Fable: The Lost Chapters - Completist's Guide (A 100% [plus] completion FAQ) Version 2.00 By Ron Hiler /XXXXXXXXXXXXXXXXXXXX\ 0======================0 | A. Table of Contents | [FABLETOC] 0======================0 \XXXXXXXXXXXXXXXXXXXX/ ------------------------------------------------------------------------------- -------------------------***Introductory Material***--------------------------- ------------------------------------------------------------------------------- A. Table of Contents.................................................[FABLETOC] B. Legal.............................................................[FABLELEG] C. Contact Information...............................................[FABLECON] D. Introduction....................................................[FABLEINTRO] E. The Path of the Hero.............................................[FABLEPATH] F. Player Statistics............................................[FABLESTATSTOP] F1. Health....................................................[FABLESTATS01] F2. Will......................................................[FABLESTATS02] F3. Armor.....................................................[FABLESTATS03] F4. Gold......................................................[FABLESTATS04] F5. Renown....................................................[FABLESTATS05] F6. Alignment.................................................[FABLESTATS06] F7. Attractiveness............................................[FABLESTATS07] F8. Scariness.................................................[FABLESTATS08] F9. Class.....................................................[FABLESTATS09] F10. Age......................................................[FABLESTATS10] F11. Weight...................................................[FABLESTATS11] G. Player Attributes............................................[FABLEATTRSTOP] G1. Strength..................................................[FABLEATTRS01] G2. Skill.....................................................[FABLEATTRS02] G3. Will......................................................[FABLEATTRS03] ------------------------------------------------------------------------------- ------------------------------***Walkthrough***-------------------------------- ------------------------------------------------------------------------------- H. Birthday Gift................................................[FABLEBDAYGIFT] I. Guild Training (Childhood).................................[FABLEGUILDCHILD] J. Melee Combat Test...........................................[FABLEMELEETEST] K. Guild Training (Teen).......................................[FABLEGUILDTEEN] L. Wasp Menace......................................................[FABLEWASP] M. Maze's Information...........................................[FABLEMAZEINFO] M1. The Sick Child...........................................[FABLESICKCHILD] M2. The Book Collection.................................[FABLEBOOKCOLLECTION] M3. Collect the Hero Dolls..............................[FABLEDOLLCOLLECTION] M4. Beardy Baldy................................................[FABLEBEARDY] N. Protect / Attack Orchard Farm.............................[FABLEORCHARDFARM] N1. Fishing Lessons.....................................[FABLEFISHINGLESSION] N2. Fishing Competition....................................[FABLEFISHINGCOMP] N3. Hidden Booty Hunt......................................[FABLEHIDDENBOOTY] N4. Hobbe Killing Contest.................................[FABLEHOBBEKILLING] O. Trader Escort............................................[FABLETRADERESCORT] O1. Bandit Toll.............................................[FABLEBANDITTOLL] O2. Chapel of Skorm..............................................[FABLESKORM] P. Maze's New Information....................................[FABLEMAZENEWINFO] P1. Hobbe Cave...............................................[FABLEHOBBECAVE] P2. Chicken Kicking Competition.........................[FABLECHICKENKICKING] P3. Treasure of the Ghost Pirate...........................[FABLEGHOSTPIRATE] Q. Find the Bandit Seeress.......................................[FABLESEERESS] R. Maze's Request............................................[FABLEMAZEREQUEST] R1. Murder With a Twist....................................[FABLEMURDERTWIST] R2. Trader Massacre.....................................[FABLETRADERMASSACRE] R3. Trader Rescue.........................................[FABLETRADERRESCUE] S. Find the Archaeologist.......................................[FABLEFINDARCH] S1. The Sword in the Stone..................................[FABLESWORDSTONE] T. White Balverine........................................[FABLEWHITEBALVERINE] U. The Arena.......................................................[FABLEARENA] V. Finding Theresa Again.........................................[FABLEFINDSIS] V1. Break the Siege.........................................[FABLEBREAKSIEGE] V2. Lost Trader.............................................[FABLELOSTTRADER] V3. Assassin Attacks.........................................[FABLEASSASSINS] V4. Ghost Granny Necklace................................[FABLEGHOSTNECKLACE] V5. Archery Competition....................................[FABLEARCHERYCOMP] W. Rescue the Archaeologist...................................[FABLERESCUEARCH] X. The Graveyard Path......................................[FABLEGRAVEYARDPATH] X1. Investigating the Mayor...........................[FABLEINVESTIGATEMAYOR] X2. Mayor's Invitation.....................................[FABLEINVITEMAYOR] X3. Execution Tree Rescue...................................[FABLETREERESCUE] X4. Execution Tree................................................[FABLETREE] Y. Rescue Scarlet Robe.....................................[FABLESCARLETRESCUE] Z. Prison Escape............................................[FABLEPRISONESCAPE] AA. Gateway to Hook Coast.......................................[FABLEGATEHOOK] AA1. Darkwood Disturbance.....................................[FABLEDARKWOOD] AA2. Bounty Hunt............................................[FABLEBOUNTYHUNT] AA3. Bandit Spy Extraction...................................[FABLEBANDITSPY] AB. Return to Hook Coast......................................[FABLERETURNHOOK] AC. Try to Stop Jack of Blades..................................[FABLESTOPJACK] AD. Battle Jack of Blades.....................................[FABLEBATTLEJACK] AE. The Prophets of the Fire Heart.............................[FABLEFIREHEART] AE1. The Ransom Victim..........................................[FABLERANSOM] AF. The Ship of the Drowned..................................[FABLESHIPDROWNED] AF1. The Hidden Sword......................................[FABLEHIDDENSWORD] AG. The Oracle of Snowspire...................................[FABLEORACLESNOW] AH. The Oracle's Knowledge...............................[FABLEORACLEKNOWLEDGE] AI. The Souls of Heroes........................................[FABLEHEROSOULS] AJ. Killing Thunder..........................................[FABLEKILLTHUNDER] AK. Collecting an Arena Soul...................................[FABLEARENASOUL] AL. Killing Briar Rose.........................................[FABLEKILLBRIAR] AM. Collecting Your Mother's Soul................................[FABLEMOMSOUL] AN. Killing the Guildmaster..............................[FABLEKILLGUILDMASTER] AO. Collecting Nostro's Soul..................................[FABLENOSTROSOUL] AP. The Final Battle.........................................[FABLEFINALBATTLE] ------------------------------------------------------------------------------- -------------------------------***Appendices***-------------------------------- ------------------------------------------------------------------------------- AQ. Experience Cost Charts..............................[FABLEEXPERIENCECHARTS] AQ1. Strength.......................................[FABLEEXPERIENCECHARTS01] AQ2. Skill..........................................[FABLEEXPERIENCECHARTS02] AQ3. Will...........................................[FABLEEXPERIENCECHARTS03] AR. Silver Key Locations.......................................[FABLESILVERKEY] AS. Silver Key Chest Locations............................[FABLESILVERKEYCHEST] AT. Hero Doll Locations.........................................[FABLEHERODOLL] AU. Demon Door Locations.......................................[FABLEDEMONDOOR] AV. Teacher Book Locations...................................[FABLETEACHERBOOK] AW. Weapon Statistics........................................[FABLEWEAPONSTATS] AW1. Cleaver.............................................[FABLEWEAPONSTATS01] AW2. Longsword...........................................[FABLEWEAPONSTATS02] AW3. Katana..............................................[FABLEWEAPONSTATS03] AW4. Greatsword..........................................[FABLEWEAPONSTATS04] AW5. Axe.................................................[FABLEWEAPONSTATS05] AW6. GreatAxe............................................[FABLEWEAPONSTATS06] AW7. Mace................................................[FABLEWEAPONSTATS07] AW8. Greatmace...........................................[FABLEWEAPONSTATS08] AW9. Pickhammer..........................................[FABLEWEAPONSTATS09] AW10. Greathammer........................................[FABLEWEAPONSTATS10] AW11. Longbow............................................[FABLEWEAPONSTATS11] AW12. Crossbow...........................................[FABLEWEAPONSTATS12] AW13. Other..............................................[FABLEWEAPONSTATS13] AX. Clothing Statistics.........................................[FABLECLOTHING] AX1. Head...................................................[FABLECLOTHING01] AX2. Hands..................................................[FABLECLOTHING02] AX3. Torso..................................................[FABLECLOTHING03] AX4. Legs...................................................[FABLECLOTHING04] AX5. Feet...................................................[FABLECLOTHING05] AY. Hairstyle Modifiers.............................................[FABLEHAIR] AY1. Haircuts...................................................[FABLEHAIR01] AY2. Facial Hair................................................[FABLEHAIR02] AZ. Tattoo Modifiers..............................................[FABLETATTOO] AZ1. Face.....................................................[FABLETATTOO01] AZ2. Chest....................................................[FABLETATTOO02] AZ3. Torso....................................................[FABLETATTOO03] AZ4. Stomach..................................................[FABLETATTOO04] AZ5. Shoulder.................................................[FABLETATTOO05] AZ6. Back.....................................................[FABLETATTOO06] AZ7. Arm......................................................[FABLETATTOO07] AZ8. Leg......................................................[FABLETATTOO08] BA. Merchant Locations and Stock...............................[FABLEMERCHANTS] BA1. Oakvale (Child).......................................[FABLEMERCHANTS01] BA2. Heroes' Guild (After Childhood).......................[FABLEMERCHANTS02] BA3. Lookout Point.........................................[FABLEMERCHANTS03] BA4. Bowerstone South......................................[FABLEMERCHANTS04] BA5. Darkwood Camp.........................................[FABLEMERCHANTS05] BA6. Barrow Fields.........................................[FABLEMERCHANTS06] BA7. Oakvale (Adult).......................................[FABLEMERCHANTS07] BA8. Twinblade's Camp......................................[FABLEMERCHANTS08] BA9. Darkwood Bordello.....................................[FABLEMERCHANTS09] BA10. Knothole Glade.......................................[FABLEMERCHANTS10] BA11. Arena Entrance.......................................[FABLEMERCHANTS11] BA12. Arena Anteroom.......................................[FABLEMERCHANTS12] BA13. Bowerstone North.....................................[FABLEMERCHANTS13] BA14. Hook Coast...........................................[FABLEMERCHANTS14] BA15. Snowspire............................................[FABLEMERCHANTS15] BB. Marriage Houses.............................................[FABLEMARRIAGE] BC. Conclusion......................................................[FABLECONC] BD. Acknowledgements.................................................[FABLEACK] BE. References.......................................................[FABLEREF] BF. Version List.................................................[FABLEVERSION] ------------------------------------------------------------------------------- -------------------------***Introductory Material***--------------------------- ------------------------------------------------------------------------------- /XXXXXXXX\ 0==========0 | B. Legal | [FABLELEG] 0==========0 \XXXXXXXX/ The only sites currently allowed to host this guide are: http://www.rjcyberware.com http://www.gamefaqs.com http://www.neoseeker.com http://www.supercheats.com http://www.1up.com http://www.gamerstemple.com http://www.gamesover.com If you are not on this list, contact me and I will add your site to it. The only reason I ask is so that I can maintain a list of sites with the FAQ so that when I update something, the new version can be properly distributed to everyone. Failure to get my permission before posting my FAQs will result in your site being blacklisted. Please see the contact information below for instructions on getting in touch with me. (c) Copyright Ron Hiler 2006. All rights reserved. This guide may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide (in part or whole) on any site without prior permission or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. /XXXXXXXXXXXXXXXXXXXXXX\ 0========================0 | C. Contact Information | [FABLECON] 0========================0 \XXXXXXXXXXXXXXXXXXXXXX/ Feel free to contact me via email if you have questions, corrections, or additional information you think might be useful. E-mail Contact: Rhiler@rjcyberware.com In order to get around my spam blocks, please format your subject line as follows: [Fable Guide] - "whatever subject is appropriate" The bracket part ensures your message doesn't get dumped into my spam folder (where I will never see it, as about 600 spams get dropped there on a daily basis). Also, please do not use leet speak. I failed that course in college and as such, will not be able understand what you are saying. I'll simply ignore any messages that I can't easily read (I have too many projects going on to spend time deciphering gibberish!) If you ask me a question where the answer is already found in the guide, I may or may not answer it, depends on my mood and work schedule. Otherwise, I should answer any questions or concerns you may have. All submissions and thoughts for improving the guide are encouraged and gratefully accepted. /XXXXXXXXXXXXXXX\ 0=================0 | D. Introduction | [FABLEINTRO] 0=================0 \XXXXXXXXXXXXXXX/ I'm a completist. That is to say, when I play a game, I want to see and experience everything the designers put into the game to be seen and experienced. If there comes a point in a game where I find out (that for whatever reason) I cannot see some aspect of the game, that's generally around the time I lose interest, and the game gets shelved. What can I say, it's an affliction. However, I know for a fact that I'm not the only one who has this particular disease. Many people out there share this same problem that I have. For those of you who want to see and do it all, this guide is written for you. Read on, and enjoy