Gaming Guide

The Blood of Dawnwalker: All Ambrus’s Cellars Quests Explained

Where each blood cellar sits, what you have to destroy inside, and the reward for sparing the alchemist.

Where each blood cellar sits, what you have to destroy inside, and the reward for sparing the alchemist.

Ambrus’s Cellars are three of the cheapest Court Activities in The Blood of Dawnwalker, and that makes them unusually valuable. Every activity in Coen’s campaign against Vale Sangora’s vampire lords burns in-game time, and Coen only has 30 days before the confrontation with Brencis. Most of Ambrus’s operations cost three time segments each. The cellars cost one.

Quick answer: Clear all three cellars — Uninvited near St. Tyna’s Grove, Seeing Red near Eerie Knoll, and Trouble Brewing inside Svartrou City — by killing the guards below ground and interacting with the blood barrels to destroy them. Each one raises Ambrus’s anger for a single time segment.


All three Ambrus’s Cellars quests and locations

Court Activities do not appear on your map automatically. They show up as “Unknown Activity” until you stumble into them, so synchronizing towers early is the fastest way to surface the question marks near each cellar.

QuestWhere it isWhat you have to do
Ambrus’s Cellars: UninvitedOutpost near St. Tyna’s GroveClear the camp, drop into the ruins, kill Murohn, destroy the barrels
Ambrus’s Cellars: Seeing RedGated outpost near Eerie KnollDefeat the guards above and below ground, destroy the barrels
Ambrus’s Cellars: Trouble BrewingGuarded house inside Svartrou CityClear the interior, destroy the barrels, then search the upper floors

Each of the three costs one time segment. They sit alongside Ambrus’s transports, leech collectors, prisoner convoys, processing camp and dungeons, which together make up the 14 Court Activity Locations tied to him.


Ambrus’s Cellars: Uninvited (St. Tyna’s Grove)

Track the activity from your journal and ride to the outpost near St. Tyna’s Grove. Wolf-like Psoglav beasts guard the approach, so clear them before you push into the camp proper.
Loot the body inside the camp for Orders from Ambrus and the Angry Letter from Ambrus. There is also a Request for Assistance inside one of the tents if you want the full picture of what the outpost was shipping.
Take the stairs down into the ruins beneath the outpost. Murohn, Malformed Monstrosity waits at the bottom, and this is the only cellar of the three with a named boss.
Coen fights Murohn, Malformed Monstrosity in a dark cellar corridor with the boss health bar on screen
Murohn, Malformed Monstrosity guards the cellar beneath the St. Tyna’s Grove outpost. Image: Rebel Wolves
Loot Murohn’s corpse, then walk up to the stacked barrels of human blood and interact with them. The quest closes out the moment the stock is gone.

Ambrus’s Cellars: Seeing Red (Eerie Knoll)

Fast travel to Eerie Knoll and take the fight to the soldiers holding the gated camp. The objective in your journal stays on “Defeat the guards” until the surface is clear.
Journal entry for Ambrus's Cellars: Seeing Red with the Defeat the guards objective highlighted
The journal tracks Seeing Red with a single objective while guards remain alive. Image: Rebel Wolves
Head for the cellar door once the camp goes quiet. The objective flips to investigating the cellar as you get close.
Quest HUD showing Ambrus's Cellars: Seeing Red and the Investigate the cellar objective at a cellar door
The objective switches to investigating the cellar as Coen reaches the door. Image: Rebel Wolves
Inside, grab the Ambrus’s Blood Network map and the Report about Excavations. The network map is the clearest look you get at how far the blood trafficking operation reaches.
Get past the locked gate and finish off the remaining guards, then loot them for Instructions from Codrin and whatever gear they were carrying.
Loot menu with Farmer's Sturdy Shoes selected, showing its stats and the equip prompt
Guard drops in the Eerie Knoll cellar include wearable gear like the Farmer’s Sturdy Shoes. Image: Rebel Wolves
Destroy the second stock of blood barrels to complete Seeing Red.

Ambrus’s Cellars: Trouble Brewing (Svartrou City)

This one is not a camp in the wilderness. The last cellar sits inside a house in Svartrou City, and the fight happens indoors in tight rooms rather than an open yard.

Enter the guarded building and work through the soldiers inside. They arrive in waves, so expect a longer fight than the previous two cellars.
Find the blood stock in the dark room and destroy it. That clears the main objective for the activity.
Trouble Brewing objective active while the player searches a dark room for the blood stock to destroy
The final blood stock is hidden in a darkened room inside the Svartrou City house. Image: Rebel Wolves
Do not leave yet. Go up to the higher floors and search for the hidden workshop, which is easy to walk past if you head straight for the exit.
Talk to the Alchemist you find locked away up there. He explains that the vrakhiri forced him into the work, and you decide whether he lives. Sparing him hands over the Potent Razor Claw Vial and the Lasting Malediction Manual, and ends the questline.

Destroy the blood or take vials for combat healing

At every stock you get the same prompt. Torching everything is the clean option. Choosing to collect instead still destroys most of the barrels, but it leaves Coen with blood vials he can use to heal while in vampire form, which matters a lot given how punishing the game’s fights get and how often you need a health top-up mid-encounter.

No branching dialogue or locked content has surfaced tied to picking one over the other. Either way, the activity completes and Ambrus’s anger goes up by the same amount. Treat it as a character choice with a practical upside on the looting side, not a story fork.


How cellar raids feed Ambrus’s anger meter

Court Activities are the engine of the mid-game. Each one you finish raises the anger level of the vassal it belongs to, and when Ambrus’s meter fills, his boss quest — The Gilded Gauntlet — unlocks. You do not need all 14 of his activities. Roughly 75 percent is enough to trigger the duel, and you can check the exact progress from his portrait in the Court menu.

That is what makes the cellars worth prioritizing. Three activities for three time segments total is the best anger-per-hour rate Ambrus offers, and the activities stay available even after his boss fight, so nothing is lost if you clear them late.


How to confirm each cellar is finished

The journal entry closes and Ambrus’s anger bar in the Court menu ticks up. If the quest is still sitting in your active list, one of these is usually why:

  • Guards are still alive somewhere in the camp, the cellar, or behind a locked gate.
  • You cleared the enemies but never interacted with the barrels — the stock has to be destroyed manually.
  • In Trouble Brewing, you destroyed the barrels but skipped the upper floors and never found the Alchemist.

Keep a manual save before you commit to the Alchemist’s fate. The game supports up to 54 slots, and a save made just before that conversation lets you see both outcomes without replaying the whole raid.