For Microsoft Xbox Copyright 2004, Maxx MaxNardi@gmail.com =============================================================================== CONTENTS =============================================================================== I. Version History II. Introduction III. Controls IV. Game Basics V. Walkthrough VI. Expressions VII. Items VIII. Hairstyles and Tattoos IX. Armor X. Weapons XI. Spells XII. Shops XIII. Enemies IXX. Book Index XX. Demon Doors XXI. Silver Key Locations/Silver Key Chests XXII. Credits =============================================================================== I. VERSION HISTORY =============================================================================== -Version 0.4: Just started today. It doesn't seem like too big a task Finished the Introduction and Control Sections Finished the Game Basics Section -Version 0.5: Finished Heroes' Guild and Lookout Point Sections Finished the Armor Section Finished the Weapons Section -Version 0.7: Finished the Spells Section Finished the Hairstyles and Tattoo's Section Finished the Items Section -Version 1.0: Finished the Enemies Section Finished the Walkthrough Section Finished Silver Key Locations/Silver Key Chests Section -Version 1.7: Finished the Shops Section Finished the Armor Section Finished the Credits Section -Version 1.9: Updated the layout -Version 2.2 Decided to add in a document index, similar to a feature I'm including in a guide for a different game. =============================================================================== II. INTRODUCTION =============================================================================== Let me just say that if you like action RPG's, then you'll probably like Fable. It gives you a good amount of stuff without bogging you down with anything too meticulous. This game also gives you more freedom to do what you like with your character instead of going along with what the game determines. Now by "freedom", understand that I mean you can either go on the quest the game gives you....or wander around and *maybe* find something else to do. BUT, this means that each action you take will have a reaction on your physical appearance and alignment, both integral parts to the game play. While it's entirely possible to play though the game as a neutral character, I suggest playing through it multiple times as both evil and good characters to get the full experience. Now for my guide I have made separate lists of important items. Take for example, the Silver Keys. During the appropriate parts of the guide I will describe how to get the keys in paragraph form and in a smaller, more concise list afterwards. On top of that I also have compiled a list of all the key locations at the end of the guide. For shops, I'll list all their items and values twice: once during the section of the FAQ where they first appear and again at the end in the Shops section. You'll also find lots of information about the enemies in Fable at the end of the guide. =============================================================================== III. CONTROLS =============================================================================== I think this game would feel right at home on the PC due to the large number of actions hat get mapped to the controller. But here's the basic setup. -Default Mode Left Analog Stick: Movement Zoom Bow (Click) Right Analog Stick: Camera Expand map (Click) Control Pad: Use Items/Expressions Left Shoulder: Target Lock-On Right Shoulder: Magic/Collect Experience Orbs (Hold) Back Button: Inventory Start Button: Pause Screen Y: Block X: Attack B: Run/Flourish A: Interact Black: Arm/Sheathe Ranged Weapon White: Arm/Sheathe Melee Weapon -Magic Mode (Hold R) Left Analog Stick: Movement Zoom Bow (Click) Right Analog Stick: Camera Expand map (Click) Control Pad: Favorite Items Left Shoulder: Target Lock-On Right Shoulder: Magic/Collect Experience Orbs (Hold) Back Button: Inventory Start Button: Pause Screen Y: Cycle Spells X: Cast Spell B: Cast Spell A: Cast Spell Black: Arm/Sheathe Ranged Weapon White: Arm/Sheathe Melee Weapon =============================================================================== IV. GAME BASICS =============================================================================== Despite still being somewhat of a simple game, Fable still has a number of basics that need to be explained before one can play the game. Although I could touch lightly on all the subjects I decided to instead overload you with information before you get to the actual Walkthrough part of the guide because this will either get you in touch with the game or piss you off. This part of the FAQ is split up into main sections. Within them, any sub- section is bulleted with a hyphen and any sections within those are bulleted with two hyphens. Below are a few miscellaneous basics. -Taking Quests This is how the story progresses. After you've completed your training, you can take quests by picking out Quest Cards from the Map Room in the Heroes' Guild. Quest Cards designated with silver seals are optional quests, while Cards designated with gold seals are mandatory, story-line driven quests. --Boasts Taking these allows you to wager a little of your reward money on completing the quest under certain conditions. The reward for completing them always outweighs the bet, of course. If you want to make a boast before going on a quest select the "Take Quest and Boast" option from the Quest Card screen. This will transport you outside the Heroes' Guild to a dais. From here you can select which boasts you'd like to take. -Morality One of the core elements of the game. As you progress you can choose to play the game as either a good or evil character. Your deeds directly affect your morality. Complete quests and save villagers to become good. Slay them and steal to become evil. There are also certain quests, clothes, and items you can use that will sway your alignment meter in opposite ends. If you follow through on your alignment, effects will show up. For one, if you're a very good character, people will cheer you, light will shine down on you, and a halo will form over your head. But if you're completely evil, people will run from you, you'll attract flies, red clouds form at your feet, and you grow horns. -Renown Slaying enemies, completing quests, and showing off your trophies all raise you level of Renown. This is how well known you are in Albion. Get a high enough level and people will whisper you title in awe or ignore you (if it wasn't high enough). -Quick Menu This is brought up by using the Control Pad. It serves as a quicker alternative to using the inventory menus. The four directions can also have items or expressions mapped to them. -Auto-Map This will always be at the top right corner of your screen, It tells you your position (white dot with the white cone representing your direction), people of interest (green dots), enemies (red dots), where you should be heading next (flashing gold dot), buildings you own (solid yellow dot), among other things like other buildings and whatnot. There is also an eye at the top of the Auto- Map that shows you whether or not you are being watched. When it's closed, no- one is looking. When it's opened there's a number inside that tells you how many people are watching you. Combat ------ You have three choices to go about battling with enemies. They are Melee attacks, Ranged attacks, and Magic attacks. Of course you can mix and match the three for personal preference. What kind of experience you gain depends on what means you used to defeat enemies. -Meters At any time, you'll always have two meters at the top-left of the screen. Your Health Meter is in red and your Mana Meter is in blue. Of course the Health Meter decreases whenever you take damage and replenishes whenever you eat food, drink a Healing Potion, or cast a Healing Spell. The Mana Meter decreases whenever you use magic and is replenished gradually over time or when you drink a Will Potion. -Melee Combat This kind of combat is done either hand-to-hand or with Melee weapons (drawn with the White Button). Once you have your weapon out (or if you decided not to use one) lock on to your preferred target by holding the Left Shoulder Button. Attack with the X Button. Hit it in succession to do a small combo. Land enough hits and you'll be able to perform a Flourish Attack (more on that a little further below). Block enemy attacks with the Y Button. While holding Y you can also roll from side to side and backwards. Prolonged usage of Melee Combat produces scares across your character's body, regardless of armor worn. Also, check the Weapons section for more information on Melee Weapons. -Ranged Combat In case you don't care to get up close to your enemies, you can also use Ranged attacks to defeat them. Do this by arming your Ranged weapon (press the Black Button), if you have one. Ranged weapons come in the form of Bows and Crossbows (check the Weapons Section for more information). Lock on o your target by holding the left Shoulder Button. Charge your shot by holding the X Button. The longer you hold it, the farther the arrow will go. If you aim correctly, you can also score a decapitation without the use of a Flourish Attack. --Flourish Attacks These are important to Melee and Ranged attacks. They are rewarded once you hit several attacks on an enemy without them attacking back. Applying a Flourish attack by pressing the B button results in your character delivering a powerful, unblock able attack. The good thing about these attacks is that they are unlimited, just as long as you don't miss when performing them and don't take any damage. When an enemy is stunned, Flourish Attacks can even decapitate them (which the game nicely keeps a tally for you)! When not in combat, the B button, when held, allows you character to run. -Magic Combat As with any good RPG, Fable is full of spells to use instead of actually attacking your opponent with a weapon. Unless, of course, your weapon IS YOUR MIND!!! You start off with a Level 1 Lightning Spell, which will serve you well. After you accumulate enough points you can upgrade and pick new spells to caste. During combat, hold the Right Shoulder Button to initiate the Magic Mode on the controller. The jewel buttons now no longer deal with interacting, attacking, and flourish attacks, but instead cast spells. Instead of blocking, the Y Button cycles through your available spells (assuming you have more than three). When you do this, each of the other three jewel buttons will be assigned a different spell. It can be a bit cumbersome if you have lots of spells to choose from, so you can also assign favorite spells to the control pad. Prolonged use of Magic Combat gradually turns your character's eyes lighter and produces strange skin tones (which can begin to look like tattoos of their own. If you want to know just what kind of spells you can use, check the Spells Section. --Combat Multiplier This is very important to how you level up. As you inflict damage on your enemies, the Multiplier increases. When you are not fighting or take a hit, it decreases. The higher you get the Multiplier, the higher the experience left in the enemies wake. --Experience Orbs Battle experience is distributed in the form of these orbs. Each enemy drops them when defeated, and by collecting them you gain experience in any of the stats you used during battle. Experience Points ----------------- These are how you level up in the game. Collect enough and head back to the Heroes' Guild and step onto the Experience Spending Platform to gain new attributes and spells. What levels you can increase all depend on what types of experience points you gathered. -General Experience Points These are the core points you receive for defeating enemies. They can be spent on any skill when upgrading -Strength Experience Points These are rewarded when you use Melee attacks during battle. They can be spent on Strength upgrades, which include Physique, Health, and Toughness. -Skill Experience Points These are rewarded when you use Ranged attacks during battle. They can be spent on Skill upgrades, which include Speed, Accuracy, and Guile. -Will Experience Points These are rewarded when you use Magic attacks during battle. They can be spent on Will upgrades, which include Physical Spells, Attack Spells, Surround Spells, and Magic Power. Towns & Villages ---------------- As you would expect, there are quite a few of these in Fable. And get this; they have NPC's in them! In the towns you can buy items, participate in mini- games, interact with NPC's, and buy buildings. -Buying Items Although I have an Item Section, they do not list prices, only values. This is because the prices vary according to the shop's stock and your Guile level. You also just can't sell anything to anyone you find. Most traders will only buy items they have an interest in selling in addition to a few items they want that they'll pay more for. You can also make a profit yourself by buying things cheap from one trader and selling them for inflated prices to another who doesn't have those items. But you won't make too much money if the item you're selling is already in stock. As you increase your Guile level, prices will decrease and the profit margin will get higher at somewhere around 3.5 percent per rank. -Interaction With NPC's (Non-Player Characters) Most RPG's have you talk to NPC's during your time playing. Actually, no, almost all RPG's have you talk to NPC's during your time playing. Fable takes this process further by allowing you to start relationships with pretty much any NPC, and also giving you the choice to kill pretty much any NPC. --Expressions Besides talking, expressions are how your character interacts with NPC's. There are also special expressions dealing with your level of Renown and Morality. The more Renown you become, the more special expressions are rewarded. The Morality expressions deal with how good or evil you've become. Check out the Expressions section for information on each one. --Attractiveness This stat determines how attractive you are to the opposite (and sometimes same) sex. If you're good looking enough, people will fall in love with you, which makes it easier to get a spouse. If you're not attractive, chances are they'll laugh at you. Alter this stat by purchasing new haircuts, facial hair, clothes, and tattoos (Check the Items Section). --Scariness This basically determines how fast people are going to run away from you. Wear some bad-ass clothes, get a wicked haircut and even more bad-ass tattoos and people will be pretty scared (or just dress like some sort of cult member). --Getting Married When you first think about it, there doesn't seem to be much point in getting married other than the fact you get to have sex. And for the most part you're right. To actually get married, you first have to find someone attracted to you. You'll know if they are or not judging by the heart hovering over their heads. The bigger it is, the more attracted they are to you. Get it to enlarge by talking to them, buying them gifts, and flirting with them (one of the renown-awarded expressions). Once you get the relationship to a high enough level, the heart will become transparent for a few moments. This means that the NPC is ready to get married. Now before you do that you need to buy a ring and a house. Weddings Rings are available in Bowerstone South early in the game, and also in Oakvale, Knothole Glade, and Hook Coast later on. There are also fake Wedding Rings for sale, but don't bother buying them to try to save money. Give the ring to the NPC to see their heart turn yellow. They should then ask you to marry them. Once you do, the heart will be replaced with a golden ring (which means they have THE ONE RING!!). Your spouse will sleep in your home, as can you. When you're both at home, if you talk and flirt enough your spouse will ask about going to bed. What follows is a black screen with moaning noises. You just had sex. And in case you wanted to know, the game keeps track of how many times you do it. You can also get married several times, as long as they're in different cities. If you can keep all your spouses happy (by buying them gifts and talking to them), everything will be fine but if you abuse or neglect one of them, you may be divorced. But then you can sell your house or rent it out, so screw them. --Killing NPC's Who hasn't wanted to just kill every character you see on screen? Well in this game you can, just as long as it's in a town that allows weapons and if you don't mind having the guards on your ass. Besides being evil, there is an advantage to killing. If you kill a shop owner, you can then purchase their shop (although they are very expensive) and rent it out to a new owner. You can do the same with house. Kill all who live there and you can then buy the house to live in or rent out. Another thing to know is how often they're re spawn. Regular villagers will re-spawn after a few game-days. Guards, after attacked, while re-spawn infinitely while you're inside a town. Mercenaries will almost never re-spawn, especially if you sacrificed them to Skorm. -Buying Buildings As I said before, killing every inhabitant of a shop or house will cause it to be put up for sale. You can then buy these buildings and either live in them as a marital home (if they're homes), or rent them out. If you aren't married there's no real reason to keep them as marital homes, so the best bet is to rent them out. You can also put a little extra money into them to furnish them nicely to make a bigger profit. If you buy a shop, be prepared to lose a lot of money. Shops are expensive but if you rent them out you can collect the rent money outside and get an owner's discount. Also, at any time you can sell any building back for the same amount you bought it for. Just keep in mind that you if go around and kill a group of people at once and others catch wind of it, they will scream and run from you whenever you come back into the village. And if the town you want to buy houses in doesn't allow weapons, simply find the owners and get them to follow you outside where you can kill them and return to the town to buy their buildings. -Crime Go ahead, steal those items. Hey, you see that guy, go kill him. Just be aware that if a guard sees you or an alarm is sounded, they'll hound you for the fines. And if you didn't know what the fines are, here's a list. --Brandishing A Weapon Fine: 40 Gold Not every town allows you to wield your weapons freely. Whip them out in front of civilians and guards were it's not prohibited and be charged with a fine. --Vandalism Fine: 250 Gold Just in case you didn't like the look of that door, barrel, or window, you can always put your fist through them. Just try to do it when no-one's around. --Burglary Fine: 750 Gold If you're in a shop or home and you know nobody is looking (check the eye on your Auto-Map) go ahead and root through their cabinets, bookcases, and drawers. It's a small evil act, but you might find good or rare stuff. --Assault Fine: 500 Gold Just go up and hit somebody to face this charge. --Murder Fine: 2000 Gold Not only is this the most expensive fine to pay (since it's tied to the worst crime) you'll also get kicked out of town afterwards. Look above in the Kill NPC's and Buying Buildings parts to see the advantages of this, but be careful to do it when no guards are present. Those listed above are just the standard crimes. There are two additional ones that you can only commit when your Guile level is higher. --Steal Fine: 750 Gold This is different from Burglary because this one involves stealing shop display items off counters. Check the Developing Your Character Section for more about the Steal option. --Lockpicking Fine: 200 Gold Another crime related to your Guile level. Make sure your back is covered and no-one is around when you try to pick a lock, which is a quite alternative to just bashing the door down. Once you get caught committing a crime, a guard will come running. When they find you they will ask for the money. They may take a while to reach you if you were out of the way, so sometimes you'll have a chance to run away and escape the region. If you commit serious crimes and escape, there is a ten limit period during which you cannot return to the region without having the guards chase you. After those ten minutes are up, you are forgiven and you can renter safely. If you don't feel like running or paying the fine, say no to their request for the money to have them attack you. Kill them if you like, but another one will only spawn in their place within seconds. This is a never- ending cycle so your best bet is to not attack them. Developing Your Character ------------------------- Everybody starts off as the same 18-year-old dude. But how you develop your character through physical appearance and skills can be different for each player. Here are the basics around it. -Physical Appearance You start off the same, but through different hairstyles, tattoos, and clothes each player can have a different character. Get haircuts and facial hair alterations from the barber at Bowerstone South or wandering barbers. Tattoos can be given by the tattooist at the tattoo Shop in Knothole Glade or, again, by wandering tattooists. --Aging Each time you level up at the Heroes' Guild, you age by 0.7 years. You start at 18 and stop at 65. This is only a cosmetic feature, and has no effect on your attributes or attractiveness, so you can still safely mack it as an old man. --Weight Gaining If you eat too much while your health bar is full, that food has to go somewhere. So, rather quickly, you can go from Slim to Obese by just Apple Pies and Red Meat Hocks alone. If you want to lose weight, simply being active in the game for around two hours without eating any more will trim the fat. -Skills This is very important to the game. Each player can also have a different barrage of spells and strengths. You can favor one style of combat and level it up with all your experience points (see "B. Experience Points"). Once you've got enough to level up, your Guild Seal (located on-screen on the down direction on the control pad) will glow green. Head back to the Heroes' Guild and step onto the Experience Spending Platform to be taken to a series of menus used to level up your character. --Strength Go into this submenu to see what stats regarding Strength you can level up. 1. Physique This involves how much muscle your character has. It will show physically (you'll develop muscles) and allow you to lift heavy objects (like the heavy weapons after you have at least Level 3). It will also increase the damage you deal by 10%. But it is also the most expensive skill to upgrade. Level 1: 500 Experience Points Level 2: 1200 Experience Points Level 3: 3000 Experience Points Level 4: 9000 Experience Points Level 5: 24000 Experience Points Level 6: 45000 Experience Points Level 7: 86000 Experience Points 2. Health: This involves how long your health meter is. There's not much else to say about it. Level 1: 400 Experience Points Level 2: 1000 Experience Points Level 3: 2500 Experience Points Level 4: 6000 Experience Points Level 5: 13500 Experience Points Level 6: 28000 Experience Points Level 7: 58000 Experience Points 3. Toughness This involves how fast your health bar is depleted. With each upgrade, damage is reduced by 7%. Along with Health, it's a good skill to have for all players, not just a good one for ones who prefer melee combat like Physique. Level 1: 350 Experience Points Level 2: 900 Experience Points Level 3: 1800 Experience Points Level 4: 4800 Experience Points Level 5: 9000 Experience Points Level 6: 19000 Experience Points Level 7: 38000 Experience Points --Skill This submenu deals with experience gained from Ranged combat. 1. Speed This obviously refers to how fast you can dish out attacks. It also pertains to how fast you reload your ranged weapons. Level 1: 350 Experience Points Level 2: 800 Experience Points Level 3: 1800 Experience Points Level 4: 4600 Experience Points Level 5: 8700 Experience Points Level 6: 21400 Experience Points Level 7: 42000 Experience Points 2. Accuracy: This involves how accurate your attacks are. This one is specifically for Rangers. It deals with how often your arrows hit targets and how much damage they do. Level 1: 400 Experience Points Level 2: 1100 Experience Points Level 3: 2900 Experience Points Level 4: 8000 Experience Points Level 5: 20500 Experience Points Level 6: 39000 Experience Points Level 7: 81000 Experience Points 3. Guile This involves your level of craftiness. With each upgrade, you get a 3.5% discount while buying item's. Level this up more to receive the Steal (Level 3) and Picklock (Level 6) skills. To steal countertop items, wait until no-one is using, then hold down on the control pad. A meter will pop up, and when it fills you will have stolen the item. More expensive items take longer to steal than cheap ones, so be careful. Picking locks works much in the same way. Level 1: 350 Experience Points Level 2: 900 Experience Points Level 3: 2200 Experience Points Level 4: 5000 Experience Points Level 5: 10500 Experience Points Level 6: 27400 Experience Points Level 7: 52000 Experience Points --Will These submenus let you pick what spells you can cast. 1. Physical Spells: These spells deal with personal boosts and effects. See Spell Section for more 2. Attack Spell These spells, well, attack targets. See Spell Section for more. 3. Surround Spells These have an effect on you, your surrounding area, and any other characters in it. See Spell Section for more. 4. Magic Power This increases the size of your Mana Meter. Level 1: 500 Experience Points Level 2: 1200 Experience Points Level 3: 2800 Experience Points Level 4: 6200 Experience Points Level 5: 11500 Experience Points Level 6: 25000 Experience Points Level 7: 54000 Experience Points =============================================================================== V. WALKTHROUGH =============================================================================== Oakvale ------- This here is your hometown. You'll be able to explore it shortly after starting the game. -Mandatory Quest #1 - Birthday Gift Location: Oakvale Reward: 0 Gold, 0 Renown After watching the intro, talk to your father to be reminded that you need to buy a birthday gift for you sister, Theresa. The only gift available to you is the box of Chocolates, sold by the local trader outside the tavern. They cost 3 Gold, and currently you have none. Lucky for you, though, your father has promised to give you 1 Gold for each good deed you do. So set off and start exploring the town to find deeds, or just read about them all here. In total there are four opportunities for good or evil deeds in Oakvale. Whenever you do an evil deed, the guards will know about it immediately and you can expect to get a lecture from them. They can go to hell, though, since they can't do anything to stop you. -Guarding the Farmer's Stock In southwest Oakvale is a farmer who needs to go to the bathroom but needs someone to watch his barrels for him. If you agree to do it, stand near his crates. --Good: Stand there diligently and ignore the little kid that tries to get you to break the barrels to get the goods yourself (all you'll find is 1 Gold and two Giant Beetles). --Evil: Punch the little kid in the face, then go do what he says and smash all the barrels. -Extramarital Affairs At the very east of Oakville is a man cheating on his wife behind his house. Walk up to him to have him bribe you into keeping quite about it. --Good: Refuse to take his money then go find his wife standing outside one of the buildings in the central part of town. --Evil: Take the man's money and keep quiet about it. Notes: you can also take his bribe and then go inform his wife anyway to get rewarded both Good and Evil Points. -Run-In with a Bully Now all the way to the west of town are two boys. One is holding a Teddy Bear while the other is demanding that he relinquish the bear. --Good: Scare off the bully by whacking him around. You will be rewarded with the Teddy Bear --Evil: Beat the boy to get the bear yourself. Then beat the bully. Hell just beat everybody. -Rosie Reunion As it turns out, that Teddy Bear's name is Rosie and she belongs to a little girl near the farmer in the southwest. It's also time to change Rosie's stuffing. --Good: Return the bear to the little girl --Evil: Give the bear to the bully After every good deed, return to your father to receive 1 Gold. Once you've saved up enough to buy the Chocolates, buy them from the trader and find your sister, who is to the north of town. Give her the gift and watch the cut scene that follows. If you don't care to watch it, here's a little description: I hope you enjoyed you stay in Oakvale because it's gone. Yeah, the whole thing. While you're talking to your sister, bandits burst in and burn everything. They kill your father and take your mother. Head back to your burning home to meet a man named Maze who will bring you to the Heroes' Guild. Heroes' Guild ------------- This is your new home and your new roommate is a girl named Whisper. Check out all the bookcases to find a Kryndon Tattoo upstairs and a total of thirteen books. Read the books by going into your inventory and selecting the Logbook submenu. Then scroll down to books and red the ones you found. Then head outside and follow the gold icon on your Auto-Map to find the Melee Combat Ring with the Guild Master standing nearby. He'll send you inside to fight a dummy. Hit it seven times and he'll give you a Stick to equip as a weapon. Hit it more times until the training is over and the Guild Master sends you out on your first Quest, to kill the Beetles in the Guild Woods. -Silver Key Chest #10 Location: Heroes' Guild Requirement: 20 Silver Keys Reward: Murren Greathammer Don't worry about that chest; you won't be able to open it until much later in the game. Guild Woods ----------- In this small area you will defeat a number of Beetles and, later on, bandits. -Mandatory Quest #2 - Melee Combat Quest Location: Guild Woods Reward: 20 Gold, 30 Renown Follow the icons to the Guild Woods and pick off all the weak Beetles with your new Stick (they're the red dots on your Auto-Map). Once you've eradicated them all, head back to the Guild Master to start your Apprentice Training. Once you get the Fishing Rod from Fisher Creek later on, come abck here to get the fourth Silver Key -Silver Key #4 Location: Guild Woods Method: Fish at the ripples in the stream The ripples in bodies of water indicate that special items can be fished out from there. Repeatedly use your Fishing Rod at the ripples here until you pull up the forth Silver Key. Now, head back to the Guild Master. -Mandatory Quest #3 - Guild Training Location: Heroes' Guild Reward: 0 Gold, 0 Renown This is basically more combat training. After you complete each test, speak to the apprentice wearing black to do the test once more, but this time you'll be graded for your performance. Get a high enough grade and you'll receive a special item. The first test is Melee Combat. Return to the Guild master standing outside the ring to receive an Iron Longsword. Follow the Guild master's instructions through the first few drills consisting of basic attacks and blocking. Once you have completed the training and the Guild Master has moved on, return to the combat ring to speak to the black-robed apprentice to receive a grade. Achieve an A+ in his test to win yourself the Iron Katana. The second stage of Apprentice Training is in Ranged Combat (or Skill usage). Meet the Guild Master beside an archery range. Speak to him to receive a Yew Longbow. Your first test is against stationary targets; your second is against moving targets. Complete the Guild Master's tests to be able to move on. To receive a grade on this test, the apprentice requires you to get a set number of points. To do this, make sure you aim for the dummy farthest in the back - they're worth the most points. Get an A+ in his test to receive a Yew Crossbow. The final test is in Will usage. Find the Guild Master on the small island to the south. This is an easy test to pass since the dummies regenerate quickly. After you have passed his test make sure you use select "Play with Whisper" to be able to redo the test for a score. Get an A+ and win a Will Potion and a Resurrection Phial. -Playing with Whisper Meet her at the entrance to the Guild Woods to "play." By play I mean shoot bandits. All you have to do is stand on the opposite side of the stream and either fire arrows or lightning