yourself. One word of warning, there may be spoilers contained within this guide. If you don't want to read the spoilers, why are you reading a guide in the first place? But I'll try not to give away anything that you wouldn't already see at that point in the game anyway. For that matter, I'll try not to give anything away at all. I'm deliberately going to be terse in describing the story missions, and the focus will be on strategies for beating the mission rather than describing what happens. But I'm not going to make any promises; there may be the occasional slip of a plot line here and there. I'm not going to go over the keyboard controls like some FAQs do. This, in my opinion, is nothing more than FAQs padding, done by authors to make their FAQs KB numbers bigger without having to do any real writing. I have no time or patience for that sort of thing; read the manual, that's what it's there for. There's plenty of actual relevant information to go over in Fable without putting in a bunch of useless nonsense that you can easily find in the manual. As I was writing this guide, I ran through the game in very nearly the exact order I describe. So I know it's entirely possible to complete the game using my order. However, don't feel like you're bound to the exact same order I went in. If you want to change things up, be my guest! Just don't skip over something and forget to come back to it! Inevitably, someone is going to ask "Why did you do X before Y?" or "Doing this before that is better because...". The order I've put stuff in is the order I did them in; there's no better reason I can give. I tried to strike a balance between keeping the core story missions moving forward, doing the optional quests (silver and bronze), and doing the optional stuff. I make no promises or presumptions that my order is the best possible way to complete the game, it's just one way to do it. Those funny codes on the right side of the table of contents are search codes. It took a lot of tedious effort to put them in for you, so don't let them go to waste! They're very easy to use. Double click on the code inside the brackets, hit Control-C, then hit Control-F, then Control-V, then the return key. You will instantly be taken to the correct place in the guide. One last thing before we get to the interesting stuff. I'm not going to talk about cheat codes. They don't interest me, and therefore I don't know anything about them (seriously, I don't even know how to activate them). To me, there's little point in playing with a cheat code on. The only time I consider them valid to use is if you are stuck on something so frustrating that the alternative is to delete the game from your hard drive. Otherwise, I fail to see the point. I'm also not going to use anything I consider exploit-ish. These are things in the game that are legal, but were not intended (in my opinion) to be used by the designers in quite the way they are being used (for example, there is a way to make a whole lot of money without any effort by taking advantage of the simplistic economic model used in the game, essentially making money a non-factor in the game from very early on. This is, in my view, an exploit). Sometimes it's a bit of a grey area. Use your own judgment on that stuff and do it however you like (it is, after all, your game), but I won't be describing them here. A couple of minor notes. The first involves alignment points. It is very easy to rack up negative points by simply punching villagers. Using this method, it is entirely possible to max out your negative alignment before ever leaving the first village. Similarly, you can earn positive alignment points by taking out the random creatures (wasps, bandits, etc.) that wander around the landscape. If you need extra positive or negative alignment points, feel free to use these methods to your heart's content. The other thing I wanted to mention was the "Hero Save". You can, any time you like, save your hero stats without saving the state of the world, which allows you to rack up equipment, money, fame, experience points and pretty much anything about your hero, then reload the world again and grab the exact same things from the exact same actions (doing quests over again and so on). In the words of Buddy the evil super-genius, "lame, lame, lame, lame, lame!" Do this if you like, it's your game after all, but I'm writing this guide using the assumption that you are not doing this (you can and should use the "world save" function, though, this is the equivalent of a normal save in any other game. Unfortunately the world save is not available until after you complete the Heroes' Guild training, so be sure to set aside a good couple of hours to get to that point, because you can't save the game before then). The layout of this guide is presented such that Gold quests (the required quests) get their own section (lettered F, G, H, and so on), while Silver and Bronze quests (optional quests) are in subsections of the Gold quests under which they'll be started (they will be presented as F1, F2, F3, and so forth, and will be double underlined). Additionally, each section of the map you enter while completing your journey will get a sub-section and will have a single underline (I will not, however, list areas that you are just passing through on the way to somewhere else, I will only list those areas where you actually have to do something or if it's your first time there). Additionally, there are many mini-quests in the game that don't show up in your quest book, these are generally received by talking with the people standing around (they have green dots on the mini-map). These sort of mini-quests are not given their own section, but are described directly in the text, as they will generally only require a paragraph or two of explanation to complete. Hopefully this will make it obvious what you are trying to accomplish at any given point in the guide. Okay, enough exposition from me, let's get to the good stuff. /XXXXXXXXXXXXXXXXXXXXXXX\ 0=========================0 | E. The Path of the Hero | [FABLEPATH] 0=========================0 \XXXXXXXXXXXXXXXXXXXXXXX/ The game of Fable presents a couple of fairly unique difficulties for the completist, in that you have basically three choices on how to proceed through the game, and depending on which way you select to play, you will by necessity miss some of the game. On the one hand, you can play as a warrior pure and true, taking only the helpful quests and doing only good deeds. If this is your calling, you should ignore any quest or action that will give you negative alignment points. On the other hand, you can choose the dark side, and skip any quests or actions that will give you positive alignment points. The problem with the above two options is that it forces you to skip certain parts of the game, which runs contrary to the nature of the completist. Your third option is to go with moderation. This will allow you to see as much of the game as possible with one play-through. This is the path that will be taken by this guide. You should note, though that there are certain quests and actions that are "mutually exclusive", and as such, there are certain combinations of things in the game you simply cannot see with a single character. The super secret fourth option is to just play the game through twice, once as a good character, and once as an evil one. This will allow you to see the entire game (to be honest, it really isn't all that much different even playing the two extremes). In any event, due to the nature of the game, it is nearly impossible to play the game as a pure good or pure evil character. The simple act of defending yourself against an attack of bandits gives you good alignment points whether you want them or not, and it is similarly very difficult to get through the game without picking up a couple of evil alignment points here and there. /XXXXXXXXXXXXXXXXXXXX\ 0======================0 | F. Player Statistics | [FABLESTATSTOP] 0======================0 \XXXXXXXXXXXXXXXXXXXX/ Let's take a look at your character's statistics. Some will be familiar to you if you've played role playing games before, while others are more unique to Fable. Most of these can go up or down, depending on your actions in the game, but a couple can only go up. F1. Health [FABLESTATS01] ========== When your health reaches zero, you die and have to reload the game from a previous save point. If you have a resurrection phial, it will be used up and you'll return to full health and will. Your current health can be raised up to its maximum level by drinking health potions. Your maximum health can be permanently raised by spending experience points on Health, or by quaffing Elixir of Health potions. F2. Will [FABLESTATS02] ======== Your will bar measures the amount of mana you have to use on spells. When you run out of will, you cannot cast any more spells. Your current will level can be raised up to its maximum level by drinking will potions. Your maximum will level can be permanently raised by spending experience points on Magic Power, or by quaffing Elixir of Will potions. F3. Armor [FABLESTATS03] ========= This value is a combination of the individual pieces of armor you are wearing. You can pull up this value by going into your inventory and clicking on the Clothing section. The total value will appear in the upper left of the window. Obviously, the higher it is the better. F4. Gold [FABLESTATS04] ======== Does this really need an explanation? The more you have the more stuff you can buy. Generally, gold won't be a problem as you advance through the game. The only possible exception to this is when you want to buy and upgrade marriage houses and when you are donating to the Temple of Avo. Otherwise, you should pretty much always have enough to get the things you want, presuming you are following this guide. F5. Renown [FABLESTATS05] ========== Renown can only go up, it will never drop. You gain renown by performing quests. As you gain trophies from quests, you can also raise your renown by showing them off to bystanders. F6. Alignment [FABLESTATS06] ============= This is one of the more interesting statistics in the game. As you perform actions in the game, your alignment will shift up and down. People's reaction to you will vary depending on your alignment, from adoration to terror. On the higher ends of the alignment scale, your appearance will shift (from angelic to demonic). F7. Attractiveness [FABLESTATS07] ================== How good looking you are. This attribute will vary depending on what clothes you are wearing and what tattoos you have bought. F8. Scariness [FABLESTATS08] ============= Very similar to Attractiveness, Scariness is also affected by your dress and tattoos. Both of these attributes have an effect on people's reactions to you. F9. Class [FABLESTATS09] ========= Your class is a combination of your title (which you can purchase or earn) combined with an adjective that depends on your renown and a description of your character based on his favorite weapon. For example, if you mostly use a sword and have a completely full renown bar and have earned the Paladin title from the Temple of Avo, your class would be "Legendary Warrior called Paladin". When you exit the Heroes' Guild as an unknown, your starting class will be "Unsung Apprentice called Chicken Chaser". F10. Age [FABLESTATS10] ======== Your age is not based on time spent in game. You will age at the Heroes' Guild to a teenager in the course of the game. After that, you will age roughly 0.7 years every time you use the experience spending platform in the Heroes' Guild. Your age will stop at 65, and you cannot die of old age. There are two times in the game you can reduce your age (by up to 10 years each time), once at the Temple of Avo, and once at the Chapel of Skorm. F11. Weight [FABLESTATS11] =========== This is entirely a cosmetic statistic (in fact, it's a bit hard to even notice the difference between a slim character and an obese one, but whatever). It has no effect in game except the one time you need to get through a particular demon door. There are various other statistics that are kept track of for you by the game. Generally, they are not so important. If you are interested in seeing them, simply open up the Hero Status->Personality page in your menu. /XXXXXXXXXXXXXXXXXXXX\ 0======================0 | G. Player Attributes | [FABLEATTRSTOP] 0======================0 \XXXXXXXXXXXXXXXXXXXX/ G1. Strength [FABLEATTRS01] ============ The following attributes can be found under the Strength heading when you are purchasing attributes on the experience spending platform. Physique -------- Your physique controls a modifier to the amount of damage you inflict with melee weapons. The higher your physique, the more damage you are going to do with each hit. Heavy weapons require a minimum physique level to wield, depending on the particular weapon class. Health ------ This one should be obvious. With each level of health you buy, your maximum health increases. Toughness --------- This is a sort of natural armor. Toughness controls a modifier to the amount of damage you sustain when you are hit. The higher your toughness, the less damage you will take when you are hit. G2. Skill [FABLEATTRS02] ========= The following attributes can be found under the Skill heading when you are purchasing attributes on the experience spending platform. Speed ----- The more speed you have, the higher your rate of fire with a ranged weapon will be. In addition, you will swing faster with melee weapons as well. Accuracy -------- The accuracy attribute controls a modifier to the amount of damage you inflict with ranged weapons. The higher your accuracy, the more damage you are going to do with each hit. Guile ----- Guile has an effect on merchant prices. The higher your guile, the less things are going to cost you in the stores, and the more you can sell those same items back to the merchants. If you are going to make money from trading, you need to increase your guile to a decent level. In addition, as your guile goes up, people are less likely to notice you, which makes stealing things a lot easier. G3. Will [FABLEATTRS03] ======== The following attributes can be found under the Will heading when you are purchasing attributes on the experience spending platform. Attack Spells ------------- The Attack Spell suite consists of the following spells. Each spell can be raised up to level four. Enflame - All opponents near you are engulfed in flames and knocked to the ground. Fireball - Throw a ball of flame at a single opponent. Battle Charge - Uses your own person as a ram, knocking opponents in front of you to the ground. Multi Strike - Doubles the number of strikes per attack with a melee weapon. Lightning - Hit an opponent (or two) with electricity. Divine Fury - Area of effect attack that damages all nearby foes. Infernal Wrath - Damage nearby opponents by calling forth flames from the netherworld. Surround Spells --------------- The Surround Spell suite consists of the following spells. Each spell can be raised up to level four. Force Push - Creates a force wave that pushes all nearby foes back with damaging force. Turncoat - turns an opponent into an ally by controlling their mind. Slow Time - Everything except the caster moves in slow motion. A must have. Drain Life - Transfers health points from an opponent to the caster. Summon - summons a creature from the netherworld as an ally for the caster. Physical Spells --------------- The Physical Spell suite consists of the following spells. Each spell can be raised up to level four. Physical Shield - Protects the caster in a force field that