Ambrus's Dungeons: Twists and Turns Activity
- Location
- Maragir
- Region
- Maragir Wealds
- Missable
- Yes
- Author
- Dakota Chinnick
- 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
13·4One marker covers an area to search rather than an exact spot.
- 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 - Take the key from the chief jailerDay & Night
The prison key should be somewhere on the chief jailer's body.
- Open the cellsDay & Night
I can use the key to free the prisoners now.
Pinned on the map - 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.
- 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)
- 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)
- 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)
- 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.
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 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.