at them. Once they're all dead, head back to the Guild. Before you take your final test and graduate, there are a few small tasks you can perform in the Guild. -Red Apple Pie The cook inside the Guild needs four more Cooking Apples for her pie. Go out to the east side of the Guild and look around the area near the entrance to the Guild Woods to find Apples. Pick them up off the ground and bring them back to her. She'll reward you with a Blueberry Pie. -Race to the Demon Door Find the two apprentices arguing about their racing times in the garden near the entrance to the Guild. Accept the challenge of getting to the Demon Door and back within 50 seconds and take off running (hold B). The Demon Door is across the stepping-stone bridge on the other side of the small island where you did the Will training. If you get there and back in time, you'll be rewarded with 25 Gold. -Sparrow Shooting Out on the stone path near the Heroes' Guild is another black-robed apprentice who asks you to kill the sparrows with your bow. You'll get 5 Gold and +1 Renown for each you kill. But killing each sparrow also gives you a +5 towards evil. The sparrows are also sometimes hard to find, so that's why I never went and shot them all. -Battle with Maze This is your final test before graduating from the Heroes' Guild. Talk to the Guild Master and meet Maze in the Guild Woods. He will not attack you, but he will order you to attack him using different forms and will teleport around. It's an easy test. After that you will have graduated from the Heroes' Guild. When you leave you'll be given a Guild Seal, two Resurrection Phials, two Health Potions, a Mana Potion, an Apple Pie, and a Lamp. Then, you're off on your own. -Demon Door #1 Location: Heroes' Guild Method: Use your Lamp in front of it Reward: Elixir of Life, Howl Tattoo, various books Return to the Demon Door south of the small magic testing island in the Heroes' Guild. Use your Lamp in front of it to gain access to the Library Arcanum. Inside you'll find an Elixir of Life (it doubles your health bar), a Howl Tattoo, and several books in the bookcases. -The Heroes' Guild Shop As I mentioned earlier, all prices vary. But I can provide you with a list of what the shop has to offer and the items' values. --Armor - Hands 1. Villager Gloves: 21 2. Assassin Gloves: 135 3. Plate Gauntlets: 1980 4. Leather Gauntlets: 127 5. Chainmail Gauntlets: 742 --Armor - Upper Body 1. Villager Shirt: 84 2. Leather Chest Piece: 507 --Armor - Lower Body 1. Villager Trousers: 74 2. Plate Leggings: 6930 3. Leather Leggings: 443 4. Chainmail Leggings: 2596 --Armor - Feet 1. Villager Boots: 11 2. Plate Boots: 990 3. Will User's Boots: 74 4. Leather Boots: 63 5. Chainmail Boots: 371 --Weapons - Melee 1. Iron Katana: 163 2. Iron Cleaver: 138 3. Iron Axe: 125 4. Iron Mace: 113 5. Iron Pickhammer: 100 6. Iron Greathammer: 225 7. Iron Greataxe: 200 8. Iron Greatsword: 238 9. Iron Greatmace: 213 10. Steel Axe: 375 11. Steel Mace: 338 12. Steel Pickhammer: 300 13. Obsidian Longsword: 2340 14. Obsidian Mace: 1755 15. Obsidian Greatmace: 3315 16. Master Longsword: 20925 17. Master Greatsword: 33131 18. Master Greatmace: 29644 --Weapons - Ranged 1. Yew Crossbow: 200 2. Oak Longbow: 450 3. Oak Crossbow: 550 4. Ebony Longbow: 1820 5. Ebony Crossbow: 2100 6. Master Longbow: 23040 --Items - Potions 1. Health Potion: 80 2. Will Potion: 70 3. Resurrection Phial: 500 --Items - Gifts 1. Chocolates: 10 --Items - Produce 1. Apple Pie: 15 2. Red Meat: 14 3. Grain Sack: 25 4. Flour Sack: 35 5. Green Apple: 4 6. Fish (Orange): 12 7. Carrot: 6 --Wanted 1. Resurrection Phial: 500 2. Cooking Apple: 300 -The Heroes' Guild Tavern The tavern at the Heroes' Guild offers a few items for sale. --Items - Gifts 1. Chocolates: 10 --Items - Produce 1. Green Apple: 4 2. Red Meat: 14 3. Apple Pie: 15 4. Beer: 10 5. Beer Keg: 46 6. Cider Case: 52 Lookout Point ------------- This area right outside of the Heroes' Guild is your first stop on the path to whatever it is you want to do. You can head south to Greatwood, north to Bowerstone South, or west to the Picnic Area. -Lookout Point Title Vendor Pay this man some gold to get a new title for yourself. --Titles 1. Maleficus: 600 2. Assassin: 280 3. Avatar: 1000 4. Liberator: 600 5. Druid: 200 6. Ranger: 260 7. Runemaster: 450 8. Hood: 200 9. Sabre: 250 10. Piemaster: 100 11. Chicken Chaser: 40 12. Arseface: 60 -Silver Key #1 Location: Lookout Point Method: Slash bushes blocking path Near the main junction of all the roads, target and slash the bushes to find a path leading to the first Silver Key. -Beggar or Bully Alignment Shift: 20 Also near the main junction are a bully and a beggar. The beggar say was he a hero once like you, but the bully insists he is worthless and deserves no help. --Good: Unfortunately, slapping the bully around isn't going to help. You'll need to fart near him to get him to leave. --Evil: Belch or fart near the beggar to join in on the bully's ridicule, and then proceed to beat them both. -Mandatory Quest #4 - The Wasp Menace Location: Picnic Area Reward: 500 Gold, 200 Renown, Wasp Queen's Head Trophy Return to the Map Room at the Heroes' Guild to accept this quest. Then head to the Picnic Area and take out the standard Wasps with your melee weapon. Once the Queen Wasp appears, attack her with spells or your ranged weapon. After she is dead, go around to the tables and collect any items you find, such as a Standard Beard Card and a Health Potion. After completing this, the maze's Information Quest will become available. Once you have gotten the Fishing Rod from Fisher Creek, come back here and fish the Ages of Skill potion out of the ripples in small pond in this area. -Orchard Farm Escort Side Quest Location: Lookout Point/Orchard Farm Reward: 500 Gold After you have completed the Protect/Attack Orchard Farm Quest, head to Lookout Point to find a wandering trader (marked on your map with a green dot). Talk to him and he will ask you to escort him to Orchard Farm. If you decide to do so, he'll pay you 125 Gold upfront and the other 375 when you reach the farm. Then he just follows you on your way. If you can get him to the farm without him taking any damage he may throw in an extra reward. Once you reach the farm you can follow him into the farmhouse to grab a few items, since it'll be your only chance to get inside. You can also repeat this quest as many times as you like. Bowerstone South ---------------- This is the first official town you'll visit upon graduation from the Heroes' Guild. There are quite a few shops, and the next story-driven quest you need to complete here is almost not a quest at all considering how simple it is. -Mandatory Quest #5 - Maze's Information Location: Outside the Tavern at Bowerstone South Reward: --- Simply talk to Maze outside the Tavern to hear his information and be sent back to the Heroes' Guild. Of course you don't have to go back right away. There are plenty of other things to do while in Bowerstone South -Silver Key #2 Location: Balcony of Clothing Shop Method: Climb the stairs and go outside Right near the gates where you enter is the Clothing Shop. Head upstairs and out to the balcony to grab the second Silver Key. -Bowerstone South Item Shop Directly on your right as you enter the town is this small Item Shop. --Items - Potions 1. Health Potion: 80 2. Will Potion: 70 3. Resurrection Phial: 500 --Items - Gifts 1. Perfume: 120 2. Red Rose: 20 3. Chocolates: 10 4. Wedding Ring: 900 5. Fake Wedding Ring: 200 --Items - Other 1. Fishing Rod: 50 2. Spade: 200 --Wanted 1. Wedding Ring: 900 2. Fishing Rod: 50 -Bowerstone South Clothing Shop The store here carries a good assortment of armor for both good and evil players, as well as a few neutral items thrown in. --Armor - Head 1. Chainmail Helmet: 742 --Armor - Hands 1. Villager Gloves: 21 2. Plate Gauntlets: 1980 3. Leather Gauntlets: 127 4. Bright Leather Gauntlets: 150 5. Dark Leather Gauntlets: 144 6. Chainmail Gauntlets: 742 7. Dress Gloves: 13 --Armor - Torso 1. Villager Shirt: 84 2. Plate Chest Piece: 7920 3. Leather Chest Piece: 507 4. Bright Leather Chest Piece: 545 5. Dark Leather Chest Piece: 535 6. Chainmail Shirt: 2967 7. Upper Dress: 50 --Armor - Kegs 1. Villager Trousers: 74 2. Plate Leggings: 6930 3. Leather Leggings: 443 4. Bright Leather Leggings: 465 5. Dark Leather Leggings: 460 6. Chainmail Leggings: 2596 7. Lower Dress: 44 --Armor - Feet 1. Villager Boots: 11 2. Assassin Boots: 68 3. Plate Boots: 990 4. Leather Boots: 63 5. Bright Leather Boots: 70 6. Dark Leather Bots: 69 7. Chainmail Boots: 371 -Bowerstone South Tavern Besides the items, you'll also find a freelance warrior who will fight beside you for 10 Gold an hour. This is also where you'll find the Card Pairs Table. --Items - Potions 1. Health Potion: 80 2. Will Potion: 70 --Items - Gifts 1. Chocolates: 10 --Items - Produce 1. Green Apple: 4 2. Apple Pie: 15 3. Fish (Orange): 12 4. Carrot: 6 5. Red Meat: 14 6. Grain Sack: 25 7. Flour Sack: 35 8. Beer Keg: 46 9. Beer 10 10. Cider Crate: 52 --Wanted 1. Fish (Orange): 12 2. Fish (Blue): 18 -Card Pairs Mini-Game Location: Bowerstone South Tavern Reward: Briar Rose Hero Doll Talk to the man always seated at the table near the door to play this easy mini-game. All you need to do is flip over the cards and make a pair. You can also earn quick money by betting 1000 Gold each time. If you can beat the game in less than 35 seconds, you'll be rewarded with a Briar Rose Hero Doll. A young boy should then come up to you and tell you to collect the other five dolls as part of a side quest. -Bowerstone Tavern Cellar Behind the Tavern you will find stairs leading down to the cellar. But thy will always be locked during the day. Wait until the statue at Lookout Point points toward Bowerstone (around midnight) to try to open the doors, which will now be unlocked. There's really not all that much here, just a chest with a Leather Chest Piece. The fact that that's all there is makes you wonder why they put in the whole time-sensitive thing. -Bowerstone South Blacksmith Located outside the tavern is the outdoor blacksmith shop. --Weapons - Melee 1. Iron Longsword: 150 2. Iron Katana: 163 3. Iron Cleaver: 138 4. Iron Axe: 125 5. Iron Mace: 113 6. Iron Pickhammer: 100 7. Iron Greathammer: 225 8. Iron Greataxe: 200 9. Iron Greatsword: 238 10. Iron Greatmace: 213 11. Steel Longsword: 450 12. Steel Axe: 375 13. Steel Mace: 338 14. Steel Pickhammer: 300 15. Obsidian Cleaver: 2145 16. Obsidian Pickhammer: 1560 17. Obsidian Greatsword: 3705 18. Master Axe: 17438 19. Master Pickhammer: 13950 --Weapons - Ranged 1. Yew Longbow: 150 2. Yew Crossbow: 200 3. Oak Longbow: 450 4. Oak Crossbow: 550 5. Ebony Longbow: 1820 --Wanted 1. Iron Longsword: 150 Of course, feel free to walk into any house and steal things while no-one is looking. You can find Gold, Hairstyle and Tattoo Cards, as well as a full Dark Villager outfit in the house east of the house across from the Barber Shop. Bowerstone Quay --------------- There's not a lot to do in this small area, but you can fish off the docks once you have a Fishing Rod. -Beardy Baldy Side Quest Location: Bowerstone South Quay Reward: Fire Monkey Tattoo Card Talk to the man sitting on the bench to learn about his picky daughter. He wants to introduce you to her, but first you'll have to get your hair cut in the style shown on the card he gives you (usually the Pudding Basin). Go to the Barbershop (indicated on your map as the red building) and get the hairstyle. Return to the man to receive the Mutton Chop Beard Card and after that the Trader Style Moustache Card. When you talk to him a final time after getting all the styles, he'll tell you that he actually has no daughter and only wanted to make you look foolish. He'll then give you the Fire Monkey Tattoo Card and run away. Which is good, because I was about to start beating him. A variation to this quest involves you talking to him for the first time with your hair already cut in the Pudding Basin style. Since he can't give you the same Hairstyle Card, he'll give you the Warrior Stripe instead. -Fist Fighters Gang: Round 1 Location: Bowerstone South Quay Reward: 350 Gold, 50 Renown, Fist Fight Level 1 Passed During the night, head to the small ring at the Quay. If it's the right time, you should find a group of men beating the hell out of each other there. Find the leader (the big guy with the tattoo's and spiked hair) and pay him 50 Gold to enter. There are four rounds of combat total, but the first three are very easy. The fourth round pits you against the leader himself, but he isn't much more difficult than the other fighters. Just either block their attacks or sidestep them before hammering away on them with a combo or Flourish attack. Greatwood Entrance ------------------ After accepting the next quest, you'll travel through this area to get to Orchard Farm. There are a few wandering traders, barbers, and tattooists as well as a few other places to go from the Greatwood Entrance. Also be on the lookout for bandits and wasps that will attack you and any wanders in the area. Before you head off on the quest, there are a few items to be found in the Greatwood Entrance. At the dead-end near the entrance to Orchard Farm in the south you can find Health Potions, a Will Potion, and a Will Master's Elixir. There is also a hidden chest on Greatwood. As soon you enter from Lookout Point you should notice a path on your left. Go down that path, and at around 12:00 noon you should see a chest sitting on a patch of dirt. Any other time during the day the chest is not there. Fisher Creek ------------ The northwest path in Greatwood Entrance leads to this small area. As soon as you walk through into Fisher Creek, you will be attacked by a swarm of wasps. Destroy them all to be given a Fishing Rod by the man who owns the house here. -Fishing Lessons Side Quest Location: Fisher Creek Reward: Golden Fish Trophy Once you are given the Rod, the man will teach you how to use it. To complete this simple side quest, all you have to do is repeatedly fish off the pier next to the man's house until you pull up the Golden Fish Trophy. After you have done that, the chest behind his house holds some Leather Gauntlets. Also, if you fish from near the chest you can get 100 Gold, a Moonfish, a Working Moustache Card, and a Silver Key. -Silver Key #3 Location: Fisher Creek Method: Fish at the ripples in the water The ripples in bodies of water indicate that special items can be fished out from there. Repeatedly use your Fishing Rod at the ripples here until you pull up the third Silver Key, among other items. Orchard Farm ------------ Head all the way south from Greatwood Entrance to find this area. -Mandatory Quest #6 - Protect/Attack Orchard Farm Location: Orchard Farm Reward: 900 Gold, 400 Renown (Protect)/1000 Gold, 400 Renown (Attack), Whisper's Brooch Available Boasts: --Protect Orchard Farm 1. No Protection Method: Do the quest naked Wager: 80 Reward: 160 2. Without a Scratch Method: Take no damage Wager: 100 Reward: 400 3. Fist Fighter Method: Use no weapons or offensive magic Wager: 100 Reward: 300 4. Protect Guards Method: Ensure no guards are killed Wager: 100 Reward: 250 --Attack Orchard Farm 1. No Protection Method: Do the quest naked Wager: 80 Reward: 160 2. Without a Scratch Method: Take no damage Wager: 100 Reward: 400 3. Fist Fighter Method: Use no weapons or offensive magic Wager: 100 Reward: 300 4. No Healing Method: Use nothing to restore health Wager: 80 Reward: 160 5. Protect Bandits Method: Ensure no bandits are killed Wager: 100 Reward: 275 Taking either route through this quest will affect your alignment. --Attack Orchard Farm If you chose to attack the farm, you can head straight to it from Greatwood Entrance. Just lead the bandits towards the barn, killing any guards in the way. You can also protect the bandits if you boasted that none would die. Once they begin to collect the crates, give them cover as waves of guards will return. Once all the crates have been stolen, a duel with Whisper will commence. Defeat her using blocks and Flourishes to gain Whisper's Brooch. --Protect Orchard Farm From Greatwood Entrance, players who choose to protect the farm must head west to the Greatwood Lake area (more on that later). Once there, take the east entrance to find another way into Orchard Farm. Once inside the farm, hunt down all the bandits while simultaneously watching out for your fellow guards (if you boasted that none would get killed). If any bandit should pick up a crate, kill him. Once all bandits have been defeated, Whisper will challenge you to a duel. If you defeat her by blocking her attacks and scoring hits by dodging behind her or with Flourishes, you will receive Whisper's Brooch. Once that quest is out of the way, you can search the farm for some items. Behind the barn is a chest containing a Jet. The other chest, the one among the trees, holds Treasure Clue #5. You will need that for the Hidden Booty Hunt Quest, which will take you the rest of the game to finish. Out in front of the farmhouse is a very small pond where you can fish an Elixir of Life. You can also fish a Coron Visor Tattoo Card and a Silver Key from the two ripples in the water to the east of the farm. -Silver Key #6 Location: Orchard Farm Method: Fish at the ripples in the water The ripples in bodies of water indicate that special items can be fished out from there. Repeatedly use your Fishing Rod at the two ripples here until you pull up the sixth Silver Key or a Coron Visor tattoo Card. -Orchard Farm Escort Side Quest Location: Lookout Point/Orchard Farm Reward: 500 Gold After you have completed the Protect/Attack Orchard Farm Quest, head to Lookout Point to find a wandering trader (marked on your map with a green dot). Talk to him and he will ask you to escort him to Orchard Farm. If you decide to do so, he'll pay you 125 Gold upfront and the other 375 when you reach the farm. Then he just follows you on your way. If you can get him to the farm without him taking any damage he may throw in an extra reward. Once you reach the farm you can follow him into the farmhouse to grab a few items, since it'll be your only chance to get inside. You can also repeat this quest as many times as you like. -Hobbe Killing Contest Side Quest Location: Orchard Farm Reward: 900 Gold, 200 Renown, Hobbe's Tooth Trophy Available Boasts: 1. No Protection Method: Do the quest naked Wager: 200 Reward: 400 2. Without a Scratch Method: Take no damage Wager: 100 Reward: 600 3. Fist Fighter Method: Use no weapons or offensive magic Wager: 100 Reward: 800 4. Humble Whisper Method: Kill 10 or more Hobbes than Whisper Wager: 150 Reward: 500 Return to the Heroes' Guild after completing the Protect/Attack Orchard Farm Quest to take this optional one. In it, you will be competing against Whisper to see who can defeat the most Hobbes, which are attacking the farm. Try to stay near Whisper to keep an eye on the damage she's dealing out. If it looks like she may be finishing a Hobbe off, run in and take him out to steal her kill. If you can both destroy all the Hobbes you will receive the Hobbe's Tooth Trophy, but if Whisper defeats more Hobbes than you, you will have failed the quest and will have to redo it. Greatwood Lake -------------- This area to the southwest of Greatwood Entrance holds a few items and your path to the rest of Albion. As soon as you enter, if you head along to the broken bridge at the north of the area you'll find the fifth Silver Key. You can also fire arrows at the many bandits in this area from that point. The first small island you come on in the center of the area holds the first Silver Key Chest. Inside is an Elixir of Life. This island is also where you'll always be attacked by an Earth Troll. This area and Greatwood Caves are areas early on in the game where you can count on an Earth Troll popping up. Also, there is a Health Potion behind the boulder in the southern part of the area. -Silver Key #5 Location: Greatwood Lake Method: Grab from end of broken bridge At the very north of the area is a broken bridge. Walk up it to grab the Silver Key at the end. -Silver Key Chest #1 Location: Greatwood Lake Requirement: 5 Silver Keys Reward: Elixir of Life Greatwood Gorge --------------- This are is beyond the southwest boundaries of Greatwood Lake. As soon as you enter it for the first time, you are given a quest. -Bandit Toll Side Quest Location: Greatwood Gorge Reward: 200 Gold, 150 Renown Basically the bandits have taken over the gorge and demand a toll for people to cross. You can either pay them or run through the gorge, killing them all. Keep in mind that if you kill their leader (he'll be the biggest guy you'll find) the rest will scatter. At the north end you can find 500 Gold, a Flame Augmentation, a Steel Pickhammer, and some potions. -Demon Door #2 Location: Greatwood Gorge Method: Have a completely evil alignment bar/do evil deeds Reward: Wellow's Pickhammer Find this Demon Door near the entrance to the Greatwood Cullis Gate. If you are completely evil by the time you talk to it, it will open. Otherwise you'll have to perform evil deeds in front of it. Some good evil deeds to do are eating around ten Crunchy Chicks or getting four people to follow you to the door and then murdering them in front of it. Inside you'll find the Arboretum and a chest containing Wellow's Pickhammer. Greatwood Cullis Gate --------------------- Finding this Cullis Gate will allow you to warp to this area in the future, to save time while traveling. I don't usually use them, because I like to walk between areas because it gives me a chance to enjoy all the environments in the game. There is a Moonfish available for fishing in the pond in this area, near the two branching paths. The west path leads to the Rose Cottage, and the east leads to Greatwood Caves. Each path has a quest tied in with them, and I'll cover the Rose Cottage quest first since it involves going to the same area as the Greatwood Caves. Rose Cottage ------------ The only building of interest in this area is the cottage itself. Other than that, there is a Silver Key buried in the patch of dirt lined by roses outside the cottage and a chest containing 500 Gold behind some bushes that you can hack down. -Silver Key #7 Location: Rose Cottage Method: Dig out of ground Outside of the cottage, find the rose-lined patch of dirt. Stand in the center and use your Spade to dig up the Silver Key -Demon Door #2 Location: Rose Cottage Method: Give the door a gift Reward: Bright Will User's Outfit All you need to do is give this door a gift, like Chocolates or a Red Rose. Once you do that you'll be allowed into the Secret Haven, where you can retrieve your full Bright Will User's Outfit from the chest inside. Note that, if you have accepted the Hobbe Cave Side Quest from the Heroes' Guild, it will automatically start when you head into this section (more on that in the Hobbe Cave Section). Greatwood Caves --------------- This small area has two passages, one to Darkwood, and the other to the Hobbe Caves. Both of these are important parts of quests. -Demon Door #3 Location: Greatwood Caves Method: Have a Combat Multiplier above 14 Reward: Cutlass Bluetane If you reached this point early on in the game like I did, it may be hard to get a high enough multiplier. In order to do it, you NEED the Physical Shield spell. Don't try to be a bad-ass and do it without it because you're only going to waste your time and get pissed off. What I did was sprint back and forth between the Greatwood Caves and the Hobbe Caves, killing everything in sight. The Physical Shield spell made sure I didn't lose any Combat Multipliers when I got hit, which happened a lot because I ran right into the center of a group of them and starting slashing all of them. The main problem with this technique is that during the (frequent and heinous) load times, your Combat Multiplier decreases. This pissed me off to no end. It didn't seem fair at all. To raise the Multiplier, you need to be controlling your character and killing things. How can you do that when the game pauses the action so it can load the next area? It really doesn't seem fair at all. But you can still do it, as long as you're quick enough with the kills and running. You'll need a Multiplier of at least 20 or higher to even last you the run back to the Demon Door, at which point it might just barely be at 14 when you reach it. If you can do it, though, I think the prize is worth it. I got maybe around 690 kills with the Bluetane, just because it's so cool looking. But here's an incredibly easier and less frustrating way to do it brought to my attention by Justin Thibodeau. Basically what you do is wait until the part of the game where you have to the Arena. When you come to this area then there will be an Earth Troll. Pull out your bow, hide from it so it can't hit you or dodge its attacks, and hold down X for about two minutes. Once you let go and hit him with the arrow you should get a 25+ multiplier right there. I really wish I had known about that the first time I played this game. Hobbe Caves ----------- Fable doesn't really have any dungeons like other RPG's. The Hobbe Caves will show you the extent of Fable dungeons, basically. -Hobbe Cave Side Quest Location: Rose Cottage/Hobbe Cave Reward: 5500 Gold, 400 Renown, Hobbe Head Trophy Available Boasts: 1. No Protection Do the quest naked Wager: 100 Reward: 800 2. Without A Scratch Take no damage Wager: 100 Reward: 1800 3. Fist Fighter Use no weapons or offensive magic Wager: 100 Reward: 1400 4. Cave Dweller Kill the inhabitant of the cave Wager: 200 Reward: 500 5. Sacrifice Innocent Sacrifice a new innocent Wager: 200 Reward: 500 6. Protect Boy Do not allow the boy to be harmed Wager: 200 Reward: 900 This quest really starts as soon as you enter the Rose Cottage area. The grandmother there will have given you a Hexagon Key. Then back into the Hobbe Cave area and get ready for the onslaught. In this area of the game, the enemies will continue to spawn each time you leave the area. Cave Entrance ------------- There's a whole bunch in this first part. There aren't many items to get, except for the ones dropped by the Hobbes. Using a spell like Enflame or Force Push is useful her because they will surround you at every chance they get. Cave Side Chamber ---------------- In the first room you pass you'll find (besides a bunch of Hobbes) a lone bandit near a cage. If you kill all of the Hobbes he'll offer to follow you and fight by your side. He won't be much help, though. But if you took the Sacrifice Innocent boast you'll need this guy for a later part of the quest. Cave Larder ----------- In this next room you'll find even more Hobbes just waiting for you to smash them. There's also a 5-key Silver Chest that holds a Will Master's Elixir. -Silver Key Chest #2 Location: Cave Larder Requirement: 5 Silver Keys Reward: Will Master's Elixir Main Chamber ------------ Your Bandit follower (if you took him with you) might not make it very far in this part of the caves, so tell him to hang back near the door. Then go ahead and take out all Hobbes like you would in any other section of the caves. Your rewards in this room are 1000 Gold and a Flame Augmentation. Moonlit Tunnel -------------- There are enemies in this section so you can lead your Bandit through the tunnel without worry. Focus Chamber ------------- In here you'll find the missing boy. The Nymph holding him captive will let you have him if you can replace him as an offering. If you choose to lead the Bandit into this room, you can give him to the Nymph and take the boy. This will give you a big evil bonus and fulfill the Sacrifice Innocent boast (if you took it). You could also refuse to switch sacrifices. Either way you'll have to fight the Nymph. She will summon Hobbes to battle for her, so do your best to take them out first before firing at the Nymph with arrows or spells. Once she is defeated you can find a Silver Key buried in the dirt surrounded by mushrooms in the north side of the chamber. -Silver Key #8 Location: Hobbe Caves/Focus Chamber Method: Dig out of ground Find the ring of mushrooms in the north area of the room and dig in the center to uncover the Silver Key. Once your path's clear, head outside of the cave with the boy (and perhaps the bandit, as well) in toe. Watch yourself, though, as there will be even more Hobbes than before ready to take you out. Protect the kid at all costs; because the quest will be over if he dies. If you make it out with all of your followers alive, the Bandit will demand his share of the profits. Feel free to do with him as you wish. Take the boy back to his grandmother at the Rose Cottage to get your rewards, which are 5500 Gold, 400 Renown, and the Hobbe's Head trophy. Darkwood Entrance ----------------- To progress any further into the world of Albion on foot, you'll have to pass through Darkwood. But before you can do even that, you must complete a quest. -Mandatory Quest #7 - Trader Escort Quest Location: Greatwood Caves Reward: 2000 Gold, 500 Renown, Trader's Feather Trophy Available Boasts: 1. No Protection Do the quest naked Wager: 200 Reward: 400 2. Without A Scratch Take no damage Wager: 200 Reward: 1000 3. Protect Traders All traders must survive Wager: 100 Reward: 400 After accepting this Quest Card at the Heroes' Guild, meet the two traders at the entrance to Darkwood Entrance at Greatwood Caves. They will follow you through and you must insure that they do not die during your trek or else you will fail the quest. Once you are on your way, a third trader will approach you. He'll ask to join your party, but the risk is that he was attacked by a Balverine, and because of that he may or may not be a were-Balverine. If you let him join you'll get a good bonus; tell him to leave you'll get an evil bonus. Whether you take him or not, continue towards the next area. On your way you will notice a path going off the beaten track. This path leads to a chest with a Resurrection Phil. Before you enter the next area, leave your traders here because if they follow you through, they'll get killed by the upcoming Balverines. Darkwood Marshes ---------------- As I said before, there will be Balverines in this part of Darkwood. Be sure to dodge their attacks if you want to combat them with your melee skills. Otherwise cast a spell like Slow Time to maneuver behind them easily. You could also take the safe route and keep your distance from them while attacking them with spells or arrows. -Demon Door #4 Location: Darkwood Marshes Method: Defeat the summoned Hobbes Reward: Will User's Dark Robes This is probably one of the easiest Demon Doors to open. The only problem you may run into is if you try to open it while you're leading the traders through Darkwood. If you do that there's a chance they'll get slapped around. So it would be a safe bet to leave them in a far enough away area and then accept the Door's challenge. Defeat all the Hobbes it summoned to gain access to the Darkwood Sanctum, where you will find a chest containing a full set of Will User's Dark Robes. There is also a chest containing a Jet further down the path. Once you get to the small pond near the end, be careful of the exploding mushrooms. You can shoot the ones in your way with arrows or use the Lightning Spell to destroy them all, since it auto-targets. After they are clear bring your traders to this pond and leave them there while you deal with the enemies in the next area. Darkwood Lake ------------- You shouldn't bring the traders with you through this area the first time because the bandits hiding will make quick work of them. Find all the bandits and kill them before bringing the traders through here. On you way through you can collect some items. There are chest containing Leather Boots and 250 Gold. In the south you will find a vertical-standing rock with a hole at the top. Fire an arrow into this hole to get a Silver Key -Silver Key #9 Location: Darkwood Lake Method: Shot out of rock The south area of this section of Darkwood has a rock standing straight up. Firing an arrow into the hole at the top knocks lose the ninth Silver Key. -Silver Key Chest #3 Location: Darkwood Lake Requirement: 15 Silver Keys Reward: Arken's Crossbow You won't have enough keys to open that chest later, but you can come back to it. Darkwood Camp ------------- This area is safe to bring the traders through because there are no enemies, only traders. Stop here for awhile to stock up on items. -Darkwood Camp Traders The three traders here all offer different goods. --Armor - Hands 1. Dark Villager Gloves: 24 2. Dark Plate Gauntlets: 2020 3. Leather Gauntlets: 