lasts as long as the caster has mana. Does not drain mana directly, but the caster's mana level will drop whenever he gets hit. Berserk - Temporarily gives the caster massive strength and speed. Assassin Rush - Teleports the caster behind a foe in the blink of an eye. Heal Life - Heals the caster and any nearby ally. Ghost Sword - an ethereal blade is summoned from the netherworld that will fight on behalf of the caster. Multi Arrow - When this spell is active, all ranged attacks are doubled. Magic Power ----------- This one should be as obvious as Health. With each level of health you buy, your maximum will power increases. ------------------------------------------------------------------------------- ------------------------------***Walkthrough***-------------------------------- ------------------------------------------------------------------------------- /XXXXXXXXXXXXXXXX\ 0==================0 | H. Birthday Gift | [FABLEBDAYGIFT] 0==================0 \XXXXXXXXXXXXXXXX/ Quest Type - Gold Prereqs - None Money - None Renown - None Boasts - None After you create a new profile, start a new game, and watch all the opening scenes, you will immediately be presented with your very first quest, given to you by your father. You need to buy your little sister a birthday present. You start the game as a young boy in your hometown of Oakvale. You won't be collecting much in the way of equipment in this area; in fact, most likely you'll just come away with a little bit of gold. Oakvale ------- Not too surprisingly, you'll be spending the entirety of the Birthday Gift quest in your home town of Oakvale. You need to come up with a birthday present for your little sister, but unfortunately, you're a bit short of funds at the moment. But good old Dad is willing to pay you a gold piece for each good deed you do. Hit the M key to get a close-up of your surroundings. You'll see the flashing gold icon (which is your father, he's a gold icon on the map because he advances the gold quest). You'll also see a lot of green dots on the map. These are people who have something interesting to say to you. Press M again to close the map. Before we go anywhere, go into your house (the open door just behind Dad). To the right are a couple of beds, and on the bookshelf you can find your sister's diary (hit Tab to access it). It may seem a bit evil to be reading it, but apparently you don't get any negative alignment points for it, and it does provide a bit of back-story, so go ahead and read it. There are a couple of other shelves and cabinets in the house, but nothing that contains anything else of interest. Walk south then east to get to the town (in the middle area). The first person you need to find is the merchant (he's on the south side of the town, and should be fairly easy to locate, he's the guy with the handle-bar mustache). Walk up to him, and when he turns green, hit the Tab key to talk to him. Aha, we have a more concrete goal now, we just need to earn a bit of gold first. There's another green dot in town, a woman standing in front of a weapon shop (just a bit north of the merchant). Go talk to her, it seems she can't find her husband. Run back up the hill to the west, and look behind one of the houses to find the missing husband and his "friend". And here we come to the point where you should make a decision on how you are going to proceed in the game, because this is the first point at which your actions will affect your alignment. If you take the bribe from the man, you get one gold piece and earn 2 negative alignment points. Whether you take the bribe or not, you should return to the woman and tell her what her husband is up to (unless you are going for the totally evil character). This gives you 2 positive alignment points and one good deed to turn into Dad. If you open up your map, you will see a green dot in a secluded area to the southeast. Go there, the guy will approach you and ask you for a favor. Once you are standing guard, you are taunted by a small boy to break nine barrels (the very thing you are supposed to be guarding). Again, you have a choice here. You can stay put and earn 2 positive alignment points and a good deed. Or you can break all 9 barrels with your fists (three will have beetles in them, but they are easy to take down, the last will have a gold piece in it). Doing so earns you two negative alignment points. If you can break all 9 and get back to the starting point before the man returns, you earn both sets of alignment points as well as the good deed and the gold piece. There is a timer bar in the upper left corner just under your good deed counter that will let you know how long you have until the man gets back. Now find another green dot that corresponds to a little girl Emily. She'll be wandering around somewhere on the path between the town and the path that leads east of the town (she's pretty much the only green dot that is moving around). She seems to be missing her teddy bear. Continue east of the end of that path, where there are two more green dots. There's a small boy being terrorized by a bully. You can use the space bar to target and hit either one of them. Hitting the bully will give you two positive alignment points, the teddy bear, and a good deed. Hitting the little boy will give you two negative alignment points and the teddy bear. Note that if you are going for an evil aligned character, the little boy makes a great punching bag. You can hit him over and over, and every couple of hits you'll get two more negative alignment points added to your score. You can also hit any of the townsfolk for two negative points per punch, but you have to retarget them after each hit. At this point you really have to make a decision. Up until now, if you didn't mind the alignment changes, you could do any of the various options in one form or another. Here, you cannot. Your dilemma comes in the form of the teddy bear. You can return it to Emily, for which you will get another good deed and two positive alignment points, or you can give it to the bully, which will net you two negative alignment points and a gold piece. Your call. Note if you've done any bad deeds, you will probably get harassed by the town guards. Don't worry, at this stage of the game, they are all bark and no bite (this won't be true later on, though). It can be kind of amusing when they list off all the bad things you have done. You've now completed all the deeds you can in town. If you've done any good deeds (there's a good deed counter under your mini-map if you're not really sure), go see your father to get one gold per deed (up to four). If you did all four good deeds and two bad deeds, you can have as much as six gold pieces at this point. In any event, you should have at least three gold (no matter how you got them). Head back to the merchant and buy his chocolate. Then head north to where your sister is (she's in a field near the northern gate). Give her the chocolate. You can search the scarecrow if you like, though there's nothing interesting there. Leave the field to trigger a cut scene. When they're done, run up the path (there is only one way you can go, and yes, you have to run through the burning bridge). When you reach your house, you trigger another cut scene (a long one), after which you automatically get a new quest in a new area. Note that the game will auto-save here, so if you need to quit before the world save becomes available, at least you can pick up again from this point. /XXXXXXXXXXXXXXXXXXXXXXXXXXXXX\ 0===============================0 | I. Guild Training (Childhood) | [FABLEGUILDCHILD] 0===============================0 \XXXXXXXXXXXXXXXXXXXXXXXXXXXXX/ Quest Type - Gold Prereqs - Birthday Present Money - None Renown - None Boasts - None You're relocated to the Heroes' Guild, and immediately you are given another Gold quest, whether you want it or not. You will be spending a few years here and pick up quite a bit of inventory, so be prepared. Heroes' Guild ------------- You're in the guild of Heroes now. When you get here, you are automatically given a money bag to hold your coins. You are woken up and told to report to the Guild master at the melee ring. Before we do that, let's explore the grounds a bit. In true Role Playing Game form, we're going to take everything that isn't nailed down. Go up the stairs to your right (as you start the game). On the second floor are three dorm rooms (including yours and Whisper's). Search the shelves in all three rooms to find three books and a tattoo card (A Love Story, Three Haikus by Miko the Bard, The Tale of Maxley, and a Kryndon Tattoo card). (An important note about books: We are collecting these books for a reason, as they are part of a quest to get one of the silver keys. However, depending on how you do things, you are also going to receive one of two hats, a bright wizard hat or a dark wizard hat (these are mutually exclusive, you cannot get both). Except for the alignment modifier and their look, there is no difference between the two hats. Which hat you get depends on the order you donate your books to a school teacher in Bowerstone South, and unfortunately, you don't get to pick the order. The only way you have of controlling which hat you get is to manage which books you have in your inventory. If you decide you want the bright wizard hat, go ahead and grab all the books as I've suggested. If you want the dark wizard hat, you should ignore all the books in the Heroes' Guild for now. The first book you should pick up will be in Bowerstone South. Once you have collected your dark wizard hat, you should return to the guild and grab all the books. Eventually you have to give a total of 25 books to the school to get the silver key). Go back down the stairs the way you came and find the library (it's on the northwest side of the map room, the door is under one of the stairways). Here you will find a plethora of books. As you search the shelves, you should find another 11 books for your collection. Get ready, this is quite a list. You should find: The Pale Balverine, The Hierarchy of Weapons, Creatures of Albion Books I, II, and III, The Arena, The Dragons, The Tale of Twinblade, The Northern Wastes, The Old Kingdom, and The Other Land. You should read these books (you can find them under Hero Status - Logbook - Books in the Escape Menu) to get some useful information and back-story for the game. Leave the library and go back into the map room. As you come out of the library, there will be two doors to your left that lead into the dining hall. Past those is another door to the guild merchant. Head that way (you can't buy anything here yet) and out the other entrance (past the crates). You will then enter the guild cloister. If you stay under the covered walkway, you will come to Maze's tower. Head upstairs, where you'll interrupt a meeting between Maze and Scythe. After the short cut scene ends, check Maze's shelves to find two more books (A History of the Guild and Jack of Blades). Don't worry, Maze doesn't mind if you take them. Head back downstairs into the gardens again. Cross the bridge to the west. Before we talk to the guild master, let's collect some apples. There are a total of 7 cooking apples lying about on the grounds. One is just past the bridge, near the statue. One can be found southwest of there near a chest (that you can't open yet). Another is just south of the straw dummies that surround the oak tree near the chest. There are four more near the entrance to Guild Woods (to the east). Armed with our newfound produce, open up your map and look for the green dot to the northeast, in the servant's quarters. Talk to the green highlighted woman twice, first to accept the mini-quest, and then to get your reward. She'll take four of your apples, but in return you'll get a blueberry pie, not a bad trade! Open up your map again and take careful note of the other green dot and the purple marker (which is a demon door). Make sure you know the quickest way between these two points, then go and talk to the green highlighted apprentice. As soon as you finish talking to him, run (by holding down the right mouse button) to the door (you don't need to talk to the door, just get to the land area right in front of it) and back to the apprentice in under 50 seconds to finish this challenge. You get 25 gold for completing this quest. Okay, there's nothing else to get at this point, so it's finally time to talk to the guild master, whom you will find on your mini-map as the flashing gold icon. Step into the melee ring and just follow his directions, there's nothing to this one. At one point you will be given your first weapon, a stick. When you're done, you'll get an experience orb, but nothing else. At this point you will receive a new Gold Quest, which you must complete before you can move on with the Guild Training quest. /XXXXXXXXXXXXXXXXXXXX\ 0======================0 | J. Melee Combat Test | [FABLEMELEETEST] 0======================0 \XXXXXXXXXXXXXXXXXXXX/ Quest Type - Gold Prereqs - Guild Training (Childhood) Money - 20 Renown - 30 Boasts - None Guild Woods ----------- Head into the Guild Woods (the entrance is on the east side) and ready your stick. Run to the eastern side of the path, where a pack of beetles await you. Kill 10 of them to complete the quest and earn a bit of spending money (20 gold). You'll also earn 1 renown point per beetle, as well as 30 bonus renown points for completing the mission. When you're done, return to the guild and talk to the guild master to start the next part of your training. /XXXXXXXXXXXXXXXXXXXXXXXX\ 0==========================0 | K. Guild Training (Teen) | [FABLEGUILDTEEN] 0==========================0 \XXXXXXXXXXXXXXXXXXXXXXXX/ Quest Type - Gold Prereqs - Melee Combat Test Money - None Renown - None Boasts - None Heroes' Guild ------------- There's nothing else to do here at the guild at the moment, so go ahead and elect to continue with your apprentice training. Time advances a few years, you're a teen now, and you've been given some clothes (an Apprentice Outfit and a Hooded Apprentice Outfit), as well as another 50 gold. Head back down to the melee ring and talk to the guild master again. At this point, you finally get your first sword (an Iron Longsword). Follow the master's instructions (I hate using the mouse wheel as a button, so I remapped the block key to B). Once you've completed the three tasks and shamed Whisper, a new green dot will appear on your mini-map. Hang around for a bit and wait for the new trainer to show up (he appears as a green dot on your mini-map, and you should see him moving toward your position). Talk to the man, and you'll re-enter the melee ring with Whisper again. Beat the tar out of her and score an A+ (you have to defeat her while allowing her to hit you no more than one time), and you'll be rewarded with an Iron Katana. Be sure to equip it in your inventory. When that's finished, head to the archery ring and talk to the guild master again. The master will give you a yew longbow. As before, just follow his instructions. When you're done, hang around a little bit and wait for another trainer to appear. Just like you did with the melee combat, score an A+ to get a special Yew Crossbow (you need at least 150 points). Don't forget to equip it. Note that although you need to score a minimum of 150 points to get the crossbow, don't go too much higher than that, or you'll make your life more difficult later on when you get to Knothole Glade. At this point, you may notice another green dot on your mini-map. It seems the sparrows are making a bit of a mess on the rooftops. The groundskeeper would like your help in reducing their numbers a bit. There