FIELD GUIDE

Court activities: routes and completion checks

Court activities often need a final interaction after the fighting: destroy supplies, release a prisoner, inspect a document or collect blood. Use the named examples below to find an activity and check its closing objective before moving on.

Community reference · Updated September 7, 2026 Sources & coverage ↗

Check the finishing action and time prompt

Open the Court menu to see which activities you have identified. Unknown entries become useful once you find them in the world. Completing activities raises the relevant lord’s Anger and eventually opens that lord’s confrontation quest. The Infamy and edicts guide explains those meters.

Read the time confirmation at the interaction. PowerPyx records one segment for the three named Blood Cellars, while its listed transports, leech camps and pillories generally use three. A longer quest can contain several separate time costs.

Four activities with recognizable starting points

ActivityWhere to startHow to finish
Bakir’s Pillories: Familiar FaceSouthern main road through Parlita; look for the yellow exclamation mark and a prisoner in a pillory.Interact with the pillory and defeat its guards. The prisoner is Vasil.
Bakir’s Pillories: Old HandThe pillory in front of Lunar Manor.Defeat the enemies. Choose to protect the prisoner to open Catalin’s Tutor; visit his camp northwest of the pillory, request training and win the duel to unlock a Swordmastery teacher.
Ambrus’s Cellars: Trouble BrewingInside Svartrau City; use the red-circled location on PowerPyx’s Trouble Brewing map to find this house.Clear the enemies and destroy the barrels. Search upstairs for the resident afterward.
Under Watchful EyesMert’s cell in Stoneward Post, reached during The Firebrand.Rescuing and escorting Mert completes the prisoner activity; merely speaking to him resolves a different objective.

The cellars and pillories above are selected routes. For an unmarked activity elsewhere, PowerPyx’s activity maps provide the broader location reference.

Keep Ambrus’s activity types separate

Named activityClosing action to check
Transports: Bloody BusinessLoot the transport leader’s note after defeating the escort.
Transports: Roadside SurpriseInteract with the transport barrels after the fight.
Collectors: Bounty of the MireDestroy the leech barrels in the camp.
Cellars: Seeing Red / UninvitedGo below ground, clear the cellar and destroy its supplies.
Dungeons: Judge and ExecutionerSpeak to the prisoners to free them after defeating the guards.

Roadside Surprise is a transport activity; Bounty of the Mire is a leech-collection camp. Track the full name in the journal so a completed fight at one does not send you searching the other for its finishing object.

Check follow-ups before leaving

Some activities lead to a second task. Old Hand can unlock a teacher after the camp duel. Fools’s Gold can lead to Ill-Gotten Gains if you spare the soldiers and take their treasure map. At Taste of Power, the golden box and the document in its chest are separate interactions; inspect both before leaving.

Defeating the associated lord does not by itself remove every remaining Court activity. Individual quests can still have deadlines: Mert’s visit and Sara’s rescue have their own countdowns. Check a prisoner’s current objective before spending time elsewhere.

Questions before you continue

Does every Court activity cost three time segments?

No. The documented Blood Cellars use one segment, while many other activities use three. Check each interaction rather than budgeting one fixed cost for every activity.

Sources and coverage

Reviewed September 7, 2026. This guide combines the attributed launch-version walkthroughs and footage; it is not a report of a separate playthrough by this site. Check your current quest journal and action-cost prompts when a patch or choice changes the route.