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"Quest for Infamy" Walkthrough, Act Three: Tyr and Rayford

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Quest for Infamy owned by Infamous Games. Images used for educational purposes only.

Quest for Infamy owned by Infamous Games. Images used for educational purposes only.

The end is nigh. The full extent of Rayford's plans have been laid bare, and with his plan exposed, he decides to attack Tyr and conquer the port city with his Morroi allies at his side. Roehm has defeated the cultist leader, but going after Rayford? That might be a bit much. He'll need some help to bring the fiend down for good - and there are plenty of bodies willing to see Rayford stopped.

Act Three

  • Once you defeat Uotaargh, you'll be free to explore the Morroi base. However, there will nothing of worth to be found in this place. Exit through the front gates and head back down the mountain. Your Map is removed from your inventory at this point, so there's no more quick travelling.
  • Kayanna will meet you partway down. You have two options: "Yes, you'll help Kayanna end this all", or "No, you're outta here". Press the No option and you're dead, so, uh, best go along with her plans. She'll give you three Healing Potions and send you on your way.
  • Head through the forest toward the Killington mansion. The forest is now occasionally populated by Rayford's guards, and you'll have to kill them off on your way out of here.
  • You need to head to Tyr. Unfortunately, the front of Volksville is guarded by a massive number of cultists and soldiers. There are two ways to get past this little predicament.
Jan of Quest for Infamy. If you fail to persuade him to help you'll have to find an alternate path into Tyr.

Jan of Quest for Infamy. If you fail to persuade him to help you'll have to find an alternate path into Tyr.

Sneak In

Your first option is to look for a back door of sorts, and you can find just that to the north of Tyr. Enter the fields west of the crossroads that lead to Tyr and the Tower Bridge. Search to the south for the ruins of an outlook, above a culvert. You can climb down the rocks and walk along the culvert to reach the walls of Tyr, then go down a tower at the end to reach the Library. Voila.

Break In

The other option is to gather up allies to help you invade Tyr. You'll need to head back to Volksville for this one.

Enter the Sheriff's office. Jan is inside, and he'll try to arrest you. If you speak to him reasonably and try to convince him that Rayford is in the wrong, he'll join up and help out. Otherwise he'll storm off, looking for Rayford. Once he's gone, check Rayford's desk for a Jail Key, then go through the wooden door in the Sheriff's office to find a load of people being held prisoner. You can use the Key to free them.

The prisoners will engage Rayford's goons in combat - all but two Morroi. These jerks will beat you to death if you try to enter the city. Visit Jerrod at his apothecary shop and Roehm will ask for something to knock them out. Jerrod will request some Green Slime, which you can get from the fountain on the ground of the Killington mansion. He'll give you a Green Smoke Bomb. Use it on the Morroi to get past.

Morroi Cultists, guarding the bottom of Tyr's lighthouse in Quest for Infamy.

Morroi Cultists, guarding the bottom of Tyr's lighthouse in Quest for Infamy.


  • Tyr has been conquered by the forces of Rayford. Wandering around will force you into a number of battles against multple enemies. Block judiciously. The guards drop large amounts of bly and a fair number of items when defeated, and should always be looted. Just in case.
  • If you want you can save the councillors of Tyr. Take the lower path on the left side of the central plaza and you'll find them being locked up. Kill a guard to free them and earn an achievement. They'll make progression elsewhere a bit easier.
  • You can also save Voleris and Tyr's Arrows from the barracks, down the top-right path of the central plaza. Kill the two guards out front, then unlock the door to the barracks. This will also earn you an achievement, and makes wandering the streets a bit easier, as the Arrows will kill enemies in advance of your arrival.
  • You ultimately need to head to the docks, and having saved the councillors and Tyr's Arrows will make that a bit easier as they'll clear the path for you. Regardless, you'll be saved when you arrive at the bottom of the lighthouse.
  • Climb the tower. At the top, after a lengthy cut scene, you'll have to fight off Rayford. He's a powerful opponent, with more health than you've seen up to this point, but he fights like the rest. Use the Healing Potions you've accumulated during the Act to keep your health up, block as necessary, and whittle him down until he falls.
  • You have one last choice to make: kill Rayford or spare him. Either way, you'll wind up with an achievement, as well as the ending. Congratulations! You've completed Quest for Infamy!


EvilSquid on August 15, 2014:

Turns out there are other ways to get into Tyr:

- as a rogue, you can just use the tunnels (also, you don't lose your map as the rogue, because of the tunnels - so you don't have to slog through the forest manually).

- as a brigand, go to the lair and ask Kurdt for help - your bear buddy will ferry you across in a boat (NOW I finally figured out what that little dock was good for!)

- as a sorcerer, talk to Prospero and he'll offer to magically teleport you to the top of the wall (same place you end up if you climb to the aqueduct).

Matt Bird (author) from Canada on July 16, 2014:

Ah, cool. Thanks. I knew about the achievement, but not the other two. Will make a note.

Matt Bird (author) from Canada on July 16, 2014:

Thanks for the chasm info. I'm playing right now; I'll go there next.

And yep, I found it too. I've put together a bigger, slightly more informative map that divides the tunnels into separate rooms and shows where the treasures are. Should have that article up later today.

Matt Bird (author) from Canada on July 16, 2014:

Yep, I've seen the bear. Makes getting in there much faster your first time, and I think you go that route if you play as the brigand. You can find the caves in the far east of the woods. Go as far right as you can without hitting the hunters, then head south. You should find the mines there. (If I'm remembering correctly, anyway. Not at the PC at the moment.)

I left off last night working on a map for the mines, as I'm also looking for the Necromancer. I suspect you need a spell that lets you float to get to him / her, as I've found a giant chasm that I can't cross just yet. I'll figure that out today, hopefully.