are 7 birds in total, and you get 5 gold per bird (plus a 20 gold bonus for getting them all). There are two birds on the roof near the quest giver, one on the roof of the servants quarters. Another can be found on a bush top near the guy whose time you defeated earlier, and there's another perched on one of the graves in the garden. The sixth bird is on the rooftop covering the walkway to Maze's tower, and the final bird can be found on the same covered walkway close to the main building. Once you've got all seven, return to the quest giver to collect your reward. When you're done with the birds, go talk to the guild master again and complete your final bit of training with Will. At the end of it, choose to "Play with Whisper" rather than moving into adulthood. But before heading over to the Guild Woods, wait around for the Will trainer grading guy to show up. Get an A+ at this test (you need at least 12 hits in 30 seconds), and you'll be rewarded with a Will Potion and a Resurrection Phial. Guild Woods ----------- Join Whisper near the entrance to Guild Woods. When you enter the woods, you'll discover a few bandits on the other side of the river. Use your crossbow or lightning strike to take them out. This quest isn't exactly rocket science. Heroes' Guild ------------- Return to the guild and find the guild master in the map room. Talk to him to begin your final exam. Guild Woods ----------- Head into the woods for your final exam. Just follow the instructions, there's not a lot to say here. In fact, from here until you've graduated, the game is pretty linear. Just follow the directions you're given. The first bit is to show your worthiness to be a hero to Maze. When you're done with him, leave the woods to trigger a new cut scene. Heroes' Guild ------------- When the scene ends, you are automatically given two new items, a Villager Outfit (which is really four pieces of clothing) and a guild seal. You've graduated, but there's one more formality to go through before we can finally save the game. Learn how to spend your experience points on the experience spending platform. I'm not going to give specific instructions on how to spend your experience points, that's entirely up to you, but I will suggest you concentrate your first few sets of points on strength based attributes so that you are best equipped to survive the coming battles. Once you've completed this task, you have officially completed the long and somewhat tedious Guild Training mission. You are given several items for completing this quest, including 2 resurrection phials, a lamp, 2 health potions, a will potion, and an apple pie. And now, at last, you can finally save the game. Do so now (remember to use World Save, not Hero Save to save your progress in the world). /XXXXXXXXXXXXXX\ 0================0 | L. Wasp Menace | [FABLEWASP] 0================0 \XXXXXXXXXXXXXX/ Quest Type - Gold Prereqs - Guild Training Money - 500 Renown - 200 Boasts - None Heroes' Guild ------------- Completing your guild training opens up vast areas of the world. You could go out and do some exploring if you like; however, it's probably not a bad idea to do a couple of things here at the guild first. The first stop should be the map table, where you can pick up your next gold quest, Wasp Menace. There are three other quests on the table, but you don't have enough renown to take these yet (in fact, you won't see them again, presumably they get done by some other hero). Our last stop before we leave the guild is the demon door (the mid point of your race to beat the time of the loudmouthed apprentice earlier). Talk to the door to get your clue, then open your inventory and use your lamp to light your path. Once the door is open, enter the Library Arcanum. The Library Arcanum ------------------- Congratulations, you've opened up your first demon door. Inside, you will find a new book (Making Friends) on the table, a Book of Spells and a Tattoo card (Howl) in the bookshelves, and an Elixir of Life in the chest. Grab all these items and return to the guild. You may want to use the Elixir to boost your health bar a bit. Lookout Point ------------- There's nothing to do in the guild (unless you want to buy something from one of the two merchants or spend some experience points), so just head out the front door to Lookout Point. Once you reach the outside, a person will come up to you and implore you to hurry to the picnic area where the wasp attack is happening. After you are done talking with him, follow him up the hill (note that there is a title vender here, but it's probably not worth it to change your title just yet, unless you really can't stand everyone calling you Chicken Chaser). When you get to the top of the hill, talk to the two people here (they are both green dots on your mini-map). Pick whichever path you like (it should be pretty obvious which is the good path and which is the evil one). Fart or belch at the appropriate person to get them to leave. In either case, both people end up leaving and you collect 20 alignment points. Just opposite where these two guys were standing you will notice some thorny bushes. Take them out with your sword and follow the path to get your first silver key. Picnic Area ----------- Alright, you've probably heard enough of the pesky guy screaming for help by now. Follow him over to the picnic area and start slaying wasps with the katana. When the queen shows up, hit her with your lighting blast or crossbow. Repeat as she spawns more wasps until the battle ends and you save the day. Completion of this quest gives you your first trophy, the Wasp Queen's Head. You can earn a bit of extra renown once the queen is dead by showing off her head to the three guys standing here. Just open your inventory and use the head (it's under Items - Trophy), make sure all three people are in front of you, and hit the tab key. Once you're done with this, clean the place out. There are several items on the picnic tables, including five green apples, two apple pies, a health potion, and a standard beard card. Return to the guild. You can run there manually, but it's a lot easier to just hold down the G key until you teleport there. Heroes' Guild ------------- Once back in the map room, you'll run into Briar Rose. More on her later. As it turns out, there are no quests on the board for you to take, but the guild master does let you know that Maze is looking for you. /XXXXXXXXXXXXXXXXXXXXX\ 0=======================0 | M. Maze's Information | [FABLEMAZEINFO] 0=======================0 \XXXXXXXXXXXXXXXXXXXXX/ Quest Type - Gold Prereqs - Wasp Menace Money - 0 Renown - 0 Boasts - None Bowerstone South ---------------- Head to the city of Bowerstone (go to Lookout Point, then take a north into the city). You'll have a short chat with the guard before you are free to move about the city. In actual fact, you have a fairly limited set of places you can wander around in Bowerstone just now (Bowerstone South and Bowerstone Quay, to be exact). The northern parts of Bowerstone are still closed to you at the moment. No matter, there's still plenty to do in town. First off, you may as well take care of Maze. Talk to him (he will be the flashing gold icon on your mini-map) and pick up some interesting information about the day of the attack on Oakvale. That was easy enough. But before we leave, let's grab a few things and pick up a couple of optional quests. M1. The Sick Child [FABLESICKCHILD] ================== Quest Type - Bronze Prereqs - Guild Training Money - 2,000 Renown - 200 Boasts - None Shortly after you talk with Maze, you'll likely be accosted by a little girl that wants you to follow her. Go ahead and follow the girl to her mom, who will give you this optional quest. M2. The Book Collection [FABLEBOOKCOLLECTION] ======================= Quest Type - Bronze Prereqs - Guild Training Money - 0 Renown - 100 Boasts - None Next, head the to green dot on the northwest side of the map (as long as it is during school hours, otherwise you'll have to wait until school gets in). You'll find Mr. Gout, the teacher, lecturing his class. Talk to him to grab the book collection quest. You may as well start handing the teacher the books now. Each book comes with a lecture, so it can be a little bit tedious (you eventually have to give him 25 books in total!). We'll start with what you've gotten so as to break it up a bit. It may take a few days to get through all of the books in your inventory (as you can only do a few before class gets out), but that's okay, in between giving the teacher the books, you can do a few other things around Bowerstone. For instance, there's the locked cellar door around the back of the pub. The door is actually on a timer, and opens for only a few seconds right around 10:00 P.M. The easiest way to hit the correct time is to stand in front of the cellar door, teleport back to the guild (so that you have a recall point at the door), then run to Lookout Point and watch the statue. As the statue rotates around toward Bowerstone, click on it until you get the message that it is pointed at the city. As soon as you see this, activate your teleport again and select the recall option. You will be standing right in front of the cellar door. Open it up. Tavern Cellar ------------- Inside you will find a Leather Chest piece. Once you've gotten inside the cellar, the door will remain open for you for a while, though there's not really much reason to go back inside. Bowerstone South ---------------- Another thing you can do in between giving books to the teacher is to collect the various inventory items around town. Be warned, this will give you some negative alignment points for stealing and vandalism. Check all the open houses' bookshelves for some good stuff. The list of items you can collect is pretty long. In the various barrels to be found around town, you will get 2 golden carrots, a red meat, a harvest tattoo, a book (The Sock Method), 2 apple pies, a golden harvest tattoo, 2 tofu, a health potion, a crunchy chick, and a moonfish. The houses are only slightly more difficult, in that some of them are closed at certain times of the day, making them a bit difficult to get into. On your left as you come into the city from lookout point is a two story tailor shop (only open during business hours) which contains a book (The Repentant Alchemist) and a silver key (upstairs on the balcony). Continue following the houses on your left (you'll pass the blacksmith area) to another two story house, which will only be open in the morning. Inside is an apple pie, 100 gold, a style card (The Pudding Basin), a health potion, and an Ages of Might potion. Continue to the next house (it's where the teacher lives) to find 2 books (The Guild of Zeroes and You Are Not a Bad Person), a Dark villager shirt, trousers, and boots, a health potion, and 50 gold. The next house on your path you can't get into yet (it's a marriage house, more on that later on) and then the school. Continuing on, the next house will be a shop (the barber shop), where you will find an apple pie and a style card (Ponytail) upstairs. Next along the way is the blacksmith's house, where you'll find a Seachaos tattoo, a book (Eyes of a Killer), and 50 gold. Continuing on your path you'll pass the tavern (nothing to grab in here just now), and a final two story house, where you can pick up 50 gold, a Normal haircut style card, a health potion, a regular beard style card, and a book (Windbreaker Rule Book). Whew, that was a lot of stuff to collect, and you've picked up a fair number of negative alignment points along the way. Ah, well. Note that you should try to collect the house and barrel items when you are not being watched, because if anyone sees you "borrowing" these things, you will incur a fine. If this happens, just teleport out for a bit and wait for the fine to be forgiven (it takes 1 minute for vandalism (e.g. breaking the barrels) and 3 minutes for theft). Another note. Once you have at least 3 guile, you can steal some more style cards off the table of the Barber shop. These include Bald, the Buzz, Clean Shave, Long Beard, Normal Beard, Normal Haircut, The Pudding Basin, and the Sheriff Mustache. It's up to you if you want to spend the experience points to get your guile up to this level or not, since all of these cards can be gotten from other places, it's not required that you steal them. You could also try to shoplift from the shops. I'm not going to cover that, however (shoplifting is pretty difficult to pull off consistently, and not really worth the trouble since you can get all the items you can shoplift a lot easier in other places). Make absolutely sure that before you leave Bowerstone, you buy two things from the merchant (the one outside near the gate). You are going to need a fishing pole and a spade to uncover some of the hidden items around the world, and this is a good place to get the equipment to do that. (In a bit you are going to get a free fishing rod, so if you would prefer to save your 50 gold and wait, feel free. Just don't forget to come back and pick up the fishing spots you are going to miss once you get it. Definitely do pick up the spade, though. There isn't a free spade coming for a long while, and you don't want to try to do all the digging all across the world right at the end of the game. To be honest, money is such a non-issue in this game, you are really better off just buying both the rod and spade right now). After you've given the school a few books, you will get either a bright wizard hat or a dark wizard hat (the bright hat requires 6 good aligned books, while the dark hat requires 6 evil aligned books). Which books are which doesn't really matter. If you skipped the books in the Guild, collecting books around Bowerstone will give you enough to get the dark wizard hat. Otherwise, you will get the light wizard hat. We don't have the entire collection of 25 books the teacher wants yet, so we'll leave this quest active (once you've given him all the books you can) for now. There are a couple of other green dots on the map. One is just the guard that refuses you entrance to Northern Bowerstone. Nothing we can do with this guy yet. The other green dot will lead you to a card game (Card Pairing). This is nothing more than a timed game of concentration. You win if you can finish the pairings in 30 seconds or less. More importantly, if you finish in 26 seconds or less, you get Briar Rose Doll. It's a pretty tough time to achieve (and you can't even cheat since Bowerstone doesn't allow magic), but just keep at it and you'll get it eventually. Note that the escape key can be a big help (flip over 4 cards, hit escape, write them down, and repeat until you know the entire board. Hopefully you still have enough time to flip over the pairs). Once you've gotten the doll, there's no reason to play this game again (unless you are really good at it and need to make some money for some reason). M3. Collect the Hero Dolls [FABLEDOLLCOLLECTION] ========================== Quest Type - Bronze Prereqs - Guild Training Money - 0 Renown - 0 Boasts - None When you get the first doll, a new green dot will appear on the map. This is one of the school children, and he will seek you out if you don't go find him first. He'll tell you that the teacher is a collector of these dolls, and if you find a complete set (seven of them), it seems likely a trade might be in the cards, as apparently he has an ultra-rare doll. Cool. Like the book collecting quest, this is a long term quest that we can't finish just yet (boy, this dratted teacher is high maintenance!). Bowerstone Quay --------------- Well, that's quite enough of Bowerstone South, don't you