Gaming Guide

The Blood of Dawnwalker: Twists and Turns Quest Guide

Where the Draining Dungeon sits in Marag's Wealds, how to reach the cells, and what freeing the prisoners pays out.

Where the Draining Dungeon sits in Marag’s Wealds, how to reach the cells, and what freeing the prisoners pays out.

“Ambrus’s Dungeons: Twists and Turns” is one of the Draining Dungeons in Ambrus’s domain, the blood-farming operations that keep the vrakhiri fed. Clearing it is short, mostly linear, and ends on a choice that decides what happens to the people locked in the cells.

Quick answer: Head to the fort in the northeastern part of Marag’s Wealds, kill the guards in the camp, take the Letter of Admonishment from the tent desk, go through the mountain gate and down the stairs to the holding chamber, loot the Jailer’s Keys off a guard, then inspect the cell gate and either free or condemn the prisoners.


Twists and Turns quest location, time cost, and rewards

The dungeon sits on the eastern side of Marag’s Wealds, effectively right under the region label on the map. Look for the fort built into the mountainside; the wooden door in the palisade out front is the way in, and nothing about the entrance is locked or gated behind another quest.

DetailValue
Quest nameAmbrus’s Dungeons: Twists and Turns
RegionMarag’s Wealds, northeastern edge of Ambrus’s domain
ObjectivesSteal Letter of Admonishment, Investigate the cellar, Open the cells
Time cost3 TIME, spent when you inspect the cell gate
RewardsXP, 250 coin, and 1 Skill Point
Unlocks nextWhere Loyalty Lies

Note: the payout does not change based on what you decide at the cells. Both outcomes hand over the same XP and the same single Skill Point.


Clearing the camp and stealing the Letter of Admonishment

Walk through the wooden door on the front of the palisade. Only a pair of guards is stationed in the yard, so this is not a fight that needs setup.
Kill both guards and loot the bodies. One of them carries Directives from Ambrus, a document that spells out exactly what the operation here is draining and why.
Enter the tent and take the Letter of Admonishment off the desk. This is the “Steal Letter of Admonishment” objective, and reading it points you toward a separate quest, Ambrus’s Prisoners: Lucky Crossing.
Finish looting the rest of the camp before you move on. Nothing forces you back up here once the cellar objective starts.

Route down to the cells and the fight inside

Find the gate built into the mountain face at the back of the camp and pass through it. The objective flips to “Investigate the cellar” as you go underground.
Coen moves through the torchlit cellar passage with the Investigate the cellar objective active
The cellar run begins once you pass the mountain gate, with “Investigate the cellar” tracking on screen. Image: Rebel Wolves
Take the stairs down. At the intersection, turn right and keep descending until you reach another gate.
Push through into the large holding chamber. The guards here shout “Defend the Sacred Covenant!” and come at you together, so this is the one real fight in the dungeon.
Guards rush Coen in the holding chamber as the Defend the Sacred Covenant line appears on screen
The holding chamber guards attack as a group once you open the lower gate. Image: Rebel Wolves
Loot the bodies afterward. One guard drops the Jailer’s Keys, and without them the cell gate cannot be inspected.

Free or condemn the prisoners: both dialogue outcomes

The occupied cell is just to the right of where you entered the chamber. Inspecting the gate with the Jailer’s Keys in hand consumes 3 TIME and starts the conversation, so treat that interaction as the point of no return for the clock.

You can question the prisoners first. They admit they once served the knyaz, which is exactly why Brencis’s people put them down here, and that relationship is not being repaired. From there you either leave them locked up to rot for that service or let them out.

If you free them, they ask what you want in return. Choosing “Do what you can to oppose Brencis.” sends them off eager to make trouble for him. Choosing “You owe me nothing.” gets a remark on your generosity instead. Neither line changes the XP or the Skill Point you receive.


How to confirm the quest completed

Once the cell dialogue wraps, a “QUEST ENDED” card appears with Ambrus’s Dungeons: Twists and Turns named at the top, followed by the XP gain, 250 coin, and Skill Points (1). If that card has not shown up, the usual cause is that the cell gate was never inspected because the Jailer’s Keys are still on a guard’s body in the chamber.

Quest Ended screen for Ambrus's Dungeons: Twists and Turns listing XP and one Skill Point
The completion card confirms the quest ended and lists the XP, coin, and Skill Point payout. Image: Rebel Wolves

Where Loyalty Lies opens immediately afterward, so the tracker will already have a new entry waiting when you climb back out. If you also picked up the Letter of Admonishment on the way in, Ambrus’s Prisoners: Lucky Crossing is marked on the map as a second thread to follow, and both are separate from the other two Draining Dungeons still running in Ambrus’s territory.