127 4. Dark Leather Gauntlets: 144 --Armor - Torso 1. Dark Villager Shirt: 92 2. Assassin Shirt: 540 3. Leather Chest Piece: 507 4. Dark Leather Chest Piece: 535 --Armor - Legs 1. Dark Villager Trousers: 80 2. Leather Leggings: 443 3. Dark Leather Leggings: 460 --Armor - Feet 1. Dark Villager Boots: 12 2. Leather Boots: 63 3. Dark Leather Boots: 69 4. Guard Boots: 52 --Weapons - Melee 1. Iron Katana: 163 2. Iron Axe: 125 3. Iron Greatsword: 238 4. Steel Longsword: 450 5. Steel Katana: 488 6. Steel Cleaver: 413 7. Steel Axe: 375 8. Steel Mace: 338 9. Steel Pickhammer: 300 10. Steel Greathammer: 673 11. Steel Greataxe: 600 12. Obsidian Clever: 2145 13. Obsidian Axe: 1950 14. Obsidian Pickhammer: 1360 15. Master Greataxe: 27900 --Weapons - Ranged 1. Yew Longbow: 150 2. Yew Crossbow: 200 3. Oak Longbow: 450 4. Oak Crossbow: 550 5. Ebony Longbow: 1820 6. Ebony Crossbow: 2100 --Items - Other 1. Flame Augmentation: 1450 --Items - Potions 1. Health Potion: 80 2. Will Potion: 70 3. Resurrection Phial: 500 --Items - Gifts 1. Fake Wedding Ring: 200 2. Emerald: 700 3. Jet: 450 --Items - Produce 1. Green Apple: 4 2. Apple Pie: 15 3. Fish (Orange): 12 4. Red Meat: 14 5. Crunchy Chick: 35 6. Beer Keg: 46 --Wanted 1. Green Apple: 4 2. Fish (Orange): 12 3. Fish (Blue): 18 4. Moonfish: 160 5. Cider Crate: 52 Besides those items for sale, there is also a Steel Axe and Resurrection Phial found in the chests in the area, and a Will Potion and a Dark Vortex tattoo found in the barrels. There is also a blackjack table here, but you can only win more Gold. The Chapel Of Skorm ------------------- This area isn't necessary for this quest but you can come back later and visit. In the chapel here you an offer up people following you to the evil god Skorm. This will give you, over time, and in addition to evil points, bonus and items. How much evil you gain depends on what kind of sacrifice you make. The freelance adventures you can find in some towns are easy to get to the chapel because they can warp with you. Otherwise you'll have to safely lead normal people here from Oakvale or Barrow Fields. If you sacrifice enough people you will be rewarded by having your age decreased by ten years, offer up even more to get the previously unattainable title of Necromancer. But if you sacrifice even more people, and at the right time (roughly 6:00 AM on the clock in the corner of your Auto-Map), you will be rewarded with Skorm's Bow. Ancient Cullis Gate ------------------- There's a big, inactive Cullis Gate, but you'll be able to use it later on in the game. As you did before, leave your trades a safe distance away while you deal with the enemies in this part of Darkwood. You can also find a Resurrection Phial in a chest and a Silver Key in the water near the last bridge. -Silver Key #10 Location: Ancient Cullis Gate Method: Fished out of water Go to the bridge on the west side of the Ancient Cullis Gate and fish in the ripples to find this Silver Key. Darkwood Weir ------------- If you took the third trader with you on your trek, he'll probably turn into a Balverine in this area. Make sure you finish him off before he can attack the other two traders. Further down the path you'll encounter an Earth Troll. Dodge the clumps of earth it throws at you and fire back with spells or arrows. If you follow the river running through the middle of Darkwood Weir, you will find a chest containing a Lightning Augmentation and a barrel with a Golden Carrot inside. Barrow Fields ------------- Once you have stepped into this area with at least one trader intact, you will have completed the quest! At this point you will be given a new quest card and you can continue on to Oakvale, but you will want to stop a while in Barrow Fields to check out the items for sale. -Barrow Fields Traders Visit each one of these traders to get some items. --Weapons - Melee 1. Steel Longsword: 450 2. Steel Katana: 488 3. Steel Cleaver: 413 4. Obsidian Cleaver: 2145 5. Obsidian Axe: 1950 6. Obsidian Pickhammer: 1560 --Weapons - Ranged 1. Oak Longbow: 450 2. Oak Crossbow: 550 --Items - Gifts 1. Perfume: 120 2. Red Rose: 20 3. Chocolates: 10 --Items - Produce 1. Green Apple: 4 2. Apple Pie: 15 3. Fish (Orange): 12 4. Tofu: 40 --Wanted 1. Beer Keg: 46 2. Cider Crate: 52 There are items to get for free, too. There is a rock-lined path of dirt in the camp, dig there with your Spade to find a Golden Carrot. There's also a Health Potion in one of the scarecrows in the area. You can fish 500 Gold out of the river near the camp, a Moonfish in the waters in the south, and a Coron Night Tattoo out of the water east of the bridge leading to the camp. There are also some ruins in the south that have a chest that houses a Sapphire. -Demon Door #5 Location: Barrow Fields Method: Gain weight Reward: Will Master's Elixir Find this Demon Door in the south of Barrow Fields to be told that you need to be fat to enter. So you know what that means: go and eat lots of hocks of Red Meat and Apple Pies. You should eat until you can't possibly get any fatter in order to gain access to the Old Kingdom Spring. Inside you'll find a Will Master's Elixir. And don't worry if you don't want to be fat, you can always lose all your weight by remaining active in the game. The Grey House -------------- You might as well stop by this area now, although it's not required. But you're nearby, so why not? As you could guess from the name, this building was the home of Lady Grey as a child. Outside the house itself are a few valuable items. Beside the house stands a scarecrow, search it to find a Tallin Clan Arm Tattoo Card. Also, to the north of the area, is a Demon Door next to a small pond, fish in this pond to get a Silver Key. -Demon Door #6 Location: The Grey House Method: Marry Lady Grey Reward: Ronok The Axe The Demon Door at the north end of the path at the Grey House will only open for one who has a "posh wife with a title." This means that no ordinary wife will do. You'll need to marry Lady Grey to get this door to grant you access to the Lost Garden. Once you have married her return here to claim your prize. -Silver Key #11 Location: The Grey House Method: Fished out of water Go to the pond near the Demon Door in this area and fish this key out of the ripples you see in the water. Once you checked out the inside, head into the house to be ambushed by legions of Undead Soldiers. They are strong, but slow enough for you to be able to duck behind the, for some free shot opportunities. Keep in mind that these enemies are also very vulnerable to fire spells/attacks. If you kill the leader of the undead (it's the most powerful one) the rest will crumble and leave you alone. The doors to the cellar outside will also open. Before you go down there stop to get some items in the house. In a chest you will find a Ruby, the cupboard holds an Ages of Skill Potion, and a Dusty Notebook and Tallin Clan Leg Tattoo Card in the bookcases. The second floor has a Normal Beard Hairstyle Card, Ages of the Will Potion, and a Silver Key Chest. -Silver Key Chest #4 Location: The Grey House Requirement: 10 Silver Keys Reward: Sharpening Augmentation Grey House Cellar ----------------- There are no enemies here, just barrels, a chest holding a Will Master's Elixir, and a corpse. Search the corpse to find a Scrawled Parchment. Read that and the Dusty Notebook you found in the house to learn some disturbing things about Lady Grey and her sibling. Not only is she "posh with a title," but as it turns out she's also a murderer. Oakvale ------- Your hometown has rebuilt itself since you were taken awhile after the fire. There are two shops and plenty of buildings to purchase, if you're okay with killing the current owners. -Mandatory Quest #8 - Maze's New Information Quest Location: Oakvale Reward: --- All you really need to do for this quest is walk into Oakvale for the first time and meet up with Maze. Afterwards he will direct you back to the guild, but free to ignore that obligation for now. -Oakvale Item Shop This shop caries a good supply of Weddings Ring, in case you're looking to get married and Bowerstone South doesn't get restocked enough. --Items - Potions 1. Health Potion: 70 2. Will Potion: 70 3. Resurrection Phial: 500 --Items - Gifts 1. Perfume: 120 2. Red Rose: 20 3. Chocolates: 10 4. Wedding Ring: 900 5. Emerald: 700 6. Ruby: 600 --Items - Produce 1. Green Apple: 4 2. Apple Pie: 15 3. Fish (Orange): 12 4. Carrot: 6 5. Red Meat: 14 6. Tofu: 40 7. Grain Sack: 25 8. Flour Sack: 35 9. Cider Crate: 52 --Items - Other 1. Fishing Rod: 50 2. Spade: 200 3. "The Sock Method": 200 4. "Making Friends": 200 5. "Windbreaker Rule Book": 200 6. "You Are Not A Bad Person": 200 --Wanted 1. Diamond: 800 2. Ruby: 600 3. Sapphire: 550 4. Jet: 450 5. Tofu: 40 -Oakvale Weapons/Armor Shop Right across from the Items Shop, this store carries a good range of weapons and armor. --Weapons - Melee 1. Iron Longsword: 150 2. Iron Katana: 163 3. Iron Pickhammer: 100 4. Iron Greathammer: 225 5. Iron Greatsword: 238 6. Iron Greatmace: 213 7. Steel Longsword: 450 8. Steel Katana: 488 9. Steel Cleaver: 413 10. Steel Axe: 375 11. Steel Mace: 338 12. Steel Pickhammer: 300 13. Steel Greathammer: 675 14. Steel Greataxe: 600 15. Steel Greatsword: 713 16. Steel Greatmace: 638 17. Obsidian Longsowrd: 2340 18. Obsidian Katana: 2535 19. Obsidian Cleaver: 2145 20. Obsidian Axe: 1950 21. Obsidian Mace: 1755 22. Obsidian Pickhammer: 1560 23. Obsidian Greataxe: 3120 24. Obsidian Greatsword: 3705 --Weapons - Ranged 1. Yew Longbow: 150 2. Yew Crossbow: 200 3. Oak Longbow: 450 4. Oak Crossbow: 550 5. Ebony Longbow: 1820 6. Ebony Crossbow: 2100 --Wanted 1. Sharpening Augmentation: 2600 2. Piercing Augmentation: 2100 3. Silver Augmentation: 1650 4. Flame Augmentation: 1450 5. Lightning Augmentation: 1550 --Armor - Head 1. Chainmail Helmet: 742 2. Bright Chainmail Helmet: 790 --Armor - Hands 1. Villager Gloves: 21 2. Bright Villager Gloves: 25 3. Plate Gauntlets: 1980 4. Will User's Gloves: 148 5. Leather Gauntlets: 127 6. Bright Leather Gauntlets: 150 7. Chainmail Gauntlets: 742 8. Bright Chainmail Gauntlets: 780 9. Dress Gloves: 13 10. Bright Dress Gloves: 15 --Armor - Torso 1. Villager Shirt: 84 2. Bright Villager Shirt: 96 3. Plate Chest Piece: 7920 4. Will User's Upper Robe: 593 5. Leather Chest Piece: 507 6. Bright Leather Chest Piece: 545 7. Chainmail Shirt: 2967 8. Bright Chainmail Shirt: 3070 9. Upper Dress: 50 10. Bright Upper Dress: 54 --Armor- Legs 1. Villager Trousers: 74 2. Bright Villager Trousers: 82 3. Plate Leggings: 6930 4. Will User's Lower Robes: 519 5. Leather Leggings: 443 6. Bright Leather Leggings: 465 7. Chainmail Leggings: 2596 8. Bright Chainmail Leggings: 2650 9. Lower Dress: 44 10. Bright Lower Dress: 50 --Armor - Feet 1. Villager Boots: 11 2. Bright Villager Boots: 12 3. Plate Boots: 990 4. Will User's Boots: 74 5. Leather Boots: 63 6. Bright Leather Boots: 70 7. Chainmail Boots: 371 8. Bright Chainmail Boots: 395 Those are all the items you can buy at Oakvale. But there are also some you can get for free. There are Assassin Boots in a chest on the west beach, an Oak Crossbow in a small building on the east beach, a Resurrection Phial inside a chest in a small garden in the eastern part of the town, and a chest containing 250 Gold behind the house where that cheating man lived when you were younger. You can also find yourself a Balverine Skull tattoo if you dig at one of the barns in the southern section. Other tattoos available to you are a Firis Head Tattoo Card in the tavern and a Spiral Dementia in the house all the way in the west. But since this is the first town you will have visited that allows you to wield weapons, you can also just go through and kill everybody to empty our some property. Then, if you can afford them, but the empty buildings and shops, wait a few days for the NPC's to re-spawn and collect your money. Of course if you just kill everybody out in the open the new NPC's will scream and run from you, but at least you can get their money. -Coin Golf Mini-Game Make sure you take part in this mini-game (found in the tavern) if you want to collect all the Hero Dolls. Here's a quick rundown of all the stages of the mini-game. --Hole 1: Bank a high powered shot off the glass in front of you line yourself up right with the marker. --Hole 2: If you bounce the coin off the mug to the right of the pitcher you should be able to aim it clearly at the spot. --Hole 3: All the way on the left is a wine glass. Aim the coin right at the very right edge to get a high-powered shot to bounce off just right. --Hole 4: Fire it off at the wine glass to your right and take another wine glass ricochet after that if the first one landed you in the right spot. If you can win the game under par you'll get the Whisper Hero Doll. -Fist Fighters Gang: Round 2 Location: Oakvale Reward: 450 Gold, 100 Renown, Fist Fight Level 2 Passed If you've beaten the gang members at Bowerstone South Quay, be prepared for a considerable step up in competition here. There are more gang members to go through, and these ones know enough to utilize their blocking ability. But with precision and timing you should be able to beat them all, just keep in mind that you can still whack them around outside of the ring as long as you don't spend too much time there. -The Ghost Pirate Reward: 100 Gold, 150 Renown In the southeast section of the town you will meet a ghost standing near a barn on the shore. Talk to him to have him ask you to dig up his treasure and give it to his wife. His treasure is left of the pier on the east beach, and his wife is the woman standing on the east beach, looking out to sea. --Good: Give her the 500 gold and return to the pirate to learn where he buried an Obsidian Greataxe and a Silver Key in the Memorial Garden. --Evil: Keep the 500 gold but dig up the treasure anyway. Memorial Garden --------------- You'll want to make a stop in this area to dig up a good number of items. Go to the northwest section to dig up a Carrot, Health Potion, and 500 Gold. You can also dig near the base of the axe-wielding statue to unearth the rest of the Ghost Pirate's treasure: an Obsidian Greataxe and a Silver Key. -Silver Key #12 Location: The Memorial Garden Method: Dig from base of statue After completing the Ghost Pirate Side Quest, find the statue in the Memorial Garden holding an axe and dig at its base to claim you prize. The Clifftop Path ----------------- In the south area of Oakvale on the west beach is a cave that leads you to this new area. -Mandatory Quest #9 - Find The Bandit Seeress Location: Clifftop Path Reward: 4500 Gold, 1000 Renown, Bandit Seal Trophy Available Boasts: 1. Without A Scratch Take no damage Wager: 500 Reward: 3000 2. Spare Bandits Don't kill a single bandit Wager: 400 Reward: 1200 3. Bandit Blood Kill at least 24 bandits Wager: 200 Reward: 400 Accept this Quest Card as you would any other and return to Oakvale and make you way through the cave on the west beach to get to the Clifftop Path. There will be three bandits here, and you are to reach the gate at the end of the path without being spotted. If you're playing as a Hero with good ranged or magic abilities, you should be able to eliminate all three guards from a safe distance away. Try to attack them with melee combat and they'll alert the others. But if you're unable to kill them without being seen, take the stealth route. Use the boulders and trees in the area to hide behind as you creep (by holding down the left analog stick) past the guards and each the gate. There are also some barrels along the way that hold a Harion Shoulder Tattoo (which I think is really cool) and a Health Potion. Abandoned Road -------------- When you reach this area you'll be down with sneaking around. Instead, you'll need to collect a full set of bandit gear to pass as one of them at the gates to Twinblade's Camp. The articles of clothing are inside the chests you find along this road. Just be careful of all the bandits in this area. In melee combat they can gang up on you and cause quite a few problems. The first five chests you come across will have the clothes you need. The sixth will have a Resurrection Phial inside. There are also barrels that have an Ages of the Will Potion, an Ages of the Skill Potion, a Will Potion, a Health Potion, and 250 Gold inside. -Demon Door #7 Location: Abandoned Road Method: Dress up in three sets of clothes Reward: The Dollmaster's Mace This Demon Door has lost some of his vision, but still wants to see his old friends again, who are the gallant knight, the evil mage, and the rascally bandit. You'll already have collected the bandit gear from the chests on the road. So this means you'll have to get the full set of Will User's Dark Robes from the Demon Door in Darkwood Marshes, and a full set of Bright Plate Armor. At this point in the game you won't have this, but later one you'll be able to buy it from the Arena, Knothole Glade, and wandering traders in the Greatwood Area. Come back when you have all of these clothes and model each outfit for the door to gain access to the Bitter Shrine, where you can collect the Dollmaster's Mace. Twinblade's Camp ---------------- Showing up at the gates dressed in full bandit gear will convince the guard that you're one of them. He'll then let you in and you can stop and rest for awhile in the camp. The main thing you're after here is a Bandit Camp Pass. There's two ways you can get it: you can pay the bandit hiding behind a tree 1000 Gold for it (or you could also kill him), or you can win the Spot The Addition Mini-Game and receive the pass as a prize. As far as loose items go, there is a Health Potion and 250 Gold in the barrels underneath the pub tent, and several items on the others side of the small pond in this area. Here you can find an Ages of the Will Potion, a Health Potion, and 500 Gold inside the chests and barrels. There is also a Silver Key buried here that you can dig up. -Silver Key #13 Location: Twinblade's Camp Method: Dig out of the ground Walk across the small pond in the camp and dig in the center of the small piece of land (it's in the southwest corner) to get this key. -Twinblade Traders Go up to all these of these traders to find out what goods they offer --Weapons - Melee 1. Iron Greataxe: 200 2. Iron Greatsword: 238 3. Steel Longsword: 450 4. Steel Cleaver: 413 5. Steel Axe: 375 6. Steel Greatsword: 713 7. Steel Greatmace: 638 8. Obsidian Longsword: 2340 9. Obsidian Katana: 2535 10. Obsidian Cleaver: 2145 11. Obsidian Axe: 1950 12. Obsidian Mace: 1755 13. Obsidian Pickhammer: 1560 14. Obsidian Greathammer: 3510 15. Obsidian Greataxe: 3120 16. Obsidian Greatsword: 3705 17. Obsidian Greatmace: 3315 --Weapons - Ranged 1. Yew Longbow: 150 2. Oak Longbow: 450 3. Ebony Longbow: 1820 4. Ebony Crossbow: 2100 --Armor - Head 1. Dark Chainmail Helmet: 780 --Armor - Hands 1. Dark Villager Gloves: 24 2. Assassin Gloves: 135 3. Dark Plate Gauntlets: 2020 4. Dark Leather Gauntlets: 144 5. Guard Gloves: 105 6. Dark Chainmail Gauntlets: 770 --Armor - Torso 1. Dark Villager Shirt: 92 2. Assassin Shirt: 540 3. Dark Plate Chest Piece: 7920 4. Dark Leather Chest Piece: 593 5. Dark Chainmail Shirt: 507 --Armor - Legs 1. Dark Villager Trousers: 80 2. Assassin Trousers: 473 3. Dark Plate Leggings: 8010 4. Dark Leather Leggings: 535 5. Dark Chainmail Leggings: 3050 --Armor - Feet 1. Dark Villager Boots: 12 2. Assassin Boots: 68 3. Dark Plate Boots: 1020 4. Dark Leather Boots: 69 5. Dark Chainmail Boots: 390 --Items - Potions 1. Health Potion: 80 2. Will Potion: 70 3. Resurrection phial: 500 --Items - Gifts 1. Red Rose: 20 2. Chocolates: 10 3. Fake Wedding Ring: 200 4. Jet: 450 --Items - Produce 1. Green Apple: 4 2. Apple Pie: 15 3. Fish: 12 4. Red Meat: 14 5. Crunchy Chick: 35 6. Grain Sack: 25 7. Beer Keg: 46 8. Cider Crate: 52 --Items - Other 1. Flame Augmentation: 1450 2. Fishing Rod: 50 3. Spade: 200 4. "Eyes Of A Killer": 200 5. "The Ugly Guide": 200 6. "Windbreaker Rule Book": 200 -- Wanted 1. Fish (Orange): 12 2. Fish (Blue): 18 3. Cider Crate: 52 4. Fishing Rod: 50 -Spot The Addition Mini-Game Location: Twinblade's Camp Reward: Bandit Camp Pass. Twinblade Hero Doll Talk to the man at the table underneath the pub tent to play this game. This game involves memorizes what items are set out on the table and choosing which additional one was placed after they are uncovered again. It can get kind of difficult, but an easy way to beat the game is to cast Slow Time before you start. That way you can take your time and beat it in less than 8 seconds. Winning once gets you the bandit Camp Pass. Beating your time again gets you the Twinblade Hero Doll. Twinblade's Elite Camp ---------------------- This is where Twinblade's elite bandits roam (duh). There are no traders here, but you may be able to swipe some items left by the bandits when they're not around. There is also 100 Gold, a Resurrection Phial, Assassin Trousers, and an Ages of Might Potion inside the barrels and chests scattered around. -Fist Fighters Gang: Round 3 Location: Twinblade's Elite Camp Reward: 500 Gold, 150 Renown The same process as before. Now there are six men you have to go through, but they're only slightly harder than the previous members. What you need to do in this area is gain access to Twinblade's Tent. You can do this a few ways. If you find the bandits that are highlighted on your Auto-Map as green dots, you can pay them 2000 Gold to make a distraction. If you don't feel like paying, head down to the southwest area and attack the guard near the cages. If you kill him you will get the key to the cages. Free the prisoners and they will run away, giving you a perfect opportunity to slip into Twinblade's Tent. Twinblade's Tent ---------------- There's really noting here except for Twinblade himself. He's very strong and a little on the slow side. He'll also block every hit you try to get in on him. His attacks are easily dodged and he'll get his swords stuck into the ground. As anyone can guess, Twinblade's weakness is his back. So dodge until he immobilizes himself or circle around him until you can get a clear shot at his unprotected back. Repeat this until you defeat him. Just be careful to not wander too close to the edge of the combat area, or else his bandits will swing at you. After he is defeated, you have a choice. You can kill him and gain a +120 evil bonus, or spare him and get a +120 good bonus. If you decide to kill him, he'll regain some health to fight again. But this time his other bandits will swarm around you and help him. So if you want to kill him it's best to take them out first. When you are done with him you are free to collect some items. There is a Diamond in the chest at the end of the oath to the north, and a Resurrection Phial, 500 Gold, and other potions inside the chest in his tent. As soon as you leave the area you will have completed the quest. You will have found the Bandit Seeress, who turns out to be your lost sister. You are to then return to the Heroes' Guild to talk to Maze and use the 10000 experience bonus given to you by your sister. Witchwood Cullis Gate --------------------- Now that you have finished the Bandit Seeress quest, head back to the Heroes' Guild and talk to Maze to learn about your newest quest. -Mandatory Quest #10 - Find The Archaeologist Location: Witchwood Reward: 1200 Gold After accepting the quest you will find that Witchwood is a new area that you can warp to. Warping there is the only way to reach, as it is not connected to the areas you've visited before. Warp there and chop down the bushes near the Cullis gate to find a chest containing a Resurrection Phial. You can also catch a Moonfish in the pond on the other side of the nearby fence. Continue up the path to face a Rock Troll. These guys are tougher than the Earth Trolls, but their attacks are pretty much the same. Just this time you'll have to dodge more boulders before you get a chance to attack. But basically the pattern you used to beat the Earth Trolls is the same here. Behind him is a barrel that will have a book called "The Guild Of Zeroes" inside. Next to it is a Will Potion and Ages of the Will Potion. To the northeast is the entrance to the next area. Witchwood Stones ---------------- Check out the lake to your left as you enter this area. Cast your fishing pole in to snare a Silver Key. Across from that is the resident Demon Door. He'll open if you spell out his names with the large stones this area is named after. There's also an Obsidian Greathammer in a chest surrounded by bushes and Chainmail Gauntlets in another chest to the north. -Silver Key #14 Location: Witchwood Stones Method: Fish out of the small pond Use your fishing rod in the small pond to the left of the entrance to get this Silver Key. -Demon Door #8 Location: Witchwood Stones Method: Spell its name using the large stones Reward: 15-key Silver Key Chest containing Health Augmentation, Chainmail Leggings, Resurrection Phial, Howl Tattoo, Sapphire, and Ruby In Witchwood Stones there are a group of large stones in the north part of the area. On each of them is a letter: I, H, T, and S. If you ask the man at the Temple of Avo he'll tell you the name of the Door in exchange for a Ruby. But it's really not all that hard to figure out on your own. But just incase you're lazy; the Demon Door's name is HITS. Hitting the stones in that order gives you access to the Witchwood Caverns and the treasures inside. -Silver Key Chest #5 Location: Witchwood Stones Requirement: 15 Silver Keys Reward: Health Augmentation Once you open the Demon Door and go inside, you will have completed the Find the Archeologist quest. Your next quest is waiting for you back at the Heroes' Guild. -Mandatory Quest #11 - The White Balverine Location: Knothole Glade Reward: 6200 Gold, 800 Renown, White Balverine Head Trophy Available Boasts: 1. No Protection Do the quest naked Wager: 800 Reward: 1800 2. Without A Scratch Take no damage Wager: 500 Reward: 2500 For this quest you'll need to warp back to Witchwood from the Heroes' Guild. Now on your second visit, one of two things will happen. --Good Event: A man will meet you on the path and ask for your assistance with saving his wife. Follow him to the large stones to be ambushed by bandits. Take them all out and track down the man who lead you into (he should be hiding in the north part of the paths). Spare his life and he'll give you a Resurrection Phial. --Bad Event: A man will meet you on the path and ask for your assistance with assaulting a rich trader. Follow him to be lead into another ambush, but this time guards will attack you. Kill them all with help from any bandits nearby and find the man who lied to you (he'll be hiding in the same spot as in the other event). If you talk to him he'll give you a Resurrection Phial. Kill him I you want afterwards, it'll net you 60 evil points. The Temple Of Avo ----------------- No enemies here, but you'll need to walk through here to get to Knothole Glade. The area is named after the Temple of Avo itself. Enter it to give gold to the god of good in Albion, Avo. If you manage to donate about 48000 Gold, you will be rewarded by having 5-10 years subtracted from your age. Donate up to 64000 Gold and you'll be awarded the Paladin title. Those donations can all be made over time but if you want to be granted the Sentinus, you'll need to donate a large sum all at once (around 32000 Gold will do nicely). Outside the Temple is a good mercenary for hire. He'll work for 30 Gold upfront and 20 Gold per hour. Behind him is a chest that holds a Resurrection Phial. Above the temple on the hill, a group of villagers are trying to pull the Harbinger (which they call Huw's Sword) out of a stone. Unless your Strength stats are maxed out the first time you try it, you won't be able to get it your first try. The game will remember where you stats were when you made your first attempt. In that case you need to improve your Physique by 5, your Toughness by 3 and your Health by 2 to be able to retrieve the sword. Witchwood Lake -------------- Exit the previous area by the southeast route to get here. There are a few items for you to get and several enemies later, but for now it should be clear. Find the gargoyle statue that is bathed in a red light and dig at the base of it to find another Silver Key. Take note of the three bodies of water in this area. The largest one has a Will Master's Elixir that you can fish out. There is also a Flame Augmentation in a chest near the smaller (but not smallest) pond. -Silver Key #15 Location: Witchwood Lake Method: Fish out of largest pond Find the largest body of water, which is the lake itself, and fish this key out of it with your rod. To continue your quest, go to the south exit into Knothole Glade. The path to the north leads o the Arena, but you don't need to go there yet. Knothole Glade -------------- This is a pretty big town, and you'll notice once you step in that you can wield your weapons inside. Which means you can kill everyone and buy their property if you like. But you won't be able to access the city right away. If you're currently on the White Balverine quest, you will see several villagers being attacked by four normal Balverines in the area just outside the town gates. Kill all of the beats to have the guards open the gate for you. Soon afterwards the White Balverine will attack you and anybody else nearby. You can't damage it right now, but hit it ten times to get it to run off for a bit. Listen to the mayor's advice to know where the White Balverine skimped off to. He'll also tell you to visit the house of a local townswoman who was the wife of a Balverine hunter. Her house is on the hill and will be marked for you on your Auto-Map, but as soon as you get there you'll be attacked again. Just hit the White Balverine ten times to fight it off and speak to the women to receive a Silver Augmentation. Augment your weapon of choice with the Silver Augmentation and head back to Witchwood Lake. This is where you'll have to defeat the townswoman's husband, or at least what used to be her husband. The White Balverine can summon other normal Balverines at will, so it would be wise to just a spell like Summon or Ghost Sword to deal with them while you take care of the White Balverine. Remember, only your Silver Augmented weapon can effectively damage the White Balverine. Once you have defeated him head back to Knothole Glade to collect your rewards. Now that the quest is taken care of, feel free to roam around the town. There are a few shops and the mandatory tavern. There is also a Demon Door and a chest outside the main gates. The chest is at the end of a very thin path that branches off of the main path that leads to the town. There is an Emerald inside. -Demon Door #9 Location: Knothole Glade Method: Fire an arrow at it hard enough Reward: Elixir of Life Players who have been predominantly using their archery skills will probably not have a problem with having the proper equipment for unlocking this door. Other players may want to purchase a better bow or use a Multi Arrow spell. What you have to do is hit the Demon Door in the face with an arrow hard enough for it to open up to give you access to the Hidden Copse, where a chest containing an Elixir of Life awaits. That does it for items available outside the town, now to go back in. -Knothole Glade Blacksmith On your left as you pass through the gates is the local blacksmith. Besides having these items for sale, there is also a chest containing 1000 Gold near his shop that you can open. --Armor - Torso 1. Villager Shirt: 84 2. Dark Villager Shirt: 92 3. Plate Chest Piece: 7920 4. Dark Plate Chest Piece: 8010 5. Will Dark Upper Robe: 630 6. Chainmail Shirt: 2967 7. Dark Chainmail Shirt: 3050 8. Dark Upper Dress: 54 --Armor- Legs 1. Villager Trousers: 74 2. Dark Villager Trousers: 80 3. Plate Leggings: 6930 4. Dark Plate Leggings: 7020 5. Bright Plate Leggings: 7040 6. Will Dark Lower Robe: 530 7. Guard Trousers: 366 8. Chainmail Leggings: 2596 9. Dark Chainmail Leggings: 2620 10. Dark Lower Dress: 48 --Armor - Feet 1. Villager Boots: 11 2. Dark Villager Boots: 12 3. Plate Boots: 990 4. Dark Plate Boots: 1020 5. Bright plate Boots: 1025 6. Will User's Dark Boots: 80 7. Chainmail Boots: 371 8. Dark Chainmail Boots: 390 --Weapons - Melee 1. Obsidian Longsword: 2340 2. Obsidian Katana: 2535 3. Obsidian Cleaver: 2145 4. Obsidian Axe: 1950 5. Obsidian Mace: 1755 6. Obsidian Pickhammer: 1560 7. Obsidian Greathammer: 3510 8. Obsidian Greataxe: 3120 9. Obsidian Greatsword: 3705 10. Obsidian Greatmace: 3315 11. Master Longsword: 20925 12. Master Katana: 22669 13. Master Axe: 17438 14. Master Mace: 15694 15. Master Pickhammer: 