Ambrus's Cellars: Uninvited Activity
- Region
- St. Tyna's Grove
- Missable
- Yes
- Methodology
- Data Methodology
- Author
- Dakota Chinnick
Ambrus's men guard stores filled with barrels of human blood. I could make sure the vrakhiri never get to drink it.
- Type
- Activity
- Starts
- St. Tyna's Grove
- Time cost
- 3 time units
- Time of day
- Day or night
- Reward
- Kobold's Blood
- Steps
- 3 steps, 3 on the map
Ambrus's Cellars: Uninvited Walkthrough
3 of the 3 objectives for Ambrus's Cellars: Uninvited are pinned on the map below, 0 of them optional. The numbers on the map match the numbered steps.
How to start Ambrus's Cellars: Uninvited
- StartsBegins in St. Tyna's Grove.
- Time cost3 time units
- Time of dayDay or night
- Can be failedYes — it has a failure ending, so the coronation deadline can take it from you.
Ambrus's Cellars: Uninvited step by step

- Investigate the ruinsDay & Night
There is something off about this place. Where have all the guards gone?
Pinned on the map - Deal with the creatureDay & Night
A grotesque creature somehow found its way into Ambrus's blood cellar. I have to kill it.
Pinned on the map — pin 1 - Destroy the blood stock3 time unitsDay & Night
All that's left to do here is to get rid of the stocked up blood. The vrakhiri won't be happy about that. Good.
Pinned on the map — pin 1
Ambrus's Cellars: Uninvited rewards
On completion
- 750 XP
- 2 skill point(s)
- Kobold's Blood ×1
Show the 2 endings — spoilers
Every way Ambrus's Cellars: Uninvited can end, in the game's own words. Read on only if you want it spoiled.
- Ending 1
I have destroyed the blood stockpile – Ambrus is sure to get very angry about this.
Rewards: 750 XP, 2 skill point(s), Kobold's Blood ×1
- Ending 2Failure
In the end, I never got round to destroying the blood cellar.
Ambrus's Cellars: Uninvited is a Activity in The Blood of Dawnwalker with 2 playable version(s). Ambrus's Cellars: Uninvited takes place around St. Tyna's Grove. Ambrus's Cellars: Uninvited has 3 objectives, 0 of them optional. 3 of the objectives in Ambrus's Cellars: Uninvited are pinned on the world map, so you can see where each step happens. Ambrus's Cellars: Uninvited has 2 possible endings.
See Also
Your Dawnwalker Guide, In-Game
The map, the quests, the skills and the 30-day clock in an overlay — look anything up without alt-tabbing out of Vale Sangora. Free on your PC.
- In-game overlays
- Automatic match tracking
- Desktop-exclusive tools
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Ambrus's Cellars: Uninvited FAQ
How do you complete Ambrus's Cellars: Uninvited?
Ambrus's Cellars: Uninvited runs to 3 objectives. It opens with "Investigate the ruins" and finishes with "Destroy the blood stock". The full list, with map pins and time costs, is in the walkthrough above.
How long does Ambrus's Cellars: Uninvited take?
Ambrus's Cellars: Uninvited spends 3 time units off the story clock across its 3 objectives.
Should I do Ambrus's Cellars: Uninvited by day or by night?
Ambrus's Cellars: Uninvited can be started by day or by night and costs 3 time units of story time either way. Steps locked to one half of the day are badged in the walkthrough above.
How do I start Ambrus's Cellars: Uninvited?
Ambrus's Cellars: Uninvited begins around St. Tyna's Grove — start from the first objective in the walkthrough above.
What are the objectives of Ambrus's Cellars: Uninvited?
Ambrus's Cellars: Uninvited has 3 objectives: Investigate the ruins, Deal with the creature, Destroy the blood stock. Optional and time-sensitive steps are marked in the objective list.
Where do the objectives of Ambrus's Cellars: Uninvited take place?
3 of the 3 objectives in Ambrus's Cellars: Uninvited have a marked location, in and around St. Tyna's Grove. The numbered map above matches the objective list.
What are the rewards for Ambrus's Cellars: Uninvited?
Completing Ambrus's Cellars: Uninvited rewards 750 XP, 2 skill point(s), Kobold's Blood ×1.
How many endings does Ambrus's Cellars: Uninvited have?
Ambrus's Cellars: Uninvited has 2 endings in the game files, 1 of them failures.
Is Ambrus's Cellars: Uninvited missable?
Missable: Yes. On the 30-day clock most quests can time out; the start block of the walkthrough above says whether this one has a failure ending.