Gaming Guide

Ambrus’s Collectors: Bounty of the Mire Walkthrough in The Blood of Dawnwalker

Every objective, the dialogue branch at the barrels, and the exact rewards for clearing the swamp camp.

Every objective, the dialogue branch at the barrels, and the exact rewards for clearing the swamp camp.

Bounty of the Mire is one of three leech-collecting camps Ambrus runs in the bogs of Vale Sangora, and it is one of the fastest ways to push his Anger meter toward a boss fight. It is a short Court activity, not a full sidequest, so there is no puzzle and no hidden path. There is one fight, one pile of barrels, and one decision that changes what your journal says afterward.

Quick answer: Kill every guard at the swamp camp, then destroy Ambrus’s leech barrels. It costs 3 time segments and pays out Blood Leeches, XP, a Skill Point, and an Infamy increase.


Where Bounty of the Mire starts in Vale Sangora

There are two ways into this one. The simplest is to just walk up to the camp itself in the marshes of Vale Sangora (map coordinates X 17013, Y 10953) — the quest starts on approach, no reading required.

The other way is paperwork. A barrel elsewhere in Vale Sangora (X 16998, Y 8883) holds an Urgent Letter that hands you this quest plus the other two leech-collector jobs at once. Looting a downed guard for the Instructions from Ambrus does the same thing, logging the camp in your journal under the objective “Find out what Ambrus’s soldiers need leeches for.” Grabbing the letter first is the tidier option, since it puts all three camps on your map before you commit any time to them.

Quest added notification for Ambrus's Collectors: Unsavoury Solutions with the TRACK prompt on screen
The letter adds the sibling leech-collector quests to the journal, each with its own TRACK prompt. Image: Rebel Wolves

Objectives and time cost

DetailValue
CategoryCourt activity (Ambrus, Leech Collectors)
RegionVale Sangora
Objective 1Defeat the camp guards
Objective 2Destroy the leech barrels
Time cost3 time segments

Three segments is the standard price for an Ambrus camp job, and it is worth budgeting for. Time only moves when you spend it, so clearing all three leech camps back to back is nine segments out of Coen’s 30-day clock.


How to complete Bounty of the Mire

Travel to the swamp camp and walk in. Ambrus’s soldiers are stationed around the barrels and will engage as soon as you are spotted. Doing this at night is generally easier, since Coen has his vampire mobility and claws available.
Kill every guard in the camp. The barrels cannot be dealt with while the escort is still standing, so clear them out completely before moving on.
Coen fighting an armored camp guard with the enemy health bar and target lock marker visible
Clearing the armed guards is the first objective — the health bar and lock-on marker track the current target. Image: Rebel Wolves
Loot the bodies. The Instructions from Ambrus note sits on one of the fallen soldiers and explains what the leeches are actually for. It is not required to finish the objective, but it is the piece that ties the camp back to the boyar.
Head to the leech barrels stacked in the camp. The tracker updates to “Destroy the leech barrels” once the fighting stops.
Ambrus's leech barrels stacked in the marsh camp with the destroy objective active
The leech barrels are the second and final objective of the camp. Image: Rebel Wolves
Answer the collectors. Approaching the barrels triggers a cutscene in which Ambrus’s Leech-Pickers — local villagers, not soldiers — beg you to leave their haul alone. Pick your line, then smash the barrels.
Dialogue wheel during the confrontation with the leech collectors, first response highlighted
The confrontation with the collectors is the only branching moment in the quest. Image: Rebel Wolves

Every outcome at the barrels

The collectors are civilians pressed into work by Ambrus, and how you handle them decides which line your journal records. The base result is the same either way — the camp stops shipping for a long while — but the branches differ.

What you doResult
Destroy the barrels despite their pleasObjective complete. Coen notes it had to be done regardless of what they wanted.
Spare the barrels after listening to themThe stash survives so the collectors avoid punishment, with Coen flagging it as a risk he may regret.
The collectors fight backThey have to be killed before the barrels can be wrecked.
Walk away from the camp entirelyThe activity is left alone in favor of pressing on toward Brencis.

Note: only destroying the barrels counts as disrupting Ambrus’s supply chain. Leaving them intact spares the villagers but does nothing for his Anger meter.


Rewards and how to confirm it is finished

After the barrels break, time skips forward to morning and the quest closes out on its own. You will see a “Time Has Passed” notification, then the completion summary.

Time Has Passed notification appearing on screen as the quest wraps up at dawn
The time-skip notification signals the camp is done and the quest is closing out. Image: Rebel Wolves

The payout is Blood Leeches, a master consumable, plus XP and a Skill Point. Your Infamy also goes up, which is the intended trade: hitting the boyar’s operations makes Coen a bigger target while it thins out the defenses of Brencis’s Court.

To verify it registered, open the Court menu and check Ambrus’s entry. His Anger level should have ticked up, and Bounty of the Mire should no longer appear as an active operation. If the quest is still sitting in your journal, a guard is likely alive somewhere on the camp’s edge or the barrels were left standing.


The other two leech camps

Wetland Helpers and Unsavoury Solutions run on the identical template — clear the camp, break the barrels, three time segments each. If you picked up the Urgent Letter, all three are already logged, so you can chain them in a single trip through the bogs.

You do not need to finish every Ambrus operation to unlock his boss quest. Clearing roughly three quarters of them raises his Anger enough to trigger The Gilded Gauntlet, and his portrait in the Court menu shows how close you are. If you are only a sliver short, the Blood Cellar jobs are cheaper at one time segment apiece — but the leech camps are the fastest way to move the meter in bulk while you are already out in the marshes.