13950 16. Master Greataxe: 27900 17. Master Greatsword: 33131 --Weapons - Ranged 1. Ebony Longbow: 1820 2. Ebony Crossbow: 2100 3. Master Longbow: 23040 4. Master Crossbow: 25600 --Items - Other 1. Sharpening Augmentation: 2600 2. Flame Augmentation: 1450 3. Lightning Augmentation: 1550 Right next to him is a Tattoo Shop where you can purchase various body art. Keep in mind that both shops have several items out for display that you can steal if you are stealthy enough. There are three barn-like buildings down a path next to the Tattoo Shop. Check them out to find a Ruby in a chest in one of them. Back up in the main area of town is a hill where the tavern sits at the top. Past that is a group of houses and a shop. -Silver Key #16 Location: Knothole Glade Method: Dig out of dirt In the southwest part of the town, right outside one of the houses in that area, is a patch of dirt lined with plants. Dig in the center of this circle to unearth the Silver Key. -Card Sorting Mini-Game Location: Knothole Glade Tavern Reward: Scarlet Robe Hero Doll This game may be a little difficult if you don't cheat. Using the Slow Time spell will easily allow you to set a new record and then beat it afterwards in a matter of seconds. -Knothole Glade Tavern and Item Shop Here is a list of all the items you can buy from the local tavern and the nearby Item Shop. --Items - Potions 1. Health Potion: 80 2. Will Potion: 70 3. Resurrection Phial: 500 --Items - Gifts 1. Perfume: 120 2. Red Rose: 20 3. Chocolates: 10 4. Wedding Ring: 900 5. Fake Wedding Ring: 200 6. Diamond: 800 7. Ruby: 600 --Items - Produce 1. Apple pie: 15 2. Fish (Orange): 12 3. Carrot: 6 4. Red Meat: 14 5. Tofu: 40 6. Crunchy Chick: 35 7. Grain Sack: 25 8. Beer Keg: 46 --Items - Other 1. Spade: 200 2. "The Ugly Guide": 200 --Wanted 1. Wedding Ring: 900 2. Green Apple: 4 3. Apple Pie: 15 4. Fish (Orange): 12 5. Fish (Blue): 18 6. Cider Crate: 52 -Fist Fighters Gang: Round 4 Location: Knothole Glade Reward: Gold, Renown Find the dirt ring near the tavern to take part in the final round of the Fist Fighters Gang challenge. This one is tough, even for me after I beat the game and maxed my character out. There are a total of seven rounds, with the last one being the Mayor himself. He has like 1000 hit points and can beat you in two hits, so prepare for a long battle. He's a trick: Get a whole lot of local men to follow you, and then pay the fee to enter the contest. The men following you will gang up on your opponent for each round! This helps a lot when you're facing the Mayor at the end. That pretty much wraps it up in Knothole Glade. But I'm sure you can find plenty of other things to do while there. But for now I'll carry on with the story. The Arena --------- You know how after you found out that your sister was the Bandit Seeress, the Guild Master told you to go talk to Maze in his quarters? And Maze mentioned something about the Arena? Well you should be able to take that quest now. -Mandatory Quest #12 - The Arena Location: Witchwood Lake/The Arena Reward: 0 Gold, 2000 Renown, Champion's Seal Trophy, King Scorpion Sting Trophy Available Boasts: 1. No Protection Do the quest naked Wager: 500 Reward: 4000 2. Without A Scratch Take no damage Wager: 400 Reward: 10000 3. No Mercy Show no mercy; kill all you face Wager: 1000 Reward: 2000 4. Merciful Hero Have mercy on foes when possible Wager: 1000 Reward: 2000 Return to Witchwood Lake and take the north path to the Arena Entrance. Here you'll find a bunch of villagers and another title vendor. -Arena Entrance Title Vendor This one has a few new titles for you to purchase. --Titles 1. Reaper: 250 2. Deathbringer: 350 3. Pilgrim: 160 4. Gladiator: 500 5. Arrowdodger: 150 Continue on to the gates to enter the Arena Waiting Area. In here there is a vendor who can sell you items and armor. Best part about it is that you can shoplift here without being arrested. You just have to start over if you're spotted. -Arena Waiting Area Vendor Talk to this man to check out his steep prices... --Armor - Head 1. Bright Chainmail Helmet: 790 2. Dark Chainmail Helmet: 780 --Armor - Hands 1. Plate Gauntlets: 1980 2. Dark Plate Gauntlets: 2020 3. Bright plate Gauntlets: 2040 5. Leather Gauntlets: 127 6. Bright Chainmail Gauntlets: 780 7. Dark Chainmail Gauntlets: 770 --Armor - Torso 1. Plate Chest Piece: 7920 2. Dark Plate Chest Piece: 8010 3. Bright plate Chest Piece: 8050 4. Leather Chest Piece: 507 5. Bright Chainmail Shirt: 3070 6. Dark Chainmail Shirt: 3050 --Armor - Legs 1. Plate Leggings: 6930 2. Dark Plate Leggings: 7020 3. Bright Plate Leggings: 7040 4. Leather Leggings: 443 5. Bright Chainmail Leggings: 3070 6. Dark Chainmail Leggings: 2620 --Armor - Feet 1. Plate Boots: 11 2. Dark Plate Boots: 12 3. Bright Plate Boots: 990 4. Leather Boots: 1020 5. Bright Chainmail Boots: 1025 6. Dark Chainmail Boots: 80 --Items - Potion 1. Health Potion: 80 2. Will Potion: 70 3. Resurrection Phial: 500 --Items - Produce 1. Fish (Orange): 12 2. Carrot: 6 3. Red Meat: 14 4. Crunchy Chick: 35 --Wanted 1. Elixir Of Life: 2600 --Weapons - Melee 1. Steel Longsword: 450 2. Steel Katana: 488 3. Steel Pickhammer: 300 4. Steel Greathammer: 675 5. Obsidian Longsword: 2340 6. Obsidian Katana: 2535 7. Obsidian Axe: 1950 8. Obsidian Greatsword: 3705 9. Master Katana: 22669 10. Master Cleaver: 19181 11. Master Axe: 17438 12. Master Mace: 15694 13. Master Greathammer: 31388 14. Master Greataxe: 27900 --Weapons - Ranged 1. Oak Longbow: 450 2. Ebony Longbow: 1820 3. Ebony Crossbow: 2100 4. Master Longbow: 23040 5. Master Crossbow: 25600 --Items - Other 1. Sharpening Augmentation: 2600 2. Piercing Augmentation: 2100 3. Silver Augmentation: 1650 4. Thunder Hero Doll: 200 There's all the stuff you can buy here. Keep in mind that you can buy a Thunder Hero Doll and the entire Bright Plate Mail set. Going into the Arena competition itself is what's next. There are eight levels in it, and if you can get through all of them without having to take a break you will earn 28600 Gold. Take a break during combat and you'll earn a lot less. Showing off to the crowd is also a good way to boost your loot. Beware of the blades surrounding the ring. They hurt you, but will also hurt any enemies you manage to toss into them. Use that to your advantage. -First Round: Wasps The Arena competition eases you into fighting. Take these pesky Wasps out in record time if you'd like. -Second Round: Hobbes Again you're forced to swathe through these little guys. Make sure to not let them surround you. -Third Round: White & Brown Balverines This'll be a little tough if you don't have any Silver-Augmented weapons anymore. It'll be easier if you have a good level of the Time Slow spell handy. -Forth Round: Undead You can pretty much take a short break while you smash these guys into the dust. Take them out with Fire-Augmented weapons or keep your distance safely with ranged attacks. -Fifth Round: Bandits The normal bandits that swamp you at first will fall quickly to strong melee attacks. But the ones wearing black clothes have a good chance at beating your ass. Engage them with Will and ranged attacks instead of trying to go toe-to- toe with them. -Sixth Round: Earth Trolls Stay back and fire ranged attacks at theses foes to topple over. -Seventh Round: Rock Trolls Use the same tactic from the previous tactic or just a Slow Time spell and a good melee weapon to come in and hack them up. -Eighth Round: Arachanox This here is the boss of the Arena. Try to keep your distance at first. The thing is they don't do much damage. Often he will spread his claws and start to charge up energy. When this happens, charge forward and slash at his eye with your melee weapons. After you deal a good number of damage he will burrow into the ground and send a small swarm of smaller scorpions after you. Take them out and take the opportunity to use either the Heal spell or regenerative potions/items. -Final Round: Whisper Oh yeah, did I mentioned that she's fighting alongside you for the most part of the Arena? Well I left her out because she's not much use during the rounds. But you'll then have to fight her at the end. She's not all that strong but will always block your attacks. Don't bother with ranged attacks because they'll do nothing. Just dodge around her and lay into her with melee attacks for an easy victory. After you have defeated her, you have the choice of letting her live or killing her. If you kill her, Jack of Blades will give you a special prize of 10000 Gold. But in addition to that are the normal rewards of the Champion's Seal and King Scorpion Sting trophies. Soon afterwards you will be told to go to the Grey House to meet up with your sister. But before you do that, talk to the people outside the Arena to get a few items. -Mandatory Quest #13 - Finding Theresa Again Location: Grey House Reward: Nothing Another quest that involves almost no work. Just warp to the Grey House and meet your sister there. After you've done that you will have a few choices on what to do next, as far as Quests go. -Ghost Granny Necklace Side Quest Location: Orchid Farms Reward: 500 Gold, 200 Renown This side quest will not appear at the Heroes' Guild, so activate it by simply visiting the area. The farmer, Isaiah, will ask you to help him put his mother's spirit to rest. Go behind his house and speak to the ghost of his mother. She'll tell you about a bandit at Greatwood Lake. Find him, then kill him, and take the Dead Lady's Heirloom that he drops. Take the heirloom to Isaiah then visit his mother to say goodbye and finish this simple quest. -Lost Trader Side Quest Location: Clifftop Path Reward: 2600 Gold, 150 Renown, Treasure Clue 2 Accept this quest then warp to Oakvale (or walk if you want). Head up to Clifftop Path and continue on to the Abandoned Road where you will meet the trader in question. He needs your help in finding his brother. Continue down the road and get rid of any bandit resistance. Once you find his brother you'll be attacked by another wave of bandits. Take them out and lead the trader safely back to his brother back at the beginning of the Abandoned Road. -Break The Siege Side Quest Location: Knothole Glade Reward: 5000 Gold, 450 Renown Available Boasts: 1. No Protection Do the quest naked Wager: 500 Reward: 1300 2. Without A Scratch Take no damage Wager: 400 Reward: 1800 3. Fist Fighter Us no weapons or offensive magic Wager: 400 Reward: 1900 4. Solo Mission Do without the assistance from guards Wager: 800 Reward: 1600 5. Kill Leader Kill the bandit siege leader Wager: 500 Reward: 1200 Accept this quest at the Heroes' Guild then warp to Knothole Glade. Talk to the guard by the gate when you're ready to start the quest. Once he opens the gates, a swarm of bandits will charge in. Your simple task is to kill all of them. -Knothole Glade Archery Competition After completing the Break the Siege quest, revisit the area to find that this mini-game is now open. Beating the high score of 220 gets you the Treasure Clue 4. If you can then beat the new score (with which you beat 220) then you will earn the Silver Arrow Trophy. Here's a warning. At this point of the game you may be attacked by Twinblade's Assassins in Knothole Glade. There are five total, and all will attack you in different locations. The first should be somewhere in the town itself while there are others Witchwood Cullis Gate Area, Windmill Hill, Prison Path, and Hook Coast. But those last few you can worry about later. Killing all of these men is important to your game and they may often drop valuable items, one of which being the Doll of You. Bowerstone North ---------------- Completing the Arena will grant you access to this small part of Bowerstone. But there are a few important items (available through the shop) and people you should meet while here. But first I'll get the shop out of the way. -Bowerstone North Shop In the center of town, straight forward from the gates, is the only shop in this part of town. --Armor - Hands 1. Will User's Bright Gloves: 160 2. Dress Gloves: 13 3. Bright Dress Gloves: 15 4. Dark Dress Gloves: 14 --Armor - Torso 1. Will Bright Upper Robe: 640 2. Guard Shirt: 419 3. Upper Dress: 50 4. Bright Upper Dress: 55 5. Dark Upper Dress: 54 --Armor - Legs 1. Will Bright Lower Robe: 535 2. Lower Dress: 44 3. Bright Lower Dress: 50 4. Dark Lower Dress: 48 --Armor - Feet 1. Will User's Bright Boots: 82 --Items - Potion 1. Health Potion: 80 2. Will Potion: 70 3. Resurrection Phial: 500 --Items - Gifts 1. Perfume: 120 2. Red Rose: 20 3. Chocolates: 10 4. Wedding Ring: 900 5. Diamond: 800 6. Emerald: 700 7. Ruby: 600 8. Sapphire: 550 9. Black Rose: 300 --Items - Produce 1. Green Apple: 4 2. Apple Pie: 15 3. Fish (Orange: 12) 4. Fish (Blue): 18 5. Carrot: 6 6. Red Meat: 14 7. Tofu: 40 8. Flour Sack: 35 --Items - Other 1. Fishing Rod: 50 2. "The Sock Method": 200 3. "Making Friends"": 200 4. "You Are Not a Bad Person": 200 5. Doll of You: 250 6. Thunder Hero Doll: 200 7. Health Augmentation: 45000 --Wanted 1. Wedding Ring: 900 2. Emerald: 700 3. Sapphire: 550 4. Jet: 450 5. Golden Carrot: 160 --Weapons - Melee 1. Obsidian Longsword: 2340 2. Obsidian Katana: 2535 3. Master Longsword: 20925 4. Master Katana: 22669 5. Master Cleaver: 19181 6. Master Pickhammer: 13950 7. Master Greatsword: 33131 8. Solus Greatsword: 69825 --Weapons - Ranged 1. Master Longbow: 23040 2. Master Crossbow: 25600 The houses here will earn you the most Gold if you owned them. But they're also expensive as hell. You could also start trying to woo Lady Grey now, but it won't do you much good because you have to complete the next mandatory quest first in order to complete her side quest. -Mandatory Quest #14 - Find The Archaeologist Location: Bowerstone Jail Reward: 7000 Gold, 500 Renown, Minion's Helmet Trophy Available Boasts: 1. No Protection Do the quest naked Wager: 1000 Reward: 2000 2. Without A Scratch Take no damage Wager: 1000 Reward: 8000 3. Fist Fighter Use no weapons or offensive magic Wager: 1000 Reward: 7000 This second part of the quest will be a lot tougher than the first. After accepting the quest, head to Bowerstone North and than through the north gate to Bowerstone Jail. Bowerstone Jail --------------- Here is where you'll first run into the Minions. Fighting these monsters with melee attacks is possible, but difficult. They are very prone to blocking, so you'll have to use spells like Slow Time or Assassin Strike to get around their defense. The easiest way to kill them is to use ranged will attacks or a bow with the Multi-Arrow spell. You will also notice the guards in the area. If you can keep them from being killed by the Minions and heal them with your Heal Life spell, they will help you out later on when you get outnumbered. Or, kill them all if you don't care. The blue Minions are the ones who will sit back and hurl magical attacks at you. Run around the red melee fighting Minions and try to take out the blue ones first. There's only one way to go, so continue on north, cutting down any Minions you see. There are some items in this area, too. Right outside the gates to the right is a cell that has barrels with recovery items in them. There is a chest with a Piercing Augmentation in it across the bridge. There is also a second chest further down the path with an Ebony Longbow inside. Windmill Hill ------------- There is a gold marker on you auto-map when you enter this area. It shows which blue Minion is responsible for the barrier blocking your path to the Gibbet Woods. To expel that barrier all you have to do is chase down the Minion who made it and kill it. Not that you weren't going to do that, anyway. As for items, there is a Trader Style Moustache card on the scarecrow to your left as you enter, and across from it is a small pond with a Wedding Ring at the bottom. Near the farm house is a small field with a Silver Key buried in the dirt surrounded by flowers. Inside the windmill are barrels with potions in them, one of them being an Ages of Might Potion. On the roof is a Resurrection Phial. As soon as you leave the windmill, though, another one of the Assassins will attack you. Go around the side of the windmill to find another mound where you can dig up a Silver Key and find a chest containing Treasure Clue 6. -Silver Key #17 Location: Windmill Hill Method: Dig out of dirt There is a small farm house in the west section of this area. Go into the small fields next to it and dig in the flower-lined patch of dirt to get this key. -Silver Key #18 Location: Windmill Hill Method: Dig out of dirt Behind the windmill is another noticeable mound of dirt which you can dig this key out of. Gibbet Woods ------------ When you enter this area one of the Minions will summon a Rock Troll to slow you down. Dispatch it and make sure the guards following you, if there are any, are in good health by healing them. You won't be able to progress to the left, but you can continue right and gain more guard allies if you help them fight off the attackers. Continue on this path until you reach the next area. Prison Path ----------- This is where the Minions have taken the Archaeologist. So your task now is to kill all Minions in sight and make sure that the Archaeologist gets out alive. You're going to be timed for this part, so waste no time in using flourish attacks or healing the guards, just push straight forward until you reach the docks. Eight more Minions will appear, so you use your melee weapons and attacks to destroy them and save the Archaeologist. On your way back, be sure to break all the barrels you find to find potions and an Emerald. In a chest on the pier is a Silver Augmentation and you can expect to be ambushed by another assassin here. Headsman's Hill --------------- The left path in the Gibbet Woods leads you to this desolate area. -Execution Tree/Execution Tree Rescue Side Quests Location: Headman's Hill Reward: 4600 Gold, 400 Renown Available Boasts: --Execute Version 1. No Protection Do the quest naked Wager: 400 Reward: 1000 2. Without A Scratch Take no damage Wager: 500 Reward: 1500 3. Fist Fighter Use no weapons or offensive magic Wager: 500 Reward: 1500 4. Protect Guards Ensure no guards are killed Wager: 500 Reward: 1500 --Rescue Version 1. No Protection Do the quest naked Wager: 400 Reward: 1000 2. Without A Scratch Take no damage Wager: 500 Reward: 1500 3. Fist Fighter Use no weapons or offensive magic Wager: 500 Reward: 1500 4. Protect Bandits Ensure no bandits are killed Wager: 500 Reward: 1500 --Execute Version (Good): In the good version you'll need to stay right at the captured bandit's side. The other bandits will attack from either high up or come straight at you. Slow Time helps, but make sure you don't use any magic that could potentially hurt or kill the captured bandit or guards. --Rescue Version (Evil): in this one all you have to do is get to Headsman's Hill and kill the executioner. You have 3:45 to do this. Protecting your fellow bandits or killing all the guards is entirely up to you. -Lady Grey's Invitational Side Quest Location: Bowerstone North Reward: 15000 Gold, Katana Hiryu So after you've completed the Arena challenge, you will be able to visit Lady Grey in Bowerstone North. If you are successful in courting her you may get to marry her, the benefits of which I will discuss later. The first thing you'll need to do is talk to the lady in the northwest part of town. She'll clue you in on a certain gift that you could buy Lady Grey. So go the store in Bowerstone North and buy a Black Rose. This is the only store in Albion that sells them, and since Lady Grey is evil herself, she is the only woman in Albion who enjoys them. Next she'll demand that you buy a house. Why? I don't know. All you have to do is buy a vacant house anywhere. If you already own any number of houses already, sell one of them and buy it right back. The third step is performing a heroic deed. She'll tell you to retrieve her necklace. On your auto-map you will see a few green dots pop up. Talk to each person represented by a green dot to gain information about the necklace. You'll learn that it is in Oakvale. Head there and enter the Memorial Graveyard again. There will be two grave robbers here. Hold down the left analog stick to sneak quietly up to the stone wall where they are talking. You'll overhear their conversation. In doing so you'll learn exactly where the necklace is. Incase you're lazy; it's between two boats on the west beach in Oakvale. When you find the two boats a Spade icon won't appear. So you'll have to just keep using the Spade through your inventory to find the right spot. Once you get the necklace, take it back to Lady Grey to get your next order. You'll have to meet Thunder at Bowerstone Prison, where he will challenge you to a duel at Headsman's Hill. Go back to the Gibbet Woods and take the left path to enter Headsman's Hill again. You'll need to fight Thunder in the same way you fought Twinblade. Don't bother trying to block his attacks too much, just get behind him by either rolling or using the Assassin Rush spell. After doing a certain amount of damage the two of you will fall down a hill and land on a smaller piece of land to continue the fight. Keep wailing on his back to make him run into a nearby cave. Enter the cave after him and simply beat his ass. Not much of a strategy for this, just keep doing what you've been doing before. Once he's defeated, you'll earn Thunder's Helmet trophy and a 15-key Silver Chest in the cave, containing a Mana Augmentation. There's also a small pond outside the cave where you can fish out a Silver Key the nearby Demon Door opens only when it sees you have defeated a Hero. So beating Thunder will cause it to open, leading you back to the Gibbet Woods. -Silver Key #19 Location: Headsman's Hill Method: Fish out of pond After falling down the hill during the battle with Thunder, you'll see a cave entrance and a small pond near it. After you've beaten Thunder enough to make him seek refuge in the cave, use your rod to fish the key out of the little pond nearby. -Silver Key Chest #6 Location: Cave in Headsman's Hill Requirement: 15 Silver Keys Reward: Mana Augmentation With Thunder defeated, Lady Grey should agree to marry you. You won't need a ring for this, and you'll get a sweet dowry of 15000 Gold. You'll also be able to get inside Bowerstone Manor. In Lady Grey's bedroom you'll find a Silver Key on her bed and a 15-key Silver Key Chest. Also with Lady Grey now as your wife, you can claim your prize at the Demon Door at the Grey House (check back in the Grey House area of the guide for the details). -Silver Key #20 Location: Lady Grey's Bedroom Method: Pick it up off the bed This one isn't so hard. Just search the bed to find this key. -Silver Key Chest #7 Location: Lady Grey's Bedroom Requirement: 15 Silver Keys Reward: Katana Hiryu Lychfield Graveyard ------------------- Take the path through the Gibbet Woods to get to Headsman's Hill. Then head north to enter Lychfield Graveyard, the site of your next mandatory quest. First there is a Flame Augmentation a chest in the area. Talk to the Demon Door in this area and head over to the grave keeper's hut. Then talk to the man himself to start your quest. -Mandatory Quest #15 - The Graveyard Path Location: Lychfield Graveyard Reward: 1500 Gold, 200 Renown, Undead Hand Trophy The first thing you'll need to do is collect the four pieces of Nostro's Armor. You'll also need to take care of any Undead in your path, because if you let the grave keeper go out in front he'll end up getting himself killed. There will be a gold dot on your auto-map, pointing you towards the crypt. This is where you'll lean more from Nostro and then learn the locations of his pieces of armor. Nostro's Helmet is right in the grave keeper's house. It's on his shelf. There's also an Ages of Skill Potion in his cabinet. A little west of his little house is a grave that hold's Nostro's Sword. There will be green bubbles floating over which grave it's in. Use your Spade to dig it up. Nostro's Shield can be fished out of the river with the yellow bubbles, and Nostro's Armor is in one of the crypts marked on your auto-map with a green dot. Take them all back to Nostro's Crypt to get the Demon Door to open for you. But before you go in, take a few minutes to collect some items that are scattered throughout the graveyard. There are three Silver Keys all together. In the fenced-off area to the right of the entrance are Karian Wing and Howl Tattoo cards that can be dug up from the graves there. -Silver Key #21 Location: Lychfield Graveyard Method: Find in mausoleum Towards the south section of the graveyard is a mausoleum that you can enter to find this key. -Silver Key #22 Location: Lychfield Graveyard Method: Dig out of grave Right outside the mausoleum you found the 21st key in, you can dig the 22nd out of one of the graves nearby. -Silver Key #23 Location: Lychfield Graveyard Method: Fish out of water There is a small stream to the west of the grave keeper's shack that you can fish this key out of using your fishing rod. Old Graveyard Path ------------------ Through the Demon Door entrance will be this area. Be prepared for a nonstop attack by the Undead here. Fortunately they're laughably weak to Fire-Augmented weapons or spells. So equip any kind of those and lay waste to them while you push your way forward, the only possible route. Near the end is a large door that will only open once you kill the Undead General nearby. There is also a chest near the door that holds a Silver Augmentation. Circle Of The Dead ------------------ Step into the stone circle here to be attacked again by a large number of Undead. You can only attack them while they are inside the ring, so stay in the center and wait for them to come to you. Just keep killing all that come to you until three Undead Lieutenants appear. As you can probably guess, you're supposed to kill all of them, too. One you do this the quest will be completed. -Silver Key Chest #8 Location: Circle of the Dead Requirement: 10 Silver Keys Reward: Piercing Augmentation You can grab that nearby chest, but that's pretty much all you can do here now. There's a door that leads to the Underground Chamber ahead, but make sure al of your business is taken care of before entering it. Once you do you'll be thrust into another quest. Underground Chamber ------------------- Mandatory Quest #16 - Rescue Scarlet Rose Location: Torture Chamber Reward: --- In the center of this area is a large, water-filled pit with an enemy in the middle. Of course, it is submerged, so you won't have to face it until later. Continue forward into the Underground Tunnel. Underground Tunnel ------------------ Again you'll be mobbed by the Undead here. Your progress will even be held back until you defeat a number of them in some areas. There is a barrel with an Ages of the Will potion in this area as well as a chest at the end of the north pathway (the one that leads to a dead end) that contains a Resurrection Phial. As you continue in the east tunnel you'll be attacked by progressively harder foes until you reach the door that leads to the Cliffside Path. Cliffside Path -------------- This area doesn't have a lot of enemies, so it's something of a nice break. To the north is a little hill, where a chest containing a Lighting Augmentation sits, as well as a patch of dirt where a Silver Key is buried. There is a small island in the center of the small pond in this area. On that little island is a Sharpening Augmentation, but as soon as you open the chest that contains it you'll be attacked by the Undead. In the south area are some Dark Chainmail Leggings, as well as a chest containing a Resurrection Phial. That chest is a little south of the door to the next area. As soon as you try to enter the next area, you'll be attacked again by a group of Undead, so be prepared. -Silver Key #24 Location: Cliffside Path Method: Dig out of ground Past the entrance to the Underground Tunnel there is a spot in the dirt that you can dig this key out of. Underground Passage ------------------- This is a good area to sneak around and snipe out the guards using a bow and decked out in Assassin Gear (if you have it). You won't be able to avoid them completely, but you can definitely take them out before they can reach you. Take the left path, the one that leads to a dead end to find a Resurrection Phial in a chest along with two Health Potions on a desk. The large room at the end holds a whole bunch of potions. Other than them, there is an Ages of Might Potion, Dark Leather Shirt, and an Obsidian Katana. There are lots of guards here, so you can take them out from a safe distance away or run right at them. Beyond the door at the top of the stairs is the room where your mother is being kept. But trying to lead her out gets you captured. Bargate Prison Courtyard ------------------------ Now you'll only have one chance per year to escape incarceration. This chance comes in the form of the warden's yearly footrace. Your best is to just sprint as fast as you can to the end of the track. There is a shortcut available if you need it. Right before entering one of the corridors the guard points to you'll be able to turn down and run across a catwalk that will cut off a big section of the race. Winning the race will gain you the opportunity to listen to one of the warden's poems. When you are in his room, wait until he turns his back to you and begins to recite one of his works. Slowly creep behind him and inspect the glittering piece of paper on the wall. On it is the combination you nee to unlock the books on his desk. Unlock the books on his desk to get the Prison Cell Key. There is also a Somrune Tattoo card on his bookcase. Use the key to unlock your cell after you've been locked in again. You can also unlock all of the other inmates' cells so that they can aid you later on. Make your way into the courtyard to see a yellow icon show up on your auto-map. This will lead you to the Torture Chamber, but you can't free your mother without all of your weapons you've assembled. Head left and go up the stairs to the second level. On your way, Cell Block Two and Three hold a few items. In Cell Block Two you can find a Small Moustache Card, and in Cell Block Three you can find Plate Boots and a Health Potion. Enter the Guard Barracks on the second floor to find a full suit of Guard Clothes and a bag containing all of your items. The bookcases in this room hold a Harion Shoulder and Arm Tattoo Cards. In a barrel near the door is an Ages of Might Potion. Head into the Torture Chamber once you're ready to help your mother escape. -Mandatory Quest #17 - Prison Escape Location: Torture Chamber Reward: Kraken's Tooth Trophy Now with her behind her, make your way back to the Underground Chamber. But this time you must make sure to protect your mother from the guards who will swarm around you. Once you make it back to the Underground Chamber, you will be attacked by the Kraken. Avoid its tentacles and strike them when they miss you. Once you have dealt enough damage to the tentacles, pull out a ranged weapon and prepare to get a chance to attack the head. The Kraken head has an energy beam attack, so avoid it and fire away. Once you have battered the head around enough, the tentacles will reappear. Once you have defeated it and are back to safety with your mother, she will reward you with 40,000 Experience Points. -The Bounty Hunt Side Quest Location: Greatwood Reward: 5400 Gold, 400 Renown, Treasure Clue 1 Available Boasts: 1. No Protection Method: Do the quest naked Wager: 600 Reward: 1500 2. Without a Scratch Method: Take no damage Wager: 500 Reward: 2500 3. Perform Quickly Method: Complete the quest within the time limit Wager: 1000 Reward: 2200 4. Behead Leader Method: Decapitate the bandit leader Wager: 600 Reward: 2000 This quest may appear before you have to go to Bargate Prison, but I added it afterwards as to not interrupt the story too much. Head back to the Heroes' Guild to take up this quest. Then head to Greatwood to be told to go to Fisher Creek. On your way there you'll be attacked by a lot of tough bandits, so be prepared. These guys are a lot more aggressive than the normal type of bandit. After finding the brother at Fisher Creek, head to Greatwood Lake. The bandit leader will be standing at the end of the broken bridge with the trader's sister. But get too close and he'll kill her. So take out any loose bandits in the area then shoot him right in the face with an arrow. After he is dead the sister will give you the long-awaited Treasure Clue 1. Hook Coast ---------- Once your mother has been freed, you should be able to take on the Gateway to