Bandit camps are the quickest reliable source of skill manuals, weapons, and recipes in The Blood of Dawnwalker. There are 15 of them scattered across Vale Sangora, each marked with a white crossed-swords icon, and several of them hide treasure maps that send you off to a buried chest somewhere else entirely. The catch is that the game does not hand you the camps up front, and the drawn maps you loot are deliberately vague.
Quick answer: Climb all 11 Towers to reveal every one of the 15 bandit camps on your map, clear each camp, then hold L2/LT for Focus Mode to spot the camp’s lootable chest and any treasure map on the tables inside. Track the map as a quest, travel to the marked spot, and dig with a shovel.
Reveal all 15 bandit camp locations by climbing the 11 Towers
Every bandit camp can be uncovered without stumbling into it. Climbing all 11 Towers puts the full set of crossed-swords icons on your map, which turns camp hunting into a routing problem instead of a search. Do the towers first and you can plan a loop rather than backtracking across the region.
Movement matters more than it looks, because in-game time is the real currency here. The Shapeshift skill on the Vampirism tree and Mercurial Fervor on the Witchcraft tree both let you cross the map far faster, which keeps a camp run from eating into the 30 in-game days you have.

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Add to Google Preferences →What each bandit camp actually contains
A camp is a cluster of hostile bandits guarding at least one hidden reward. After the fight, hold L2/LT to sweep the area in Focus Mode. The scan highlights a lootable chest that most often holds a skill manual, and it also picks up smaller containers, bodies, and stray items that are easy to walk past.

Manuals are the reason to clear camps even when you do not need gear. One of the camps holds the Walking Fortress Manual, and the cabin at the Laslea Glen camp contains the Broad Swing manual alongside a Golden Earring, Balm of Fortitude, and Hunter’s Trousers. Not every camp has a treasure map, so treat the map as a bonus rather than the point.
How treasure maps and dig sites work
Picking up a treasure map starts a side quest and drops a marker on your world map. The hand-drawn X on the map illustration is not precise, and on the Laslea Glen map it does not line up with the real dig spot at all. Ignore the drawing and follow the tracked quest marker instead.

Once you are close, the landmark nearest the dig site is usually the fastest way in. Set a destination on the shrine, rockfall, or ruin beside the marker, then walk the last stretch on foot and switch to Focus Mode. Disturbed earth glows yellow, and the prompt on it tells you whether you can dig yet.

Digging needs a shovel. If you do not have one, there is almost always a shovel lying within a few steps of the dig site, so check the ground and nearby bodies before you assume you have to go shopping. Each dig also burns in-game time. The Laslea Glen chest takes an hour, and the Silver Cache takes two.
Tip: Because digging costs time you cannot get back, keep a manual save right before you start. You can dig, look at the chest contents, and reload if the reward is not worth the hours.
Bandit’s Treasure Map: Laslea Glen solution
This is the first treasure map most players run into, and it is available during the Prologue while your day count is tightest. It is missable, so grab it while you are in the area.
| Detail | Laslea Glen treasure |
|---|---|
| Map location | Table inside the bandit cabin southeast of Outlaw’s Gorge Shrine |
| Dig site | East through the hills, guarded by a Ravenous Bear |
| Total time cost | 2 time segments (clearing the camp plus digging) |
| Rewards | 100 XP, Recipe for Minor Fortitude Paste, Polished Long Cleaver (90 DPS, level 5), a gold valuable, and around 100 Denarius |
Other camp treasure solutions worth the detour
The camps on the Western Slopes and in Briar Sloughs both pay out differently from the standard chest-and-manual pattern, and both are easy to write off if you only sweep the fight area.
At the Western Slopes camp, the chests contain the Western Slopes Shrine’s Heart. Carry it to the destroyed shrine nearby and use it there to restore the shrine, which gives you another fast-travel and rest point in that corner of the map.
The Briar Sloughs camp drops a treasure map that points into the swamp. Undead enemies patrol the dig site, so clear them out before you commit to the dig timer rather than getting interrupted halfway through.
Map: Silver Cache and the Finders Keepers treasure location
Not every treasure map comes out of a bandit camp. Map: Silver Cache sits inside a broken barrel west of the Coward’s Path Shrine and is picked up during The Cursed Chasm, which starts the Finders Keepers quest.
From the Coward’s Path Shrine, head northeast along the dirt path until Coen comments on the crossroads, then turn north into the tree cover. Follow the smudged trail past the wooden arch, where hostile boars sit near a ruined house and a set of graves, and continue on the path running between northeast and east toward the Briar Slough Hillock Shrine. Activate the shrine, then go northwest until you reach an odd rock formation guarded by wolves and a Pack Leader boss.
Focus Mode reveals the dig spot. The two-hour dig turns up the Silver Cache Letter, a Lump of Silver, a Silver Cross, a Silver Chalice, a Silver Bowl, and 41 Denarius. The letter claims the silver belongs to the rightful ruler of Vale Sangora and instructs whoever finds it to spend it fighting the Vrakhiri. Since the haul is almost entirely silverware, it is worth unlocking the silver trader in Svartrau City before you try to sell it.
Constantin, The Robber Baron and the manual vendor
Constantin, The Robber Baron shows up as a named enemy with his own boss bar rather than a generic camp leader, so expect a longer fight than the usual bandit cluster. He can also end up serving as a manual vendor, which makes him the single most useful bandit-related NPC for anyone chasing skills rather than loot.

Confirming a camp is done, and why a dig fails
A camp counts as finished when the crossed-swords icon stops registering enemies and a Focus Mode sweep turns up no more highlighted containers. For a treasure map, the side quest entry closes out and awards XP the moment you open the unearthed chest, which is your confirmation that you hit the right patch of ground.
There are only a few reasons a dig will not start. You do not have a shovel in your inventory, you are standing on ordinary ground instead of the highlighted disturbed earth, or you are trying to line up the hand-drawn X instead of the tracked quest marker. Enemies still alive in the area will also cut a dig short, so clear the guards first.
Two other treasure maps come from sparing enemies rather than killing them. During Ambrus’s Dungeons: Evil and Convenience, letting the guard inside the house go earns you a map whose solution is marked automatically while you track the quest. In Bakir’s Transports: Fool’s Gold, releasing the soldiers after the fight hands over a map that opens the Ill-Gotten Gains sub-quest. Both are easy to lose permanently by defaulting to a kill.
If you are running the camps for skill manuals, front-load the towers, sort your route around fast movement, and save before every dig. That way the only in-game hours you spend are the ones that actually put a manual or a weapon in your hands.






