Gaming Guide

The Blood of Dawnwalker: All Ambrus’s Dungeons Quests

Where each Draining Dungeon starts, the Branko and Chief Jailor decisions, and the gear each one pays out.

Where each Draining Dungeon starts, the Branko and Chief Jailor decisions, and the gear each one pays out.

Ambrus’s Draining Dungeons are three of the 14 Court Activities tied to Ambrus in The Blood of Dawnwalker, and they run into each other more than most. Two of them open from the same pile of loot, one hides a choice that decides whether you walk away with a unique ring, and the last one ends with a jailor begging for his life and a treasure map either way. Here is how all three resolve.

Quick answer: Clear the soldier outpost in Maragir Wealds and loot the bodies for Orders from Ambrus — that starts both Twists and Turns and Evil and Convenience. Then steal the Letter of Admonishment from the tent in the same camp to start Judge and Executioner. Each of the three costs 3 time segments.

ActivityWhat completes itNotable reward
Twists and TurnsClear the outpost, enter the cellar cave, loot the cell key and free the prisonersXP and skill points
Judge and ExecutionerClear the St. Tyna’s Grove outpost, take the Keeper’s Keys, decide the prisoners’ fateBeastmaster’s Ring and a Thank You Note
Evil and ConvenienceClear the camp, investigate in Focus Mode, take the Brass Key, deal with the Chief JailorTreasure Map: Hidden Stash, leading to the Amulet of Endurance

How all three Ambrus’s Dungeons quests start

The chain begins with the objective to investigate Ambrus’s soldier outposts. Track it and head to Maragir Wealds, where a gated outpost sits with guards in yellow-and-black checkered tabards patrolling inside. They turn hostile the moment Coen steps through the gate.

Map screen centered on Maragir Wealds in Ambrus's Fiefdom with the player marker selected
The map centered on Maragir Wealds in Ambrus’s Fiefdom, where the first soldier outpost sits. Image: Rebel Wolves
Kill the three guards in the yard and loot every body. One of them carries Orders from Ambrus, a set of instructions on draining prisoners’ blood and a warning to soldiers to stop watering the barrels down to pad out shipments. Picking it up opens both Twists and Turns and Evil and Convenience at once.
Before you leave the camp, go into the tent and steal the Letter of Admonishment. That is the trigger for Judge and Executioner, and it is easy to walk past because nothing in the yard points you toward it.

Ambrus’s Dungeons: Twists and Turns (cellar prisoners)

Twists and Turns is the shortest of the three and asks for almost nothing beyond a fight. The objective sends you into a cellar built into a cave, and the walkway in is lined with hanging bodies that have already been drained.

Follow the cellar entrance down and open the interior gate. Several guards are waiting past it, so clear the room before you start looting.
Loot the cell key from the bodies and unlock the prison cell. Two prisoners are inside; freeing them completes the activity, and you can tell them to turn against Brencis on the way out.

Ambrus’s Dungeons: Judge and Executioner and the Branko decision

Open the radial menu and track Judge and Executioner from the journal. It points to a ruined stone outpost in St. Tyna’s Grove, with guards posted outside and more inside the walls.

Radial menu open in The Blood of Dawnwalker with the Journal option highlighted at the top
The radial menu with Journal highlighted — where you re-track each Draining Dungeon objective. Image: Rebel Wolves
Clear the outpost inside and out, then find the prisoners locked in the cell. One of them tells you the captain is holding the key.
Loot the Keeper’s Keys from the dead guard lying nearby and go back to the cell. One prisoner immediately accuses the other, Branko, of being a snitch who sold people out to Ambrus’s soldiers.
Choose. You can pick “I’m setting both of you free,” or leave the accused man behind with “Branko — you’re staying where you are.” Leaving Branko locked up is the choice the game later backs up.

The follow-up at the logger’s camp

After a time skip, the journal points you to a woodcutter’s camp. Clear the guards there and loot the Military Report, a prison break write-up that confirms Branko really was informing. Inside the cabin you get a Thank You Note from the freed woodcutters along with the Beastmaster’s Ring, which closes out the activity.

