carry a trophy.
Decided by four lines of dialogue in A Deal with the Devil. What the thirty days decide is which of them are on the list.
Take Brencis's deal. Your family comes back, and the people who stood with you pay for it.
In A Deal with the Devil, take the first dialogue option “I just want my family back”, then confirm with “I'll do it”. The second and fourth lines are free, as long as you never take the sword option — that attacks Brencis on the spot and ends the conversation.
Refuse the parley and fight Brencis with nobody beside you.
In A Deal with the Devil, take the first dialogue option “Enough. Time to End this.”
Fight Brencis alongside Lacra, at the end of her questline.
Finish Lacra's questline and start the ending from the objective in her quest Midnight Reckoning, by speaking to her.
Fight Brencis alongside Crake and the Manumit, at the end of the longest chain in the game.
Finish Crake's questline and start the ending from the objective in Rise at Dawn, by speaking to him. Fall Before Dusk is the ending quest itself.
Reachable from the first hour of free roam, and they end the run on the spot. The game counts them as completing the story; finishing on Duelist difficulty needs one of the four above instead.
Walk out of the valley. Available from the moment free roam opens, and it ends the run on the spot.
At the broken bridge west of the Coward's Path Shrine in the Briar Sloughs, climb the canyon wall at night with Planeshift and Shadowstep, reach the open gate, and choose “[leave the valley forever]”.
Refuse to leave the dream. Hidden inside a Court activity, and reachable only by ignoring every prompt the game gives you.
During Home Sweet Home, run the dream loop four full times — clearing both enemy groups and the boss each cycle — without ever inspecting the well the game keeps pointing you at. Talk to the family at the start of the fifth cycle.
The one you do not choose. It is also the only one here you can play past — the run continues afterwards.
The deadline passing. A cutscene, no trophy, and — unlike every other ending here — the run carries on afterwards.
Let more than thirty in-game days pass after the prologue without reaching the ending. Waiting repeatedly at a shrine is enough to force it.
The endings do not need separate playthroughs. They need two saves in the right places.
Give Esme the correct medicine during the prologue — hot water, three spoonfuls.
Clear the Court activities and beat all three officers. A retail walkthrough puts that at under ten in-game days if you skip side content.
Before the final quest arrives, finish Lacra's and Crake's questlines. Save after both.
Take the final quest, then save again before the parley.
Reload that save after each ending to take the next one.
Four of these shape what is available when you get to the parley. One is the parley.
during the run
Esme has to be given the correct medicine before the Blood Mass. Get it wrong and the family Coen is fighting to rescue is already smaller.
during the run
Two of the four final-quest endings exist only if you finished Lacra's or Crake's questline. Neither is signposted as an ending route while you are doing it.
during the run
Thirty days and thirty nights. Past it the family dies — but the run continues, and the other endings stay reachable.
during the run
Characters die through violence, hunger, quest choices and delay. Anything routed through them closes with them, an ending included.
at the final quest
Four lines in A Deal with the Devil. A retail guide is explicit that no other story choice decides which ending you get — the run decides what is on the list, and this decides which you take.
Until launch this page named no ending at all. It carried a section headed “why this page is deliberately empty”, and the argument in it was that ending conditions are the easiest thing for a guide to get wrong and the most damaging thing to get wrong — a player who plans forty hours around a fabricated requirement has been actively harmed by the site they trusted.
That argument has not changed. What changed is that a retail guide now publishes all seven endings with the exact dialogue option that triggers each one, so there is something to publish. Every record here is Retail-observed: somebody played the shipped game and wrote down what they saw, and we have not verified it ourselves.
The names are not hidden, because they are trophy names — public, indexed, and the string a reader arrives here already searching for. What each one is sits behind the spoiler veil, and no page title on this site spoils an outcome. That was the contract before there was anything behind it, and it still is.
Still unpublished