Hook Coast Quest. -Mandatory Quest #18: Gateway To Hook Coast Location: Darkwood Weir Reward: 4200 Gold, 500 Renown Warp to Barrow Fields after you have accepted the quest and head north to Darkwood Weir. Here you will find the Ancient Cullis Gate, where the quest officially starts. To activate the Cullis Gate, you need to fill up the energy bar that shows up by killing all of the Undead that swarm around it. Be quick about it as well, since the bar does slowly fade. Once you have filled the bar you will be able to walk into the Cullis gate and be warped to Hook Coast. Once there, head northwest to an abbey. It's decrepit and the door is blocked by a magical barriers. Once you have found this, teleport back to the Heroes' Guild and speak to Maze. You will need to grab the Arban's Thaumaturgica off of Maze's desk to complete this small quest. After this you will be sent on another quest but make sure you complete any unfinished side quests before you undertake the latest quest, because you won't be able to go back and do them later. -Silver Key Chest #9 Location: Hook Coast Lighthouse Requirement: 15 Silver Keys Reward: Murren Greataxe -Silver Key #25 Location: Hook Coast Method: Retrieve from cabinet Kick in the door of the lighthouse and search the cabinet on the ground floor to find this key. Here's the list of shops in Hook Coast. -Hook Coast Item Shop Check out this place for any items you might need. --Items - Potion 1. Health Potion: 80 2. Will Potion: 70 3. Resurrection phial: 500 --Items - Gifts 1. Perfume: 120 2. Chocolates: 10 3. Wedding Ring: 900 4. Emerald: 700 5. Sapphire: 550 6. Jet: 450 --Items- Produce 1. Apple Pie: 15 2. Fish (Blue): 18 3. Carrot: 6 4. Red Meat: 14 5. Grain Sack: 25 6. Flour Sack: 35 --Items - Other 1. Fishing Rod: 50 2. Spade: 200 3. "The Sock Method": 200 4. "Making Friends": 200 5. "Eyes Of A Killer": 200 6. "The Ugly Guide": 200 7. "Windbreaker Rule Book": 200 8. "You Are Not A Bad person": 200 --Wanted 1. Health Potion: 80 2. Red Rose: 20 3. Green Apple: 4 4. Fish: 12 5. Carrot: 6 -Hook Coast Weapon Shop This place is good; you can buy every Master weapon as well as a bunch of rare Augmentations. --Weapons - Melee 1. Master Longsword: 20925 2. Master Katana: 22669 3. Master Cleaver: 19181 4. Master Axe: 17438 5. Master Mace: 15694 4. Master Pickhammer: 13950 5. Master Greathammer: 31388 6. Master Greataxe: 27900 7. Master Greatsword: 33131 8. Master Greatmace: 29644 --Weapons - Ranged 1. Master Longbow: 23040 2. Master Crossbow: 25600 --Items - Other 1. Sharpening Augmentation: 2600 2. Piercing Augmentation: 2100 3. Silver Augmentation: 1650 4. Lightning Augmentation: 1550 5. Experience Augmentation: 50000 6. Mana Augmentation: 45000 --Wanted 1. Flame Augmentation: 1450 2. Health Augmentation: 45000 --Armor - Head 1. Guard Hat: 105 --Armor - Hands 1. Villager Gloves: 21 2. Bright Villager Gloves: 25 3. Plate Gauntlets: 1980 4. Dark Plate Gauntlets: 2020 5. Will User's Gloves: 148 6. Dark Will User's Gloves: 155 --Armor - Torso 1. Villager Shirt: 84 2. Bright Villager Shirt: 96 3. Plate Chest Piece: 7920 4. Dark Plate Chest Piece: 8010 5. Will User's Upper Robe: 593 6. Dark Will User's Upper Robe: 630 --Armor - Legs 1. Villager Trousers: 74 2. Plate Leggings: 6930 3. Dark Plate Leggings: 7020 4. Will User's Lower Robe: 519 5. Will User's Dark Lower Robe: 530 --Armor - Feet 1. Villager Boots: 11 2. Bright Villager Boots: 12 3. Dark Villager Boots: 12 4. Plate Boots: 990 5. Dark Plate Boots: 1020 6. Will User's Boots: 74 7. Will User's Dark Boots: 80 -The Bandit Spy Extraction Side Quest Location: Bowerstone Jail Reward: Sharpening Augmentation, Trader's Head Trophy Available Boasts: 1. No Protection Method: Do the quest naked Wager: 400 Reward: 1000 2. Without a Scratch Method: Take no damage Wager: 400 Reward: 1600 3. Fist Fighter Method: Use no weapons or offensive magic Wager: 400 Reward: 1100 4. Guard Massacre Method: Kill all the guards Wager: 500 Reward: 1000 5. Trader Massacre Method: Kill all the traders Wager: 500 Reward: 1200 6. Pacifist Method: Kill no one Wager: 500 Reward: 1400 7. Solo Mission Method: Hire no bandit allies Wager: 400 Reward: 800 This is basically an evil quest, since most of the available boasts will boost your evil rating. After you accept the quest, head through the north gate at Bowerstone North to meet Tanya. She'll send you up ahead where you can hire a few bandits to fight beside you for 100 Gold each. Up ahead at Windmill Hill is the trader you need to track. If you want to do this quest the easy way, find the trader but don't talk to him until you've killed every guard and trader around him. That way, when they learn he's a spy, they won't be able to attack him since they'll be dead. After you speak to the trader lead him back south to Bowerstone Jail to complete the quest. -Mandatory Quest #19: Return To Hook Quest Location: Hook Coast Reward: 16000 Gold, 1500 Renown Once you accept the task of returning to Hook Coast, be prepared for the number of Screamers that have taken over the town. These enemies are resistant to physical attacks, so it would help if you had some magic abilities. Otherwise you can use weapons with Flame or Lighting augmentations. Soon Maze himself will reveal himself to you and challenge you to a fight. If you're into magic using, Assassin Rush is a good spell in this scenario. This way you'll be able to get him behind him quickly and wail on his back. You could also engage him in ranged combat. Stand far enough away from him and he'll begin to lob magic spells at you, which you would respond with ranged magic attacks or arrows. The more damage you do to Maze, the farther into town he will run. This will leave you open to Screamer attacks while you chase him. In the end, he'll end up at the lighthouse, where you will need to bash down the door and attack him with melee attacks because of the small interior. Also, at this point in the game you may find yourself under attack from the fifth and final Assassin. He usually shows up after you have come close to the large bell in Hook Coast. Killing him, assuming you have also defeated the previous four, will complete the Assassin Attacks side quest. Your reward for killing him will be the final treasure clue, Treasure Clue 3. As for that treasure itself, following all of the clues will lead you to Orchard Farm. Once there you will need to dig in the dirt between the barn and the large tree to uncover a hidden weapon: the Frying Pan. The fact that it has four augmentation slots is one of its advantages. -Mandatory Quest #20: Try to Stop Jack Of Blades Location: Everywhere Reward: 5500 Gold, 100 Renown After talking to the Guildmaster, you will be ordered to warp to all of the Focus Sites around Albion (you'll be told where each one is). Every place you go you will see guards, Heroes' Guild trainees and a few other Heroes you have met in your quests locked in combat with Jack of Blade's minions. Since they will be doing much of the fighting, feel free to rush past any enemies and get to the Focus Sites to stop Jack. -Mandatory Quest #21: Battle Jack of Blades Location: Chamber of Fate Reward: 26000 Gold, 20000 Renown Now Jack has set the Guild on fire and has run into the Chamber of Fate. Follow him in and defeat his minions before gaining a chance to battle him directly. At first you will get a chance to fight him with melee attacks. He is good at blocking, so save the Flourishes you earned from killing the Minions and use them on him. He can fire lighting from his sword, so be ready to roll under it and attack. After you do enough damage to him on the ground he will begin to fly around the room. He has a few ranged attacks that cause lots of damage, and most of them are impossible to block. But the good news is you can hide behind the large rocks in the room and charge your magic or bow and wait until he has finished attacking. Then just step out and fire away at him. After you have done more damage he will summon more Minions to attack you. It is in your best interest to take them out from behind the safety of the rock. After you have defeated Jack you will be given a choice to keep the Sword of Aeons or not. Then you will see one of four endings, which depend on your morality and choice of what to do with the sword. Watch the credits and you'll be able to continue playing the game with your current character. If you skipped them you wouldn't be able to do this. And there you go, you just completed Fable. I hope you enjoyed it like I did. I guess you could say it was lacking in a few areas, but that's mostly if you listen to Peter M.'s hype. If you play the game with no expectations, you'll be really surprised. =============================================================================== VI. EXPRESSIONS =============================================================================== Here are all the details involving all of the expressions used to communicate in the game. Social Expressions ------------------ These expressions can either make friends or unmake them. -Fart Description: Better out than in? Only if you want to be repulsive. Exposing one's flatulence in public won't win you any friends. -Belch Description: Burping. It's there if you want it. But don't expect anyone to find it attractive. -Giggle Description: You won't earn much Heroic respect by tittering like a schoolgirl all day long, but at least you'll be happy. -Follow Description: Invite someone to join you as a Follower. Some will, some won't. With renown, you'll find it easier to convince people to join you, and you'll be able to amass a large party. All people following you have the Follow icon above their head. -Wait Description: Tell a member of your party to stop following. Useful to avoid leading them into danger or if you grow tired of their dog-like behavior. Renown Expressions ------------------ Expressions acquired through Renown increases can be either attractive or scary. Use your power and status as you see fit. -Flirt Description: Embark on a career as a heartbreaker with some choice pick-up lines. But try not to bore those you are attempting to woe - a bit of variety never hurt anyone. -Sneer Description: Intimidate people you dislike with a venomous growl. -Manly Arm Pump Description: The gentleman's way to celebrate a triumph, and not unpopular with the ladies. -Scary Laugh Description: Announce your plans for world domination and send shivers down everyone's spines with this maniacal cackle. Cat-stroking optional. -Sexy Hero Pose Description: You're a studmuffin, and you know it. Let the world know just how heroic you are. Takes flirting to a whole new level... -Bloodlust Roar Description: A classic way to enter a battle, and guaranteed to cause soiling in foes and bystanders. Alignment Expressions --------------------- Expressions acquired with change in alignment. Good ones for those friendly and agreeable, and Evil ones for those offensive and rude. Which are you? -Middle Finger Description: Sometimes words aren't enough to let people know what you think of them. The classic insult, for everyday offending. -Apologize Description: An apology is often the best way to try to right a wrong, whether you want to say sorry for causing offense or are starting to regret committing a crime to "see what happens." -Thanks Description: Politeness is always welcome in the towns of Albion. Show the world just how friendly you are. -Insult Description: If you don't like somebody, you might as well tell them. -Vulgar Thrust Description: Rude, puerile, and disgusting - exactly what you need. Stealth Expressions ------------------- Stealth Expressions are acquired with increased Guile, and provide the basic skills for any would-be thieves. -Steal Description: Use this on an item in a shop to initiate stealing, but make sure you aren't being watched. Check the stealing bar as you hold down the button. The longer you do this, the greater the chance of successfully stealing the item. But you could be seen at any time. -Lockpick Description: Use this on a locked door to initiate lock-picking. Watch the lock-picking bar as you hold down the button. The longer you do this, the greater the chance of successfully picking the door's lock. =============================================================================== VII. ITEMS =============================================================================== As you can probably guess, there are a whole lot of items in Fable. Here's a list with values and where to buy them. Potions ------- Drink these to recover Health, Mana, or other attributes -Health Potion Value: 80 Description: A powerful health-restorative Sold At: Heroes' Guild Bowerstone South Darkwood Camp Oakvale Twinblade's Camp Knothole Glade The Arena Bowerstone North Hook Coast -Will Potion Value: 70 Description: A mind-expanding Will boost. Sold At: Heroes' Guild Bowerstone South Darkwood Camp Oakvale Twinblade's Camp Knothole Glade The Arena Bowerstone North Hook Coast -Ages of Skill Potion Value: 300 Description: This potion will increase your Skill experience. Sold at: --- -Ages of Will Potion Value: 300 Description: This potion will increase your Will experience. Sold At: --- -Ages of Might Potion Value: 300 Description: Drinking from this beverage will increase your Strength experience. Sold At: --- -Resurrection Phial Value: 500 Description: Death need not be the end. Resurrection is possible with this. Sol At: Heroes' Guild Bowerstone South Darkwood Camp Oakvale Twinblade's Camp Knothole Glade The Arena Bowerstone North Hook Coast -Will Master's Elixir Value: 2600 Description: Boost the powers of the arcane, expanding your capacity to store magic energy. A most valuable find for any Will user. Sold At: --- -Elixir of Life Value: 2600 Description: A rare herbal health potion, with extraordinary health boosting powers. Become more healthy than you have ever been before! Sold At: --- Gifts ----- Give these to NPC's to make them like you a bit more. But don't try to pass off the Fake Wedding Ring as the real thing, it won't work. -Chocolates Value: 10 Description: Who can resist such sweetmeats? Sold At: Heroes' Guild Bowerstone South Barrow Fields Oakvale Twinblade's Camp Knothole Glade Bowerstone North Hook Coast -Red Rose Description: Albion's symbol of love. Value: 20 Sold At: Bowerstone South Barrow Fields Oakvale Twinblade's Camp Knothole Glade Bowerstone North -Perfume Value: 120 Description: A romantic gift, perhaps. Smells like a flower. Sold At: Bowerstone South Barrow Fields Oakvale Knothole Glade Bowerstone North Hook Coast -Fake Wedding Ring Value: 200 Description: A cheap copy. Sold At: Bowerstone South Darkwood Camp Twinblade's Camp Knothole Glade -Black Rose Value: 300 Description: Despite their startling qualities, most people find black flowers distasteful. Only someone with a heart as dark as its petals would truly appreciate it. Sold At: Bowerstone North -Jet Value: 450 Description: A piece of purest black Jet. A perfect present. Sold At: Darkwood Camp Twinblade's Camp Hook Coast -Sapphire Value: 550 Description: A gorgeous sapphire, which most would love to have/ Sold At: Bowerstone North Hook Coast -Ruby Value: 600 Description: A red, red ruby. Coveted by many. Sold At: Oakvale Knothole Glade Bowerstone North -Emerald Value: 700 Description: A lovely green emerald anyone would be delighted to own. Sold At: Darkwood Camp Oakvale Bowerstone North Hook Coast -Diamond Value: 800 Description: A beautiful, valuable diamond. The perfect gift. Sold At: Knothole Glade Bowerstone North -Wedding Ring Value: 900 Description: You'll need this symbol of everlasting love if you plan to marry. Keep in mind that "everlasting" is a subjective term in Albion marriage law. Sold At: Bowerstone South Oakvale Knothole Glade Bowerstone North Hook Coast Produce ------- Eat these items to regain set amounts of health. -Green Apple Value: 4 Description: A tasty, healthy fruit Sold At: Heroes' Guild Bowerstone South Darkwood Camp Oakvale Twinblade's Camp Bowerstone North -Carrot Value: 6 Description: The carrot has mystery. Sold At: Heroes' Guild Bowerstone South Oakvale Knothole Glade The Arena -Beer Value: 10 Description: A skin full of foaming beer. Share with friends, or drink alone - either way you're guaranteed to enjoy yourself! Sold At: Heroes' Guild Bowerstone South -Fish (Orange) Value: 12 Description: Freshly caught fish. Sold At: Heroes' Guild Bowerstone South Darkwood Camp Oakvale Twinblade's Camp Knothole Glade The Arena Bowerstone North -Red Meat Value: 14 Description: Protein-rich food for growing Heroes. Sold At: Heroes' Guild Bowerstone South Darkwood Camp Oakvale Twinblade's Camp Knothole Glade The Arena Bowerstone North Hook Coast -Apple Pie Value: 15 Description: There are definite health benefits to eating an apple pie. Sold At: Heroes' Guild Bowerstone South Darkwood Camp Oakvale Twinblade's Camp Knothole Glade Hook Coast -Fish (Blue) Value: 18 Description: Freshly caught fish. Sold At: Bowerstone North Hook Coast -Grain Sack Value: 25 Description: The value of grain sacks, like other Trade items, varies from town to town. Buying and selling from different shopkeepers and wandering traders is a good way to make a profit. Sold At: Heroes' Guild Bowerstone South Oakvale Twinblade's Camp Knothole Glade Hook Coast -Flour Sack Value: 35 Description: The value of flour sacks, like other Trade items, varies from town to town. Buying and selling from different shopkeepers and wandering traders is a good way to make a profit. Sold At: Heroes' Guild Bowerstone South Oakvale Bowerstone North Hook Coast -Crunchy Chick Value: 35 Description: It's the bones that make these crunchy. Sold At: Darkwood Camp Twinblade's Camp Knothole Glade The Arena -Tofu Value: 40 Description: Vile-tasting but undeniably good for you. Sold At: Oakvale Knothole Glade Bowerstone North -Beer Keg Value: 46 Description: The value of beer kegs, like other Trade items, varies from town to town. Buying and selling from different shopkeepers and wandering traders is a good way to make a profit. Sold At: Darkwood Camp Oakvale Twinblade's Camp Knothole Glade -Cider Crate Value: 52 Description: The value of cider crates, like other Trade items, varies from town to town. Buying and selling from different shopkeepers and wandering traders is a good way to make a profit. Sold At: Bowerstone South Oakvale Twinblade's Camp -Moonfish Value: 160 Description: This extremely rare species was once thought to be nothing but a myth. Eating it will turn day into night. Not surprisingly, the taste is most peculiar. Sold At: --- -Golden Carrot Value: 160 Description: You hold in your hands a mystical root vegetable. Eating it will chase away night's darkness and bring daylight into the world. Sold At: --- Trophies -------- These are some of your rewards for completing quests. -Wasp Queen's Head Value: 100 Description: The slain Wasp Queen. Acquired By: Completing the Wasp Menace Quest -Golden Fish Value: 100 Description: The fisherman's golden fish. Acquired By: Completing the Fishing Lessons Quest -Silver Arrow Trophy Value: 300 Description: The prize for winning the Knothole Glade Archery Competition. Acquired By: Beating your own best score twice -Trader's Feather Value: 300 Description: The traditional feather of the Traders of Albion, given out of thanks by the Barrow Fields Traders. Acquired By: Completing the Trader Escort Quest -Hobbe Head Value: 300 Description: There appears to be some sort of disgusting insect life crawling through it. Acquired By: Completing the Hobbe Caves Quest -Hobbe Tooth Trophy Value: 300 Description: A Hobbe's tooth, coated with gold, on a chain Acquired By: Completing the Hobbe Killing Contest Quest -Whisper's Brooch Value: 300 Description: An heirloom that's been in her family for generations, and surrendered with a scowl. Acquired By: Completing the Protect/Attack Orchard Farm Quest White Balverine Head Value: 800 Description: The blood soaked head of a White Balverine. Acquired By: Completing the White Balverine Quest -Undead Hand Value: 800 Description: The severed hand of an Undead Warrior. Slightly soft to the touch, but beginning to disintegrate. Smells rancid. Acquired By: Completing the Graveyard Path Quest -Minion's Helmet Value: 900 Description: The rotting helmet of a mysterious beast. Acquired By: Completing the second part of the Finding the Archaeologist Quest -Thunder's Helmet Value: 1000 Description: Taken fro, the proud warrior after a duel over Lady Grey. Acquired By: Defeating Thunder at Headman's Hill during the Mayor Invitation Quest -Bandit Seal Value: 1000 Description: Twinblade's Crest, with the Bandit Camp emblem. Acquired By: Defeating Twinblade -King Scorpion Seal Value: 1000 Description: The tip of the King Scorpion's sting, still stained with venom Acquired By: Defeating the King Scorpion -Fist Fighters Trophy Value: 1000 Description: The Prize for winning the Knothole Glade Fist Fighters Gang. Acquired By: Defeating the mayor in the combat at Knothole Glade -Maze's Clasp Value: 1400 Description: A decorative clasp, commemorating a now forgotten victory, is all that remains of the traitor. Acquired By: Defeating Maze at Hook Coast -Kraken Tooth Value: 1500 Description: A fang from the sea creature's mandibles. Acquired By: Rescuing your mother from Bargate Prison -Champion's Seal Value: 2000 Description: The Arena Champion's Seal is a respected symbol across all of Albion. Only the most powerful of Heroes and brave warriors have earned the right to carry it. Acquired By: Completing the Arena Quest -Jack's Mask Value: 2500 Description: A sinister mask worn by Jack of Blades, all that remained after his defeat. The mask is fashioned from a strange material, and is unnaturally cold. Acquired By: Defeating Jack of Blades and watching the credits. Augmentations ------------- Augmentations are special stones that imbue your weapons with added attributes. They are permanent, though, so make sure you will be happy with the results. -Experience Value: 50000 Description: Gives extra experience when the augmented weapon is assigned as your melee or ranged weapon. Sold At: Hook Coast -Flame Value: 1450 Description: Inflicts additional damage to creatures harmed by fire. Sold At: Darkwood Camp Twinblade's Camp -Health Value: 45000 Description: Regenerates health continuously while the augmented weapon is assigned as your melee or ranged weapon. Sold At: Bowerstone North -Lightning Value: 1550 Description: Increases the damage caused to foes harmed by storms or lightning. Sold At: Hook Coast -Mana Value: 45000 Description: Regenerates Mana continuously while the augmented weapon is assigned as your melee or ranged weapon. Sold At: Hook Coast -Piercing Value: 2100 Description: Reduces the effectiveness of enemy armor. Sold At: Oakvale Knothole Glade Hook Coast -Sharpening Value: 2600 Description: Increases the damage a weapon inflicts. Sold At: Knothole Glade Hook Coast -Silver Value: 1650 Description: Inflicts additional damage to creatures harmed by silver, such as Balverines and Undead. Sold At: Knothole Glade Hook Coast Other ----- These are all the other miscellaneous items in Fable. -Bandit Camp Pass Value: 0 Sold At: Nowhere (Given as prize for beating past record in Spot the Addition at Twinblade's Camp, or bought off bandit at Twinblade's Camp for 1000 Gold) -Lamp Value: 10 Description: A source of wondrous light. Sold At: Nowhere (Given upon graduation from Heroes' Guild) -Money Bag Value: 10 Description: A purse to contain gold. Sold At: Nowhere (Starting equipment) -Silver Key Value: 10 Description: Open chests with these. Sold At: Nowhere (Check the Silver Keys Section) -Fishing Rod Value: 27 Description: A stout fishing rod. Where there is water, there is fish. Sold At: Bowerstone South Oakvale Twinblade's Camp Bowerstone North Hook Coast -Spade Value: 86 Description: Perfect for burying or excavating. Sold At: Bowerstone South Oakvale Twinblade's Camp Knothole Glade Hook Coast -Briar Rose Hero Doll Value: 100 Description: A doll of the beautiful Briar Rose. Sold At: Nowhere (Given as prize for completing Card Pairs at Bowerstone South in under 35 seconds) -Twinblade Hero Doll Value: 120 Description: Twinblade Doll. Sold At: Nowhere (Given as prize for beating a past record in Spot the Addition at Twinblade's Camp) -Whisper Hero Doll Value: 150 Description: A Whisper doll. Sold At: Nowhere (Given as prize for completing Coin Golf at Oakvale in under 13 strokes) -Fist Fighter Level 1 Passed Value: 150 Sold At: Nowhere (Given as prize for defeating Fist Fighters Gang at Bowerstone Quay) -Fist Fighter Level 2 Passed Value: 180 Sold At: Nowhere (Given as prize for defeating Fist Fighters Gang at Oakvale) -Fist Fighter Level 3 Passed Value: 200 Sold At: Nowhere (Given as prize for defeating Fist Fighters Gang at Twinblade's Camp) -Thunder Hero Doll Value: 200 Description: A Thunder action figure. Sold At: The Arena Bowerstone North -Doll of You Value: 250 Description: A doll of you. Sold At: Bowerstone North -Scarlet Robe Hero Doll Value: 300 Description: A Scarlet Robe, Slayer of Balverines doll. Sold At: Nowhere (Given as prize for beating a past record in Card Sorting at Knothole Glade) -Treasure Clue 1 Value: 300 Description: "To begin your quest, go to the region where scrumping Hobbes were discovered in legion." Sold By: Nowhere (Given as reward for completing Bounty Hunt Quest) -Treasure Clue 2 Value: 330 Description: "Your hunt for the treasure can only come good if you start your search where fruit lies in wood." Sold At: Nowhere (Given as reward for completing the Lost Trader Quest) -Treasure Clue 3 Value: 340 Description: "With your back to the Lake, walk into the light. Proceed no further when it's no longer in sight." Sold At: Nowhere (Given as reward for defeating all Assassins) -Treasure Clue 4 Value: 350 Description: "The nearest construction points with is limb. Follow its direction, but don't stop on a whim." Sold At: Nowhere (Given as prize for beating the score of 220 at Archery Competition in Knothole Glade) -Treasure Clue 5 Value: 360 Description: "You're not going in circles, but riddle me this: repeat the last clue and you won't go amiss." Sold At: Nowhere (Found in chest at Orchard Farm) -Treasure Clue 6 Value: 370 Description: "Your reward is buried at the end of your trail. Proceed as directed, 'till you're 'twixt wood and bale." Sold At: Nowhere (Found in chest at Windmill Hill) -Maze Hero Doll Value: 400 Description: A doll of the old warrior Maze. Sold At: Nowhere Given as prize for beating a past record at Shove Ha'penny at Hook Coast) -Guild Seal Value: 2000 Description: This magical device provides the user with a link to the Guild, enabling communication and teleportation. Sold At: Nowhere (Given upon graduation from Heroes' Guild) -Jack Hero Doll Value: 2400 Description: A fearsome likeness of Jack of Blades. Sold At: Nowhere (Gained by trading the other dolls to the Bowerstone school teacher) =============================================================================== VIII. HAIRSTYLES AND TATTOOS =============================================================================== This is one of the main ways to ensure that you character has a very unique look. Maybe not a very flattering look, but one that differs from what other players can produce. Hairstyles ---------- Obtain Hairstyle cards by either stealing them or buying them to get your hair modeled in the style depicted. -Bald Cost: 44 Alignment: 0 Attractiveness: +50 Scariness: -50 Type: Hair Description: A sign of wisdom, work-related stress, and androgenetic alopecia. Sold At/By: Bowerstone South Barbershop Wandering barbers -Big Beard Cost: 58 Alignment: 0 Attractiveness: +48 Scariness: -48 Type: Beard Description: For those with booming voices and big weapons. Sold At/By: Wandering barbers -Buzz Cost: 40 Alignment: 0 Attractiveness: -50 Scariness: 0 Type: Hair Description: Intimidate the young and the elderly with this style. Sold At/By: Bowerstone South Barbershop Stolen from grave keeper's home in Lychfield -Chin Beard Cost: 45 Alignment: 0 Attractiveness: +24 Scariness: -24 Type: Beard Description: Interesting and perhaps ahead of its time. Sold At/By: Stolen from house on west side of Bowerstone South Fish from pond at Headman's Hill -Clean Shave Cost: 40 Alignment: 0 Attractiveness: 0 Scariness: 0 Type: Beard/Moustache Description: Remove your beard and moustache. For those who want a fresh start, or those with a morbid fear of facial hair. Sold At/By: Bowerstone South Barbershop Wandering barbers -Foreign Moustache Cost: 47 Alignment: 0 Attractiveness: -49 Scariness: +49 Type: Moustache Description: Visitors from other lands have introduced this inscrutable facial topiary. Sold At/By: Stolen from house on west side of Bowerstone North Wandering barbers -Long Beard Cost: 60 Alignment: 0 Attractiveness: -48 Scariness: +48 Type: Beard Description: A beard you could hide a bandit in. Sold At/By: Bowerstone South Barbershop -Mutton Chop Beard Cost: 62 Alignment: 0 Attractiveness: +48 Scariness: 0 Type: Beard Description: Imposing and eccentric. Sold At/By: Stolen from home in northwest part of Bowerstone North Wandering barbers -Normal Beard Cost: 82 Alignment: 0 Attractiveness: +48 Scariness: +48 Type: Beard Description: An unremarkable beard type. Sold At/By: Bowerstone South Barbershop Found upstairs in Grey House -Normal Haircut Cost: 85 Alignment: 0 Attractiveness: +50 Scariness: +50 Type: Hair Description: You won't stand out with this traditional style. Sold At/By: Bowerstone South Barbershop Stolen from easternmost house in Bowerstone South -Plaits Cost: 44 Alignment: 0 Attractiveness: -50 Scariness: -50 Type: Hair Description: Favored by ancient warriors from distant lands. And small girls. Sold At/By: Stolen from tavern in Hook Coast -Ponytail Cost: 66 Alignment: 0 Attractiveness: 0 Scariness: +50 Type: Hair Description: An elegant style favored by swordsmen and wizards. Sold At/By: Wandering barbers Stolen from Bowerstone South Barbershop (Upstairs) -Power Moustache Cost: 67 Alignment: 0 Attractiveness: +49 Scariness: -49 Type: Moustache Description: A moustache to bolster the confidence and scare the dim. Sold At/By: Found in barrel at Witchwood Lake -Pudding Basin Cost: 42 Alignment: 0 Attractiveness: 0 Scariness: -50 Type: Hair Description: The bore's cut of choice. Much favored by scholars. Sold At/By: Bowerstone South Barbershop Found in barrel in Underground Tunnels -Regular Beard Cost: 64 Alignment: 0 Attractiveness: +48 Scariness: 0 Type: Beard Description: A usual sort of beard. Sold At/By: Stolen from easternmost house in Bowerstone South -Sheriff Moustache Cost: 88 Alignment: 0 Attractiveness: +49 Scariness: +49 Type: Moustache Description: Worn by those in authority, this moustache says "obey me." Sold At/By: Bowerstone South Barbershop Found in Bowerstone Jail -Short Hair Cost: 65 Alignment: 0 Attractiveness: +50 Scariness: 0 Type: Hair Description: Blend in with the crowd with this hairstyle. Sold At/By: Stolen from home on west side of Oakvale -Small Moustache Cost: 54 Alignment: 0 Attractiveness: 0 Scariness: +49 Type: Moustache Description: Says more about you than a dozen books. Sold At/By: Found in Cell Block Two of Bargate Prison -Standard Beard Cost: 30 Alignment: 0 Attractiveness: -48 Scariness: -48 Type: Beard Description: A standard beard style. Sold At/By: Bowerstone South Barbershop Wandering barbers Found in Picnic Area -Strip Beard Cost: 63 Alignment: 0 Attractiveness: 0 Scariness: +48 Type: Beard Description: They say that those in the far cities wear this. Sold At/By: Stolen from home in northwest part of Bowerstone North -Trader Style Moustache Cost: 25 Alignment: 0 Attractiveness: -49 Scariness: -49 Type: Moustache Description: The facial hair of the wandering merchants of Albion. Sold At/By: Wandering barbers Found in scarecrow on Windmill Hill -Tramp Beard Cost: 24 Alignment: 0 Attractiveness: -48 Scariness: 0 Type: Beard Description: More of a dropout lifestyle than a beard. Sold At/By: Wandering barbers Stolen from home in north row of Hook Coast -Warrior Stripe Cost: 85 Alignment: 0 Attractiveness: -50 Scariness: +50 Type: Hair Description: Turn your hair into a battle cry. Sold At/By: Wandering barbers -Working Moustache Cost: 39 Alignment: 0 Attractiveness: 0 Scariness: -49 Type: Moustache Description: The choice of those who do heavy manual labor. Sold At/By: Fish from Fisher Creek -Younger Style Cost: 50 Alignment: 0 Attractiveness: 0 Scariness: 0 Type: Hair Description: The hair that most small fry go for. Sold At/By: Wandering barbers Stolen from home on east side of Oakvale Tattoo's -------- Get Tattoo Cards