think? Let's move into Bowerstone Quay. There's not nearly as much to do here. First, you'll notice two green dots on the mini-map. The one nearer the entrance is the witch you need to speak with in order to advance the Sick Child quest, so go ahead and do that now. You can also search the scarecrow behind her to find a Crunchy Chick. M4. Beardy Baldy [FABLEBEARDY] ================ Quest Type - Bronze Prereqs - Guild Training Money - 100 Renown - 100 Boasts - None Break the three barrels in town to get Will and Health potions. That leaves only the last green dot to deal with. Before you talk to this man, we need to fix up your appearance a bit. Head to the Barber Shop in Bowerstone South and get a Pudding Basin haircut and a Sheriff Moustache (we are doing this because these are the default styles Baldy is going to give you. By already wearing them, you will get his alternate styles, and it's the only way to pick up the Warrior Stripe in the entire game!). Return to the Quay and talk to the man. He will give you a Warrior Stripe card. Take this back to the barber and get this cut. Return to the man, at which point he'll give you a card for a Mutton Chop beard. Get this one at the barber, and the man will give you a card for a Trader Style Moustache. Get this one as well and return to the man. Give him a good laugh (in his defense, you do look absurd) and get a Fire Monkey Tattoo for your troubles. There is one other mini-quest you can do in here. Wait until around 10:00 P.M. and a group will appear at the marked off circle area. Talk to the leader (he will be a green dot) and agree to the competition. You will need to defeat four opponents, but none of them are very difficult. Once done you'll get 150 gold and a nice parchment saying you've passed the level 1 fist fight. You can collect the money reward once per night, if you like. Lookout Point ------------- Let's advance the Sick Child quest a bit. Return to Lookout Point, where you will find a new green dot (you may have noticed it before). The guys here will give you a clue as to the location of one of the blue mushrooms you are after. Before we head back into the guild, we have a fishing spot here in Lookout Point. You will find it in a small pool on the path to the Picnic Area. Just look for the ripples in the water. Stand in front of it and use your fishing rod (it's under Items - Other in your inventory). To fish, just wait until you hook something, then rapidly press the left mouse button. But make sure to stop when the fish (or whatever) pulls on the line or you'll snap it. Grab a Skill potion from here. As long as we're on this path already, take a short detour into the Picnic Area. Picnic Area ----------- Aha, there's a new green dot here! Talk to the woman. Obviously she's under the influence of a mushroom. Make her laugh three times (your Cossack Dance will do the trick) to get her mushroom. One down, three to go. Teleport back to the guild. /XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX\ 0==================================0 | N. Protect / Attack Orchard Farm | [FABLEORCHARDFARM] 0==================================0 \XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX/ Quest Type - Gold Prereqs - Maze's Information Money - 750 (Protect) or 1,000 (Attack) Renown - 400 Boasts - No Protection, Without a Scratch, Fist Fighter, Protect Property, Protect Guards Heroes' Guild ------------- Okay, as long as we're here, we may as well grab the gold quest that the Guild Master keeps harping on about. Go to the map table. You have an option of one of two mutually exclusive quests to perform. You can either protect or attack the orchard farm. Attacking it will give you slightly more money. Naturally, there's going to be an effect on your alignment, depending on which one you decide to perform. Once you have one of the two quests, run over to where the demon door is and look for some ripples in the pool. You should catch a blue mushroom here. That's two. The Guild Woods --------------- Head into the woods now. You will see a new green dot. Talk to Cyril and accept his letter for Myra. As long as we're here, take a look in the pool near where you killed the bandits for another fishing place. Fish here to grab your third silver key. Greatwood Entrance ------------------ Well, we've about accomplished everything we can in the area right around the guild, time to branch out a little bit. Head into Lookout Point and go south to the Greatwood Entrace (just follow the flashing gold icon if you're not sure where to go). On the way through Lookout Point, grab a boast or two, if you like (or you could have already done this when you took the quest in the first place). In the Greatwood, you'll be taunted by Whisper, who will have taken the opposite quest from you. No matter, you've beaten her once, doing so again shouldn't prove to be a problem. Anyway, head to the southeast corner of the map (it looks like a path out of the area, but in fact there is no exit there). You'll find three Health Potions, a Will Potion, and a chest that holds a Will Master's Elixir. Not a bad haul! Notice on your map that along the path from Lookout Point is another alcove area. You won't immediately find anything in there, but if you are there right around eleven to noon, a chest will appear (the place ought to be fairly obvious) from which you can take a Piercing Augmentation. In my experience, the chest won't appear if you are watching the square area. The best way to find it is to use the teleportation trick. Stand in front of where the chest will appear and teleport yourself to the guild. Then go to Lookout Point and watch the statue. When you see the message that it is pointing at Greatwood, recall to the chest, at which point you can open it up. Finally, on the southern side of the map, look for a circle of mushrooms, which is actually a digging spot. Use your spade here to find a golden carrot. Now, before we head over to Orchard Farm, let's take a quick detour to Fisher Creek. Fisher Creek ------------ When you come into this area, the fisher will be under attack. Take down the wasps, and you'll immediately be given a new bronze quest, not to mention a new fishing pole. N1. Fishing Lessons [FABLEFISHINGLESSION] =================== Quest Type - Bronze Prereqs - Guild Training Money - 0 Renown - 0 Boasts - None There are several ripples in the water for you to use. You should catch a Golden Fish (which is a trophy), a working moustache, 100 gold, a silver key, and a moonfish. In addition, there are leather gauntlets in the chest for you to wear. In the house you'll find a book (A Hero's Journey) on the bookshelf. N2. Fishing Competition [FABLEFISHINGCOMP] ======================= Quest Type - Bronze Prereqs - Fishing Lessons Money - 0 Renown - 50 Boasts - None Leave the area, then return to enter the fishing contest. Talk to the guy to enter the contest, then throw your line into the river (no need to find a ripple, we're actually looking for a normal fish here). You want to get one that is at least 50 grams (I have never failed to get one that was at least 50 grams by just fishing off the end of the pier a time or two, so this shouldn't be a problem). Once you have this, show it to the fisherman to claim your reward (a Fisherman Hat, The Rod of Champions, and another silver key (you should now have 5 in all)). Note that this is one of those very annoying quests that never leaves your "Current Quests" list. There are a few of these in the game. Once you've gotten all three rewards, there is no need to worry about this quest further, though you can pick up some spare cash any time you beat your previous score, if you like. Greatwood Lake -------------- Return to the Greatwood Entrance, and from there enter Greatwood Lake. If you take the path to the right, you'll come across a broken bridge and, more importantly, your sixth silver key. Return the way you came and cross the good bridge. You'll have a small fight, and once you're done, make sure to hit the chest. Note that this is a Silver Key chest, and requires 5 silver keys to open. Fortunately, you don't use up your keys when you open a chest, so don't worry on that account. Inside you will find an Elixir of Life. A little further on you'll find a health potion on the ground near the big ball statue. Continue to Orchard Farm. Orchard Farm ------------ When you get here, a short cut scene will play. When it's done, you'll have three waves of three bandits each to fight (if you are doing the Protection of Orchard Farm quest) followed by a battle with Whisper. Beat the tar out of the entire group, and at the end of it you'll get Whisper's Brooch (that'll teach her to mess with you, or will it?). If, on the other hand, you are attacking the farm, you have four waves of three guards each to take down. You and your two thief friends must snatch three crates from the barn. When you're done with this task, Whisper finally shows up (a bit late, isn't she?). Again, beat her into submission and take her Brooch. Silly woman. There are a few things you can get while you're here. There's a chest around the back of the barn that contains a Jet (a type of gem). In the small pond is a fishing spot where you can fish up an Elixir of Life. Check over in the lake to the east to find two more fishing spots (you'll get a Coron Visor Tattoo card and another silver key, one of these spots is not so easy to find, it's off of a pier near the orchard). Make sure to check around all the fruit baskets, where you will find no less than 8 green apples. N3. Hidden Booty Hunt [FABLEHIDDENBOOTY] ===================== Quest Type - Bronze Prereqs - Guild Training Money - 0 Renown - 100 Boasts - None Returning back along this path you will come across another treasure chest (watch to your right as you come through the fence) to find Treasure Clue #5 (actually your first clue, there will be six in all). This activates the bronze quest. Note that there is a digging spot near the barn, but even if you find it, DO NOT dig here yet (you probably won't since it doesn't actually activate the spade quick-icon). Digging here prematurely will seriously cripple the item buried here. You'll be back for it later, don't worry. Behind the house is a grave. Digging there will reveal an Upper Dress. The only other thing to do in this area is to actually get inside the house. We'll get inside in a bit. For now, teleport back to the Guild and check the map table. There are two quests available, a Silver and a Gold (there is another Silver quest, Hobbe Cave, but most likely you don't yet have the renown to take this quest, so we'll do it later). For now, take the silver quest, the Hobbe Killing Contest. N4. Hobbe Killing Contest [FABLEHOBBEKILLING] ========================= Quest Type - Silver Prereqs - Protect / Attack Orchard Farm Money - 900 Renown - 200 Boasts - No Protection, Without a Scratch, Fist Fighter, Humble Whisper Orchard Farm ------------ Take this quest and recall back to Orchard farm. When you get there, you'll find Whisper (look who's back!). Your job is to kill more Hobbes than she does. Sounds easy, but Whisper tends to cheat a lot by kill stealing. You'll probably need a better weapon or use a spell like Time Slow to get the edge over her. No matter how you do it, make sure that when the counter reaches zero, you have more kills that she does to win the competition. When you do, you get a Hobbe Tooth trophy, as well as some extra money and renown. Lookout Point ------------- Run or teleport back to Lookout Point, where you will find a new green dot awaiting your arrival. It seems a merchant needs an escort to the farm. Agree to the mini quest and head toward the farm. Keep the bandits off the merchant as you go through Greatwood Entrance. The more damage the merchant takes, the less reward you will receive. When you get to the farm, be sure to follow the merchant to the farm house. This is the only time in the game when the door to the farm will be open. Go inside to pick up a couple of books (The Rotten Apple and Making Friends). /XXXXXXXXXXXXXXXX\ 0==================0 | O. Trader Escort | [FABLETRADERESCORT] 0==================0 \XXXXXXXXXXXXXXXX/ Quest Type - Gold Prereqs - Protect / Attack Orchard Farm Money - 2,000 Renown - 500 Boasts - No Protection, Without a Scratch, Protect Traders Teleport back to the guild to pick up this quest (there's still that other silver quest on the table, but you may not have enough renown to unlock it yet, so we'll come back for it a bit later). Once you have it, follow the flashing gold icon into Lookout Point, the Greatwood Entrance, Greatwood Lake (where there's nothing new to do, just run through the areas) and then into a new region, Greatwood Gorge. Greatwood Gorge --------------- As soon as you enter this region, you will get a new bronze quest, the Bandit Toll. O1. Bandit Toll [FABLEBANDITTOLL] =============== Quest Type - Bronze Prereqs - Guild Training Money - 200 Renown - 150 Boasts - None When you come down the path, the bandit will ask you for 400 gold to pass. As if. Lock on to him and show him what a really bad idea it is to mess with a hero of your caliber with your favorite weapon or spell. When he's done, move on to the bandit camp just ahead. When you've cleared this area, you will see red dots to your north and south. Take out the three to your south first for best experience results. Finally, you will be taking out the camp in the north, where the bandit leader is hiding. Beat them into a smoky mist. Watch out for the exploding barrels. Inside the two chests in the northern camp you will pick up a Flame Augmentation and 500 gold. Take the path to the southwest of the camp to find several barrels (3 health potions, 2 will potions, an apple pie, and a red meat). Inside the chest you will come across a Steel Pickhammer. Continue along the path toward your destination. Just before you reach the next exit, you will come across a demon door. It seems he wants you to do an evil deed in front of him. There's a couple of ways to go about this, but the easiest is the crunchy chick route. Unfortunately, you don't yet have enough, so we'll come back to this shortly. For now, continue to the next section. Greatwood Cullis Gate --------------------- Good news, there's a Cullis Gate here (hence the name of the region), so you now have a quick means of getting to this point. Other than that, there is actually very little of interest in this area. There is a fishing spot where you can catch a moonfish near the exit to the Greatwood Caves. Greatwood Caves --------------- Cut through the brambles here to find a will potion and a red meat lying on the ground, but don't go into the caves just yet. Talk to the door. This one wants to see your combat multiplier go up a bit before he'll open up. Once again, we'll come back for this one a little later. Darkwood Entrance ----------------- Ah, here are our lost traders. About time. A short way down the path you'll come across a third trader. Allow him to join, or not, as you will. In the barrels you'll pick up a Will Potion and a red meat, and there's a treasure chest that contains a resurrection phial. Just for coming into this area, you have picked up a new bronze quest. O2. Chapel of Skorm [FABLESKORM] =================== Quest Type - Bronze Prereqs - Guild Training Money - 0 Renown - 0 Boasts - None Ignore this one for the moment and continue into the marshes. Darkwood Marshes ---------------- First things first. Take out the Balveriene. Once that's done, talk to the door. His challenge is not all that tough, but it's probably a bad idea to take it while you've got the traders in tow, so unfortunately, this is another one we'll