Ambrus's Dungeons: Judge and Executioner Activity

ActivityCourt activity: AmbrusDayNightMissable
Region
St. Tyna's Grove
Missable
Yes
Methodology
Data Methodology

Ambrus's soldiers bring prisoners to secluded prisons. Might be a good idea to disturb this operation.

Type
Activity
Time cost
3 time units
Time of day
Day or night
Reward
250 XP
Steps
9 steps, 6 on the map

Ambrus's Dungeons: Judge and Executioner Walkthrough

6 of the 9 objectives for Ambrus's Dungeons: Judge and Executioner are pinned on the map below, 1 of them optional. The numbers on the map match the numbered steps.

How to start Ambrus's Dungeons: Judge and Executioner

  • 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 Dungeons: Judge and Executioner step by step

World map of The Blood of Dawnwalker with the objectives of Ambrus's Dungeons: Judge and Executioner marked
3 marked locations for Ambrus's Dungeons: Judge and Executioner, zoomed to the quest areaDrag to move the map; scroll, pinch or use the buttons to zoom.

One marker covers an area to search rather than an exact spot.

  1. Investigate the outpostDay & Night

    I likely won't get an invitation – but I can still see what I'm dealing with here. I'd better be ready for a fight.

    Pinned on the map
  2. Find the jailer and take his keyDay & Night

    I need the key – it should be somewhere on the jailer's body.

  3. Investigate the campOptionalDay & Night

    I should search the camp for clues to figure out which version of the story is correct.

    Pinned on the map — pin 1
  4. Open the cells and free the prisonersDay & Night

    I have the key to the cells – I can free the prisoners.

    Pinned on the map — pin 1
  5. Decide the man’s fate3 time unitsDay & Night

    It's up to me to decide the fate of the man accused of being a traitor.

  6. Wait a dayDay & Night

    I should give things a little time to settle down.

  7. Visit the woodcutters's campDay & Night

    The freed woodcutters marked the location of their camp on my map. I should give them a visit.

    Search area on the map
  8. Find out what happenedDay & Night

    Something happened at the woodcutters's camp. I should investigate the site.

    Search area on the map — pin 7
  9. Free the prisonersDay & Night

    I can release the captured people from their cells.

    Pinned on the map — pin 1

Ambrus's Dungeons: Judge and Executioner rewards

On completion

  • 250 XP
  • 1 skill point(s)
Show the 4 endings — spoilers

Every way Ambrus's Dungeons: Judge and Executioner can end, in the game's own words. Read on only if you want it spoiled.

  1. Ending 1

    I freed most of the prisoners kept by Ambrus, but I felt like one of them deserved his fate and decided to have no hand in changing its course.

    Rewards: 250 XP, 1 skill point(s)

  2. Ending 2

    I decided to free all of Ambrus's prisoners – perhaps it was a mistake and some of them deserved this fate, but it was not for me to judge.

    Rewards: 250 XP, 1 skill point(s)

  3. Ending 3Failure

    I lost control and slaughtered all of Ambrus's prisoners in the dungeon. Shit.

    Rewards: 250 XP, 1 skill point(s)

  4. Ending 4

    I couldn't be bothered – Brencis awaits.

Ambrus's Dungeons: Judge and Executioner is a Activity in The Blood of Dawnwalker with 2 playable version(s). Ambrus's Dungeons: Judge and Executioner takes place around St. Tyna's Grove. Ambrus's Dungeons: Judge and Executioner has 9 objectives, 1 of them optional. 6 of the objectives in Ambrus's Dungeons: Judge and Executioner are pinned on the world map, so you can see where each step happens. Ambrus's Dungeons: Judge and Executioner has 4 possible endings.

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Ambrus's Dungeons: Judge and Executioner FAQ

How do you complete Ambrus's Dungeons: Judge and Executioner?

Ambrus's Dungeons: Judge and Executioner runs to 9 objectives. It opens with "Investigate the outpost" and finishes with "Free the prisoners". The full list, with map pins and time costs, is in the walkthrough above.

How long does Ambrus's Dungeons: Judge and Executioner take?

Ambrus's Dungeons: Judge and Executioner spends 3 time units off the story clock across its 9 objectives.

Should I do Ambrus's Dungeons: Judge and Executioner by day or by night?

Ambrus's Dungeons: Judge and Executioner 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 Dungeons: Judge and Executioner?

Ambrus's Dungeons: Judge and Executioner begins around St. Tyna's Grove — start from the first objective in the walkthrough above.

What are the objectives of Ambrus's Dungeons: Judge and Executioner?

Ambrus's Dungeons: Judge and Executioner has 9 objectives: Investigate the outpost, Find the jailer and take his key, Investigate the camp, Open the cells and free the prisoners, Decide the man’s fate, Wait a day, Visit the woodcutters's camp, Find out what happened, Free the prisoners. Optional and time-sensitive steps are marked in the objective list.

Where do the objectives of Ambrus's Dungeons: Judge and Executioner take place?

6 of the 9 objectives in Ambrus's Dungeons: Judge and Executioner 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 Dungeons: Judge and Executioner?

Completing Ambrus's Dungeons: Judge and Executioner rewards 250 XP, 1 skill point(s).

How many endings does Ambrus's Dungeons: Judge and Executioner have?

Ambrus's Dungeons: Judge and Executioner has 4 endings in the game files, 1 of them failures.

Is Ambrus's Dungeons: Judge and Executioner 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.