Finish Smoke and Ashes, then complete the relevant ruler's Court Activities. Reaching Maragir or raising a general reputation value does not by itself unlock Ambrus. Check the ruler's Anger state in Court; do not substitute Infamy or Notoriety for that state.

Find an activity

  1. Confirm that you have left the prologue and can inspect Court.
  2. Reveal nearby sites through scouting towers, then approach a site to identify its activity.
  3. Select an activity belonging to the ruler you want to challenge, such as a transport, cellar or camp.

Finish the actual objective

  1. Read whether the objective asks for a fight, supplies destroyed, a document recovered or prisoners freed.
  2. Complete the final interaction after combat. Read any time cost before accepting it.
  3. Reopen Court and check the corresponding ruler. If nothing changed, inspect the activity journal before attacking unrelated enemies.

Delivery Delay: identify the ten transports

The achievement requires eight completed transports from the ten below. A soldier camp or pillory is not interchangeable with a transport. Each entry links to its route and outcome checks; unresolved location details are marked in those guides.

Search roads, then finish the remaining objective

Approach the activity marker and check the journal name. A convoy can move along its road, so inspect the nearby stretch rather than treating a screenshot as its permanent position. Read the interaction’s time prompt before committing.

After combat, check the objective again. Roadside Surprise needs its barrels and conversation; Curious Shipment needs cargo investigation. Fool’s Gold offers surrender, so the instruction to kill every guard is not a universal route. Follow the linked branch instead of attacking surrendered characters solely to increase a counter.

If progress is missing, check the activity type, unresolved enemies or dialogue, then cargo or prisoner interactions. Confirm completion in Court and the achievement list. The guide does not promise identical results for every untested choice.

Bakir: choose an operation and preserve its follow-up

Use these linked routes to complete the activity’s final interaction. The list groups the eleven standard operations and the village request discussed in the source roundups; it is not a promise that completing a fixed number always triggers Bakir.

GroupRoute
HeadhuntersMatter of Honour
HeadhuntersSilent to the Grave / Secret Stash
HeadhuntersSmoke Them Out
TransportsCurious Shipment
TransportsFool’s Gold
DistilleriesEnds and Means
DistilleriesCoercion and Duress
DistilleriesOffshoot
PilloriesOut of Love
PilloriesFamiliar Face
PilloriesOld Hand / Catalin’s Tutor
Village chainA Mother’s Plea

For extra objectives, follow Fool’s Gold into Ill-Gotten Gains, or inspect the corpse after Silent to the Grave. At Old Hand, protect the captive before pursuing training: the rescued teacher is Baltzer, not Catalin.

The village route runs through A Friend Like This and Song of the Mountain. Preserve peaceful access to Uriash Village, finish Ocha’s city follow-up, then report to the Elder. Ocha returning home is not required for the parent quest’s reward in the compared walkthrough.

Check Bakir’s Court state after finishing an operation. The roundups describe different numerical thresholds, so use the actual journal rather than treating nine activities or one additional sabotage as a guaranteed rule. Continue with The Lunar Game: maze, feast and Bakir, then The Ring: location and recipient choices. These guides mark unresolved source claims.

Which pillory gives the follow-up you want?

  • Out of Love: Nelu’s rescue leads to a Vicho errand.
  • Old Hand: protect Baltzer, then complete his camp duel before expecting training.
  • Familiar Face: inspect hunger conditions before releasing Vasil. ATH’s pillory roundup calls his death inevitable; the linked comparison does not support applying that claim to every state.

For all three, return to the captive after the guards and finish the interaction. A cleared fight alone is not a rescue-completion check.

Xanthe: choose a detailed route

Use these links for each activity's actual final interaction rather than applying one camp instruction to every location.

Activity groupDetailed routes on this site
RecruitersTaste of Power · Just a Bit More · Come Home
Blood Guard campsUnquenchable Thirst · Teach with Pain · Loophole
Goods transportsPast Glory · When Two Dogs…
Prisoner transportsFair Maiden · Chosen One
Tower and dreamHome Sweet Home

The ATH overview describes Unquenchable Thirst as scouting followed by Teach with Pain. Its dedicated walkthrough and the displayed quest objective instead require clearing Unquenchable Thirst's camp. Treat them as separate entries; reconnaissance alone is not its completion check.

Malevolent Presence: final chamber and Excavation Log now has its own route. Bloodied Dagger: Ritual Dagger and sealed chest is also available. Unsealed Secrets: both research notes completes the three excavation route entries. Each page identifies its remaining evidence gaps. For the challenge itself, use The Cycle of Love and the actual Court state; this overview's numerical threshold is not a guaranteed trigger.

Ambrus: choose among the 14 activity routes

The two blood transports are not the entire transport list: Lucky Crossing and Fate’s Mercy carry prisoners. Follow each page’s final interaction and source caveats. This index is not a requirement to finish every activity before accepting the duel.

Trigger Ambrus

Use the visible Angered state rather than a promised completion percentage. Source descriptions of the threshold differ. Once the challenge appears, inspect the scene in southern Maragir and continue to The Gilded Gauntlet.

Preserve the optional plan

For poison, complete The Bittersweet Toast before the nighttime duel. The optional poison window and the duel's availability are different checks. Decide which branch you want before committing time.

Related route details

For another activity, see Home Sweet Home’s dream exit. Before committing to a finale, check ending routes and saves.

Detailed city and companion routes

Leech collector camp

Bounty of the Mire covers the guards, barrel interaction and disputed outcomes.

Stoneward Post rescue

Under Watchful Eyes separates Mert’s escort from clearing the garrison.

Svartrau gates closed: check active edicts

Check Court’s active edicts, not just the ruler’s Anger meter. PowerPyx lists soldier recognition at Edict 7, stronger soldiers at 8 and closed Svartrau gates at 9. It reports that proclamation follows after an in-game day, so a raised meter and an already-active restriction are different checks. Finish access-dependent city errands before deliberately pushing further.

ATH describes an east-wall rock-path entry and unavailable city fast travel during the lockdown. Its daylight climb claim conflicts with PowerPyx’s night-only account; the exact usable entry remains unverified here. Do not assume reaching a gate or climbing inside re-enables shrine services. Check your current form, time and actual traversal prompts before attempting a crossing; avoid repeating a jump whose landing you cannot identify.

Earlier edicts: plan the next errand

ATH’s two lists agree on these earlier changes. Check which edict is active before diagnosing a missing merchant or changed price.

EdictPractical check
1–2Expect more settlement patrols and checkpoints; inspect the approach before entering.
3Compare current prices before confirming a purchase.
4Road patrol commanders can recognize Coen; plan around patrol positions.
5Fewer people remain outdoors at night; check a missing contact again by day.
6Additional checkpoints and another price increase affect travel and shopping.

Daytime is a retry check, not a guarantee that every quest contact appears. The two ATH versions disagree about city fast travel at the final edict; retain the lockdown checks above.

Related guides