Ambrus's Dungeons: Twists and Turns Activity

ActivityCourt activity: AmbrusDayNightMissable
Location
Maragir
Region
Maragir Wealds
Missable
Yes
Methodology
Data Methodology

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

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

Ambrus's Dungeons: Twists and Turns Walkthrough

3 of the 4 objectives for Ambrus's Dungeons: Twists and Turns are pinned on the map below, 0 of them optional. The numbers on the map match the numbered steps.

How to start Ambrus's Dungeons: Twists and Turns

  • StartsBegins in Maragir.
  • 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: Twists and Turns step by step

World map of The Blood of Dawnwalker with the objectives of Ambrus's Dungeons: Twists and Turns marked
3 marked locations for Ambrus's Dungeons: Twists and Turns, 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.

    Search area on the map
  2. Take the key from the chief jailerDay & Night

    The prison key should be somewhere on the chief jailer's body.

  3. Open the cellsDay & Night

    I can use the key to free the prisoners now.

    Pinned on the map
  4. Investigate the cellar3 time unitsDay & Night

    This camp was bizzarely empty. Where is everyone? In that cellar?

    Pinned on the map — pin 3

Ambrus's Dungeons: Twists and Turns rewards

On completion

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

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

  1. Ending 1

    I've freed the deserters from their captivity in Ambrus's dungeon. A second chance – I hope they use it well.

    Rewards: 250 XP, 1 skill point(s)

  2. Ending 2

    I've freed the deserters from their captivity in Ambrus's dungeon. Once they worked for Brencis's regime, now they go against it. I hope there will be many more like them in Vale Sangora.

    Rewards: 250 XP, 1 skill point(s)

  3. Ending 3

    The soldiers imprisoned by Ambrus will remain in their cells. I didn't have a good enough reason to free them.

    Rewards: 250 XP, 1 skill point(s)

  4. Ending 4Failure

    I never got around to fully investigating that place. It's time to face Brencis.

    Rewards: 250 XP, 1 skill point(s)

Ambrus's Dungeons: Twists and Turns is a Activity in The Blood of Dawnwalker with 2 playable version(s). Ambrus's Dungeons: Twists and Turns takes place around Maragir. Ambrus's Dungeons: Twists and Turns has 4 objectives, 0 of them optional. 3 of the objectives in Ambrus's Dungeons: Twists and Turns are pinned on the world map, so you can see where each step happens. Ambrus's Dungeons: Twists and Turns has 4 possible endings.

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Ambrus's Dungeons: Twists and Turns FAQ

How do you complete Ambrus's Dungeons: Twists and Turns?

Ambrus's Dungeons: Twists and Turns runs to 4 objectives. It opens with "Investigate the outpost" and finishes with "Investigate the cellar". The full list, with map pins and time costs, is in the walkthrough above.

How long does Ambrus's Dungeons: Twists and Turns take?

Ambrus's Dungeons: Twists and Turns spends 3 time units off the story clock across its 4 objectives.

Should I do Ambrus's Dungeons: Twists and Turns by day or by night?

Ambrus's Dungeons: Twists and Turns 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: Twists and Turns?

Ambrus's Dungeons: Twists and Turns begins around Maragir — start from the first objective in the walkthrough above.

What are the objectives of Ambrus's Dungeons: Twists and Turns?

Ambrus's Dungeons: Twists and Turns has 4 objectives: Investigate the outpost, Take the key from the chief jailer, Open the cells, Investigate the cellar. Optional and time-sensitive steps are marked in the objective list.

Where do the objectives of Ambrus's Dungeons: Twists and Turns take place?

3 of the 4 objectives in Ambrus's Dungeons: Twists and Turns have a marked location, in and around Maragir Wealds. The numbered map above matches the objective list.

What are the rewards for Ambrus's Dungeons: Twists and Turns?

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

How many endings does Ambrus's Dungeons: Twists and Turns have?

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

Is Ambrus's Dungeons: Twists and Turns 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.