Act III

**Act III** is the third and last section of the Campaign Mode, after Act II.

## Story

Act III is the last Act of the game. After the events of the previous Act, the inn is visited by the corrupt Yorevale chancellor, Trovin, who seems set on making the protagonist's life harder - although there might be a second layer to his near-impossible requests and demands.

Trovin's arrival causes another character to appear - Baron Ezariah, a new ally, who seems to know all about the world of politics, Trovin's games, and the innkeeper's past.

## Game mechanics

The ending of the game depends on the player's actions and decisions during this last Act of the game, both regarding relationships with NPCs and Factions in general. There are twelve possible endings, six good and six bad.

## Walkthrough

***Important notice**: While the other Acts are rather self-explanatory, the last Act of the game places the player in front of many important choices. Because of that **this walkthrough is full of major spoilers.***

Act III begins.

**Quest name**: Make some real money

**Description**: Finally you can start making real money - go for it!

This Quest name lets you develop bigger inn. Make sure you're ready for what comes next before moving forward.

To complete this Quest name, you need to:

* unlock Nobles in the Innkeepers Journal
* accommodate a Vedeta

As long as this task is active, Vedetas will visit your inn about once a day. You can also unlock the perk related to them in the Journal, so that there is a bigger chance of them appearing. To hire Vedeta you need to rent her a Private room. Each Vedeta needs a room with a Vedeta bed (a big bed with curtains), a changing screen (for dressing and undressing), and a dresser (a piece of furniture with a mirror).

Next create trade route with Ricodi (Ricodi is a Sambrian town south of the inn).

After completing the Quest name, a dialogue with Martyn appears. He tells the player about a mysterious letter warning him about Chancellor Trovin's imminent visit.

**Quest name**: Trovin's arrival

**Description**: A mysterious letter has warned you about the arrival of chancellor Trovin – a man, who, supposedly, worked with Lady Commander...

*(**IMPORTANT NOTE:** during the following five quests the player will be given five times an option to choose a plan of either the Baron or Martyn; choosing one more often than the other affects the relation with those characters and the ending both of this part of the game and the whole game in general; **Baron's path** is always easier;* Baron's path always leads to destroying a given Faction)

Trovin arrives and gives the innkeeper his first task - renting him a Private room. At the same time, the innkeeper's supposed debt to Trovin starts increasing - 100 guldens for each hour without a rented room. From this time on, every 12 hours Trovin will start dialogue asking the innkeeper to pay his debt.

**Quest name**: Solve the Aviary matter

**Description**: Figure out what to do about the Aviary. The options are many, and the only question that matters is: which one is the best for your inn?

You rent room to Trovin. Trovin informs you about your next task and his new tax: he sets a guest limit in your tavern to max 10 people. Every hour your debt to Trovin increases by 10 guldens for each guest over the limit. Next, Trovin tells you that you can stop this tax from being obligatory by getting rid of the Aviary. You talk to Martyn about the situation, when a new character - Baron Ezariah - join the conversation.

Both Baron and Martyn propose different ways of making the Aviary disappear.

**Baron's path**:

* *(this path is easier; it destroys the faction)*
* Baron gives you a bottle raquore - a semi-legendary alcohol - and tells you to get Renmy drunk and make him reveal the secret location of the Aviary's base of operations - the Nest
* Baron tells you to place a notice board in front of the tavern
* Summon Renmy by clicking on notice board and select "secret message" option from the context menu to summon Renmy
* After Renmy appears, start a conversation with him. Choose dialogue options with the crossed out Aviary symbol; this will lead to the arrest of the intoxicated Renmy

**Martyn's path**:

* Martyn tells you to place notice board in front of the tavern and summon Renmy
* Summon Renmy by clicking on notice board and selecting "secret message" option from the context menu
* After Renmy appears, start a conversation with him; explain to Renmy your situation and **don't** click the dialogue options with the crossed out Aviary symbol
* Renmy propose he - and his companions - will lay low for some time if the innkeeper agrees to fill his room with food for the outlaws
* Put storage items in Renmy's room; select food in Storage settings and set priority to max
* After storages are filled with 100 pieces of any food item, Renmy thanks you and leaves the inn, promising to lay low for some time

After finishing Baron's or Martyn's path, Trovin informs the innkeeper, that the ban has been canceled - and introduces a new tax.