have to wait on. For the moment, continue on into the swamp. Just before you get into the water, there's a chest to your left. Open it to grab a Jet. Take down the spoors (lightning works well here) and continue onward. Darkwood Lake ------------- There will be a bandit attack on the traders when you come into this area. Beat it off. To your left is an alcove with a couple of barrels (a green apple and an apple pie) and a chest (Leather Boots). There will be another attack as you reach the waters, and in larger numbers, so be careful to protect your charges. Once that's beaten off, there's a chest with 250 gold for you to plunder to your right. There's another chest in this area, but it's a 15 key silver chest, so we'll have to wait on opening it for now. There will be a few more attacks from bandits as you move through this section, but nothing you can't handle by now. Toward the south end, you'll find a rock with a hole in it. Pull out your bow and shoot through the hole to find your eighth silver key. Continue on. Darkwood Camp ------------- When you come into the camp, the traders will move ahead into the alcove to the east and heal themselves up. Go in yourself and talk to the merchant (there are three, you are looking for the one that sells produce). You want to purchase all of his available crunchy chicks. The two chests contain a resurrection phial and a steel axe. The two barrels have a Dark Vortex Tattoo and a Will Potion. There is a blackjack dealer here if you feel like playing a game or two. There's no reward for this one beyond the money. Upgrade your weapons and armor if you like before moving on. Ancient Cullis Gate ------------------- As you move through this area, there will be a couple of bandit attacks. Just after you pass the inactive cullis gate, you are going to lose one of your traders (if you allowed the wounded trader from the Darkwood Entrance to follow you) as he finally succumbs to the curse. Kill him. Just before the second bridge is a treasure chest with a resurrection phial in it, and you can fish off the bridge itself to grab your ninth silver key. Darkwood Weir ------------- This area is quiet. Make sure to check the side passage to the south to find a treasure chest (Lightning augmentation) and three barrels (tofu, green apple, and a golden carrot). Near the end of the area, a rock troll will pop up (you just knew it was too quiet, didn't you). Beat the tar out of him, and make sure to quaff healing potions as needed. Once he dies, the opening to Barrow Fields becomes accessible. Head on through. Barrow Fields ------------- You've just about made it. Follow the traders to the bridge, at which point the quest ends and you get your reward (including a new trophy, the Trader Feather). Plenty of stuff to grab here. Back the way you came, you'll find a treasure chest containing a sapphire. Also down this way is a demon door who wants you to gain a bit of weight (skip this for the moment), and a fishing spot that will net you a moonfish. Near the bridge is another fishing spot (Coron night tattoo). In the camp, you'll find a trader who will sell you your third blue mushroom for a very reasonable 1,500 gold (ouch!). You could also try to steal it if your guile is high enough. Down the stream a bit is a third fishing hole with 500 gold in it if you're a bit short of cash. There's also a Health Potion in one of the two scarecrows in this area. By the way, completion of this quest has given you a brand new gold quest to work on. /XXXXXXXXXXXXXXXXXXXXXXXXX\ 0===========================0 | P. Maze's New Information | [FABLEMAZENEWINFO] 0===========================0 \XXXXXXXXXXXXXXXXXXXXXXXXX/ Quest Type - Gold Prereqs - Trader Escort Money - 0 Renown - 0 Boasts - None Heroes' Guild ------------- Before we rush into Oakvale however, teleport back to the guild hall. Let's pick up that quest we had to pass over earlier, since you should now have enough renown to accept it. P1. Hobbe Cave [FABLEHOBBECAVE] ============== Quest Type - Bronze Prereqs - Protect / Attack Orchard Farm Money - 5,500 Renown - 400 Boasts - No Protection, Without a Scratch, Fist Fighter, Cave Dweller, Sacrifice Innocent, Protect Boy Now, before we leave the guild, you may want to spend some experience points. I am going to highly recommend you take Physical Shield right now (2 levels, if you can get it). The reason is that we're going to open some of those demon doors we passed up earlier, and one of them requires a high combat multiplier, which you are never going to get without some sort of magic shield. Also, pick up Heal Life if you can afford it. While we're here, visit the shopkeeper and buy out his supply of red meat and as many mana potions as you can get. Also grab at least one box of chocolates. Head over to the barkeeper in the mess hall and grab his supply of red meat and perhaps buy out his beer as well (we need to bulk up for one of those doors). With all your new loot in tow, it's time to head for the doors. The first door we skipped was the one in Greatwood Gorge, but we're still going to skip it for now, as you aren't going to have enough chicks to get it open yet. Instead, use the teleporter to transport yourself to the Greatwood Cullis gate. We need to speak with Grandmother Rose to advance our Hobbe cave quest, but before you do that, we are going to prepare to open one of the more difficult doors in the game, the combat multiplier door. You need to have a decent weapon for this one (I used an Obsidian Cleaver (damage 82) that I picked up off the merchant in Darkwood Camp with a couple of augmentatios). Teleport to Greatwood Cullis Gate, then run to Greatwood Caves and stand in front of the door. Teleport back to Greatwood Cullis Gate again. This sets our recall point to be in front of the door we want to open. Now run to the entrance to Rose Cottage, but DO NOT enter yet. Do a World Save right here (that way, in case we fail the following mission, we can at least start from here). When you are ready, enter Rose Cottage. Rose Cottage ------------ First, notice we have yet another demon door. Fortunately, we've come prepared for this one. Talk to it, then use your chocolates. He will let you into his protected area. The Secret Haven ---------------- Hmmm, interesting hobby grandma has here. Anyway, inside you'll get a full set of will user's bright clothing (gloves, boots, upper robe, and lower robe). When you're done looking around in here, head back outside. Rose Cottage ------------ Head up to the house and look in the yard to the left. Note the circle of flowers. Remind you of anything in particular? Maybe shovel shaped? Dig here to grab your tenth silver key. In addition, some brambles are hiding a chest with 500 gold. Knock on the door to talk to granny. She'll hand you a hexagonal key. Return to the cullis gate (run, don't teleport or you will mess up your recall point), and then run to the Greatwood Caves. Hobbe Cave Entrance ------------------- When you get into the cave, turn on your physical shield. Make sure to watch your mana bar at all times, and when it gets low, quaff a mana potion (you should have this set on a hotbar so you just have to press a number key to use it). Also, watch your combat multiplier carefully. The magic number we are after is 28. If at any point your multiplier hits that level, immediately activate your teleport and recall back to the demon door (you multiplier will halve to 14, which is the number the door wants to see) and talk to the door to open it up. Chances are, you won't reach this level until near the end of the quest, and I'll assume that's what's going to happen. But if it happens to get to 28 earlier than that, by all means take advantage of it and get that door open. All right, back to the task at hand, you're in the cave entrance. Kill all the Hobbes. Not much else to do in this area. The first door leads to a side chamber. Cave Side Chamber ----------------- Head in here and take out a hoard of Hobbes. You can elect to take the bandit with you if you like, or not, it's up to you (personally, I wouldn't, he's going to take kills away from you which will make it harder to get to the magic 28 number. On the other hand, if you are evil, you can get rid of him in a very evil sort of way pretty soon). Anyway, once you are done, return to the entrance chamber. The next door will take you to a larder. Cave Larder ----------- Inside the cave larder you'll find quite a few more Hobbes to remove. Once they're done, there's a health potion on the ground. There is also a silver key chest which requires 5 keys (no problem for us). Open it up to acquire a Will Master's Elixir. Return to the entrance and continue onward. Main Chamber ------------ More Hobbe killing here. In the treasure chest you will find 500 gold, and a second chest holds another 500 gold and a Flame Augmentation (these chests will only appear during the Hobbe Cave quest). Continue forward, the hexagonal key will allow you to go through the door. Moonlit Tunnel -------------- Nothing to see here, just continue onward. Focus Chamber ------------- Here's where some action is going to happen. Approach the prisoner, and you'll get a short cut scene that will give you a few options. If you have the bandit tagging along, you can give him up to the sprite in exchange for the boy. Or, you can just start attacking. The nymph is easiest to take down using lightning or something similar. You will be surrounded by Hobbes during the fight, so watch your health and mana level. Once the nymph is down, the field around the boy will dissipate. However, I'm going to suggest you don't do this quite yet. Here's the trick. Don't kill the nymph. Clear the chamber of Hobbes, and before the nymph summons any more, leave through the door. Don't worry about the boy, he's not going anywhere. There are two reasons you want to do this. One, you probably still need to get your multiplier up to 28, and two, the caves are going to be just crawling with Hobbes, who are quite happy to attack the boy and kill him if you have him in tow. It's pretty difficult to complete this mission unless you clear the caves first, the boy has a nasty tendency to get killed before you get out of the area. So head out the door and start clearing the caves. There's going to be a lot of fighting. Your best (and final) chance to get a combat multiplier of 28 will be in the Hobbe Cave Entrance, which is just going to be swarming with Hobbe. Kill 'em all, and teleport to the door as soon as you get that 28 value. So, you've opened the demon door (if not, don't despair, there is still hope). Obviously you can go in once it's open, but for now you may want to return for the boy. Work your way back down to the focus chamber and finish off that nymph to release the boy. Before you leave the focus chamber, look around for a circle of mushrooms. Digging there will reveal a silver key. It should now be a relatively easy walk back to Rose Cottage (if the boy does suffer any damage, you may want to heal him if you picked up the Heal Life spell, after all that work, and you definitely do not want him to die on you now). Rose Cottage ------------ Once you reach Rose Cottage, talk to granny, quest over (you will pick up a Hobbe Head trophy). If you go inside her house, you can pick up a Will Potion and a book (A Hero's Journey II). If you missed any stuff along the way during this quest (most likely you were in a hurry in order to keep your combat multiplier high), go ahead and grab it now (except the main chamber treasure chests, which will no longer be there). One last comment: What if you still couldn't get that door open? You have a couple of options. After the Hobbe Cave quest is over, a rock troll will spawn at the cave entrance from time to time. You only need to reach a multiplier of 14 (since you don't have to change areas) to get that door open, and that troll is your best shot. Also, the Hobbe caves will have quite a lot of Hobbes in them once the quest is done, so you may be able to work your multiplier up to a high enough level. The Butterfly House ------------------- Inside the demon door at the Greatwood Caves is the Butterfly house, which has a chest. Inside the chest is the cutlass Bluetane. Congratulations, this is your first Legendary Weapon! With a damage of 165, you almost certainly want to equip this blade now. Darkwood Marshes ---------------- When you're done in the Butterfly House, return to the cave entrance, and go through the Darkwood Entrance to the Darkwood Marshes. Here's another door we skipped while escorting the traders. With your new sword, this should be a piece of cake. Talk to the door and accept his challenge, then beat the tar out of the five waves of Hobbes that attack. When that's done, go inside. Darkwood Sanctum ---------------- Inside this area you'll find chest (big surprise, right?). Open it up to get a full set of Dark Will users clothes (Dark Boots, Gloves, Upper and Lower robes). Barrow Fields ------------- Continue making your way south (just follow the gold flashing icon) until you reach Barrow Fields again (yes, you can teleport if you like, but you may as well pick up the experience along the way, up to you, though). Once again, there's a demon door here to contend with. Lucky for us, we came prepared for this one as well. Head for the door, then open up your inventory. Go to the produce section and drag the red meat icon down to one of your hot keys. Hit it a few times, and then talk to the door again (if you're not fat enough yet, eat a few more). That's all it takes to gain entrance to this protected area. The Old Kingdom Spring ---------------------- Inside this rather pleasant area, you find a chest that contains a Will Master's Elixir. Oakvale ------- Welcome back to your hometown! Everything is more or less as you left it, the town has been rebuilt, and you now have a lot more access to the buildings than you did when you were a boy. When you come in, a short cut-scene will play. It seems like you still may have a few lingering issues. Once you have control again, the first thing you are going to notice is that there are about four thousand green dots on the map. Yipes! Don't worry though; we'll get to them all. First off, we may as well talk to Maze (he's the gold flashing icon) and get our gold quest done. With that out of the way, make your way into the pub and talk to the Dawkins, the game master. We're going to advance the doll quest now, so get ready to play some coin golf. To win, you must complete all four holes in 13 shots or less, but to get a doll (this one is of Whisper) you need to get a better score than that (I got mine with 11 shots, and 13 is definitely too many, so the cutoff is somewhere between 11 and 12 to get the doll). Once you've got the doll, you can go behind the counter to smash three barrels (health potion) and raid the cabinets (you'll find a book, The Sock Method, and a Firis Head Tattoo). This will almost certainly get you into trouble, so teleport out for a bit until the guards calm down, and then return (alternatively, if you've picked up the "Apologize" expression by now, you can use it to immediately get your fine forgiven). There's another fight ring here, down by the barns (where, as a boy you guarded the guys stock). Come here after about 10:00 P.M. to win the second level championship. While you are over here, there's a digging spot in one of the barns that will net you a Balverine Skull Tattoo. P2. Chicken Kicking Competition [FABLECHICKENKICKING] =============================== Quest Type - Bronze Prereqs - Guild Training Money - 0 Renown - 0 Boasts - None Talk to the green dot guy near the southeastern side, by the