the same way you would hairstyles Cards. There are a more Tattoo choices than there are Hairstyle choices. -Arrowhead Cost: 46 Alignment: 0 Attractiveness: +12 Scariness: -12 Body Part: Face Description: Worn by the Old Kingdom archers, the symbol was supposed to focus their eyesight into total perfection. Sold At/By: Stolen from home in north row of Hook Coast -Arrow Tongue Cost: 46 Alignment: 0 Attractiveness: +12 Scariness: -12 Body Part: Face Description: A distortion of an Old Kingdom tattoo used by archers, this is the symbol of Hook Coast demagogues. Sold At/By: Greatwood tattooist -Balverine Skull Cost: 38 Alignment: -10 Attractiveness: -10 Scariness: +10 Body Part: Chest Description: This symbol was once used by a Balverine-worshipping cult. Sold At/By: Dig up in barn at Oakvale -Coron Birth Cost: 38 Alignment: 0 Attractiveness: +5 Scariness: 0 Body Part: Stomach Description: One of the many decorative images created by the Hook Coast artist Ekken Coron. Sold At/By: Stolen from home in north row in Hook Coast -Coron Dawn Cost: 33 Alignment: 0 Attractiveness: 0 Scariness: 0 Body Part: Back Description: One of the many decorative images created by the Hook Coast artist Ekken Coron. Sold At/By: Wandering tattooists -Coron Dusk Cost: 30 Alignment: 0 Attractiveness: 0 Scariness: 0 Body Part: Back Description: One of the many decorative images created by the Hook Coast artist Ekken Coron. Sold At/By: Wandering tattooists -Coron Mask Cost: 50 Alignment: 0 Attractiveness: 0 Scariness: +25 Body Part: Face Description: One of the many decorative images created by the Hook Coast artist Ekken Coron. Sold At/By: Wandering tattooists -Coron Night Cost: 33 Alignment: 0 Attractiveness: 0 Scariness: 0 Body Part: Back Description: One of the many decorative images created by the Hook Coast artist Ekken Coron. Sold At/By: Wandering tattooists Fish from rive in Barrows Fields -Coron Visor Cost: 32 Alignment: 0 Attractiveness: 0 Scariness: 0 Body Part: Face Description: One of the many decorative images created by the Hook Coast artist Ekken Coron. Sold At/By: Wandering tattooists Fish from off pier at Orchard Farm -Coron Wave Cost: 30 Alignment: 0 Attractiveness: 0 Scariness: 0 Body Part: Torso Description: One of the many decorative images created by the Hook Coast artist Ekken Coron. Sold At/By: Wandering tattooists -Dark Vortex Cost: 46 Alignment: -10 Attractiveness: 0 Scariness: +10 Body Part: Chest Description: It is said that staring into this spindly image can drive enemy warriors insane. Sold At/By: Found in barrel in Darkwood Camp -Dorgon Cost: 49 Alignment: Attractiveness: +15 Scariness: +15 Body Part: Back Description: In Knothole Glade legend, the Dorgon is the dragon-like creature who devoured its offspring. Unable to digest it, the Dorgon exploded and gave birth to the world. Sold At/By: Knothole Glade Tattoo Shop -Doublearrow Cost: 44 Alignment: 0 Attractiveness: +12 Scariness: -12 Body Part: Face Description: Worn by the Old Kingdom archers, the symbol was supposed to focus their eyesight into total perfection. Sold At/By: Wandering tattooists -The Eyes of Avo Cost: 46 Alignment: +10 Attractiveness: 0 Scariness: +10 Body Part: Back Description: The upper eye keeps watch on the good deeds of the world and readies their reward. The lower eye is watchful of evil deeds and readies their punishment. Sold At/By: Stolen from home in north row in Hook Coast -The Eyes Of Skorm Cost: 48 Alignment: -10 Attractiveness: 0 Scariness: +10 Body Part: Back Description: The upper eye seeks all goodness and vows to destroy it. The lower eye welcomes all who practice evil and rewards them with riches. Sold At/By: Knothole Glade Tattoo Shop -Fire Monkey Cost: 69 Alignment: +15 Attractiveness: +15 Scariness: 0 Body Part: Back Description: The Fire Monkeys were once the revered as gods by the old mountain tribes. Sold At/By: Wandering tattooists -Firis Head Cost: 48 Alignment: -10 Attractiveness: 0 Scariness: +10 Body Part: Back Description: Used in old rituals that have now fallen into disuse, this was supposed to summon the evil god Firis from the realm. Sold At/By: Wandering tattooists Stolen from Oakvale Tavern -Four Spades Cost: 37 Alignment: 0 Attractiveness: +5 Scariness: 0 Body Part: Back Description: A favorite among gamblers, this is considered a symbol of good fortune in card games. Sold At/By: Wandering tattooists -Froydian Cost: 34 Alignment: +10 Attractiveness: +10 Scariness: 0 Body Part: Torso Description: Very popular among the Bowerstone high classes, this is considered a symbol of virility. Sold At/By: Wandering tattooists -Golden Harvest Cost: 64 Alignment: +35 Attractiveness: +35 Scariness: 0 Body Part: Back Description: The central circle represents the earth, while the 10 extremities symbolize growth and the 10 harvest seasons. The golden incarnation of this image celebrates a particularly good crop. Sold At/By: Fund in barrel outside school in Bowerstone South -Gryphon Cost: 51 Alignment: 0 Attractiveness: +15 Scariness: +15 Body Part: Chest Description: The Gryphons were said to exist in the times before the Old Kingdom, though most consider them mythical creatures. Sold At/By: Knothole Glade Tattoo Shop Wandering tattooists -Harion Arm Cost: 46 Alignment: 0 Attractiveness: +10 Scariness: 0 Body Part: Arm Description: This pattern is modeled on the skin of the little-seen Harion lizards. Sold At/By: Found in barracks of Bargate Prison -Harion Shoulder Cost: 45 Alignment: 0 Attractiveness: +10 Scariness: 0 Body Part: Shoulder Description: This pattern is modeled on the skin of the little-seen Harion lizards. Sold At/By: Wandering tattooists Found in barrel on Clifftop Path Found in barracks of Bargate Prison -Harvest Cost: 52 Alignment: +15 Attractiveness: +15 Scariness: 0 Body Part: Back Description: The central circle represents the earth, while the 10 extremities symbolize growth and the 10 harvest seasons. Sold At/By: Stolen from narrel in Bowerstone South, near blacksmith shop -Howl Cost: 46 Alignment: -15 Attractiveness: +15 Scariness: +15 Body Part: Face Description: Ancient Knothole Glade warriors underwent a terrible initiation which required them to hunt Balverines unarmed, and painted in their likeness. Some were said to be so absorbed by its fierceness that they lost all trace of humanity. Sold At/By: Knothole Glade Tattoo Shop In bookcase in Heroes' Guild Demon Door In bookcase in Witchwood Stones Demon Door Dug up in Lychfield Cemetery -Karlan Wings Cost: 41 Alignment: 0 Attractiveness: +10 Scariness: 0 Body Part: Shoulder Description: Though now extinct, the Karlan eagle is considered a symbol of truth and power. Sold At/By: Dig up near entrance to Lychfield Cemetery -Kryndon Cost: 43 Alignment: +10 Attractiveness: +10 Scariness: -10 Body Part: Chest Description: The Kryndons are an old order of assassins who live normal lives by day. Sold At/By: Greatwood tattooists Found in bookcase un upper story of Heroes' Guild -Lopion Cost: 35 Alignment: +10 Attractiveness: +10 Scariness: 0 Body Part: Chest Description: This is a symbol of birth and fertility Sold At/By: Wandering tattooists -Poison Web Cost: 45 Alignment: 0 Attractiveness: +10 Scariness: +10 Body Part: Leg Description: The webbing of the Red Widow spider, native to Witchwood, was once used by the Knothole Glade warrior to create traps and clothes. Sold At/By: Knothole Glade Tattoo Shop -Red Widow Cost: 44 Alignment: 0 Attractiveness: +10 Scariness: +10 Body Part: Arm Description: The Red Widow is a highly venomous spider native to Witchwood. Knothole Glade warriors of old dipped their weapons in its poison, for it was said to be highly effective against Balverines. Sold At/By: Stolen from home in southwest Knothole Glade -Remove Cost: 200 Alignment: 0 Attractiveness: 0 Scariness: 0 Body Part: All Description: In the hands of a skilled tattooist, removing all your tattoos is a quick and painless process. Sold At/By: All tattooists -Ruon Peak Cost: 40 Alignment: +10 Attractiveness: +10 Scariness: 0 Body Part: Torso Description: Representing Ruon, Albion's highest mountain, this image is associated with success and ambition. Sold At/By: Wandering tattooists -Seachaos Arm Cost: 34 Alignment: -5 Attractiveness: -5 Scariness: +5 Body Part: Arm Description: The Seachaos tattoos are a favorite among pirates. Sold At/By: Stolen from building across from Bowerstone Barbershop -Seachaos Leg Cost: 39 Alignment: -5 Attractiveness: -5 Scariness: +5 Body Part: Leg Description: The Seachaos tattoos are a favorite among pirates Sold At/By: Wandering tattooists Stolen from home in west Knothole Glade -Seacorpse Cost: 47 Alignment: -25 Attractiveness: -25 Scariness: +25 Body Part: Face Description: Hook Coast sea merchants once feared this image above all others, for it was worn by the most fierce and unfeeling pirates Albion has ever known. Sold At/By: Knothole Glade -Somrune Cost: 58 Alignment: 0 Attractiveness: +20 Scariness: 0 Body Part: Face Description: Designed by Somrune himself, this design became popular among all students of arcane texts associated with the Old Kingdom. Sold At/By: Found in Bargate Prison's warden's office -Spiral Dimentia Cost: 57 Alignment: -20 Attractiveness: 0 Scariness: +20 Body Part: Face Description: This pattern is used in parts of Albion to mark mental patients that are considered lost causes. Sold At/By: Stolen from farthest-west home in Oakvale -Tallin Clan Arm Cost: 38 Alignment: -5 Attractiveness: 0 Scariness: +5 Body Part: Arm Description": The Tallin Clan perfected unarmed combat to an art form. Their tattoos reflect their knowledge of the body's inner workings. Sold At/By: Wandering tattooists Found in scarecrow near Grey House -Tallin Clan Leg Cost: 36 Alignment: -5 Attractiveness: 0 Scariness: +5 Body Part: Leg Description: The Tallin Clan perfected unarmed combat to an art form. Their tattoos reflect their knowledge of the body's inner workings Sold At/By: Wandering tattooists Found in bookcase in Grey House -Valiance Cost: 45 Alignment: +10 Attractiveness: +10 Scariness: +10 Body Part: Chest Description: Though small in size, only the greatest warriors of the Old Kingdom were awarded this pattern. Unlike medals, the award disappeared with the person who won it. Sold At/By: Wandering tattooists -Vambrace Cost: 32 Alignment: +5 Attractiveness: 0 Scariness: 0 Body Part: Arm Description: Warriors who consider real armor a weakness sometimes like to simulate it on their flesh; for them their skin is their armor. =============================================================================== IX. ARMOR =============================================================================== You might find that compared to other games, Fable's line of armor is not all that varied. It doesn't matter all that much, since you are given all the variations you need. Head ---- The game does not have a varied selection of headgear. -Bandit Bandana Armor: 52 Alignment: -18 Value: 71 Attractiveness: -18 Scariness: +18 Description: The chosen headgear of a certified villain. Sold At: Nowhere (Find on Abandoned Road) -Guard Hat Armor: 58 Alignment: 0 Value: 105 Attractiveness: 0 Scariness: -26 Description: The headwear Guards opt to wear to prevent cold winds causing chilblains. Sold At: Hook Coast -Chainmail Helmet Armor: 83 Alignment: 0 Value: 742 Attractiveness: -10 Scariness: +10 Description: Strong, protective headwear. Sold At: Bowerstone South Oakvale Knothole Glade -Bright Chainmail Helmet Armor: 83 Alignment: +12 Value: 790 Attractiveness: 0 Scariness: +10 Description: The headgear of the truly just. Sold At: Oakvale The Arena -Dark Chainmail Helmet Armor: 83 Alignment: -12 Value: 780 Attractiveness: -10 Scariness: +20 Description: The protection an evil mind requires. Sold At: Twinblade's Camp Knothole Glade The Arena Hands ----- These items cover your hands/forearms. -Dress Gloves Armor: 41 Alignment: 0 Value: 13 Attractiveness: 0 Scariness: -5 Description: Women's gloves to stop their little hands getting cold. Sold At: Bowertone South Oakvale Bowerstone North -Bright Dress Gloves Armor: 41 Alignment: +3 Value: 15 Attractiveness: +2 Scariness: -5 Description: Made of decent hide for a lady. Sold At: Oakvale Bowerstone North -Dark Dress Gloves Armor: 41 Alignment: -3 Value: 14 Attractiveness: +2 Scariness: -2 Description: So the wearer doesn't have to touch others. Sold At: Knothole Glade Bowerstone North -Apprentice Gloves Armor: 50 Alignment: 0 Value: 105 Attractiveness: 0 Scariness: 0 Description: Trainee gloves. Sold At: Nowhere (Starting equipment) -Villager Gloves Armor: 50 Alignment: 0 Value: 21 Attractiveness: 0 Scariness: 0 Description: Strong, comfortable gloves. Sold At: Heroes' Guild Bowerstone South Oakvale Knothole Glade -Bright Villager Gloves Armor: 50 Alignment: +1 Value: 25 Attractiveness: +2 Scariness: 0 Description: Tough, everyday gloves. Sold At: Oakvale Hook Coast -Dark Villager Gloves Armor: 50 Alignment: -1 Value: 24 Attractiveness: 0 Scariness: +2 Description: Slightly frightening gloves. Sold At: Bowerstone South Twinblade's Camp Knothole Glade -Will User's Gloves Armor: 50 Alignment: 0 Value: 148 Attractiveness: +2 Scariness: +2 Description: Specially designed to channel your Will powers. Sold At: Oakvale Hook Coast -Will User's Bright Gloves Armor: 50 Alignment: +4 Value: 160 Attractiveness: +5 Scariness: 0 Description: Gloves for those inclined towards good. Sold At: Bowerstone North -Will User's Dark Gloves Armor: 50 Alignment: -4 Value: 155 Attractiveness: 0 Scariness: +5 Description: Gloves for the evil hands of the Willmaster. Sold At: Knothole Glade Hook Coast -Assassin Gloves Armor: 50 Alignment: -2 Value: 135 Attractiveness: 0 Scariness: +5 Description: Sensitive, thin gloves for precise killing work. Sold At: Heroes' Guild Twinblade's Camp -Bandit Gloves Armor: 52 Alignment: -5 Value: 71 Attractiveness: -5 Scariness: +5 Description: Handwear for the criminal underclass. Sold At: Nowhere (Find on Abandoned Road) -Guard Gloves Armor: 58 Alignment: 0 Value: 105 Attractiveness: -7 Scariness: -7 Description: The long arm of the law needs to be kept warm at all times. Sold At: Twinblade's Camp -Leather Gauntlets Armor: 66 Alignment: 0 Value: 127 Attractiveness: -5 Scariness: 0 Description: Handmade leather gloves. Sold At: Heroes' Guild Bowerstone South Oakvale The Arena -Bright Leather Gauntlets Armor: 66 Alignment: +2 Value: 150 Attractiveness: -2 Scariness: 0 Description: Heavy duty leather gloves. Sold At: Bowerstone South Oakvale -Dark Leather Gauntlets Armor: 66 Alignment: -2 Value: 144 Attractiveness: -2 Scariness: +2 Description: Nasty gloves, drenched with blood. Sold At: Bowerstone South Darkwood Camp Twinblade's Camp -Chainmail Gauntlets Armor: 83 Alignment: 0 Value: 742 Attractiveness: -2 Scariness: +2 Description: Decent hand protection for the battle-roughened. Sold At: Heroes' Guild Bowerstone South Oakvale Knothole Glade -Bright Chainmail Gauntlets Armor: 83 Alignment: +3 Value: 780 Attractiveness: 0 Scariness: +2 Description: Strong and flexible and good in battle. Sold At: Oakvale The Arena -Dark Chainmail Gauntlets Armor: 83 Alignment: -3 Value: 770 Attractiveness: -2 Scariness: +5 Description: Hands that do wrong are safely encased in these. Sold At: Twinblade's Camp Knothole Glade The Arena -Plate Gauntlets Armor: 100 Alignment: 0 Value: 1980 Attractiveness: +5 Scariness: +5 Description: Strong, long-lasting gloves. Sold At: Heroes' Guild Bowerstone South Oakvale Knothole Glade The Arena Hook Coast -Bright Plate Gauntlets Armor: 100 Alignment: +5 Value: 2060 Attractiveness: +5 Scariness: +2 Description: Good for hand protection in melee. Sold At: The Arena Wandering traders -Dark Plate Gauntlets Armor: 100 Alignment: -5 Value: 2020 Attractiveness: +2 Scariness: +5 Description: Gloves. Good for hurting others. Sold At: Darkwood Camp Twinblade's Camp Knothole Glade Hook Coast Upper Body ---------- Wear these over your torso. Or, be a bad-ass like me and not wear a shirt. -Upper Dress Armor: 166 Alignment: 0 Value: 50 Attractiveness: 0 Scariness: -31 Description: The upper section of a normal, everyday dress. Sold At: Bowerstone South Oakvale Bowerstone North -Bright Upper Dress Armor: 166 Alignment: +21 Value: 55 Attractiveness: +15 Scariness: -31 Description: Top of a nice, well-made dress. Sold At: Oakvale Bowerstone North -Dark Upper Dress Armor: 166 Alignment: -21 Value: 54 Attractiveness: +15 Scariness: -15 Description: The upper part of a dress ideal for widowmakers. Sold At: Knothole Glade Bowerstone North -Apprentice Upper Robe Armor: 200 Alignment: 0 Value: 105 Attractiveness: -7 Scariness: -7 Description: The Guild standard Robe top. Sold At: Nowhere (Starting equipment) -Villager Shirt Armor: 200 Alignment: 0 Value: 84 Attractiveness: 0 Scariness: 0 Description: A reasonably tough shirt. Sold At: Heroes' Guild Bowerstone South Oakvale Knothole Glade Hook Coast -Bright Villager Shirt Armor: 200 Alignment: +7 Value: 96 Attractiveness: +13 Scariness: 0 Description: A bright shirt. Sold At: Oakvale Hook Coast -Dark Villager Shirt Armor: 200 Alignment: -7 Value: 92 Attractiveness: 0 Scariness: +13 Description: Darker, sinister shirt. Sold At: Bowerstone South Twinblade's Camp Knothole Glade -Will User's Upper Robe Armor: 200 Alignment: 0 Value: 593 Attractiveness: +13 Scariness: +13 Description: Standard Upper Robe section for a Will user. Sold At: Oakvale Hook Coast -Bright Will User's Upper Robe Armor: 200 Alignment: +20 Value: 640 Attractiveness: +26 Scariness: 0 Description: Upper part of a Will user's robe for those pure of heart. Sold At: Bowerstone North -Dark Will User's Upper Robe Armor: 200 Alignment: -20 Value: 630 Attractiveness: 0 Scariness: +26 Description: A top-robe worn by those dark masters of the will. Sold At: Knothole Glade Hook Coast -Assassin Shirt Armor: 200 Alignment: -13 Value: 540 Attractiveness: 0 Scariness: +26 Description: A stealthy, low visibility shirt. Sold At: Darkwood Camp Twinblade's Camp -Bandit Shirt Armor: 210 Alignment: -18 Value: 282 Attractiveness: -18 Scariness: +18 Description: Those of an illegal bent often wear shirts of this style. Sold At: Nowhere (Find on Abandoned Road) -Guard Shirt Armor: 235 Alignment: 0 Value: 419 Attractiveness: -7 Scariness: -7 Description: What Guards choose to wear on their torsos. Sold At: Bowerstone North -Leather Chest Piece Armor: 266 Alignment: 0 Value: 507 Attractiveness: -26 Scariness: 0 Description: Good quality hide. Not as protective as armor. Sold At: Heroes' Guild Bowerstone South Oakvale -Bright Leather Chest Piece Armor: 266 Alignment: +10 Value: 545 Attractiveness: -13 Scariness: 0 Description: Tough leather chest protection. Sold At: Bowerstone South Oakvale -Dark Leather Chest Piece Armor: 266 Alignment: -10 Value: 535 Attractiveness: -13 Scariness: +13 Description: Fire-blackened leather chest protector. Sold At: Bowerstone South Darkwood Camp Twinblade's Camp -Chainmail Shirt Armor: 333 Alignment: 0 Value: 2967 Attractiveness: -5 Scariness: +5 Description: A rugged shirt, able to turn blades and arrows, with a bit of luck. Sold At: Bowerstone South Oakvale Knothole Glade -Bright Chainmail Shirt Armor: 333 Alignment: +6 Value: 3070 Attractiveness: 0 Scariness: +5 Description: A lighter, more stylish alternative to plate armor. Not as strong, though. Sold At: Oakvale The Arena -Dark Chainmail Shirt Armor: 333 Alignment: -6 Value: 3050 Attractiveness: -5 Scariness: +10 Description: Keeps a blackened heart safe under steel. Sold At: Twinblade's Camp Knothole Glade The Arena -Plate Chest Piece Armor: 400 Alignment: 0 Value: 7920 Attractiveness: +26 Scariness: +26 Description: Chest armor of the strongest variety. Sold At: Bowerstone South Oakvale Knothole Glade Hook Coast -Bright Chest Piece Armor: 400 Alignment: +26 Value: 8050 Attractiveness: +26 Scariness: +13 Description: Bright chest armor to protect the purest of hearts. Sold At: The Arena Wandering traders -Dark Chest Piece Armor: 400 Alignment: -26 Value: 8010 Attractiveness: +13 Scariness: +26 Description: Dark-forged chest armor for the soul-blackened. Sold At: Twinblade's Camp Knothole Glade The Arena Hook Coast Lower Body ---------- You don't have to wear any pants, but you'd look goofy if you didn't. -Lower Dress Armor: 145 Alignment: 0 Value: 44 Attractiveness: 0 Scariness: -15 Description: The lower bit of a traditional town dress. Sold At: Bowerstone South Oakvale Bowerstone North -Bright Lower Dress Armor: 145 Alignment: +10 Value: 50 Attractiveness: +7 Scariness: -15 Description: The lower portion of a lovely villager's dress. Sold At: Oakvale Bowerstone North -Dark Lower Dress Armor: 145 Alignment: -10 Value: 48 Attractiveness: +7 Scariness: -7 Description: A skirt designed to cover extremely hairy legs. Sold At: Knothole Glade Bowerstone North -Apprentice Lower Robe Armor: 175 Alignment: 0 Value: 74 Attractiveness: 0 Scariness: 0 Description: The lower section of a Guild Robe. Sold At: Nowhere (Starting equipment) -Villager Trousers Armor: 175 Alignment: 0 Value: 74 Attractiveness: 0 Scariness: 0 Description: Thornproof trousers. Sold At: Heroes' Guild Bowerstone South Oakvale Knothole Glade -Bright Villager Trousers Armor: 175 Alignment: +4 Value: 82 Attractiveness: +7 Scariness: 0 Description: Sturdy, sensible work trousers. Sold At: Oakvale -Dark Villager Trousers Armor: 175 Alignment: -4 Value: 80 Attractiveness: 0 Scariness: +7 Description: Slightly scary trousers. Sold At: Bowerstone South Twinblade's Camp Knothole Glade -Will User's Lower Robe Armor: 175 Alignment: 0 Value: 519 Attractiveness: +7 Scariness: +7 Description: Lower section of Will user's robe. Sold At: Oakvale Hook Coast -Will User's Bright Lower Robe Armor: 175 Alignment: +12 Value: 535 Attractiveness: +15 Scariness: 0 Description: Lower part of a serene robe. Sold At: Bowerstone North -Will User's Dark Lower Robe Armor: 175 Alignment: -12 Value: 530 Attractiveness: 0 Scariness: +15 Description: Used by dark wizards to cover their pasty, veiny legs. Sold At: Knothole Glade Hook Coast -Assassin Trousers Armor: 175 Alignment: -7 Value: 473 Attractiveness: 0 Scariness: +15 Description: Leggings designed to blend in the shadows. Sold At: Twinblade's Camp -Bandit Trousers Armor: 184 Alignment: -5 Value: 247 Attractiveness: -5 Scariness: +5 Description: The breeches of those outside the law. Sold At: Nowhere (Find on Abandoned Road) -Guard Trousers Armor: 205 Alignment: 0 Value: 366 Attractiveness: -7 Scariness: -7 Description: Special Guard pants. Sold At: Knothole Glade -Leather Leggings Armor: 233 Alignment: 0 Value: 443 Attractiveness: -15 Scariness: 0 Description: Well stitched hide breeches. Sold At: Heroes' Guild Bowerstone South Oakvale -Bright Leather Leggings Armor: 233 Alignment: +6 Value: 465 Attractiveness: -7 Scariness: 0 Description: Flexible, strong leather leggings. Sold At: Bowerstone South Oakvale -Dark Leather Leggings Armor: 233 Alignment: -6 Value: 460 Attractiveness: -7 Scariness: +7 Description: Cut from living animals, these leggings are of the strongest leather. Sold At: Bowerstone South Darkwood Camp Twinblade's Camp -Chainmail Leggings Armor: 291 Alignment: 0 Value: 2596 Attractiveness: -5 Scariness: +5 Description: Not as tough as plate, but lighter and more flexible. Sold At: Heroes' Guild Bowerstone South Oakvale Knothole Glade -Bright Chainmail Leggings Armor: 291 Alignment: +6 Value: 2650 Attractiveness: 0 Scariness: +5 Description: High quality leg protection for those who fight the good fight. Sold At: Oakvale The Arena -Dark Chainmail Leggings Armor: 291 Alignment: -6 Value: 2620 Attractiveness: 0 Scariness: +5 Description: Metal protection for the legs of the unjust. Sold At: Twinblade's Camp Knothole Glade The Arena -Plate Leggings Armor: 350 Alignment: 0 Value: 6930 Attractiveness: +15 Scariness: +15 Description: Male breeches offering very good protection. Sold At: Heroes' Guild Bowerstone South Oakvale Knothole Glade Hook Coast -Bright Plate Leggings Armor: 350 Alignment: +15 Value: 7040 Attractiveness: +15 Scariness: +7 Description: Highest quality metal leggings for the serious warrior. Sold At: Knothole Glade The Arena -Dark Plate Leggings Armor: 350 Alignment: -15 Value: 7020 Attractiveness: +7 Scariness: +15 Description: Leggings for those twisted by hatred. Sold At: Twinblade's Camp Knothole Glade Hook Coast The Arena Feet ---- Shoes are optional. If you have any leg tattoos, they might also cover them up. -Apprentice Boots Armor: 25 Alignment: 0 Value: 11 Attractiveness: 0 Scariness: 0 Description: The boots worn by most Guild Apprentices. Sold At: Nowhere (Starting equipment) -Villager Boots Armor: 25 Alignment: 0 Value: 11 Attractiveness: 0 Scariness: 0 Description: Decent, hard-wearing boots. Sold At: Heroes' Guild Bowerstone South Oakvale Knothole Glade Hook Coast -Bright Villager Boots Armor: 25 Alignment: +1 Value: 12 Attractiveness: +2 Scariness: 0 Description: Strongish boots for outdoor work. Sold At: Oakvale Hook Coast -Dark Villager Boots Armor: 25 Alignment: -1 Value: 12 Attractiveness: 0 Scariness: +2 Description: Designed by the dark cobblers. Sold At: Bowerstone South Twinblade's Camp Knothole Glade Hook Coast -Will User's Boots Armor: 25 Alignment: 0 Value: 74 Attractiveness: +2 Scariness: +2 Description: Boots, traditionally worn by those with the Will. Sold At: Heroes' Guild Oakvale Hook Coast -Will User's Bright Boots Armor: 25 Alignment: +4 Value: 82 Attractiveness: +5 Scariness: 0 Description: Boots for those on a noble adventure. Sold At: Bowerstone North -Will User's Dark Boots Armor: 25 Alignment: -4 Value: 80 Attractiveness: 0 Scariness: +5 Description: Boots to leave footprints of the damned. Sold At: Knothole Glade Hook Coast -Assassin Boots Armor: 25 Alignment: -2 Value: 68 Attractiveness: 0 Scariness: +5 Description: Padded boots for silent movement. Sold At: Bowerstone South Twinblade's Camp -Bandit Boots Armor: 26 Alignment: -5 Value: 35 Attractiveness: -5 Scariness: +5 Description: What the well-dressed felon has on his feet. Sold At: Nowhere (Find on Abandoned Road) -Guard Boots Armor: 29 Alignment: 0 Value: 52 Attractiveness: -2 Scariness: -2 Description: Perfect for stepping on criminals' throats. Sold At: Darkwood Camp -Leather Boots Armor: 33 Alignment: 0 Value: 63 Attractiveness: -5 Scariness: 0 Description: Reasonably useful leather boots. Sold At: Heroes' Guild Bowerstone South Oakvale -Bright Leather Boots Armor: 33 Alignment: +2 Value: 70 Attractiveness: -2 Scariness: 0 Description: Comfortable leather footwear. Sold At: Bowerstone South Oakvale -Dark Leather Boots Armor: 33 Alignment: -2 Value: 69 Attractiveness: -2 Scariness: +2 Description: Boots for crushing flowers underfoot. Sold At: Bowerstone South Twinblade's Camp -Chainmail Boots Armor: 41 Alignment: 0 Value: 371 Attractiveness: -2 Scariness: +2 Description: Sturfy metal shoes, perfect for the warrior. Sold At: Heroes' Guild Bowerstone South Oakvale Knothole Glade -Bright Chainmail Boots Armor: 41 Alignment: +3 Value: 395 Attractiveness: 0 Scariness: +2 Description: Well made footwear for the battle-hardened. Sold At: Oakvale The Arena -Dark Chainmail Boots Armor: 41 Alignment: -3 Value: 390 Attractiveness: -2 Scariness: +5 Description: With plenty of room, to wriggle one's evil toes. Sold At: Twinblade's Camp Knothole Glade The Arena -Plate Boots Armor: 50 Alignment: 0 Value: 990 Attractiveness: +5 Scariness: +5 Description: Hard-wearing boots for kicking and walking. Sold At: Heroes' Guild Bowerstone South Oakvale Knothole Glade The Arena -Bright Plate Boots Armor: 50 Alignment: +5 Value: 1025 Attractiveness: +5 Scariness: +2 Description: The toughest footwear available, although not overly flexible. Sold At: Knothole Glade The Arena -Dark Plate Boots Armor: 50 Alignment: -5 Value: 1020 Attractiveness: +2 Scariness: +5 Description: Ideal for trampling old ladies. Sold At: Twinblade's Camp Knothole Glade The Arena Hook Coast =============================================================================== X. WEAPONS =============================================================================== Fable has a pretty good, balanced set of weapons. The inclusion of the twelve legendary weapons was also a nice touch. Melee Weapons ------------- These are your second choice (the first being using your fists) for up-close combat. Some players prefer getting right into the action with these than going at the situation through other means. -Pickhammers These are the weakest weapon available in Fable (unless if you count the stick). Plus, they're not even cool looking. --Iron Pickhammer Damage: 30 Value: 100 Weight: Light Description: This solid iron item is unusually ornate for a simple weapon, its curved fluid shaft reminiscent of the waves and flows of the ocean. Given such a watery embellishment, it's unsurprising that these weapons are almost always crafted in distant Hook Coast, where they are nicknamed 'sea-hammers.' Augmentation Spaces: 0 Sold At: Heroes' Guild Bowerstone South Oakvale --Steel Pickhammer Damage: 30 Value: 300 Weight: Light Description: Despite the distinguished steel and gold craftsmanship, this fine weapon has still seen much practical use. The blade is covered in scratches and the hilt is weathered and salt-stained, indicating it probably belonged to a sea captain. Augmentation Spaces: 1 Sold At: Heroes' Guild Bowerstone South Oakvale The Arena --Obsidian Pickhammer Damage: 60 Value: 1560 Weight: Light Description: The Obsidian Forging process has left this Pickhammer ugly and oddly crooked. Just looking at its curves and etchings is enough to hurt the eyes. It is inordinately sharp and deadly, with a spike capable of punching through iron as if it were paper. Augmentation Spaces: 2 Sold At: Bowerstone South Oakvale Twinblade's Camp Knothole Glade --Master Pickhammer Damage: 90 Value: 13950 Weight: Light Description: This graceful deathbringer is light and yet easily able to pierce armor with even the most delicate of taps. Like all Master Forged weapons, its head and shaft are beautifully inlaid and wrapped with unknown types of jewels, curious metals and exotic hides. Augmentation Spaces: 3 Sold At: Bowerstone South Knothole Glade Bowerstone North Hook Coast --Legendary Pickhammer (Wellow's Pickhammer) Damage: 120 Value: 29400 Weight: Light Description: Wellow ruled the northern ridges of the Old Kingdom, and his warlords carried Pickhammers said to be forged from a strong but extremely light metal in hidden mines. This one belonged to Wellow himself. Augmentation Spaces: 2 (Already taken by two Piercing) Sold At: Nowhere (Find inside Greatwood Gorge Demon Door) -Maces A little better than Pickhammers, but whether they look cooler or not is up to you. --Iron Mace Damage: 30 Value: 113 Weight: Light Description: One of the more popular club-like weapons in Albion and often favored by town Guards and other peacekeepers. While not as glamorous as the Greatswords, the mace's head shows a well thought-out and carefully constructed form that is ideal for even the roughest of combat. Augmentation Spaces: 0 Sold At: Heroes' Guild Bowerstone South --Steel Mace Damage: 34 Value: 338 Weight: Light Description: Perhaps the former weapon of an officer or knight, this Mace has been lovingly hand crafted. Beautiful inlaid patterns are embossed in into its metal, while the wooden shaft is made from the stoutest of oak. Augmentation Spaces: 1 Sold At: Heroes' Guild Bowerstone South Darkwood Camp Oakvale Twinblade's Camp --Obsidian Mace Damage: 68 Value: 1755 Weight: Light Description: This Mace is blackened, its surface shifting softly in the light and its wood infused with a greasy shine. Like all Obsidian weapons it feels cold to the touch. Augmentation Spaces: 2 Sold At: Heroes' Guild Oakvale Twinblade's Camp Knothole Glade --Master Mace Damage: 102 Value: 15694 Weight: Light Description: This mace is so beautiful crafted and ornate that it seems more like the sceptre of a king or high priest. Of all the Old Kingdom weapons, the maces are often the most intact, reflecting their adoption as symbols of power, when used in combat they are terrible indeed. Augmentation Spaces: 3 Sold At: Knothole Glade Hook Coast --Legendary Mace (The Dollmaster's Mace) Damage: 135 Value: 33075 Weight: Light Description: Quick fingers and en eye for detail were the Dollmaster's trademarks. But only once did he use his skills to create a weapon. This was the result, as colossal as his dolls were delicate. Augmentation Spaces: 1 (Already taken by Mana) Sold At: Nowhere (Find inside Abandoned Road Demon Door) -Axes An improvement over the Maces, but only slightly. --Iron Axe Damage: 30 Value: 125 Weight: Light Description: A popular hand weapon among the people of Knothole Glade, the hand axe can be