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How to complete Home Sweet Home in The Blood of Dawnwalker
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Finding a way to escape the neverending nightmare of Home Sweet Home in Blood of Dawnwalker took me longer than I'd care to admit. Like me, you probably thought defeating Aurelius in The Silts Tower would be a quick in-out jobbie, but now you're trapped in a grindy dream sequence defeating endless tides of spectres.
Fear not, though, there is a way to escape the dream, and I'll explain how below. If you're here and haven't encountered this quest yet, firstly, why? Secondly, leave now so as not to spoil yourself.
After you run through the dream sequence once, having breakfast with your family, watching as they're kidnapped by a flying monster, then saving them all and heading to the church, you'll realise you're stuck in a time loop. In fact, I completed this whole sequence twice, after which, even the same dialogue repeats.
To break free from this neverending cycle, you need to interact with the well in the village. You can only do this after you've completed the whole dream sequence once. On the second runthrough, when you save your siblings from the spectres in the village, instead of continuing up the hill to your father, turn right in the area where you fought them to spot a well you can interact with. This sequence will open up a new route you can take.
You'll then find yourself in a funeral scene in a church and will have to examine the characters present in the correct order as the priest reads his sermon. The correct order is:
After this, it's all smooth sailing. You'll leave the church and examine a clearing, and then head down to the river, where the dream concludes and you're able to escape back into reality and Aurelius's Tower in The Silts.
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Sean's first PC games were Full Throttle and Total Annihilation and his taste has stayed much the same since. When not scouring games for secrets or bashing his head against puzzles, you'll find him revisiting old Total War campaigns, agonizing over his Destiny 2 fit, or still trying to finish the Horus Heresy. Sean has also written for EDGE, Eurogamer, PCGamesN, Wireframe, EGMNOW, and Inverse.