**Quest name**: Solve the Couriers matter

**Description**: Figure out what to do about the Couriers. What's best for your inn? What for the kingdom? The questions are many - and the decision will be final.

Trovin informs the innkeeper about a new tax and a new task to complete for the tax to be lifted: Trovin bans people in the inn from using rooms above the ground floor; the tax will be canceled if the innkeeper gets rid of the Couriers.

Once again Both Baron and Martyn propose different ways of making the Couriers disappear.

**Baron's path**:

* *(this path is easier; it destroys the faction)*
* Listen to Baron's plan

* When Meilan arrives, start talking to her; choose dialogue options with the Couriers symbol crossed out; after that Meilan gets arrested

**Martyn's path**:

* Listen to Martyn's plan
* When Meilan arrives, inform her about Trovin's tax
* Meilan runs off from the map; once she later returns, talk to her again
* Rent a room to Meilan
* Send your workers to 3 cities marked on your map to deliver Meilan's letters
* The cities are: Sallebritte (west), Orrelio (south) and Bersuhl (east).

After finishing Baron's or Martyn's path, Trovin informs the innkeeper that ban has been lifted - and introduces a new tax.

**Quest name**: Solve the Knights Errant matter

**Description**: Figure out what to do about the Knights Errant, the beer-drinking, romantic warriors, roaming the roads all across Delcrys. What would king Owen do?

Trovin informs the innkeeper about a next tax and a new job that will lift it. The debt to Trovin increases by 50 guldens for each alcoholic drink sold. Trovin tells the player that it can be stopped by getting rid of the Knights Errant. Once again Both Baron and Martyn propose different ways of making the Knights disappear.

**Baron's path**:

* *(this path is easier; it destroys the faction)*
* Listen to Baron's plan
* When Alstero arrives, start a conversation with him
* Choose dialogue options with Knight's Errant logo crossed out

**Martyn's path:**

* Listen to Martyn's plan
* When Alstero arrives, inform him about Trovin's tax
* Rent a room to Alstero
* Put barrels in Alstero's room
* Fill Alstero's room with alcohol
* After filling the room with alcohol, ask a Bard to play music on a stage
* After the concert, Alstero leaves the inn

After finishing either Baron's or Martyn's path, Trovin informs the player that the tax has been called off, and introduces new tax.

**Quest name**: Solve the Seers matter

**Description**: Figure out what to do about the Seers. They are one of the most powerful factions in all of Delcrys, so be wise - should you befriend them or defeat?

Trovin informs the innkeeper about the next task and tax: Every hour the debt to Trovin increases by 10 guldens for each light source in tavern. Trovin tells the innkeeper that he can stop this tax from being obligatory by getting rid of the Seers.

Both Baron and Martyn propose different ways of making the Seers disappear.

**Barons path**:

* *(this path is easier; it destroys the faction)*
* Listen to the Baron's plan
* Put a gambling table in the tavern
* Wait for Calisterre to arrive
* Talk to Calisterre
* Choose dialogue options with the crossed out Seers logo

**Martyn's path**:

* Listen to Martyn's plan
* Talk to Calisterre; if she refuses to help you - talk to Martyn again
* Accommodate a Vedeta
* Talk to Trovin

After finishing Baron's or Martyn's path, Trovin informs the innkeeper that the tax has been canceled - and introduces a new one.

**Quest name**: Solve the Gildebones matter

**Description**: Figure out what to do about the Gildebones, the powerful religious - and business - faction from Sambria. What's the best course of action here?

Trovin informs the player about a next task and his new tax: Every hour the debt to Trovin increases by 1% of the innkeeper's wealth above 1500 guldens. Trovin tells the player that they can stop this tax from being obligatory by getting rid of the Gildebones.

Once again both Baron and Martyn propose different ways of making the Gildebones dissappear.