used in combat and also as a tool - something that has made it a favorite with wandering Heroes of a more practical nature. Augmentation Spaces: 0 Sold At: Heroes' Guild Bowerstone South --Steel Axe Damage: 38 Value: 375 Weight: Light Description: This shows evidence of the Knothole Glade design in the knot-work patterns that twist geometrically up and down its head. Such designs mark this out as being above common warriors. Augmentation Spaces: 1 Sold At: Heroes' Guild Bowerstone South Oakvale Twinblade's Camp --Obsidian Axe Damage: 75 Value: 1950 Weight: Light Description: While this axe head still bares the typical swirls and patterns common to Knothole Glade the forging seems to have twisted and distorted them, increasing the blade's sharpness and power. Augmentation Spaces: 2 Sold At: Oakvale Twinblade's Camp Knothole Glade --Master Axe Damage: 113 Value: 14996 Weight: Light Description: This axe is quite different in design to its lesser cousins, reflecting its ancient origins. Gone is the knot-work and traditional tribal patterns, replaced with the unbreakable metal, jewels, and worked form of the Old Kingdom. In comparison to the other weapons from that era, however, these axes are often scarred and scratched. Some believe they were used during some titanic and now forgotten battle. Augmentation Spaces: 3 Sold At: Knothole Glade Bowerstone South Hook Coast --Legendary Axe (Ronok the Axe) Damage: 165 Value: 36750 Weight: Light Description: Axes have short, brutal lives. But Ronok has survived centuries of combat, and is still as sharp as the day it was forged by the Old Kingdom foresters. Augmentation Spaces: 2 (Already taken by Sharpening and Silver) Sold At: Nowhere (Find inside Grey House Demon Door) -Cleavers These are better than Axes and cooler looking. --Iron Cleaver Damage: 30 Value: 138 Weight: Light Description: A crude, heavy and exceptionally brutal weapon, the cleaver is the sword for those who value strength and raw power over skill. As such, its frame is covered in nicks and cuts, the remainders of countless vicious battles. Augmentation Spaces: 0 Sold At: Heroes' Guild Bowerstone South --Steel Cleaver Damage: 42 Value: 413 Weight: Light Description: A more elaborate handle and blade fails to disguise the fact that this cleaver is still built for savage combat. Given its cost the sword was probably commissioned by a warlord or bandit chief. Augmentation Spaces: 1 Sold At: Oakvale Darkwood Camp Twinblade's Camp --Obsidian Cleaver Damage: 83 Value: 2145 Weight: Light Description: The Obsidian Forging process has made this heavy sword even more terrifying and damaging, darkening the blade and tainting the metal with an odd coldness that remains on even the warmest of days. Augmentation Spaces: 2 Sold At: Darkwood Camp Oakvale Twinblade's Camp Knothole Glade --Master Cleaver Damage: 124 Value: 19181 Weight: Light Description: Despite their reputation as magicians and skilled wonderworkers, it seems the people of the Old Kingdom were no strangers to violence if the appearance of this blade is anything to go by. Both beautiful yet oddly cruel in design, this sword is capable of cleaving through opponents' amour and weapons. Augmentation Spaces: 3 Sold At: Hook Coast Bowerstone North --Legendary Cleaver (The Cutlass Bluetane) Damage: 165 Value: 40425 Weight: Light Description: Though cutlasses were the weapon of choice for the old shipmasters around Hook Coast, Bluetane was part of a legendary treasure and was never used in combat. Its hunger for blood is palpable. Augmentation Spaces: 1 (Already taken by Lightning) Sold At: Nowhere (Find inside Greatwood Caves Demon Door) -Longswords These here are pretty much your basic melee weapon in Fable and countless other RPG's. --Iron Longsword Damage: 30 Value: 150 Weight: Light Description: A functional, if weathered, sword wrapped in simple leather bindings and undecorated. The Longsword is equally effective in defense and attack and has been a mainstay of Heroes throughout Albion's long history. Augmentation Spaces: 0 Sold At: Bowerstone South Oakvale --Steel Longsword Damage: 45 Value: 450 Weight: Light Description: An ornate sword gilded with traditional Albion rune and patterns. Such enhancements are expensive, and marked it as having belonged to a minor Hero or noble. Augmentation Spaces: 1 Sold At: Bowerstone South Oakvale Darkwood Camp Twinblade's Camp --Obsidian Longsword Damage: 90 Value: 2340 Weight: Light Description: This blackened and heavy sword feels both cold to the touch and curiously slick, as if it were covered in a sheen of oil. While not inherently evil, Obsidian weapons have a reputation for being used in murder, treachery, and kin-slaying. Augmentation Spaces: 2 Sold At: Heroes' Guild Oakvale Twinblade's Camp Knothole Glade Bowerstone North --Master Longsword Damage: 135 Value: 20925 Weight: Light Description: One of the last few surviving blades forged eons ago in the Old Kingdom. Seemingly made of simple brass, these swords are always sharp, unbreakable, and inherently magical. Its golden surface never tarnishes and the runes along the blade hint at now forgotten legends and lost lore. Augmentation Spaces: 3 Sold At: Heroes' Guild Knothole Glade Bowerstone North Hook Coast --Legendary Longsword (The Harbinger) Damage: 198 Value: 44100 Weight: Light Description: This Longsword was forged by the twins Elda and Essa. After its creation, they used it to cut off each other's hands, ensuring the world would never see another weapon like it. Augmentation Spaces: 2 (Already taken by Sharpening and Piercing) Sold At: Nowhere (Gain as reward for Sword in the Stone Quest) -Katanas These weapons are a bit more powerful than Longswords, but don't look much cooler. --Iron Katana Damage: 33 Value: 163 Weight: Light Description: This simple but lethal sword is one of several imported into Albion from the western lands. Following the fall of the Old Kingdom, the trade route collapsed, leaving this an exotic, deadly weapon. Augmentation Spaces: 0 Sold At: Heroes' Guild Bowerstone South Oakvale --Steel Katana Damage: 49 Value: 488 Weight: Light Description: This is an inlaid and older version of the standard Katana. Its hilt is marked with clan symbols and its blade shows little signs of use, indicating it may have been a ceremonial weapon. Still, for a weapon built for display, it is particularly well suited to combat. Augmentation Spaces: 1 Sold At: Oakvale Darkwood Camp --Obsidian Katana Damage: 98 Value: 2535 Weight: Light Description: At some point a swordsmith has been persuaded to re-forge this weapon, a process which seems to have cracked and burnt the katana's blade, ruining its appearance but making it even sharper and sleeker than before. Augmentation Spaces: 2 Sold At: Oakvale Twinblade's Camp Knothole Glade Bowerstone North --Master Katana Damage: 147 Value: 22669 Weight: Light Description: Like all Master Forged weapons this blade is unbreakable and magically sharpened. Its foreign appearance merely adds strength to legends that the Master Forgers stretched out over the entire world. Augmentation Spaces: 3 Sold At: Knothole Glade Bowerstone North Hook Coast --Legendary Katana (The Katana Hiryu) Damage: 215 Value: 47775 Weight: Light Description: Folded metal is only so strong. The monks of the far hills used ancient supernatural skills to turn Hiryu into something special. Its secret died with them. Augmentation Spaces: 2 (Already taken by Sharpening and Flame) Sold At: Nowhere (Find inside Bowerstone North Manor) -Greataxes Although they are the advanced form, they are still the weakest Great weapons available. --Iron Greataxe Damage: 40 Value: 200 Weight: Heavy Description: A heavier and deadlier version of the Knothole hand axe; simple in design and yet brutally efficient. Before the warrior streak deserted Knothole Glade, this was the weapon favored by its mercenaries and bodyguards. Augmentation Spaces: 0 Sold At: Heroes' Guild Bowerstone South Twinblade's Camp --Steel Greataxe Damage: 60 Value: 600 Weight: Heavy Description: This heavy axe has been refined, reinforcing the hilt and marking the blades with ancient curving patterns and gold leaf. A steel rod has been inserted into the wooden shaft, allowing its wielder a greater chance to block and parry incoming blows. They are prized possessions to their owners, and often the property of Knothole headmen and the greatest of their warriors. Augmentation Spaces: 1 Sold At: Oakvale Darkwood Camp --Obsidian Greataxe Damage: 120 Value: 3120 Weight: Heavy Description: These Greataxes are covered with an unpleasant damp soot that never wears off, and veins of black metal that shoot through the shaft's wooden hilt. This treatment has also reinforced its edge, making it almost unblockable and capable of cleaving through flesh and bone with ease. Augmentation Spaces: 2 Sold At: Oakvale Twinblade's Camp Knothole Glade --Master Greataxe Damage: 180 Value: 27900 Weight: Heavy Description: This huge weapon should be unwieldy and almost impossible to swing easily, but it sits easily in its owner's hands as if it was created specifically for them. Like all the Master Forged weaponry it is both unbreakable and ever sharp. Augmentation Spaces: 3 Sold At: Darkwood Camp Knothole Glade Hook Coast --Legendary Greataxe (The Murren Greataxe) Damage: 240 Value: 58800 Weight: Heavy Description: Little is known of the godlike warrior from whose dead hands this Greataxe was prized. Its deadly blade almost glows with a divine quality. Augmentation Spaces: 1 (Already taken by Piercing) Sold At: Nowhere (Find inside Hook Coast Lighthouse) -Greatmaces The advanced maces are better than the advanced axes, which is odd because with the standard forms it was the opposite. --Iron Greatmace Damage: 43 Value: 213 Weight: Heavy Description: Like the Katana, the Greatmace isn't native to Albion's shores. It was imported in ages past from the Northern lands, where they were often wielded by religious guards. Made of solid iron and almost the height of a man, these weapons are perhaps the heaviest one can find. Augmentation Spaces: 0 Sold At: Bowerstone South Oakvale --Steel Greatmace Damage: 64 Value: 638 Weight: Heavy Description: This Greatmace has been enhanced by the addition of small gold patterns - mainly the prayer runes and luck charms so popular in the northern kingdoms. They were often bestowed the most devout acolytes and priests. While the blessings and prayers of foreign priests seems to have little practical effect on the weapon's power, they scarcely need to. Once strike from this steel bar could kill an ox. Augmentation Spaces: 1 Sold At: Oakvale Twinblade's Camp --Obsidian Greatmace Damage: 128 Value: 3315 Weight: Heavy Description: These are incredibly rare, as few of the Northerners who make them would willingly defile their sacred weapons. The few Northern travelers who see these blackened maces pronounce them cursed, and point out how the blessing wards and prayers seem to have changed their meaning into something blasphemous. Augmentation Spaces: 2 Sold At: Heroes' Guild Twinblade's Camp Knothole Glade --Master Greatmace Damage: 2192 Value: 29644 Weight: Heavy Description: Even the legendary light brass used in the forging of these ancient weapons has failed to lighten these maces. Instead it has made them some of the deadliest weapons ever created, reputedly wielded by the war mages of that lost empire. Augmentation Spaces: 3 Sold At: Heroes' Guild Hook Coast --Legendary Greatmace (The Sentinus) Damage: 255 Value: 62475 Weight: Heavy Description: Said to belong to the bodyguard of Archon, first ruler of the Old Kingdom, this Greatmace is a majestic as any scepter, and powerful enough to bring empires to their knees. Augmentation Spaces: 2 (Already taken by Piercing and Silver) Sold At: Nowhere (Awarded by god Avo) -Greathammers These are the advanced forms of Pickhammers, which is good because the original Pickhammers sucked. --Iron Greathammer Damage: 45 Value: 225 Weight: Heavy Description: A remarkably heavy hammer made of out reinforced ore. While comparatively slow, it can hit with enough force to bend armor and crush bone. Traditionally these great hammers have been the weapons of Oakvale woodsmen and loggers. Augmentation Spaces: 0 Sold At: Heroes' Guild Bowerstone South Oakvale --Steel Greathammer Damage: 68 Value: 675 Weight: Heavy Description: A reinforced hammer that shows some signs of being ornamented, albeit in a simple, rustic manner. Made of the finest room and metal this hammer was built by a village craftsman rather than a town dweller, perhaps as a reward for a local Hero or visiting traveler. Augmentation Spaces: 1 Sold At: Oakvale Darkwood Camp --Obsidian Greathammer Damage: 135 Value: 3510 Weight: Heavy Description: What little metal there is on this hammer has been warped and burnt, while its wooden bulk is partially rolled, and feels soft and slightly fungal to the touch. This softness doesn't detract from the terrible damage it is capable of inflicting, and one blow from it is normally enough to fell the stoutest warrior. Augmentation Spaces: 2 Sold At: Twinblade's Camp Knothole Glade --Master Greathammer Damage: 203 Value: 31388 Weight: Heavy Description: Unlike its lesser variants this great hammer has been made from solid metal and yet, despite its vast size, is both easy to swing and incredibly damaging. Curiously, all the hammers of this form that have been discovered have borne an identical symbol, resembling burning teeth, on the flat of their heads. This shows they were made for a particular clan. Augmentation Spaces: 3 Sold At: Hook Coast --Legendary Greathammer (The Murren Greathammer) Damage: 270 Value: 66150 Weight: Heavy Description: The Murren graves were robbed during the collapse of the Old Kingdom. This Greathammer and a Greataxe were never recovered. Both are said to be forged by the wills of the gods themselves. Augmentation Spaces: 2 (Already taken by Piercing and Experience) Sold At: Nowhere (Find inside Heroes' Guild Silver Key Chest) -Greatswords These don't look so much like swords as they do giant clubs. --Iron Greatsword Damage: 48 Value: 238 Weight: Heavy Description: Perhaps more than any other weapon, this type of sword is the embodiment of the classic warrior hero. Though sharp and well balanced, wielders can often rely on its vast weight to cut right through an opponent. Examples of these blades can be found throughout Albion. Augmentation Spaces: 0 Sold At: Heroes' Guild Bowerstone South Oakvale Twinblade's Camp --Steel Greatsword Damage: 72 Value: 713 Weight: Heavy Description: An ornamented weapon, it is marked with the symbols and patterns that single out as belonging to a now forgotten Hero. Its well oiled and polished blade bears evidence of numerous sharpenings, indicating it was used frequently, and handle with meticulous care. Augmentation Spaces: 1 Sold At: Oakvale Twinblade's Camp --Obsidian Greatsword Damage: 143 Value: 3705 Weight: Heavy Description: The re-forging of this weapon has left it almost ruined, its surface pitted and marked. The coldness of these weapons seems particularly pronounced here. Its taint chills the very blood of its user, and brings swift death and destruction on all who stand in its way. Augmentation Spaces: 2 Sold At: Bowerstone South Oakvale Twinblade's Camp Knothole Glade --Master Greatsword Damage: 214 Value: 33131 Weight: Heavy Description: The rarest of all weapons and honored in more tales, stories and legends than any others. These golden and black swords are warm to the touch, as if left out in the afternoon sun, and seem to almost sing as they cut through the air. Like all Old kingdom weapons, they are unbreakable and deadly. Augmentation Spaces: 3 Sold At: Heroes' Guild Knothole Glade Bowerstone North Hook Coast --Legendary Greatsword (Solus Greatsword) Damage: 314 Value: 69825 Weight: Heavy Description: The legendary Solus of the mystical Dragonfighters, this weapon is held in awe by swordmasters and combatanats of Albion alike. Augmentation Spaces: 3 (Already taken by Sharpening, Health and Flame) Sold At: Bowerstone North Ranged Weapons -------------- Instead of going straight at your opponents, with these weapons you can hang back and take a slightly slower pace to battles. Of course within that pace there are two other types. Using the Longbow allows players to fire off repeated shots, while the Crossbow is much slower and is better for a few shots with melee attacks in-between. -Longbows These are the basic forms of bows. --Yew Longbow Damage: 60 Value: 150 Description: The weapon of archers in large armies, a Yew Longbow is long, resilient and powerful. Augmentation Spaces: 0 Sold At: Bowerstone South Darkwod Camp Oakvale Twinblade's Camp --Oak Longbow Damage: 90 Value 450 Description: Oak is geld to be better than Yew for bows. It's tougher, provides more power and lasts longer. Augmentation Spaces: 1 Sold At: Heroes' Guild Bowerstone South Oakvale Twinblade's Camp --Ebony Longbow Damage: 130 Value: 1820 Description: The suppleness and strength of ebony make this a very accurate, powerful weapon. Augmentation Spaces: 2 Sold At: Heroes' Guild Bowerstone South Oakvale Twinblade's Camp --Master Longbow Damage: 180 Value: 23040 Description: The wood's sheen reveals this as a Master weapon. One of the best. Augmentation Spaces: 3 Sold At: Heroes' Guild Knothole Glade Bowerstone North Hook Coast --Legendary Longbow (Skorm's Bow) Damage: 264 Value: 54720 Description: Fabled weapon of the Overberg, this longbow carries dark and terrible secrets that seem to propel arrows with a unique power. Augmentation Spaces: 2 (Already taken by Lightning and Sharpening) Sold At: Nowhere (Awarded by god Skorm) -Crossbows These bows deal out more damage than Longbows, but have a much smaller rate of fire. --Yew Crossbow Damage: 80 Value: 200 Description: The flexibility of yew makes it a food wood for Crossbows as wall as Longbows. Augmentation Spaces: 0 Sold At: Heroes' Guild Bowerstone South Oakvale --Oak Crossbow Damage: 110 Value: 550 Description: Oak Crossbows are heavy devices, sturdy enough for the toughest battles. Augmentation Spaces: 1 Sold At: Heroes' Guild Bowerstone South Oakvale --Ebony Crossbow Damage: 150 Value: 2100 Description: Although hugely powerful, the Ebony Crossbow must be looked after if its properties are to be retained. Augmentation Spaces: 2 Sold At: Heroes' Guild Oakvale Twinblade's Camp Knothole Glade --Master Crossbow Damage: 200 Value: 25600 Description: Light, strong and very precise, this is a perfect example of why Master weapons are so good. Augmentation Spaces: 3 Sold At: Knothole Glade Bowerstone North Hook Coast --Legendary Crossbow (Arken's Crossbow) Damage: 220 Value: 50160 Description: In the massacre of Olagan, Arken was left for dead among the rest of the fallen army after it succumbed to a surprise attack. He put together this crossbow from pieces scattered throughout the battlefield and used it to hunt down every last one of the ambushers. Augmentation Spaces: 3 (Already taken by Silver, Flame, and Piercing) Sold At: Nowhere (Find in Silver Key Chest in Darkwood Marshes) Other Weapons ------------- These are a few that you won't use much because you probably wouldn't want to. -Stick Damage: 20 Value: 5 Weight: Light Augmentation Spaces: 0 Sold At: Nowhere (Given at Heroes' Guild and found at Bargate Prison) -Frying Pan Damage: 100 Value: 20 Weight: Heavy Augmentation Spaces: 4 Sold At: Nowhere (Find at end of Hidden Booty Hunt Quest) -Sword Of Aeons Damage: 550 Value: 126250 Weight: Light Description: The eldest of all the weapons. The Sword of Aeons was bloodforged long before the Old Kingdom. Once unlocked, its power is the power of all Albion. Augmentation Spaces: 4 (Already taken by Health, Mana, Experience, and Sharpening) Sold At: Nowhere (Defeat Jack of Blades) =============================================================================== XI. SPELLS =============================================================================== And if you don't even like using weapons, you can always turn to your Will Power. The selection of spells in Fable is diverse and good enough to suit any magic maniac. That name might seem really stupid, if so good because that's how I wanted it to sound. -Good and Evil Spells Just like the clothes, there are also good and evil spells in Fable. There is three of each. Good spells include Heal Life, Physical Shield, and Summon. Evil Spells include Berserk, Drain Life, and Turncoat. For Good players, they will receive a discount on the experience cost to upgrade good spells at a number equal to how much their alignment leans towards Good. But they must also pay an extra cost of that same amount if they want to upgrade Evil spells. They also will not be able to achieve the forth level of an Evil spell unless they turn their ways and become evil themselves. The opposite is also true for Evil players. -Attack Spells These are, obviously, the main spells you can use for attacks. --Enflame Level 1 Experience: 3500 Damage: 80 Level 2 Experience: 8100 Damage: 180 Level 3 Experience: 22000 Damage: 300 Level 4 Experience: 58000 Damage: 500 Description: Blast the area surrounding the caster with a wave of fire. Higher levels spread fire across a much larger area, causing much more devastation. --Multi Strike Level 1 Experience: 1200 Damage: 1xHit Level 2 Experience: 4680 Damage: 2xHit Level 3 Experience: 15700 Damage: 3xHit Level 4 Experience: 43500 Damage: 4xHit Description: This spell imbues the user's blade with the ability to strike four times with a single blow. Combined with other spells, this little trick is devastating. --Lightning Level 1 Experience: 0 Damage: 18 Level 2 Experience: 5760 Damage: 30 Level 3 Experience: 18200 Damage: 40 Level 4 Experience: 48000 Damage: 60 Description: This spell creates an arc of pure energy which leaps from the fingertips of the caster to the target. Higher levels can strike more than one foe at a time. --Battle Charge Level 1 Experience: 750 Damage: 100 Level 2 Experience: 5400 Damage: 170 Level 3 Experience: 17500 Damage: 300 Level 4 Experience: 52000 Damage: 500 Description: The Battle Charge propels the caster forward at a great speed, smashing into anything in his path, and blasting all nearby aside. Higher levels are much more powerful. --Fireball Level 1 Experience: 500 Damage: 80 Level 2 Experience: 4500 Damage: 180 Level 3 Experience: 17800 Damage: 350 Level 4 Experience: 54000 Damage: 700 Description: The Mage's favorite! This creates a ball of fire in the palm of the caster's hand which flies towards the target when released. High levels allow the caster to charge up an extremely powerful fireball that deals a devastating explosive force on impact. -Physical Spells These spells increase certain attributes of your character. --Physical Shield Level 1 Experience: 900 Damage: --- Level 2 Experience: 5350 Damage: --- Level 3 Experience: 17700 Damage: --- Level 4 Experience: 45500 Damage: --- Description: Surrounds the caster with a protective sphere of energy that will absorb all damage at the expense of Mana, until the caster has no Mana remaining. The shield will be removed if the spell is cast again. Higher levels allow for absorption of more damages. --Berserk Level 1 Experience: 1600 Damage: 25% Level 2 Experience: 6210 Damage: 50% Level 3 Experience: 20500 Damage: 75% Level 4 Experience: 51000 Damage: 100% Description: This spells sends the caster into a hulking frenzy, increasing speed and strength, while conversely decreasing reason and civilized manners. Higher levels allow the caster to become even more powerful, and to maintain this state for longer. --Assassin Rush Level 1 Experience: 400 Damage: --- Level 2 Experience: 2700 Damage: --- Level 3 Experience: 8100 Damage: --- Level 4 Experience: 20000 Damage: -- Description: This spell propels the caster through space in the blink of an eye. If a victim is targeted, the spell enables the caster to move behind this unfortunate instantaneously. Higher levels propel the caster even further! --Heal Life Level 1 Experience: 2300 Damage: --- Level 2 Experience: 5850 Damage: --- Level 3 Experience: 15900 Damage: --- Level 4 Experience: 49000 Damage: --- Description: This allows the caster to trade in his magical energy for health. Health can also be passed on to non-hostile entities in the vicinity. Higher levels provide more health with each use. Only the virtuous can master this spell. --Ghost Sword Level 1 Experience: 2500 Damage: --- Level 2 Experience: 6300 Damage: --- Level 3 Experience: 17200 Damage: --- Level 4 Experience: 51500 Damage: --- Description: Summons one ethereal blade per level from the netherworld to d battle on behalf of the caster. --Multi Arrow Level 1 Experience: 1000 Arrows: 3 Level 2 Experience: 5140 Arrows: 4 Level 3 Experience: 19500 Damage: 6 Arrows: 5 Level 4 Experience: 47000 Damage: 7 Arrows: 6 Description: Once this spell is cast, each arrow fired is magically transformed into a multitude of lethal projectiles, causing much greater damage. Higher levels generate even more arrows. -Surround Spells These spells affect enemies (and sometimes allies) within a surrounding area of the caster. --Force Push Level 1 Experience: 600 Damage: --- Level 2 Experience: 3600 Damage: --- Level 3 Experience: 12600 Damage: --- Level 4 Experience: 40000 Damage: --- Description: This spell creates a powerful blast of energy which radiates out from the caster, sending nearby enemies sprawling. Useful when greatly outnumbered. Higher levels of the spell create a more damaging force. --Slow Time Level 1 Experience: 2000 Damage: --- Level 2 Experience: 6580 Damage: --- Level 3 Experience: 18800 Damage: --- Level 4 Experience: 47500 Damage: --- Description: This spells affects the very fabric of time itself: slowing everything around you to a crawl while leaving the user or caster immune. Higher levels allow the caster to maintain this state for longer, and bring the world nearly to a standstill. --Turncoat Level 1 Experience: 3200 Damage: -- Level 2 Experience: 6500 Damage: --- Level 3 Experience: 16000 Damage: --- Level 4 Experience: 45000 Damage: -- Description: This insidious spell manipulates the enemy's mind whilst the caster is close enough, gradually turning the target into an unwitting ally. Higher levels allow control of the victim's mind for longer. --Drain Life Level 1 Experience: 2800 Damage: 20 Level 2 Experience: 6750 Damage: 40 Level 3 Experience: 16500 Damage: 60 Level 4 Experience: 44000 Damage: 80 Description: A singularly unpleasant spell, Drain Life allows the caster to heal himself by sapping the life force of his enemies. Higher levels can drain more from the victim with each use. Only the evil can master this spell. --Summon Level 1 Experience: 1800 Damage: --- Level 2 Experience: 5030 Damage: --- Level 3 Experience: 14400 Damage: --- Level 4 Experience: 45000 Damage: --- Description: Summon wrenches a creature's soul from the netherworld to help the caster. If this creature kills another, it is replaced by the soul of the newly fallen victim. Higher levels allow the caster to keep the creature summoned for longer. =============================================================================== XII. SHOPS =============================================================================== The information for the shops below can also be found within the walkthrough, but this is a reprint of the whole list for easier searching. Remember, I can only provide a list of values since the prices vary. Heroes' Guild ------------- There are two locations within the heroes' Guild where you can buy items. The Heroes' Guild Shop is one (located in the right wing behind the Map Room), and the Tavern is the other (located straight back behind the map Room). -The Heroes' Guild Shop --Armor - Hands 1. Villager Gloves: 21 2. Assassin Gloves: 135 3. Plate Gauntlets: 1980 4. Leather Gauntlets: 127 5. Chainmail Gauntlets: 742 --Armor - Upper Body 1. Villager Shirt: 84 2. Leather Chest Piece: 507 --Armor - Lower Body 1. Villager Trousers: 74 2. Plate Leggings: 6930 3. Leather Leggings: 443 4. Chainmail Leggings: 2596 --Armor - Feet 1. Villager Boots: 11 2. Plate Boots: 990 3. Will User's Boots: 74 4. Leather Boots: 63 5. Chainmail Boots: 371 --Weapons - Melee 1. Iron Katana: 163 2. Iron Cleaver: 138 3. Iron Axe: 125 4. Iron Mace: 113 5. Iron Pickhammer: 100 6. Iron Greathammer: 225 7. Iron Greataxe: 200 8. Iron Greatsword: 238 9. Iron Greatmace: 213 10. Steel Axe: 375 11. Steel Mace: 338 12. Steel Pickhammer: 300 13. Obsidian Longsword: 2340 14. Obsidian Mace: 1755 15. Obsidian Greatmace: 3315 16. Master Longsword: 20925 17. Master Greatsword: 33131 18. Master Greatmace: 29644 --Weapons - Ranged 1. Yew Crossbow: 200 2. Oak Longbow: 450 3. Oak Crossbow: 550 4. Ebony Longbow: 1820 5. Ebony Crossbow: 2100 6. Master Longbow: 23040 --Items - Potions 1. Health Potion: 80 2. Will Potion: 70 3. Resurrection Phial: 500 --Items - Gifts 1. Chocolates: 10 --Items - Produce 1. Apple Pie: 15 2. Red Meat: 14 3. Grain Sack: 25 4. Flour Sack: 35 5. Green Apple: 4 6. Fish (Orange): 12 7. Carrot: 6 --Wanted 1. Resurrection Phial: 500 2. Cooking Apple: 300 -The Heroes' Guild Tavern --Items - Gifts 1. Chocolates: 10 --Items - Produce 1. Green Apple: 4 2. Red Meat: 14 3. Apple Pie: 15 4. Beer: 10 5. Beer Keg: 46 6. Cider Case: 52 Lookout Point ------------- There is only one "store" (if you can call it that) where you can purchase goods at Lookout Point. -Lookout Point Title Vendor --Titles 1. Maleficus: 600 2. Assassin: 280 3. Avatar: 1000 4. Liberator: 600 5. Druid: 200 6. Ranger: 260 7. Runemaster: 450 8. Hood: 200 9. Sabre: 250 10. Piemaster: 100 11. Chicken Chaser: 40 12. Arseface: 60 Bowerstone South ---------------- There are a few stores in the first town you visit, and they have a good selection. -Bowerstone South Item Shop --Items - Potions 1. Health Potion: 80 2. Will Potion: 70 3. Resurrection Phial: 500 --Items - Gifts 1. Perfrume: 120 2. Red Rose: 20 3. Chocolates: 10 4. Wedding Ring: 900 5. Fake Wedding Ring: 200 --Items - Other 1. Fishing Rod: 50 2. Spade: 200 --Wanted 1. Wedding Ring: 900 2. Fishing Rod: 50 -Bowerstone South Clothing Shop --Armor - Head 1. Chainmail Helmet: 742 --Armor - Hands 1. Villager Gloves: 21 2. Plate Gauntlets: 1980 3. Leather Gauntlets: 127 4. Bright Leather Gauntlets: 150 5. Dark Leather Gauntlets: 144 6. Chainmail Gauntlets: 742 7. Dress Gloves: 13 --Armor - Torso 1. Villager Shirt: 84 2. Plate Chest Piece: 7920 3. Leather Chest Piece: 507 4. Bright Leather Chest Piece: 545 5. Dark Leather Chest Piece: 535 6. Chainmail Shirt: 2967 7. Upper Dress: 50 --Armor - Kegs 1. Villager Trousers: 74 2. Plate Leggings: 6930 3. Leather Leggings: 443 4. Bright Leather Leggings: 465 5. Dark Leather Leggings: 460 6. Chainmail Leggings: 2596 7. Lower Dress: 44 --Armor - Feet 1. Villager Boots: 11 2. Assassin Boots: 68 3. Plate Boots: 990 4. Leather Boots: 63 5. Bright Leather Boots: 70 6. Dark Leather Bots: 69 7. Chainmail Boots: 371 -Bowerstone South Tavern --Items - Potions 1. Health Potion: 80 2. Will Potion: 70 --Items - Gifts 1. Chocolates: 10 --Items - Produce 1. Green Apple: 4 2. Apple Pie: 15 3. Fish (Orange): 12 4. Carrot: 6 5. Red Meat: 14 6. Grain Sack: 25 7. Flour Sack: 35 8. Beer Keg: 46 9. Beer 10 10. Cider Crate: 52 --Wanted 1. Fish (Orange): 12 2. Fish (Blue): 18 -Bowerstone South Blacksmith --Weapons - Melee 1. Iron Longsword: 150 2. Iron Katana: 163 3. Iron Cleaver: 138 4. Iron Axe: 125 5. Iron Mace: 113 6. Iron Pickhammer: 100 7. Iron Greathammer: 225 8. Iron Greataxe: 200 9. Iron Greatsword: 238 10. Iron Greatmace: 213 11. Steel Longsword: 450 12. Steel Axe: 375 13. Steel Mace: 338 14. Steel Pickhammer: 300 15. Obsidian Cleaver: 2145 16. Obsidian Pickhammer: 1560 17. Obsidian Greatsword: 3705 18. Master Axe: 17438 19. Master Pickhammer: 13950 --Weapons - Ranged 1. Yew Longbow: 150 2. Yew Crossbow: 200 3. Oak Longbow: 450 4. Oak Crossbow: 550 5. Ebony Longbow: 1820 --Wanted: Iron Longsword: 150 Darkwood Camp ------------- Another area that doesn't necessarily have a "store" but you can still purchase goods here. -Darkwood Camp Traders --Armor - Hands 1. Dark Villager Gloves: 24 2. Dark Plate Gauntlets: 2020 3. Leather Gauntlets: 127 4. Dark Leather Gauntlets: 144 --Armor - Torso 1. Dark Villager Shirt: 92 2. Assassin Shirt: 540 3. Leather Chest Piece: 507 4. Dark Leather Chest Piece: 535 --Armor - Legs 1. Dark Villager Trousers: 80 2. Leather Leggings: 443 3. Dark Leather Leggings: 460 --Armor - Feet 1. Dark Villager Boots: 12 2. Leather Boots: 63 3. Dark Leather Boots: 69 4. Guard Boots: 52 --Weapons - Melee 1. Iron Katana: 163 2. Iron Axe: 125 3. Iron Greatsword: 238 4. Steel Longsword: 450 