beach. He will want you to take care of a little ghost problem. Run down to the beach where the chicken kicking competition is set up to find the ghost. Talk to him, which brings up a whole new bronze quest. P3. Treasure of the Ghost Pirate [FABLEGHOSTPIRATE] ================================ Quest Type - Bronze Prereqs - Guild Training Money - 100 Renown - 150 Boasts - None He'll give you the location of his hidden treasure. Just before you leave, check out the shack on the beach to find a treasure chest that contains an oak crossbow. Now that you've got that, go to the western beach (you have to go through town to get there) where the dock is. The treasure is buried to the left of where the dock begins (as you are looking out to sea). There is no obvious marking, so just watch your quick icons to see when the spade symbol pops up. Once you have the treasure, you need to find the ghost's wife. Fortunately, she's right on the beach where you are. Give her the gold. While you are here, there's a treasure chest on the beach (assassin's boots) and a barrel (apple pie). Once you have these, return to the pirate and let him know you've taken care of his wife. He'll give you the location of even more treasure, which is yours to keep. Once the ghost is gone, talk to the guy who started this quest again. He'll thank you and head down to the beach. Talk to him down there to start the contest. If you want all three prizes, you'll need to enter the contest three times. Here is what you get: 50 - 145 points: A Cock-A-Doodle-Do expression 150 - 245 points: A silver key 250 or more points: A chicken hat Getting the top prize will require you have a physique of around 4 or so. If nothing else, you need to get that key (should be your 12th key). Note that this is one of those quests that never leaves your logbook. Once you have the quest, it will always be in your book. While it may be a bummer for bookkeeping purposes, you can always make some money by getting over 50 points. On the east side of the map, north of the beach, you'll find Myra (over by the well). You should give her the letter you've been carrying for her all this time. She'll give you a reply letter in return. You almost have that fourth mushroom now. Up near the entrance to Memorial Garden, you'll find a grave (just past the mercenary). Digging here will net you 500 gold. There is also a chest near here (south of the merc, in the glade of trees) here that contains a resurrection phial. Speaking of chests, remember where you found the cheating husband? Check in that area for another chest that contains 250 gold. Now let's talk about the houses. We're up on the hill, so we'll start there. Begin with the house where the chest is, and you'll find two books (Making Friends and a Hero's Journey III), as well as a Health Potion. The next house up the street contains The Trials of Aarkan, a Dark Lower Dress, and a Short Hair style card. The next house up the street is your old boyhood house. You should buy it now, assuming you can afford it (5,000 gold). You can even fix it up a little (2,500 gold, 3,500 gold, and 5,000 gold), but don't spend every dime you have. You need to keep a bit in reserve to buy a wedding ring and a couple of gifts (perfume or roses will do). Across the street you'll find a Will Potion and a Youngster Style haircut card. Head down the hill into the town proper. We've already sacked the inn, so move on to the houses near the Memorial Garden exit. In the first house, you'll pick up a book (The Oakville Raid) which you should find an interesting read. The house next door contains a Dark Upper Dress and a Will Potion. In the two story house across the street, you will find three books (The Ugly Guide, Windbreaker Rule Book, and The Sock Method) as well as a Spiral Dementia Tattoo card. You will find a Health Potion in the final house. With that, we've completed Oakvale (that wasn't too bad, was it?). Head over to Memorial Garden. Memorial Garden --------------- There are three digging spots here, assuming you've completed the ghost quest in Oakvale. Dig under the axe of the statue to get your 13th silver key and an obsidian greataxe. Two of the graves are also digging spots, where you'll pick up a golden carrot and a health potion. Guild Woods ----------- Teleport back to the guild. As long as you are here, grab the next gold quest, and then run over to the woods to deliver Mrya's reply to Cyril. He will hand over the fourth mushroom! /XXXXXXXXXXXXXXXXXXXXXXXXXX\ 0============================0 | Q. Find the Bandit Seeress | [FABLESEERESS] 0============================0 \XXXXXXXXXXXXXXXXXXXXXXXXXX/ Quest Type - Gold Prereqs - Maze's New Information Money - 4,500 Renown - 1,000 Boasts - Without a Scratch, Spare Bandits, Bandit Blood Bowerstone South ---------------- Now is probably a good time to return to Bowerstone and give that teacher a few more books. Teleport there. When you get near the school you find Thunder impressing the children. Have a rather cold conversation with the man, then turn your attention to the teacher. Give him all the books he will take (probably only two or three at this point). When you're done with that, head over to Bowerstone Quay and talk with the witch. She'll give you a potion for the boy. Nothing left to do now except take it over to the worried mother and collect your reward. With that done, teleport back to Oakvale. Oakvale ------- I'm presuming you've bought your old house by now. Head to the general shop (in the town proper) and grab a wedding ring and a couple of gifts of your choice. You should be in good shape to find a wife about now. Your renown should be getting high enough, and make sure you are wearing clothes and styles that add to your attractiveness and lower your scariness. Find a likely candidate and use your expressions on them (flirt, manly arm pump, sexy hero pose, and so on) to get a heart to grow above her (or his) head. Give the person a gift. If they are available and willing, they should ask for a wedding ring after not too long (not everyone will ask, some people are already married). Once the candidate asks for the ring, just use it, and just like that, you are married. Congratulations! Now, if you want to have sex with your wife, a bit more work is needed. It is even more important to make sure you are in your best clothing. Flirt and give many gifts to your partner. Eventually, her aura will turn from blue to green, which is the cue to interact with her. After a brief cut-scene (no you don't get to see anything), you will have had your first encounter. This is good, as there's a certain demon door that has a particular requirement about sex, so we are going to want to get our sex count up anyway. May as well be doing it with the wife, eh? Anyway, back to the task at hand. We were looking for the Seeress. Head for the Clifftop Path (the entrance is a cave opening near the dock). Clifftop Path ------------- Now, if the bandits see you, they'll shut the gate. If that happens, kill the three of them and wait for the gate to reopen (it doesn't take long). Three more bandits will appear, and this whole process repeats. You'll most likely have to kill a wave or two of bandits before you get near the gate, where you will find a couple of barrels in which you will pick up a Health Potion and a Harion shoulder tattoo card. Once you've secured these, retreat back to the rock a little ways back and use it as cover to hide from the next patrol. If you time it right, none of the three will see you and you'll have a free run at the open gate. Abandoned Road -------------- Once you are past the gate, there's another short cut-scene, where you learn a bit of interesting information. Seems like you may need a bit of clothing. Anyway, start making your way up the path. You'll come across several chests that contain the very clothing you will need (Boots, Shirt, Trousers, Bandana, and Gloves). Convenient! The last chest (near the demon door) has a Resurrection Phial in it. Also, be sure to check the barrels (the first set contain a Will and Health potion, and the second set contain a Health potion, an Ages of Skill potion, and 250 gold. The final barrel just has some tofu in it). You can't get through the demon door yet, so just make sure you have on the bandit outfit and head into Twinblade's camp. Twinblade's Camp ----------- Talk to the gate guard, who will let you into the compound. When you are inside, the first order of business is to find the three merchants. One of them has a good supply of crunchy chicks, so make sure you own at least 10 of them, we'll need them for one of the demon doors we skipped earlier. There are some barrels up near the traders, though they don't contain anything. On the other side of the small pond are another couple of barrels (Health and Ages of Will Potions) as well as a chest with 500 gold. Also, in the dirt patch in front of the chest is a digging spot that will get you another silver key. Another couple of barrels in the tavern area have a Red Meat and a Health Potion. Once you are sure you have dealt with all the loot lying around, it's time to deal with the green dots. There is one standing by the back gate that is of interest. He tells you that you need a pass to get through this gate. There's a couple of ways to get this pass. One is to buy it off one of the bandits for 1,000 gold (he's one of the green dots on the mini-map). However, don't bother. You are going to win it off the gamesmaster. The gamesmaster is in the tavern area. Talk to him and win his game, it's not all that difficult to pull off. Slightly trickier, though, is that you can win another hero doll here (Twinblade) if you can beat the game in under 20 seconds. If you are having a lot of trouble, just cast Slow Time before talking to the gamesmaster, and you will have a very easy time of it winning the doll. Twinblade's Elite Camp ---------------------- Look around for a bit. There's a few barrels to open up (in total, you will get an Ages of Might potion, a carrot, 3 green apples, tofu, 100 gold, and a Health potion). The bandits will grumble a bit when you break the barrels, but don't otherwise seems to mind. Be careful of the exploding barrel. In addition, there are two treasure chests, in which you will pick up a Resurrection Phial and a pair of Assassin's Trousers. Leaning against one of the tents (west of the group of assassins) is a steel greatmace. That takes care of the items you can pick up, now we come to the quest. First off, if you follow the gold icon, you will come to a gate, where another guard blocks your way. There are a couple of possible ways to get by this guard. But we'll come to that in a minute. First off take a look to the north of the blocked gate. Notice anything familiar up here? That's right, it's a new fight circle! Wait until around midnight for the fight club to show up, then go through the usual motions to beat the tar out of everyone and win the level 3 certificate. Now, as to that gate. You have two options for getting through. One way is to talk to the group of assassins and pay their 2,000 gold fee to create a distraction. Easy, if a bit expensive. The second way is a little more involved and a little more dangerous. On the southwest side of the camp you will find two prisoners being guarded by a particularly nasty looking guard. Kill this guard (but try to make sure no one else sees you do this, you don't want the entire camp coming after you at once). An easy way to take him out is to stand up near the hostages, wait for the guard to get near, cast slow time, then hit him with a bit of lightning. Finish him off with the sword or bow as needed. Once he's down, you'll get the key to the cages. Let the hostages go, which provides another distraction to get you through the gate, free of charge. Twinblade's Tent ---------------- You're in for a little bit of a fight now, although, with your super awesome cutlass Bluetane, it's really not all that difficult. Twinblade is difficult to damage except with flourishes. However, there is a short time, after he sticks his weapons into the ground, when you can freely hit him in the back. Anyway, it doesn't really take all that much to finish him off. Use your healing potions and resurrection phials as needed. There's a cut-scene, which I won't describe in the interest of not putting in too many spoilers, after which, you have a choice to make. You can show mercy to Twinblade and let him live, or you can kill him. Note that the latter option will result in a massive fight as the entire group of bandit gawkers attack you at once. Good luck with that. In any case, make sure to grab all your hard earned loot. In the tent you will find 2 health potions and 2 red meat in the barrels, as well as three treasure chests (a Resurrection Phial and 750 gold). Also, check the path that runs north of the fight area to find another chest with a diamond in it. Leave the camp to finish the quest and collect your reward (including a new trophy, the Bandit Seal). The guildmaster will chatter at you like a magpie for a while, after which you ought to save the world state (no need to go through all that again!). The end result of all this chatter is that you get a new quest card. /XXXXXXXXXXXXXXXXX\ 0===================0 | R. Maze's Request | [FABLEMAZEREQUEST] 0===================0 \XXXXXXXXXXXXXXXXX/ Quest Type - Gold Prereqs - Maze's New Information Money - 4,500 Renown - 1,000 Boasts - None Teleport back to Oakvale and say hello to the wife. You may notice there's a new green dot on the map. Go check it out, it seems as though there's an assassin that needs taking care of. R1. Murder With a Twist [FABLEMURDERTWIST] ======================= Quest Type - Bronze Prereqs - Find the Bandit Seeress Money - 0 Renown - 0 Boasts - None Teleport back to Twinblade's camp and make your to his tent, where you will find a new green dot to talk to. This is the assassin. Interesting plot twist, eh? Alright, if you draw your weapon near him, the assassin will give you a counter offer. Refuse it, and he'll up the price. So here's the deal. If you end up killing the assassin, you will get good points, and if you kill the guard, you will get evil points. Whichever way your alignment choice takes you, that's the way you ought to play this. For the most money, accept the 2,500 from the assassin and then kill him (you will pick up an assassination contract for doing this, which isn't really a trophy, more like proof that you've eliminated the assassin). You'll get a few evil points for this, but get more good points for the kill (not to mention a cool 2,500 gold). Then return to the guard and collect your 1,000 gold. Bowerstone South ---------------- Teleport back over to Bowerstone. You should have a nice bit of cash, so go ahead and buy the house for 1,500 (if you hadn't already). You can even upgrade it three times (500, 700, and 1,400 gold) if you like. You do NOT, however, want to take a wife in Bowerstone. That privilege will be going to a specific person later on. While you are here, make sure you haven't picked up any new books the teacher still wants (probably not, but it doesn't hurt to make sure). The Arboretum ------------- Teleport over to the Greatwood Cullis Gate, then move north into Greatwood Gorge. Talk to the demon door. Now eat 10 or so crunchy chicks in front of the door (the easiest way to do this is to move the icon from your inventory list down into one of the hotkey spots). Talk to the door again to pass through into the Arboretum. Inside you can take out your aggressions on a bunch of thorny bushes, but the real goal of being here is to open up the chest. Inside you will find Wellow's Pickhammer. It's