**Baron's path**:

* *(this path is easier; it destroys the faction)*
* Listen to the Baron's plan
* Buy sambrit cheap; it's sold in in Sambrian cities, south-east of the map
* After filling storage objects in the inn with 200 pieces of sambrit, Ganis appears
* Choose dialogue options with the Gildebones logo crossed out.

**Martyn's path**:

* Listen to Martyn's plan
* Buy 100x expensive Gilded water in Ricodi
* After the water is bought, Ganis appears
* Talk to Ganis. Don't choose dialogue options with gildebones logo crossed out.

After finishing Baron's or Martyn's path, Trovin informs us, that the tax has been called off, and introduces new tax.

**Quest name**: Defeat Trovin

(*the description of the quest depends on whose plans the player has chosen more, Baron's or Martyn's; it also affects which path the player will be given)*

**Description (Baron)**: It wasn't easy, but you've managed to deal with five of the most powerful factions in Delcrys, one way or another. The time has come to defeat chancellor Trovin and finally get your revenge.

**OR**

**Description (Martyn)**: Here it is. The final stretch. You've earned Trovin's trust and now you can use it against him. Avenge king Owen. Save the kingdom. Save yourself. Save your inn. Be the hero Martyn and the baron believe you can be.

**Baron's path**:

* Accomodate vedeta called Raisa
* After you rent her a room, she'll walk up to Trovin and ask him to join her
* After the deed is done, Trovin leaves Rita's bed bleeding and dies
	+ *\*if Raisa doesn't kill Trovin, you might have to reload a save from before renting a room to her*

**Martyn's path**:

* Accomodate a pirate
* Talk to Trovin

**Quest name**: A goodbye to a friend...

**Description**: With Baron's help organize for Martyn the best wake Delcrys has ever seen. Make it a night to remember!

After Martyn dies in a cutscene, you get a new, temporary employee - Baron. You start conversation with him by clicking the exclamation mark above his head. He'll give you money and tell to prepare a wake for Martyn.

Two sub-tasks appear:

* hang Martyn's portrait inside the inn and
* place Martyn's grave outside

The painting and the grave can both be found in the Decorative section in Furnish Mode.

After hanging the painting and choosing a spot for the resting place of Martyn, another task appears: accept condolences. Groups of people start appearing, each bringing one person with a exclamation mark. Depending on your previous choices regarding Factions, their representatives might also appear. After accepting all condolences, you get a new task: listen to Baron's speech.

After listening to Baron's speech, the Event Dialogue Window appears. The event may have 5 different progressions, depending on your Inkeeper Skills, but the outcome is always the same: you find out that Baron Ezariah was responsible for killing king Owen and Martyn. After confessing, Ezariah leaves your inn, threatening to return soon.

**Quest name**: Decide on your - and the kingdom's - future

**Description**: Rent a room to one of the representatives of a Faction - or tell them all to leave. What will it be? It seems this is a moment you get to decide on your future, as well as that of the whole kingdom, seeing how the two seem to be intertwined....

Baron flees during cut-scene. Depending on your previous choices, you're left with 1-6 of your allies in the inn - countess Ellisa and 5 Faction representatives.

**If every faction in Delcrys has been destroyed**, a dialogue with Ellisa appears. The dialogue ends the game with you deciding to remain a humble innkeeper.

**If you've spared at least one Faction**, Ellisa and a Faction(s) representative(s) still remain(s) around in your inn. You can talk to each of them. During conversation, each representative offers you help in defeating Baron Ezariah and becoming a new king of Yorevale. After talking to a representative, you can rent them a room or ask them to leave. No matter if there are representatives of Factions in the inn, countess Ellisa always appears, and renting her a room is one of the six options possible. Renting a room to Ellisa or a representative starts one of the six final quest objectives. **You may rent a room to only one NPC, thus making this choice a final decision.**

**Quest name**: Life of an innkeeper...

**Description**: A life of an innkeeper is not an easy one - especially when one turns out to be an illegitimate son of an assassinated king. But you did all you could to fight, survive, and build your own kingdom. Remaining an innkeeper is your choice - one that no one can take away from you.

