Merchant Guild Orders Guide

Plan Dungeon Inn merchant guild orders without wrecking your inn: read objectives, protect suspicion, manage rooms, and recover from story-week stalls.

How Dungeon Inn Merchant Guild Orders Fit the Loop

Dungeon Inn merchant guild orders turn a cozy innkeeping sim into a balancing act. You are not just filling beds; you are secretly serving the Mountain and Seaside guilds while keeping each side unaware of the other. That secret is why Dungeon Inn merchant guild orders matter: every extra guest can improve your profit and push suspicion closer to a game over. This guide gives you a practical way to plan orders, protect your cover, and recover when a story week goes wrong.

Dungeon Inn is a turn-based management strategy game about Sara, an opportunistic innkeeper who strikes a deal with a dragon and opens an inn at the mouth of a busy dungeon. As the inn grows, Sara and her friends take on new Merchant Guild requests, and the full 1.0 story uses those requests to raise the management pressure. The complete Story Mode covers Chapters 1–12 and runs roughly 20 hours, so orders work best as a campaign rhythm rather than a one-off checklist.

A useful way to view Dungeon Inn merchant guild orders is as exams with three questions: can you fill the right rooms, can you keep the guilds apart, and can you do both without letting suspicion run away? The table below shows the basic loop.

Order phaseWhat to decideWhy it matters
Before the week startsRead the objective, deadline, and any room or visitor targetPrevents spending gold on the wrong upgrade
Early weekCheck how many guests each guild can send without crossing pathsProtects suspicion while building momentum
MidweekCompare current suspicion with remaining order requirementsTells you when to stop chasing extra profit
Final pushFill only the rooms and turns the order actually needsAvoids unnecessary exposure
After completionNote what strained the inn, such as rooms, flow, or suspicionHelps the next Merchant Guild request go smoother

Read the Order Before You Spend a Turn

A Merchant Guild request can look simple until you compare it with your current room count, guild traffic, and suspicion level. Treat the in-game objective panel as the authority. There is no reliable fixed list of every request to memorize because orders are tied to story progress and inn growth, so the safest habit is to pause before building, promoting, or inviting extra travelers.

Use this pre-order audit before committing to a plan.

CheckQuestion to askAction
ObjectiveIs the request about visitors, rooms, profit, or story progress?Read the exact wording and track only that target
CapacityDo I have enough usable rooms without blocking either guild?Keep room to maneuver; do not upgrade everything
TimingHow many turns remain before the order is judged?Save expensive moves until you know the week’s shape
SuspicionWhat is my current buffer?Stop extra promotion before the bar becomes risky
UpgradesWill an expansion create a full-house problem?Check whether the upgrade can be canceled before resetting

When Dungeon Inn merchant guild orders demand a full house, overbuilding can backfire. More rooms may look efficient, but a request that requires every room on one side to be occupied becomes harder when you have added capacity too early. Build toward the next target, not the entire chapter. If you have already expanded and the target now feels awkward, see whether you can cancel the upgrade before you throw away the week.

Protect the Secret: Suspicion Is the Real Cost

The Mountain Guild and Seaside Guild travel separate roads, and your job is to coax in enough travelers to profit without letting the two sides meet. Fights, leader visits, and careless traffic can all push suspicion upward. If either side gets too high, the run can end, although you can return to an earlier day of the week and try a cleaner route.

That rollback option is useful, but it is not a license to ignore risk. Dungeon Inn merchant guild orders reward greed in small doses. The moment you start filling every bed just because you can, you create more chances for the wrong adventurers to cross paths. A profitable week with a stable suspicion bar is better than a record week that forces a reset.

MoveShort-term gainHidden costSafer alternative
Coax extra travelersMore room incomeMore chances for guild overlapFill only the rooms needed for the order
Chase full occupancyStrong order progressHarder to keep guilds separatedBuild capacity gradually and reverse unneeded expansions
Ignore a leader visitSaves a turn nowRaises discovery riskManage traffic before the visit becomes a problem
Push through a suspicion spikeKeeps the week movingCan end the runRoll back to an earlier day and replay with tighter control

Build an Order-Ready Inn Without Overbuilding

The best preparation for Dungeon Inn merchant guild orders is not a perfect build order; it is a flexible inn. You need enough rooms to hit the target, enough restraint to keep guild traffic controlled, and enough slack to absorb story events. The 1.0 release adds a Blizzard mechanic, a revamped Fame system, 90 adventurer events, and 16 Master Adventurers, so a plan that leaves no margin can become fragile when a new variable appears.

PriorityWhat to doWhy it matters
RoomsMatch capacity to the next order targetOverbuilding can make full-house requests harder
FlowKeep Mountain and Seaside paths in mindTheir travelers follow separate roads and can be coaxed
SuspicionKeep a buffer for events and leader visitsFights and discoveries push the meter upward
FameCheck whether the current request uses itThe 1.0 Fame system changes how progress is measured
New mechanicsLeave spare rooms and turns for Blizzard weeksNew systems can tighten an otherwise safe plan

If you finish the main story and still want more pressure, Challenge Mode—formerly Endless Mode—is available through the Extras menu. That mode is a good place to test order-style planning without the campaign’s story pacing.

A Turn-by-Turn Routine for Order Weeks

A simple routine keeps Dungeon Inn merchant guild orders from turning into panic decisions. Start with the objective, protect your suspicion buffer, and only then chase extra income.

MomentActionReason
Week startRead the order and count usable roomsEstablishes the real target
First turnsInvite a modest mix from one guildBuilds income without immediate overlap
MidweekReview suspicion and the remaining objectiveDecides whether to push or coast
Before the final dayFill only the required bedsAvoids greedy overexposure
If the plan stallsUse rollback or check known fixesSaves the week instead of forcing a bad run

When an order week goes wrong, diagnose the bottleneck before you reset. If rooms are the issue, stop upgrading and check whether an expansion can be canceled. If suspicion is the issue, slow your invitations and use your available reduction option before the next event, not after the bar is full. If a story event blocks the inn entirely, check the latest Dungeon Inn update notes and confirm whether you are on a fixed build. During the Week 10 Portal event, a hotfix addressed a blocker; if you were already in Week 10 when the update arrived, resume from Day 2 and replay from there to avoid carrying the broken state.

FAQ

Do Dungeon Inn merchant guild orders continue after the main story? The main Story Mode brings Sara’s arc to a finale in Chapters 10–12, but Dungeon Inn merchant guild orders are part of the growth curve that leads there. After the campaign, Challenge Mode offers additional management challenges through the Extras menu.

What should I do if an order asks for a full house? Check your room count before upgrading further. A full-house target can become harder if you add capacity too early. If you have overbuilt, see whether the expansion can be canceled, or roll back to an earlier day and replay with fewer rooms.

Why did my suspicion spike during an order week? Look for cross-guild traffic, leader visits, or a fight near the inn. Extra guests may be profitable, but each one creates another chance for the Mountain and Seaside guilds to meet. Pull back on invitations and protect the buffer before the next event.

Can I recover from a failed order week? You can return to an earlier day of the week and try again, so a bad turn does not always mean the end of the run. If the inn itself is blocked during a story event, update the game and check whether a known fix applies before replaying the week.