Gaming Guide

The Blood of Dawnwalker: Ambrus’s Collectors Unsavory Solutions Quest Guide

Camp location, the leech barrel decision, The Bloodletter fight, and every reward the activity hands out.

Camp location, the leech barrel decision, The Bloodletter fight, and every reward the activity hands out.

Unsavory Solutions is one of three leech collection activities tied to Ambrus in The Blood of Dawnwalker, and it plays out the same way as the other two. You find a small swamp camp, kill the soldiers stationed there, and decide what to do with the barrels of leeches they have been gathering. It is short, it costs 3 time segments, and it is one of the faster ways to push Ambrus’s anger meter up.

Quick answer: Travel to the camp between Briar Sloughs South and Southern Swampside, kill the four camp guards and the wolves that show up, then interact with the leech barrels and destroy them. If this is your third leech camp and you have wrecked barrels at least once, The Bloodletter spawns — beat him, loot his body, and the quest ends.


Unsavory Solutions camp location

The camp sits on a small island in the marsh, south of Briar Sloughs South and north of Southern Swampside. Like every Court Activity, it will not appear on your map as a named quest until you stumble across it, so it shows up as an unknown activity marker until you get close enough to trigger it.

Time of day does not matter here. The guards are ordinary soldiers scaled to Ambrus’s level 1+ region, and the fight is manageable in either day or night form, so slot it in whenever your schedule allows.


Clearing the camp

Approach the camp until the objective reads “Defeat the camp guards.” There are roughly four soldiers posted here, and they will aggro as a group once you close the distance.
Quest tracker reading Defeat the camp guards with a 73 metre waypoint marker ahead
The tracker switches to “Defeat the camp guards” as you close on the waypoint. Image: Rebel Wolves
Work through the guards one at a time. Shield carriers will block frontal swings, so break their guard or circle them rather than trading hits into the shield.
Player striking a shield-carrying guard in the swamp camp, with the enemy health bar on screen
Shielded guards need their guard broken before they take real damage. Image: Rebel Wolves
When the objective flips to “Destroy the leech barrels,” expect company. A pack of wolves attacks the camp at this point and has to be cleared before you can work in peace.
Combat in the wooded camp as the Ambrus's Collectors objective updates on screen
The objective updates mid-fight once the camp defenders are dealt with. Image: Rebel Wolves
Loot the bodies and the camp before you touch anything else. Everything up to this point is free, so there is no reason to rush.
Interact with the leech barrels. This is what actually costs you 3 time segments, and it triggers a short scene where surviving collectors turn up and beg you to leave their harvest alone.
Player character walking through the cleared leech camp toward the barrel objective
Head to the barrels once the camp is clear — this is the step that spends time. Image: Rebel Wolves

Destroy the barrels or back down

The collectors want to sell what they have gathered and will ask you to walk away. Backing down pays exactly the same as smashing the barrels, so the XP, skill point and Blood Leeches are identical either way. No long-term consequence has surfaced from picking one over the other.

There is one catch worth knowing before you play nice. Sparing the barrels at every single camp leaves the last leech activity you attempt stuck without completing. Time still advances, but the reward and the anger it should add to Ambrus never land. Destroying the barrels at a minimum of one camp avoids that entirely.


Rewards and time cost for all three leech camps

Unsavory Solutions, Bounty of the Mire and Wetland Helpers all pay the same base reward. The only figure that shifts is the Blood Leeches count, which scales with how many of the three you have finished, not with which quest name you are looking at.

Camp orderTime costReward
First camp completed3 time segments250 XP, 1 Skill Point, 5x Blood Leeches
Second camp completed3 time segments250 XP, 1 Skill Point, 12x Blood Leeches
Third camp completed3 time segments250 XP, 1 Skill Point, 18x Blood Leeches

The Bloodletter boss fight

The Bloodletter is the reason to bother with this questline at all. He only spawns once you have dealt with the barrels at your third leech camp, and only if you destroyed barrels at least once along the way. If Unsavory Solutions is the last of the three you clear, he turns up here after the cutscene.

He is a large, dual sword-wielding enemy and a real jump in difficulty from the guards you just flattened. His unblockable attacks carry a wide area of effect, so a single dodge often is not enough. Roll away twice when you see the wind-up and reset from a distance instead of trying to punish through it.

The Bloodletter's boss health bar on screen during close-range combat with the armored boss
The Bloodletter’s health bar appears once the twin-sword boss spawns at the camp. Image: Rebel Wolves

His body is worth searching. A single clear of the fight can hand over 123 Demorius, a Meat Stew, a Minor Balm of Fortitude, Brennus’s Elite Soldier’s Fibula, a Ring of Vakhshir Regeneration, a Loyal Pilgrim’s Messer, a Phial of Bakir’s Blood and a Renewed Focus Manual, on top of the 250 XP and skill point from the activity itself.


Confirming the quest completed

You will know it worked without checking the menu. Time jumps forward, a QUEST ENDED card appears, and the reward summary lists your XP and skill point. Looting the boss also produces a note titled New Orders from Ambrus, which is the clearest sign the activity registered against him.

If you get the time skip but no reward screen, the barrel decision is the thing to look at. That is the failure state described above, and it applies to whichever leech camp you happen to finish last.

Note: the Court tab tracks how much of Ambrus’s operation you have dismantled. His anger meter has to hit maximum before the sidequest that leads to a duel with him unlocks, and each leech camp is a small push in that direction.

With all three barrel sites handled, Unsavory Solutions is done and The Bloodletter’s gear is in your inventory. The rest of Ambrus’s Court Activities — the blood transports, the cellars, the prisoner camps — work the same way, and you only need to clear roughly three quarters of them before he comes looking for you.