**Renting a room to Ellisa** ends the game with you remaining an innkeeper. Depending on your prior relationship with Martyn, this unlocks one of two endings (good/bad). To do so you must build a private Vedeta's room with a five star rating with an affinity to Sambria. On the day when the Baron arrives with soldiers to burn the inn down he is met with the local community of Crossroads protecting their innkeeper, he is killed at the hands of a kid slinging a stone at his head. Without a heir to the throne Yorevale is plunged into chaos looking for a new leader as the innkeeper either happily runs the inn with Eliza or runs it alone in sorrow.

**Renting a room to a representative of a Faction** begins a final quest. The innkeeper has to work one last time with the Faction, to both impress them - and get their help in defeating the baron. Each Faction has similar demands:

* getting reputation among their corresponding Social Group
* accommodating members of their Faction
* creating a trade route(s)
* performing one special thing, depending on the Faction

There are always four tasks to complete, but **completing just two is enough to finish the game**. Depending on the relation with the Faction/Faction's representative, you get either a good or a bad ending. Completing all four of the abovementioned tasks **increases the chances of a good ending**. In addition, depending on each act, finishing a quest in favor of a faction tilts it towards the favor of the faction.

### Aviary ending

**Quest name**: Partner up with the Aviary

**Description**: And so you chose to join forces with the Aviary, a powerful faction of thieves and assassins, spies and cut-throats. The group cherishes loyalty above all, and you've worked with Renmy before. Now get the baron!

After you partner up with this faction and rent a room to its representative (Renmy), there are 4 new tasks to complete (you need to complete at least 2 of them to finish the game):

* gain at least 50% reputation with a corresponding Social Group (Outlaws);
	+ Outlaws don't care about cleanliness in rooms and light;
	+ having a dark and dirty inn is the easiest way to scare other Social Groups
	+ easiest way to upset Outlaws is to not sell alcohol in your inn - make sure this isn't the case while trying to get their favour

* accomodate 5 members of a Faction
	+ members of the faction appear randomly in your inn; they will appear more often if the reputation among the corresponding Social Group is above 50%

* create a trade route between your inn and Faction headquarters
	+ the Nest is located in Yorevale, near Orrey, North-West of your Inn.

* complete one special task (keep Renmy sober)
	+ Renmy is drunk after Martyn's wake; your task is to wait for him to sober up
	+ you can prevent Renmy from ordering alcohol by locking him in his room or taking booze off the menu
	+ it takes Renmy about a day to sober up.

After completing two of the four tasks, Renmy asks you if you're ready to move on. You can agree and end your story, or try to fulfill all of the Factions demands, to further impress Renmy.

Once you decide to end the game, a final cut-scene plays. Depending on your relationship with Renmy, you get either a good (you work with the Aviary for the kingdom) or a bad ending (the Aviary uses you for their own gain).

### Couriers ending

**Quest name**: Partner up with the Couriers

**Description**: You've decided to team up with the Couriers, the proud and free mountain people. Martyn seemed to respect them, while the baron wanted to control them - and feared their power. Now, together, you can finally get your revenge. For everything.

After you partner up with this faction and rent a room to its representative (Meilan), there are 4 new tasks to complete (you need to complete at least 2 of them to finish the game):

* gain at least 50% reputation among the corresponding Social Group (Distressed)
	+ Distressed are easy to please - just keep your prices low.

* accommodate 5 members of the Faction
	+ Members of a Faction appear randomly in your inn; they will appear more often if reputation corresponding to the Social Group is above 50%

* create a trade route between your inn and the Faction's headquarters
	+ The Couriers Fortress is located in Yorevale, north of Orrey, north-west of your Inn.

* complete one special task
	+ To help the Couriers you need to create trade roads connecting your inn with three capital cities of Delcrys:
		- Orrey (Yorevale),
		- Melleburg (Untermarch) and
		- Velendis (Sambria).

After completing two of the four tasks, Meilan asks you if you're ready to move on. You can agree and end your story, or try to fulfill all of factions demands, to further impress Meilan.

Once you decide to move on, the final cut-scene appears. Depending on your relationship with Meilan, you get a good (you work with the Couriers for the betterment of the kingdom) or bad ending (the Couriers use you).

