Gaming Guide

The Blood of Dawnwalker: Bounty of the Mire Quest Guide

Where the leech camp sits, how to trigger the barrels, and what completing it costs in time.

Where the leech camp sits, how to trigger the barrels, and what completing it costs in time.

Bounty of the Mire is one of three leech collection activities tied to Boyar Ambrus in The Blood of Dawnwalker. It sits in the bogs of Vale Sangora, runs on a short loop of combat and a single interaction, and pays out a Skill Point alongside a stack of Blood Leeches. It also counts toward Ambrus’s anger, which is what eventually forces him into a boss confrontation.

Quick answer: Travel to Ambrus’s Outpost southeast of Briar Sloughs, kill the four soldiers guarding the camp, then interact with the yellow-highlighted leech barrels. That single interaction spends 3 time segments and closes the activity for 250 XP, 1 Skill Point, and Blood Leeches.


Bounty of the Mire location, time cost, and rewards

The camp is built on a swamp island in the marshy northern part of Vale Sangora, southeast of Briar Sloughs at a spot marked Ambrus’s Outpost. Walking in flags you as trespassing, so expect the soldiers to turn hostile the moment you cross the perimeter. Nothing you do before touching the barrels advances the clock.

DetailValue
Full nameAmbrus’s Collectors: Bounty of the Mire
RegionVale Sangora, southeast of Briar Sloughs
Level bandAmbrus court activity (Level 1+)
Time cost3 time segments, charged when you interact with the barrels
EnemiesRoughly four soldiers, beatable by day or night
Rewards250 XP, 1 Skill Point, Blood Leeches

Blood Leeches are a Master Consumable that restores a full Vampiric Health Segment and pushes Corruption up in exchange. The quantity scales with how many of the three leech camps you have already dealt with, so the order you clear them in decides the size of each payout.

Leech camp clearedBlood Leeches received
First5
Second12
Third18

The other two camps in the same set are Ambrus’s Collectors: Wetland Helpers and Ambrus’s Collectors: Unsavoury Solutions. Each costs 3 time segments and pays the same 250 XP and Skill Point.


How to start Bounty of the Mire

Court activities are not pinned on the map from the start. They show as “Unknown Activity” until you physically find them, so you either walk into the camp or pick up the paperwork that points you there.

Head southeast from Briar Sloughs and cross the bog toward Ambrus’s Outpost. The activity begins on approach, and the trespassing warning appears as soon as you reach the camp boundary.
Coen crosses a dark wooden walkway toward the torchlit leech camp in the bog
The approach to Ambrus’s Outpost, with the “Rescue your family” tracker still active. Image: Rebel Wolves
Kill the guards. There are about four soldiers posted here, and the fight is straightforward whether you take it as a human in daylight or with vampiric abilities at night. The objective text tracks under Ambrus’s Leech-Pickers.
Switch to Focus Mode and sweep the camp. One of the bodies is highlighted in gold and holds Instructions from Ambrus. Loot the rest of the camp while you are here for items such as a Canteen of Water, Denarius, a Broken Sword, and Beast’s Bone Brew.
A fallen soldier glows gold in Focus Mode as the player loots Instructions from Ambrus
Focus Mode marks the body carrying Instructions from Ambrus. Image: Rebel Wolves
Read the letter. Titled Instructions from Boyar Ambrus, it explains why the leeches matter — their spittle stops blood from clotting, which extends how long harvested blood keeps for the vrakhir.
The Instructions from Boyar Ambrus letter open on screen with the Esc back prompt
Reading Instructions from Boyar Ambrus opens the two follow-up leech quests. Image: Rebel Wolves

Reading it starts two entries at once, Ambrus’s Collectors: Bounty of the Mire and Ambrus’s Collectors: Wetland Helpers, both with the same objective wording about destroying leech barrels. You can press Tab to track whichever one you want to finish first.

Quest notification for Ambrus's Collectors: Wetland Helpers with the Tab track prompt
Both leech collector quests are added the moment the letter is read. Image: Rebel Wolves

Destroy the leech barrels and handle the collectors

The barrels sit inside the camp and glow yellow in Focus Mode. Interacting with them is the point of no return for the clock, since that is the action that charges the 3 time segments.

Walk up to the stacked barrels and trigger the interaction prompt.
Highlighted leech barrels in the camp during the Destroy the leech barrels objective
The leech barrels highlight yellow, marking the interaction that ends the activity. Image: Rebel Wolves
Decide what to do when the collectors show up. Local villagers may arrive and beg you to leave their haul alone because they want to sell it. You can destroy the barrels anyway, back down and spare them, or end up killing the collectors if they defend the stash.
Watch the scene play out. Coen feeds on a captive at the camp, capped by the line “Your blood won’t go to waste, either.” Control returns immediately afterward with the reward screen.

The payout is identical whether you smash the barrels or walk away from them. What changes is the journal outcome recorded for the camp and, more importantly, whether a later boss appears.


How to confirm Bounty of the Mire is complete

Completion is signposted clearly. The quest name appears on screen with the completion banner, the reward panel lists 250 XP alongside 1 Skill Point, and Blood Leeches drop into your inventory as a Master Consumable. The in-game clock also jumps forward by 3 segments, which is the surest sign the interaction registered.

Note: if the clock advanced but no reward appeared, the barrels were not actually destroyed. That distinction matters at the third camp.


Why the leech camps sometimes fail to complete

Sparing every barrel across all three leech camps causes the final camp you visit to hang without resolving. Time still passes, but the quest reward never lands and Ambrus’s anger does not tick up. Destroying the barrels at a minimum of one camp avoids that outcome entirely.

The other way the activity stalls is simply never triggering it. The camps stay hidden as “Unknown Activity” until you find them in the world, so the objective will not appear on the map on its own.


What destroying the barrels unlocks: The Bloodletter

Wreck the barrels at any of the three camps and a miniboss called The Bloodletter spawns nearby once you make your decision at the third camp. He fights with a sword in each hand and hits considerably harder than the camp guards. When he winds up an unblockable attack, dodge twice rather than once, because the area of effect will still catch you at short range.

He drops a large amount of loot, which is the main reason to run all three leech camps rather than one. Skip the barrel destruction across the board and he never turns up.


Every court activity you finish in Ambrus’s territory raises his anger, and the leech camps are among the cheapest to clear at three time segments each. With 30 in-game days on the clock and three vampire bosses to draw out before Brencis, it is worth saving manually before you commit to the barrels so you can revisit the choice later without losing the run’s pacing.