Dawnwalker Guides

Boss guide · Final boss

How to Beat Brencis — Both Forms

The Knyaz of Vale Sangora is fought twice: as the prologue's final exam in human form, and at Greifberg Castle as Grotesque Ascendant — the true final boss. Defeating the first form there transports you straight into the second, so bring everything.

Form 1: Brencis, the Knyaz of Vale Sangora

Fought at Laslea Glen during Bad Blood (prologue finale) — a mechanics check on everything the tutorial taught you. He is hyper-mobile: dashes, teleports, and weaves your attacks while stabbing back with a blood javelin.

  • Don't chase — receive. Let him come to you. His teleporting dashes are predictable from range and give you time to dodge or parry, then counter.
  • Overextend = death. If you get aggressive he dodges away or weaves, stabbing while you whiff. Two hits, reset.
  • Blood weapons = unblockable. When he attacks with a blood construct, dodge toward him — you stay in range to punish his recovery.

Attacks & counters (form 1)

AttackTellCounter
Dashing Slash (unblockable)Swords held forward, vanishes, dashes and slashesDodge the slash or sidestep the linear dash
SlashRight-hand wind-back, horizontal swingParry → free punish
Spinning SlashSlight crouch, dashes, reappears with a backspinBlockable — parry the reappearance for a window
Blood BallConjures and throws a blood orbSidestep; small linear trajectory
Claw SlashLeft-claw uppercut, close rangeStep back, then re-engage
Blood Javelin (unblockable)Leaps and stabs with a conjured javelinMove to his right side; punish the recovery
Three-hit Combo (unblockable)Two slashes into a cross slashBack off (short reach), punish after the cross slash
Side StabWeaves your attack, javelin stab in frontMove left while staying close to avoid the impale

Form 2: Brencis, Grotesque Ascendant (final boss)

Significantly harder than form one. He fights through tendrils with absurd reach — distance does not make you safe — and nearly everything is unblockable. This is a dodge fight, not a block fight.

  • Defense-first mindset. Learn the timings, dodge, and take the small openings between his abilities. Greedy play gets you killed faster here than anywhere else in the game.
  • Soul Drain is the run-killer: blood magic snare → immobilized → guaranteed life drain. It does not heal him (unlike his commanders' tricks), but the damage is heavy. Dodge the snare at all costs.
  • Bakir's Bats: he borrows the Mad Khan's trick — dodge sideways when the diving bats close in, same as at Lunar Manor.

Attacks & counters (form 2)

AttackTellCounter
Tendril Whip (unblockable)Back tendril whips toward youDodge the moment it lands
Tendril Slam (unblockable)Left tendril raised, slammed downDodge left as it lifts
Tendril Tantrum (unblockable)Alternating tendril slamsReposition to his sides
Claw SwipeLeft claw swipeDodge left, parry on reaction, or block to chip less
Soul DrainBlood-magic restraint, then siphonDo not let the snare connect — highest priority dodge in the fight
Bakir's BatsSummons diving blood batsLate side-dodge as they commit
Who stands with you changes the ending: Solo → Folk Hero. With Lacra → The Patricide. With Crake → Knyazmaker. One manual save before this fight covers all three (plus the bad endings).