### Gildebones ending

**Quest name**: Partner up with the Gildebones

**Description**: You've decided to join forces with the Gildebones and to help them with their economical and religious expansion into Yorevale. A strong king needs strong and powerful supporters, and a wise ruler from a faraway land once said: money does not stink. Now go and defeat the baron!

After you partner up with the Faction and rent room to its representative (Ganis), there are 4 new tasks to complete (you need to complete at least 2 of them to finish the game):

* gain at least 50% reputation among the corresponding Social Group (Townsfolk)
	+ Townsfolk are very disappointed when there's no food available
	+ they adore rooms decorated in their style
	+ to raise reputation of one Social Group quicker you can kick out members of other groups.

* accommodate 5 members of the Faction
	+ members of the Faction appear randomly in your inn; they will appear more often if the reputation of the corresponding Social Group is above 50%

* create a trade route between your inn and the faction headquarters
	+ the Underground Temple is located in Sambria, south-east of your inn

* complete one special task
	+ accumulate 50 000 Guldens to impress the Gildebones

After completing two of the four tasks, Ganis asks you if you're ready to move on. You can agree and end your story, or try to fulfill all of factions demands, to further impress Ganis.

If you agree to move on, the final cut-scene appears. Depending on your relationship with Ganis, you get either a good (you work with the Gildebones for the betterment of the kingdom) or bad ending (the Gildebones use you for their own gain).

### Knights Errant ending

**Quest name**: Partner up with the Knights Errant

**Description**: You've chosen to team up with the Knights Errant, a powerful order of strong, brave, and romantic warriors. With them by your side you will win every fight - now go and destroy the baron!

After you partner up with the Faction and rent a room to its representative (Two Fish Alstero), there are 4 new tasks to complete (you need to complete at least 2 of them to finish the game):

* gain at least 50% reputation with the corresponding Social Group (Travellers)
	+ Travellers love cheap lodging; remember to always have cheap beds in your Guest room
	+ Travellers become very disappointed when there is no food on the menu

* accomodate 5 members of the Faction
	+ members of the Faction appear randomly in your inn; they will appear more often if the reputation of the corresponding Social Group is above 50%

* create a trade route between your inn and the faction headquarters
	+ the Bronze Court is located in northern Untermarch, north-east of your inn

* complete a special task
	+ Alstero wants you to accommodate a Bard

After completing two of the four tasks, Alstero asks you if you're ready to move on. You can agree and end your story, or try to fulfil all of the Faction's demands, to further impress Alstero.

Once you decide to move on, the final cut-scene appears. Depending on your relationship with Alstero, you get either a good (you work with the Knights Errant for the betterment of the kingdom) or bad (the Knights use you for their own gain) ending.

### Seers ending

**Quest name**: Partner up with the Seers

**Description**: Welcome the Seers to your inn and together form a plan to defeat the baron. With their knowledge, power, and influence, nothing will stand in your way!

After you partner up with the faction and a rent room to its representative (Calisterre), there are 4 new tasks to complete (you need to complete at least 2 of them to finish the game):

* gain at least 50% reputation with their corresponding Social Group (Nobles)
	+ Nobles are the only group that likes high prices
	+ rooms in your inn should be as clean and richly decorated as possible

* accommodate 5 members of the Faction
	+ members of the faction appear randomly in your inn; they will appear more often if reputation of their corresponding Social Group is above 50%

* create a trade route between your inn and Faction's headquarters
	+ the Seers Academy is located on the Rhinn Island, between Untermarch and Sambria, south-east of your tavern

* complete a special task
	+ Seers ask you to accumulate a sum of 300 gossips
		- you'll need to buy an upgrade in the Journal letting you have more gossips than the default sum of 150.

After completing two of the four tasks, Calisterre asks you if you're ready to move on. You can agree and end your story, or try to fulfill all of the Faction's demands, to further impress Calisterre.

Once you decide to move on, the final cut-scene appears. Depending on your relationship with Callisterre, you get either a good (the Seers work for you and your kingdom) or bad ending (the Seers use you for their gain).