Journal entry for Ambrus's Dungeons: Judge and Executioner showing the Wait a day objective
The Judge and Executioner journal entry with “Wait a day” as the active objective before the follow-up. Image: Rebel Wolves

If you free both prisoners instead, wait a day and you can visit them at their own camp afterward. Either route counts toward Ambrus’s Anger, but only leaving Branko behind lines up with the report you find later.


Ambrus’s Dungeons: Evil and Convenience walkthrough

This is the longest of the three and the only one built around investigation rather than a straight clear. The blood-draining camp sits in Briar Sloughs, just north of the Borescu Commons Shrine. Doing it in the morning is easier, because a soul in the torture chamber can be compelled for extra detail without needing developed night abilities.

The soldiers attack on sight as trespassers. Wipe out the whole camp first, then loot the bodies for armor pieces and manuals.
Switch on Focus Mode and work through the yellow-highlighted objects. The barrels of blood, the ditch packed with corpses and the hay pile together spell out the plan, which was to drain the prisoners and then burn the camp to destroy the evidence. Take the Torn Banner near the bodies.
Focus Mode active in the camp, with yellow-highlighted evidence objects around Coen
Focus Mode marking the camp’s evidence in yellow, including the corpse ditch and the banner. Image: Rebel Wolves
Head northwest and pick up the Instrument of Torture, then follow the blood trail to the torture chamber with the dead guard. With the items you just collected, compel his soul for the rest of the story.
Go south into the barn and take the Brass Key from the table. Next to it is a reprimand from Ambrus, furious that blood barrels are missing from his shipments.
Follow the footprints to the locked cabin and use the key. The Chief Jailor is inside, alone.

Kill or spare the Chief Jailor

He begs for mercy and tells you Ambrus has lost his mind and started impaling people on stakes in Maragir. The outcome is the same either way. Kill him and the Treasure Map: Hidden Stash is on his body; spare him and he hands the map over before walking off. Killing him means a little extra loot from the corpse, sparing him skips the fight.

Loot prompt on a defeated enemy with an Evil and Convenience quest update on the HUD
The Evil and Convenience quest update firing as the treasure map is looted. Image: Rebel Wolves

Before you leave the cabin, read the ledger on the table. It shows Ambrus’s own men diverting blood shipments to Bakir behind his back.

Hidden stash location

With the map in your inventory, the dig site is marked automatically while the quest is tracked. Leave camp and head northwest to a fallen tree. The chest there holds the Amulet of Endurance, some coin, and a Letter from Bakir confirming he received the stolen barrels.


Time cost and Ambrus’s Anger meter

Each Draining Dungeon burns 3 time segments, which matters against the 30 in-game days you have before the main story runs out of room. Ambrus has 14 Court Activities in total, and you need roughly 75 percent of them — about 10 or 11 — to fill his Anger meter and unlock The Gilded Gauntlet. All three dungeons count, so none of them are wasted time.

Note: if you only need a small amount of Anger to cross the threshold, the Blood Cellars activities cost a single time segment each and are far cheaper than a dungeon.


How to confirm each dungeon is finished

Completion shows up as a quest update on the HUD followed by XP, skill points and, for two of the three, a piece of unique gear. Open the Court menu afterward and check Ambrus’s portrait — his Anger progress should have moved. If it has not, the activity is still open.

Three things commonly leave one of these hanging. Skipping the tent in the first Maragir Wealds outpost means Judge and Executioner never starts. Leaving the cellar prisoners in Twists and Turns locked up leaves the objective unresolved, since freeing them is what closes it. And in Evil and Convenience, missing the Brass Key in the southern barn leaves the cabin sealed, so the Chief Jailor encounter never happens.


Cleared back to back, the three dungeons run roughly nine time segments and pay out a ring, an amulet and a fairly clear picture of a vassal whose own soldiers are already robbing him. That last part is not just flavor — it is the crack the rest of Ambrus’s questline widens.