Ambrus’s Dungeons: Twists and Turns is one of the Court Activities tied to Ambrus in The Blood of Dawnwalker, and it hides its second half behind a locked cell door. The outpost sits in the Marnir Wealds, in the northeastern part of Ambrus’s domain, and the quest only wraps up once you’ve gone underground, killed the chief jailer, and dealt with the prisoners he was guarding.
Quick answer: Kill the guards at the outpost, take the gate into the mountainside, fight your way down to the prison chamber, loot the chief jailer for the Jailer’s Keys, then use them on the cell to the right of the entrance and finish the conversation with the prisoners.
Twists and Turns quest details and rewards
This is a Draining Dungeon activity, so clearing it pushes Ambrus’s anger closer to the point where his boss fight quest unlocks. Like every Court Activity, it also burns in-game time, which matters because you only have 30 in-game days before the story forces its ending.
| Detail | Value |
|---|---|
| Quest name | Ambrus’s Dungeons: Twists and Turns |
| Region | Marnir Wealds, Ambrus’s domain |
| Activity type | Court Activity (Ambrus’s Dungeons) |
| Recommended level | Level 1+ |
| Time cost | 3 time segments |
| Key item | Jailer’s Keys |
| Reward | 250 XP, 1 Skill Point |
Court Activities are not pinned on your map from the start. Until you stumble into them, they show up as “Unknown Activity,” so the outpost has to be found in the world before the objective marker becomes useful.
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Investigate the cellar and take the Jailer’s Keys


Open the cells: Free or condemn the prisoners

Note: The choice changes the tone of the scene and where those prisoners end up, not the reward. Nobody gets a better item for picking one line over the other.
How to confirm the quest completed
After the final dialogue, a short cutscene plays and time advances. You’ll see the QUEST ENDED banner along with XP (250) and Skill Points (1) on screen. Once that appears, Twists and Turns is logged as finished and its contribution to Ambrus’s anger is banked.
If the quest is still sitting open, one of two things is usually the cause. Either the chief jailer’s body was never looted, so you don’t have the Jailer’s Keys and the cell gate won’t respond, or the cell was opened but the conversation with the prisoners wasn’t seen through to the end. Clearing the surface guards alone never completes it.
Twists and Turns stays available after Ambrus is dealt with, so there’s no rush to clean it up on a specific day. That said, it’s one of the cheaper Ambrus activities in terms of effort for a full Skill Point, and since you don’t need to finish every Court Activity to draw a vampire out, low-friction ones like this are worth prioritizing on a first run.






