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Time Segments: 3

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

Ambrus's Dungeons: Twists and Turns

Related points of interest

Quest stages of Ambrus's Dungeons: Twists and Turns

1. Investigate the outpost

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.

Investigate the outpost

2. Investigate the cellar (3 Time Segments)

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

Investigate the cellar (3 Time Segments)

Investigate the cellar (3 Time Segments)

Investigate the cellar (3 Time Segments)

2.1. Take the key from the chief jailer

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

Take the key from the chief jailer

2.2. Open the cells

I can use the key to free the prisoners now.

Open the cells

You can free the prisoners right away or ask who they are first. You will learn that they were Brencis's soldiers. Then you can decide whether to still set them free or leave them in the cell. If you release them, you can gain new information from them - slightly more if you first found out they were soldiers.

Open the cells

3. Endings

If you freed the prisoners. Reward: 250XP, Skill Point x1.

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

Endings

If you left the prisoners locked up. Reward: 250XP, Skill Point x1.

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