a nice enough legendary weapon, though not as good as your cutlass. While we are down in the general area, let's tie up a couple of lose ends. Make your way south and west into Darkwood. When you reach Darkwood Lake, you should find the entrance to the Bordello is now open (there's also a 15 silver key chest in front of the entrance, but alas, we are one key short at the moment). The Darkwood Bordello --------------------- After a short cut-scene, head over to the lake where you can pick up a Health Potion and a moonfish from a couple of fishing spots. Up near the bordello there is a fountain. In the immediate area is a patch of dirt that you can dig in to pick up a Balverine Tattoo. Go into the bordello. You can sleep with any of the ladies for some gold if you like, but hold off for the moment. There's a better way to win their affections. Talk to the owner Grope and the Madam a few times, and you'll get a few hints about what needs to be done. Basically, you need to get hold of the deed to the place. There's a couple of ways you can do this. The easiest is to just use a beer while Grope is highlighted (this gives him the beer). After six of these, you'll escort him to the bed to drink off his overindulgence. While he's sleeping, you'll get the location of the deed. Another way to get the same information is to pay for one of the girls (Polly will cost you only 50 if you're short of money). This gets you past the guard into the bed. After the job is done, check the shelf for a red wig. Wear this (and a dress) and talk to the Madam again to get hired on. Then talk to Grope to sleep with him. This will lead to him giving you the same info. However you get it, once you have the location, go down to the tree by the lake and dig up the deed. Then return to the bordello and talk to the Madam. The bordello is now yours. Okay, you need to get your sex total up to at least 10. You can find out how many times you've had sex under your personality menu. You have free reign of all the girls at this point, so make sure to try each one at least once (Hedwig is pretty funny). In any event, make sure to get that value up to at least 10, then go talk to the demon door in this area. The Desolate Abby ----------------- Inside the Abby is a chest with a Pimp Hat. Not much else of interest here, so return to the bordello The Darkwood Bordello --------------------- Note that if you want to earn some positive alignment points (and a bit of renown), talk to the Madam again to revert the place to a shelter. Otherwise you can leave it as a Bordello (as the owner, it will make you a bit of money over time). Grey House ---------- Teleport over to Barrow Fields, and from there run to Grey House. It's a pretty creepy place. Enter the house, at which point a barrier will block the front door and you get into a short fight (this will be of no challenge to you). After the fight, the barrier in front of the door dissipates, and something odd happens at the grave site around back. In the house you will find an Ages of Skill Potion, a Tallin Clan leg tattoo, a ruby inside a chest, a dusty notebook (which you probably ought to read), a normal beard card, an Ages of Will Potion, and finally a Sharpening Augmentation inside another chest (this last chest requires 10 silver keys, which fortunately we have). Back outside you should dig at the grave site, which will net you a Deathlicon tattoo. Also around the back of the house is a scarecrow that contains a Tallin Clan Arm tattoo. You cannot get into the cellar at this point, so let's leave that for now. Go over by the demon door. You can't open it yet, but next to it is a fishing spot that will give up your fifteenth silver key (you'll likely have to kill the two nymphs so you can fish in peace). Darkwood Lake ------------- Remember that 15 silver key chest we had to ignore? Let's go back there and grab it now that we have enough keys (use your recall to get back there quickly). Otherwise, unfortunately, there's not an easy way to get back to that point (teleporting to Barrow Fields and working your way north is most likely your best bet). Anyway, make your way to the Lake. You will find the chest right near the entrance to the (former) bordello. Inside you will find Arken's Crossbow. This is a legendary weapon, and much better than your current ranged weapon, so go ahead and equip it. Heroes' Guild ------------- Teleport back to the guild. You probably have a whole mess of experience to spend, so go ahead and do that if you like. When you're done, check the map table to pick up a couple of silver quests. R2. Trader Massacre [FABLETRADERMASSACRE] =================== Quest Type - Silver Prereqs - Find the Bandit Seeress Money - 5,000 Renown - 400 Boasts - No Protection, Without a Scratch, Fist Fighter, Keep Bandit Alive, Timed Quest R3. Trader Rescue [FABLETRADERRESCUE] ================= Quest Type - Silver Prereqs - Find the Bandit Seeress Money - 5,000 Renown - 400 Boasts - No Protection, Without a Scratch, Fist Fighter, Don't Kill Anyone, Timed Quest Despite their names, these quests are not mutually exclusive, you can do them both (and pick up a cool 10,000 gold, not bad). The only reason not to do so is if you have a particular alignment you are going after and don't want to pick up the positive or negative alignment points. Once you are done with that, go talk to Maze in his tower. He'll give you a new quest (he actually tells you he leaves the quest on the map table, but in fact it just appears in your log book. Whatever). /XXXXXXXXXXXXXXXXXXXXXXXXX\ 0===========================0 | S. Find the Archaeologist | [FABLEFINDARCH] 0===========================0 \XXXXXXXXXXXXXXXXXXXXXXXXX/ Quest Type - Gold Prereqs - Maze's New Information Money - 4,500 Renown - 1,000 Boasts - None Barrow Fields ------------ Teleport into Barrow Fields. When you get there, you'll have a brief conversation with the raider, after which your job is to kill the entire town. Be warned, this is a thoroughly evil mission, you are going to be slaughtering an entire town of innocents. And after you are done, the merchants won't come back (though the guards eventually will). This will essentially be a dead area. But don't worry too much, we've done everything here we need to do, so if you want to take out the town, feel free. At the end of it, kill or release the last merchant, whichever you prefer. When you are done, teleport over to Twinblade's camp. Twinblade's Camp ---------------- Alright, time to make up for what you did in Barrow Fields (at least a little). Three merchants are being held hostage by bandits. This is like the last quest in reverse, you will be slaughtering every bandit that gets in your way. Work your way to the first hostage. When you get there, talk to him. It's a good idea to escort him back to the gate before going after the other two. Once the first one has been rescued, head into the elite camp to pick up the other two traders. As before, escort them to the exit. When all three have been rescued, you will get your reward. Witchwood Cullis Gate --------------------- With the preliminaries out of the way, teleport to your newly opened cullis gate in Witchwood. Right near where you come in, behind a few briars, is a chest with a resurrection phial. Also be sure to check the fence to your left for a fishing spot that will get you a moonfish. Head down the road, and shortly you'll trigger a cut-scene, followed by a pretty annoying fight with a rock troll. He most likely won't be any particular problem to take down, but it takes a while as you are spending a lot of time dodging all those dang rocks. Do your best. Past the rock troll, you'll find a Will Potion and an Ages of Will Potion lying on the ground. In the barrel you'll pick up a "Guild of Zeroes" book. Down the south path is a focus stone. Not much to see there, so continue on to the Witchwood Stones. Witchwood Stones ---------------- Next to the demon door where you come in is a fishing spot that will get you a new silver key (number sixteen). The door itself gives you a riddle about his name. More on this later. Down the road a bit you'll come across two barrels (an apple pie and a red meat). Further on you should find a chest behind some brambles with an obsidian greathammer inside, and a bit beyond that you will see another chest (along the northern path) with chainmail gauntlets. The treasures are getting a little more interesting now! Anyway, the stones have four letters on them, I, T, H, and S. Now, you could try to guess the door's name from these letters, there are only three or four possibilities. However, the temple is just down the road, so let's go there and find out what the name actually is. The Temple of Avo ----------------- There isn't much here to loot, except a chest near the temple. Inside you'll discover a Resurrection Phial. So that just leaves the green dots. One dot is the guy with the name of the door. You can give him a ruby if you like (and have one), or just try to work out the name yourself. Your call. S1. The Sword in the Stone [FABLESWORDSTONE] ========================== Quest Type - Bronze Prereqs - Find the Bandit Seeress Money - 100 Renown - 100 Boasts - None There's another group of men up by a sword that's been stuck into a rock. When you finish talking to a few of them, try to pull it out yourself. You won't be able to. Then open up your hero and check your experience page. You need to raise your Physique by 5, your Health by 2, and your Toughness by 3 from whatever it is currently in order to get that sword out (however, the max stats are all 7, so if you cannot reach those levels, you just have to max them out, and it'll count just as well). Note the values you have to achieve. The next time you are spending experience, you should try to get them up high enough to reach the required level. Anyway, with the name of the door in hand (or not) return to the Witchwood Stones. Witchwood Stones ---------------- Alright, on to opening the door. If you are guessing, you may have noticed there is one particular word you could spell out that is profane. This will not let you into the door, but it will spawn two balverines for you to fight. So be careful with that. It shouldn't take you long to work out the code. You don't have to talk to the door after each attempt, you'll know immediately once you get the right word. Witchwood Cavern ---------------- Talk to the archaeologist for a brief time. There's a fair bit of stuff in here to take with you, including a ruby, a sapphire, and red meat in the barrels, chainmail leggings, a resurrection phial, and a health augmentation in three chests (the last one requires 15 silver keys), three books lying on the ground (A Love Story, Creatures of Albion Book I, and The Sock Method), and finally, a Howl Tattoo card in the bookshelf. /XXXXXXXXXXXXXXXXXX\ 0====================0 | T. White Balverine | [FABLEWHITEBALVERINE] 0====================0 \XXXXXXXXXXXXXXXXXX/ Quest Type - Gold Prereqs - Find the Archaeologist Money - 6,200 Renown - 800 Boasts - No Protection, Without A Scratch Teleport back to the guild and pick up the next gold quest, defending the people of Knothole Glade from balverines. Spend you experience if you like (remember about the sword quest and work on those strength attributes). Then teleport back to the Witchwood Cullis gate. The area will probably have some balverines wandering around in it. Kill 'em all. In the next area (Witchwood Stones), you will be approached by a guy who says his wife is in trouble. You can follow him, but it's a trap. Teach the bandits the folly of trying to trap a hero of your caliber. Down the road the guy waits (by the treasure chest). Kill him, or not, your call. Either way, you'll get a resurrection phial out of the deal. Continue on, and just run through the Temple of Avo, there's nothing of interest to us here at this point. Witchwood Lake -------------- As you come in, you'll see two barrels in front of you. Inside is a Will Potion and tofu. Also there's a Power Mustache Style card on the ground in front of them. Continue on the road until you see the gargoyle statue. To the left of the statue is a digging spot that will give you another silver key. When you get to the intersection, head south. You'll find a treasure chest (Flame Augmentation) and across the road in the pond is a fishing spot (Will Master's Elixir). Knothole Glade -------------- When you come in, watch the cut-scene, then start eliminating balverines. After three or four have gone down, the gates will open up. Enter the town, and then fight the White Balverine until it goes away. You then find out you need to talk to the wife of the last guy who hunted white balverines. Swell. Before we do that, head back out of the gate to the demon door. This one is very easy. After you talk to him, pull out your Arken's Crossbow and give him one right between the eyes. He'll open up without any fuss. The Hidden Corpse ----------------- Inside the glade is another chest (surprise!). Inside you'll find an Elixir of Life. Cool. Return to the glade. Knothole Glade -------------- Head for the houses on the southwest side of town, where you are supposed to talk to the wife of that guy. When you get there, you'll need to fend off another attack. The wife will give you a silver augmentation. Don't worry, you don't really need to use it if you don't want. After you get the prize, another attack comes, which you'll have to fend off. Witchwood Lake -------------- Return to the lake. You'll see the white balverine down by the pond. This is going to be a somewhat tough fight, because the balverine will call in reinforcements from time to time. Use your health potions and keep an eye on your health level. Using your cutlass, you should be able to finish off the pack. When you are done, you will get the White Balverine Head as a trophy. Return to the glade again. Knothole Glade -------------- Talk to the mayor to claim your reward. Once you do, the mayor will give you an extra bonus, you get a book and letter from your sister. You should probably read over both of these items. Notice there's another fight ring here. When the fighters gather (at the usual time) you need to speak with the leader again to join the battle (in this case, the leader is the cheif of the town). Beat the tar out of all the contestants until you emerge victorious. This is the final club, and winning this one gives you the fight club trophy. Congratulations! You are now considered the Albion ultimate fist fighter champion! Now go out the gate. Past the woodcutting shack, watch to your right for a very subtle path (this path does appear on the map, but you will have a hard time seeing it unless you use the M key, at which point it should be pretty clear where it is). At the end of this path is a chest with an emerald inside. Okay, let's talk about the things you can pick up inside this little hamlet. Go to the gate and face into the town. We'll start to your left, at the armor shop, and work our way around the town counterclockwise. There's nothing to be found in the armory, but in the next shop over (the tattoo parlor), there's a chest with 1,000 gold inside. If you have enough Guile, you could also steal the style cards off the table (there are Dorgon, The Eyes of Skorm, Gryphonite, Howl, Poison Web, Seacorpse tattoos, as well as a Remove Tattoo card if you want to get rid of one). In the three barrels you will find 3 red meats. Continuing into the town, follow the path to the left down to the barn area where you first saw the White Balverine. Two of the barns are empty, but the third has a chest with a ruby in it. Keep following the left "wall", and you'll pass the fi