5. Steel Katana: 488 6. Steel Cleaver: 413 7. Steel Axe: 375 8. Steel Mace: 338 9. Steel Pickhammer: 300 10. Steel Greathammer: 673 11. Steel Greataxe: 600 12. Obsidian Clever: 2145 13. Obsidian Axe: 1950 14. Obsidian Pickhammer: 1360 15. Master Greataxe: 27900 --Weapons - Ranged 1. Yew Longbow: 150 2. Yew Crossbow: 200 3. Oak Longbow: 450 4. Oak Crossbow: 550 5. Ebony Longbow: 1820 6. Ebony Crossbow: 2100 --Items - Other 1. Flame Augmentation: 1450 --Items - Potions 1. Health Potion: 80 2. Will Potion: 70 3. Resurrection Phial: 500 --Items - Gifts 1. Fake Wedding Ring: 200 2. Emerald: 700 3. Jet: 450 --Items - Produce 1. Green Apple: 4 2. Apple Pie: 15 3. Fish (Orange): 12 4. Red Meat: 14 5. Crunchy Chick: 35 6. Beer Keg: 46 --Wanted 1. Green Apple: 4 2. Fish (Orange): 12 3. Fish (Blue): 18 4. Moonfish: 160 5. Cider Crate: 52 Barrow Fields ------------- Even more loose traders. -Barrow Fields Traders --Weapons - Melee 1. Steel Longsword: 450 2. Steel Katana: 488 3. Steel Cleaver: 413 4. Obsidian Cleaver: 2145 5. Obsidian Axe: 1950 6. Obsidian Pickhammer: 1560 --Weapons - Ranged 1. Oak Longbow: 450 2. Oak Crossbow: 550 --Items - Gifts 1. Perfume: 120 2. Red Rose: 20 3. Chocolates: 10 --Items - Produce 1. Green Apple: 4 2. Apple Pie: 15 3. Fish (Orange): 12 4. Tofu: 40 --Wanted 1. Beer Keg: 46 2. Cider Crate: 52 Oakvale ------- The two shops here will have pretty much everything you need. -Oakvale Item Shop --Items - Potions 1. Health Potion: 70 2. Will Potion: 70 3. Resurrection Phial: 500 --Items - Gifts 1. Perfume: 120 2. Red Rose: 20 3. Chocolates: 10 4. Wedding Ring: 900 5. Emerald: 700 6. Ruby: 600 --Items - Produce 1. Green Apple: 4 2. Apple Pie: 15 3. Fish (Orange): 12 4. Carrot: 6 5. Red Meat: 14 6. Tofu: 40 7. Grain Sack: 25 8. Flour Sack: 35 9. Cider Crate: 52 --Items - Other 1. Fishing Rod: 50 2. Spade: 200 3. "The Sock Method": 200 4. "Making Friends": 200 5. "Windbreaker Rule Book": 200 6. "You Are Not A Bad Person": 200 --Wanted 1. Diamond: 800 2. Ruby: 600 3. Sapphire: 550 4. Jet: 450 5. Tofu: 40 -Oakvale Weapons/Armor Shop --Weapons - Melee 1. Iron Longsword: 150 2. Iron Katana: 163 3. Iron Pickhammer: 100 4. Iron Greathammer: 225 5. Iron Greatsword: 238 6. Iron Greatmace: 213 7. Steel Longsword: 450 8. Steel Katana: 488 9. Steel Cleaver: 413 10. Steel Axe: 375 11. Steel Mace: 338 12. Steel Pickhammer: 300 13. Steel Greathammer: 675 14. Steel Greataxe: 600 15. Steel Greatsword: 713 16. Steel Greatmace: 638 17. Obsidian Longsowrd: 2340 18. Obsidian Katana: 2535 19. Obsidian Cleaver: 2145 20. Obsidian Axe: 1950 21. Obsidian Mace: 1755 22. Obsidian Pickhammer: 1560 23. Obsidian Greataxe: 3120 24. Obsidian Greatsword: 3705 --Weapons - Ranged 1. Yew Longbow: 150 2. Yew Crossbow: 200 3. Oak Longbow: 450 4. Oak Crossbow: 550 5. Ebony Longbow: 1820 6. Ebony Crossbow: 2100 --Wanted 1. Sharpening Augmentation: 2600 2. Piercing Augmentation: 2100 3. Silver Augmentation: 1650 4. Flame Augmentation: 1450 5. Lightning Augmentation: 1550 --Armor - Head 1. Chainmail Helmet: 742 2. Bright Chainmail Helmet: 790 --Armor - Hands 1. Villager Gloves: 21 2. Bright Villager Gloves: 25 3. Plate Gauntlets: 1980 4. Will User's Gloves: 148 5. Leather Gauntlets: 127 6. Bright Leather Gauntlets: 150 7. Chainmail Gauntlets: 742 8. Bright Chainmail Gauntlets: 780 9. Dress Gloves: 13 10. Bright Dress Gloves: 15 --Armor - Torso 1. Villager Shirt: 84 2. Bright Villager Shirt: 96 3. Plate Chest Piece: 7920 4. Will User's Upper Robe: 593 5. Leather Chest Piece: 507 6. Bright Leather Chest Piece: 545 7. Chainmail Shirt: 2967 8. Bright Chainmail Shirt: 3070 9. Upper Dress: 50 10. Bright Upper Dress: 54 --Armor- Legs 1. Villager Trousers: 74 2. Bright Villager Trousers: 82 3. Plate Leggings: 6930 4. Will User's Lower Robes: 519 5. Leather Leggings: 443 6. Bright Leather Leggings: 465 7. Chainmail Leggings: 2596 8. Bright Chainmail Leggings: 2650 9. Lower Dress: 44 10. Bright Lower Dress: 50 --Armor - Feet 1. Villager Boots: 11 2. Bright Villager Boots: 12 3. Plate Boots: 990 4. Will User's Boots: 74 5. Leather Boots: 63 6. Bright Leather Boots: 70 7. Chainmail Boots: 371 8. Bright Chainmail Boots: 395 Twinblade's Camp ---------------- Like in the Darkwood Camp, the three traders here have lots of goods. -Twinblade Traders Go up to all these of these traders to find out what goods they offer --Weapons - Melee 1. Iron Greataxe: 200 2. Iron Greatsword: 238 3. Steel Longsword: 450 4. Steel Cleaver: 413 5. Steel Axe: 375 6. Steel Greatsword: 713 7. Steel Greatmace: 638 8. Obsidian Longsword: 2340 9. Obsidian Katana: 2535 10. Obsidian Cleaver: 2145 11. Obsidian Axe: 1950 12. Obsidian Mace: 1755 13. Obsidian Pickhammer: 1560 14. Obsidian Greathammer: 3510 15. Obsidian Greataxe: 3120 16. Obsidian Greatsword: 3705 17. Obsidian Greatmace: 3315 --Weapons - Ranged 1. Yew Longbow: 150 2. Oak Longbow: 450 3. Ebony Longbow: 1820 4. Ebony Crossbow: 2100 --Armor - Head 1. Dark Chainmail Helmet: 780 --Armor - Hands 1. Dark Villager Gloves: 24 2. Assassin Gloves: 135 3. Dark Plate Gauntlets: 2020 4. Dark Leather Gauntlets: 144 5. Guard Gloves: 105 6. Dark Chainmail Gauntlets: 770 --Armor - Torso 1. Dark Villager Shirt: 92 2. Assassin Shirt: 540 3. Dark Plate Chest Piece: 7920 4. Dark Leather Chest Piece: 593 5. Dark Chainmail Shirt: 507 --Armor - Legs 1. Dark Villager Trousers: 80 2. Assassin Trousers: 473 3. Dark Plate Leggings: 8010 4. Dark Leather Leggings: 535 5. Dark Chainmail Leggings: 3050 --Armor - Feet 1. Dark Villager Boots: 12 2. Assassin Boots: 68 3. Dark Plate Boots: 1020 4. Dark Leather Boots: 69 5. Dark Chainmail Boots: 390 --Items - Potions 1. Health Potion: 80 2. Will Potion: 70 3. Resurrection phial: 500 --Items - Gifts 1. Red Rose: 20 2. Chocolates: 10 3. Fake Wedding Ring: 200 4. Jet: 450 --Items - Produce 1. Green Apple: 4 2. Apple Pie: 15 3. Fish: 12 4. Red Meat: 14 5. Crunchy Chick: 35 6. Grain Sack: 25 7. Beer keg: 46 8. Cider Crate: 52 --Items - Other 1. Flame Augmentation: 1450 2. Fishing Rod: 50 3. Spade: 200 4. "Eyes Of A Killer": 200 5. "The Ugly Guide": 200 6. "Windbreaker Rule Book": 200 --Wanted 1. Fish (Orange): 12 2. Fish (Blue): 18 3. Cider Crate: 52 4. Fishing Rod: 50 Knothole Glade -------------- There are three items shops here. -Knothole Glade Blacksmith On your left as you pass through the gates is the local blacksmith. Besides having these items for sale, there is also a chest containing 1000 Gold near his shop that you can open. --Armor - Torso 1. Villager Shirt: 84 2. Dark Villager Shirt: 92 3. Plate Chest Piece: 7920 4. Dark Plate Chest Piece: 8010 5. Will Dark Upper Robe: 630 6. Chainmail Shirt: 2967 7. Dark Chainmail Shirt: 3050 8. Dark Upper Dress: 54 --Armor- Legs 1. Villager Trousers: 74 2. Dark Villager Trousers: 80 3. Plate Leggings: 6930 4. Dark Plate Leggings: 7020 5. Bright Plate Leggings: 7040 6. Will Dark Lower Robe: 530 7. Guard Trousers: 366 8. Chainmail Leggings: 2596 9. Dark Chainmail Leggings: 2620 10. Dark Lower Dress: 48 --Armor - Feet 1. Villager Boots: 11 2. Dark Villager Boots: 12 3. Plate Boots: 990 4. Dark Plate Boots: 1020 5. Bright plate Boots: 1025 6. Will User's Dark Boots: 80 7. Chainmail Boots: 371 8. Dark Chainmail Boots: 390 --Weapons - Melee 1. Obsidian Longsword: 2340 2. Obsidian Katana: 2535 3. Obsidian Cleaver: 2145 4. Obsidian Axe: 1950 5. Obsidian Mace: 1755 6. Obsidian Pickhammer: 1560 7. Obsidian Greathammer: 3510 8. Obsidian Greataxe: 3120 9. Obsidian Greatsword: 3705 10. Obsidian Greatmace: 3315 11. Master Longsword: 20925 12. Master Katana: 22669 13. Master Axe: 17438 14. Master Mace: 15694 15. Master Pickhammer: 13950 16. Master Greataxe: 27900 17. Master Greatsword: 33131 --Weapons - Ranged 1. Ebony Longbow: 1820 2. Ebony Crossbow: 2100 3. Master Longbow: 23040 4. Master Crossbow: 25600 --Items - Other 1. Sharpening Augmentation: 2600 2. Flame Augmentation: 1450 3. Lightning Augmentation: 1550 -Knothole Glade Tavern and Item Shop Here is a list of all the items you can buy from the local tavern and the nearby Item Shop. --Items - Potions 1. Health Potion: 80 2. Will Potion: 70 3. Resurrection Phial: 500 --Items - Gifts 1. Perfume: 120 2. Red Rose: 20 3. Chocolates: 10 4. Wedding Ring: 900 5. Fake Wedding Ring: 200 6. Diamond: 800 7. Ruby: 600 --Items - Produce 1. Apple pie: 15 2. Fish (Orange): 12 3. Carrot: 6 4. Red Meat: 14 5. Tofu: 40 6. Crunchy Chick: 35 7. Grain Sack: 25 8. Beer Keg: 46 --Items - Other 1. Spade: 200 2. "The Ugly Guide": 200 --Wanted 1. Wedding Ring: 900 2. Green Apple: 4 3. Apple Pie: 15 4. Fish (Orange): 12 5. Fish (Blue): 18 6. Cider Crate: 52 The Arena --------- There is one vendor outside and one inside this area. -Arena Entrance Title Vendor This one has a few new titles for you to purchase. --Titles 1. Reaper: 250 2. Deathbringer: 350 3. Pilgrim: 160 4. Gladiator: 500 5. Arrowdodger: 150 -Arena Waiting Area Vendor Talk to this man to check out his steep prices... --Armor - Head 1. Bright Chainmail Helmet: 790 2. Dark Chainmail Helmet: 780 --Armor - Hands 1. Plate Gauntlets: 1980 2. Dark Plate Gauntlets: 2020 3. Bright plate Gauntlets: 2040 5. Leather Gauntlets: 127 6. Bright Chainmail Gauntlets: 780 7. Dark Chainmail Gauntlets: 770 --Armor - Torso 1. Plate Chest Piece: 7920 2. Dark Plate Chest Piece: 8010 3. Bright plate Chest Piece: 8050 4. Leather Chest Piece: 507 5. Bright Chainmail Shirt: 3070 6. Dark Chainmail Shirt: 3050 --Armor - Legs 1. Plate Leggings: 6930 2. Dark Plate Leggings: 7020 3. Bright Plate Leggings: 7040 4. Leather Leggings: 443 5. Bright Chainmail Leggings: 3070 6. Dark Chainmail Leggings: 2620 --Armor - Feet 1. Plate Boots: 11 2. Dark Plate Boots: 12 3. Bright Plate Boots: 990 4. Leather Boots: 1020 5. Bright Chainmail Boots: 1025 6. Dark Chainmail Boots: 80 --Items - Potion 1. Health Potion: 80 2. Will Potion: 70 3. Resurrection Phial: 500 --Items - Produce 1. Fish (Orange): 12 2. Carrot: 6 3. Red Meat: 14 4. Crunchy Chick: 35 --Wanted 1. Elixir Of Life: 2600 --Weapons - Melee 1. Steel Longsword: 450 2. Steel Katana: 488 3. Steel Pickhammer: 300 4. Steel Greathammer: 675 5. Obsidian Longsword: 2340 6. Obsidian Katana: 2535 7. Obsidian Axe: 1950 8. Obsidian Greatsword: 3705 9. Master Katana: 22669 10. Master Cleaver: 19181 11. Master Axe: 17438 12. Master Mace: 15694 13. Master Greathammer: 31388 14. Master Greataxe: 27900 --Weapons - Ranged 1. Oak Longbow: 450 2. Ebony Longbow: 1820 3. Ebony Crossbow: 2100 4. Master Longbow: 23040 5. Master Crossbow: 25600 --Items - Other 1. Sharpening Augmentation: 2600 2. Piercing Augmentation: 2100 3. Silver Augmentation: 1650 4. Thunder Hero Doll: 200 Bowerstone North ---------------- Instead of having multiple shops, this area has one big shop. -Bowerstone North Shop In the center of town, straight forward from the gates, is the only shop in this part of town. --Armor - Hands 1. Will User's Bright Gloves: 160 2. Dress Gloves: 13 3. Bright Dress Gloves: 15 4. Dark Dress Gloves: 14 --Armor - Torso 1. Will Bright Upper Robe: 640 2. Guard Shirt: 419 3. Upper Dress: 50 4. Bright Upper Dress: 55 5. Dark Upper Dress: 54 --Armor - Legs 1. Will Bright Lower Robe: 535 2. Lower Dress: 44 3. Bright Lower Dress: 50 4. Dark Lower Dress: 48 --Armor - Feet 1. Will User's Bright Boots: 82 --Items - Potion 1. Health Potion: 80 2. Will Potion: 70 3. Resurrection Phial: 500 --Items - Gifts 1. Perfume: 120 2. Red Rose: 20 3. Chocolates: 10 4. Wedding Ring: 900 5. Diamond: 800 6. Emerald: 700 7. Ruby: 600 8. Sapphire: 550 9. Black Rose: 300 --Items - Produce 1. Green Apple: 4 2. Apple Pie: 15 3. Fish (Orange: 12) 4. Fish (Blue): 18 5. Carrot: 6 6. Red Meat: 14 7. Tofu: 40 8. Flour Sack: 35 --Items - Other 1. Fishing Rod: 50 2. "The Sock Method": 200 3. "Making Friends"": 200 4. "You Are Not a Bad Person": 200 5. Doll of You: 250 6. Thunder Hero Doll: 200 7. Health Augmentation: 45000 --Wanted 1. Wedding Ring: 900 2. Emerald: 700 3. Sapphire: 550 4. Jet: 450 5. Golden Carrot: 160 --Weapons - Melee 1. Obsidian Longsword: 2340 2. Obsidian Katana: 2535 3. Master Longsword: 20925 4. Master Katana: 22669 5. Master Cleaver: 19181 6. Master Pickhammer: 13950 7. Master Greatsword: 33131 8. Solus Greatsword: 69825 --Weapons - Ranged 1. Master Longbow: 23040 2. Master Crossbow: 25600 Hook Coast ---------- There a few good shops here. --Items - Potion 1. Health Potion: 80 2. Will Potion: 70 3. Resurrection phial: 500 --Items - Gifts 1. Perfume: 120 2. Chocolates: 10 3. Wedding Ring: 900 4. Emerald: 700 5. Sapphire: 550 6. Jet: 450 --Items- Produce 1. Apple Pie: 15 2. Fish (Blue): 18 3. Carrot: 6 4. Red Meat: 14 5. Grain Sack: 25 6. Flour Sack: 35 --Items - Other 1. Fishing Rod: 50 2. Spade: 200 3. "The Sock Method": 200 4. "Making Friends": 200 5. "Eyes Of A Killer": 200 6. "The Ugly Guide": 200 7. "Windbreaker Rule Book": 200 8. "you Are Not A Bad person": 200 --Wanted 1. Health Potion: 80 2. Red Rose: 20 3. Green Apple: 4 4. Fish: 12 5. Carrot: 6 -Hook Coast Weapon Shop This place is good; you can buy every Master weapon as well as a bunch of rare Augmentations. --Weapons - Melee 1. Master Longsword: 20925 2. Master Katana: 22669 3. Master Cleaver: 19181 4. Master Axe: 17438 5. Master Mace: 15694 4. Master Pickhammer: 13950 5. Master Greathammer: 31388 6. Master Greataxe: 27900 7. Master Greatsword: 33131 8. Master Greatmace: 29644 --Weapons - Ranged 1. Master Longbow: 23040 2. Master Crossbow: 25600 --Items - Other 1. Sharpening Augmentation: 2600 2. Piercing Augmentation: 2100 3. Silver Augmentation: 1650 4. Lightning Augmentation: 1550 5. Experience Augmentation: 50000 6. Mana Augmentation: 45000 --Wanted 1. Flame Augmentation: 1450 2. Health Augmentation: 45000 --Armor - Head 1. Guard Hat: 105 --Armor - Hands 1. Villager Gloves: 21 2. Bright Villager Gloves: 25 3. Plate Gauntlets: 1980 4. Dark Plate Gauntlets: 2020 5. Will User's Gloves: 148 6. Dark Will User's Gloves: 155 --Armor - Torso 1. Villager Shirt: 84 2. Bright Villager Shirt: 96 3. Plate Chest Piece: 7920 4. Dark Plate Chest Piece: 8010 5. Will User's Upper Robe: 593 6. Dark Will User's Upper Robe: 630 --Armor - Legs 1. Villager Trousers: 74 2. Plate Leggings: 6930 3. Dark Plate Leggings: 7020 4. Will User's Lower Robe: 519 5. Will User's Dark Lower Robe: 530 --Armor - Feet 1. Villager Boots: 11 2. Bright Villager Boots: 12 3. Dark Villager Boots: 12 4. Plate Boots: 990 5. Dark Plate Boots: 1020 6. Will User's Boots: 74 7. Will User's Dark Boots: 80 =============================================================================== XIII. ENEMIES =============================================================================== The enemies you face in Fable will get tougher as you progress into the game, as could be expected. Some are hell even with supped up armor and weapons. Some of the higher level ones block a lot, too, with always gets on my nerves because I want to swath right through them all. You might not always have to fight them all, either. In most cases you could just run away. Insects ------- These are the first enemies you face in the game. As you can probably guess they either fly or crawl around, and may or may not say "buzz, buzz." They're very weak and come in a few varieties. -Small Wasp These will give no you no problem at all. You can wait until they get near you to simply tap them and defeat them. Or shoot an arrow or throw fireball/cast lightning. Health: 20 Experience Gained: 5 Renown Gained: 2 Weakness: Sharpening Augmentation, Lightning Augmentation Resistance: --- Attacks(s): Sting - 10 Damage Location: These ones can be found in Greatwood Entrance, and also are the wasps summoned by the Wasp Queen during the Wasp Queen Menace Quest. -Blue Wasp The fact that they are blue does not mean they'll do any more damage. Use any one of your three combat styles to kill them. Health: 30 Experience Gained: 8 Renown Gained: 3 Weakness: Sharpening Augmentation, Lightning Augmentation Resistance: --- Attacks(s): Sting - 10 Damage Location: I've encountered theses in Greatwood Lake. -Red Wasp Again, these guys won't give you any more trouble than the others. Their color just denotes how much health they have instead of them being radically different or upgraded enemies. Just smash them or do what you like. Health: 50 Experience Gained: 12 Renown Gained: 4 Weakness: Sharpening Augmentation, Lightning Augmentation Resistance: --- Attacks(s): Sting - 10 Damage Location: Like the Small Wasps, you can find these in the Greatwood Entrance Area. Unlike the Small Wasps, they are red. -Black Scorpion These do some more damage than the wasps, but usually won't be found in enough numbers to significantly gang up on you. Health: 100 Experience Gained: 12 Renown Gained: 3 Weakness: Sharpening Augmentation, Piercing Augmentation Resistance: --- Attacks(s): Sting - 70 Damage Location: These can be summoned by Nymphs. Otherwise, you'll only see them in the Arena while battling Arachanox. -Stag Beetle Even less of a worry than the wasps, these beetles are pretty much jokes. Health: 10 Experience Gained: 1 Renown Gained: 1 Weakness: Sharpening Augmentation, Piercing Augmentation Resistance: --- Attacks(s): Bite - 10 Damage Location: You'll only have to amuse yourself with these in the Guild Woods at the very beginning of the game. -Stag Beetle Queen A slightly less funny attempt at an enemy. But it's to be expected since you only fight these during the Guild Training when you're just starting the game. Health: 200 Experience Gained: 10 Renown Gained: 3 Weakness: Sharpening Augmentation, Piercing Augmentation Resistance: --- Attacks(s): Bite - 30 Damage Location: The Guild Woods during your melee training. Bandits ------- Chances are these are the enemies you'll fight most in the game. Mainly because they pop up everywhere, whether you want or expect them to. Early on these guys will be weak, but later in the game they start to really get on my nerves. Especially since they'll just tear the hell out of any wandering traders they see. -Bandit I love cutting the heads off of these guys. With a good weapon (you can do it easily with some of the better iron weapons), hit them normally three times to stun them, then follow it up with a Flourish Attack to lob off their head. If you're not going for that, be aware that they may occasionally block and take advantage of your missed attack, but they're still nothing to be afraid of if you happen upon one one-on-one. Health: 200 Experience Gained: 12 Renown Gained: 6 Weakness: Sharpening Augmentation Resistance: --- Weapon(s): Steel Melee Weapon - 20-30 Damage Location: Almost everywhere in the game. Greatwood, Darkwood, Witchwood, any paths between towns. Anywhere in the game that you think you will encounter enemies, they will probably be the bandits. -Bandit Archer These guys are even weaker than the regular bandits. The other difference is that they will switch from ranged combat to melee when you get close enough. Health: 150 Experience Gained: 6 Renown Gained: 11 Weakness: Sharpening Augmentation Resistance: --- Weapon(s): Bandit Crossbow - 20 Damage Location: It's a safe bet that you can find these guys firing shots at you while you're trying to dispatch the rest of the group. -Bandit Fire Archer A step up from the run of the mill archer, mainly because they'll fire flaming arrows at you. Health: 200 Experience Gained: 6 Renown Gained: 11 Weakness: Sharpening Augmentation Resistance: --- Weapon(s): Bandit Fire Crossbow - 80 Damage Location: These particular Archers while replace the standard ones once you start to face the more powerful groups of bandits. You may also see them mixed in with normal Archers. -Bandit Lieutenant These guys are tougher than the rest that'll be around them. You can identify them by the fact that they're taller and have a large red kite-looking thing strapped to their back. They utilize block a lot, so be prepared to dodge behind them or switch to another combat style. Health: 400 Experience Gained: 42 Renown Gained: 20 Weakness: Sharpening Augmentation Resistance: --- Weapon(s): Steel Katana - 80 Damage Location: At the back of any Bandit grouping. Since they're the toughest, you should fight them last so you don't have the rest of them swinging at you while you're trying to beat their leader. -Twinblade Bandit Advanced form of the regular Bandit, better in all categories. Health: 700 Experience Gained: 24 Renown Gained: 10 Weakness: Sharpening Augmentation Resistance: --- Weapon(s): Obsidian Melee Weapon - 75-90 Damage Location: Found in and near Twinblade's Camp (Near as in the route leading to it). -Twinblade Bandit Archer They hate you just as much as the normal kind. Health: 300 Experience Gained: 18 Renown Gained: 10 Weakness: Sharpening Augmentation Resistance: --- Weapon(s): Large Bandit Crossbow - 100 Damage Location: Always out of your swinging range, one of the bandits in the Twinblade Bandit groups. -Twinblade Bandit Fire Archer You can have cool shot-outs with these guys if the others aren't smacking you around. You should kill them first. Health: 350 Experience Gained: 18 Renown Gained: 12 Weakness: Sharpening Augmentation Resistance: --- Weapon(s): Bandit Fire Crossbow - 80 Damage Location: The Twinblade Bandits follow the same procedures as the rest of the bandits. So you'll find these guys off in the back of the groups of tougher Twinblade Bandits (of which there are few). -Twinblade Bandit Lieutenant The even more bad-ass kite-wearer. Health: 1000 Experience Gained: 58 Renown Gained: 28 Weakness: Sharpening Augmentation Resistance: --- Weapon(s): Bandit Lieutenant Longsword - 100 Damage Location: Usually standing behind his lackeys, holding his sword up into the air and hollering. -Assassin Bandit They're pissed off and want to kill you. Just imagine the Twinblade's Bandit but even more advanced. As bandits go, this group is the toughest. Health: 1500 Experience Gained: 36 Renown Gained: 14 Weakness: Sharpening Augmentation Resistance: --- Weapon(s): Master Melee Weapon - 90-146 Damage Location: You will encounter these guys after you gotten past the point in the game where you visit Twinblade's Camp. You will also see themin Greatwood Lake during the same timeframe. -Assassin Bandit Archer Try to avoid their ranged attacks since you can't block them. Health: 600 Experience Gained: 32 Renown Gained: 14 Weakness: Sharpening Augmentation Resistance: --- Weapon(s): Large Bandit Crossbow - 100 Damage Location: Right where you don't want them to be. Like the bandits before them, the Assassin type shows up in later stages of the game at almost every opportunity. -Assassin Bandit Fire Archer Fire arrows burns as well as pierce! Health: 650 Experience Gained: 32 Renown Gained: 16 Weakness: Sharpening Augmentation Resistance: --- Weapon(s): Bandit Fire Crossbow - 80 Damage Location: Mixed in with the rest of the group. Almost never seen alone. -Assassin Bandit Lieutenant The leaders of the toughest group of common enemies. Health: 1600 Experience Gained: 76 Renown Gained: 36 Weakness: Sharpening Augmentation Resistance: --- Weapon(s): Master Bandit Lieutenant Longsword - 170 Damage Location: Same as the others above. He's in the back, but won't hesitate in charging you with the rest. Guards ------ Although you shouldn't attack these guys unless you want to be evil or don't mind an infinite supply of enemies (if you're in a city), you can still kill them as you see fit. These enemies have both melee and ranged attacks. -Blue Guard They're not completely blue, but they have predominantly blue clothes. Health: 400 Experience Gained: 16 Renown Gained: 10 Weakness: Sharpening Augmentation Resistance: --- Weapon(s): Iron Longsword - 30 Damage Guard Crossbow - 50 Damage Location: Any town early in the game (i.e.: Oakvale, Bowerstone South). -Red Guard These are tougher versions of the Blue Guards. Health: 700 Experience Gained: 32 Renown Gained: 15 Weakness: Sharpening Augmentation Resistance: --- Weapon(s): Obsidian Longsword - 90 Damage Large Guard Crossbow - 100 Damage Location: You find these guys in town like Oakvale and Knothole Glade alter on in the game. They may also come to aid Blue Guards if they are under attack. -Black Guard These guys are the toughest, and come in few numbers outside of their usual areas. Health: 1000 Experience Gained: 48 Renown Gained: 20 Weakness: Sharpening Augmentation Resistance: --- Weapon(s): Master Longsword - 135 Damage Large Guard Crossbow - 100 Damage Location: You'll see these in Bowerstone Jail, Bargate Prison, and Hook Coast. -Sheriff Not as tough as the Black Guards and only show up rarely. Health: 1000 Experience Gained: 25 Renown Gained: 19 Weakness: Sharpening Augmentation Resistance: --- Weapon(s): Obsidian Longsword - 90 Damage Location: In Bargate Prison and along the Prison Path/Headman's Hill. -Executioner This guy is rare seeing as you'll only see him once. Health: 1500 Experience Gained: 15 Renown Gained: 15 Weakness: Sharpening Augmentation Resistance: --- Weapon(s): Executioner Axe - 15 Damage Location: At Headman's Hill. You'll only get to see him during the Execution Tree Quests. Hobbes ------ These guys can be a pain since they almost always gang up on you. There's also only one type that can do a ranged attack, and they're always going to be hiding behind the rest will they fire at you. So they're pretty much a lot like the bandits. -Hobbe These dudes will wobble all around you, swinging the whole time. Health: 600 Experience Gained: 18 Renown Gained: 10 Weakness: Sharpening Augmentation, Lightning Augmentation/Spell, Fire Augmentation/Spells Resistance: --- Attacks(s): Hobbe Axe Swing - 60-70 Damage Location: Hobbe Caves and Darkwood Areas mostly. The forerunners of the Hobbe groups. -Hobbe Lieutenant Okay, I did have to look at the prima Guide for what to call these guys. I was going to go with 'Bigger Hobbe' but I didn't think that sounded too official. Health: 900 Experience Gained: 26 Renown Gained: 14 Weakness: Sharpening Augmentation, Lightning Augmentation/Spell, Fire Augmentation/Spells Resistance: --- Attacks(s): Hobbe Hammer Smash - 90 Damage Location: Anywhere in Darkwood (except the Chapel of Skorm and Darkwood Camp, obviously). In combat they'll be fighting you right alongside the normal Hobbes. -Hobbe Spellcaster These guys really get on my nerve. If you can keep on eye on hem while you're engaged with the rest of the Hobbes, try to doge the arcs of their spell blasts. Health: 300 Experience Gained: 22 Renown Gained: 12 Weakness: Sharpening Augmentation, Lightning Augmentation/Spell, Fire Augmentation/Spells Resistance: --- Attacks(s): Hobbe Staff Whack - 80 Damage Spell Blast - 80 Damage Location: Hobbe Caves/Darkwood Paths, all the way in the back of the grouping. -Small Hobbe These little dudes only appear when summoned by Lake Nymphs. Health: 120 Experience Gained: 12 Renown Gained: 6 Weakness: Sharpening Augmentation, Lightning Augmentation/Spell, Fire Augmentation/Spells Resistance: --- Attacks(s): Hobbe Weapon Hit - 20 Damage Location: Spawned by a Lake Nymph, so wherever you find them you can expect top find these guys soon. -Small Hobbe Spellcaster Smaller annoyances, but still annoyances. Health: 100 Experience Gained: 16 Renown Gained: 8 Weakness: Sharpening Augmentation, Lightning Augmentation/Spell, Fire Augmentation/Spells Resistance: --- Weapon(s): Hobbe Staff Whack - 50 Damage Spell Blast - 50 Damage Location: These are spawned by the Lake Nymphs. Balverines ---------- These guys can do some damage if there's a group of them. But in a one-on-one confrontation, you should be able to take them out pretty easily. They are weak to Silver weapons, but you don't necessarily need one to kill them. If you don't have a Silver-augmented weapon, just keep bashing them without whatever you have until they die. -Balverine The workhorse of the group. These ones will lead the attack on anything moving. Health: 500 Experience Gained: 20 Renown Gained: 12 Weakness: Sharpening Augmentation, Silver Augmentation Resistance: Lighting, Drain Life, explosions Attack(s): Claw Swipe - 50 Damage Location: Witchwood Paths, The Arena -Weak Balverine Each group of enemies needs one weaker enemy that just gets in the way. These are the Balverines' version. Health: 250 Experience Gained: 20 Renown Gained: 12 Weakness: Sharpening Augmentation, Silver Augmentation Resistance: Lighting, Drain Life, explosions Attack(s): Claw Swipe - 20 Damage Location: Witchwood Paths, The Arena -White Balverine These are the toughest wild Balverines, but only show up twice in the game. Health: 3000 Experience Gained: 120 Renown Gained: 100 Weakness: Sharpening Augmentation, Silver Augmentation Resistance: Lighting, Drain Life, Fire Spells, explosions, melee attacks, projectiles Attack(s): Claw Swipe - 100 Damage Location: Knothole Glade (as part of the Hunting the White Balverine Quest), The Arena Undead ------ These guys are Albion's equivalent to zombies. They often come in numbers, but since they're so slow and weak you shouldn't have any problem while destroying them. -Undead Soldier The weakest of the bunch. A steady combo should destroy these ones. Health: 400 Experience Gained: 10 Renown Gained: 10 Weakness: Sharpening Augmentation, Silver Augmentation, Fire Spells, projectiles Resistance: Lightning, Drain Life, explosions Attack(s): Undead Sword/Axe Swipe - 80 Damage Undead Sword/Axe Slash - 80 Damage Location: Grey House, Windmill Hill, Lychfield Graveyard -Undead Lieutenants Now these guys can take a steady combo with a Flourish Attack tacked on at the end. Tougher, but not by much. Health: 1000 Experience Gained: 14 Renown Gained: 14 Weakness: Sharpening Augmentation, Silver Augmentation, Fire Spells, projectiles Resistance: Lightning, Drain Life, explosions Attack(s): Undead Lieutenant Sword/Axe Swipe - 100 Damage Undead Lieutenant Sword/Axe Slash - 90 Damage Location: Grey House, Windmill Hill, Lychfield Graveyard -Undead General These guys are the leaders of the Undead. They not only block frequently, but also summon Undead Soldiers. Health: 2000 Experience Gained: 38 Renown Gained: 36 Weakness: Sharpening Augmentation, Silver Augmentation, Fire Spells, projectiles Resistance: Lightning, Drain Life, explosions Attack(s): Undead General Sword Slash - 150 Damage Undead General Axe Swipe - 140 Damage Location: Grey House, Windmill Hill, Lychfield Graveyard, YOUR NIGHMARES (sorry about that one) Nymphs ------ These will get on your nerves fast since they hover all around and can summon other enemies. Use your bow to shoot them when their bodies appear since you won't be able to reach them with a melee attack. -Wood Nymph You could also call these Fire Nymphs, I guess. Because they look like they fly around in a ball of fire. Health: 250 Experience Gained: 30 Renown Gained: 18 Weakness: Sharpening Augmentation, Lightning Augmentation/Spell, Fire Augmentation/Spells Resistance: --- Attack(s): Thorn Spell - 50 Damage Location: Areas in Greatwood. -Lake Nymph These are the ones who summon other enemies to fight while they fly around and giggle. Health: 500 Experience Gained: 40 Renown Gained: 26 Weakness: Sharpening Augmentation, Lighting Augmentation/Spell, Fire Augmentation/Spells Resistance: --- Attack(s): Ice Spell - 80 Damage Summon Location: Areas in Darkwood -Succubus Nymph These ones are tougher and appear in shades of red. Health: 500 Experience Gained: 50 Renown Gained: 34 Weakness: Sharpening Augmentation, Lightning Augmentation/Spell, Fire Augmentation/Spells Resistance: --- Attack(s): Succubus Spell - 120 Damage Location: Areas in the game as you make your way to Hook Coast Trolls ------ Although being some of the games strongest enemies, these guys are surprisingly easy to kill. Their attacks follow a simple pattern, which you can dodge quickly and fire back with arrows or spells. Or you could also charge them with melee attacks and dodge their ground pound attacks. -Earth Troll These mounds of dirt are pretty easy to defeat. Health: 2000 Experience Gained: 120 Renown Gained: 90 Weakness: Sharpening Augmentation, Piercing Augmentation Resistance: Lighting, Fire Spells, Drain life, melee attacks, projectiles Attack(s): Earth Chunks - 100 Damage Ground Pound - 200 Damage Location: Greatwood Lake, Greatwood Caves, Ancient Cullis Gate -Rock Troll These guys remind me of Graveller from Pokemon. Is that how it's spelled? Health: 5000 Experience Gained: 160 Renown Gained: 113 Weakness: Sharpening Augmentation, Piercing Augmentation Resistance: Lightning, Fire Spells, Drain Life, melee attacks, projectiles Attacks(s): Boulders - 150 Damage Ground Pound - 400 Damage Location: Witchwood Cullis Gate Minions ------- The melee forms of theses enemies are some of the best fighters in the game. But this doesn't mean you can't go toe-to-toe with them. Just make sure you're strong enough. -Minion Dreadwing These are like any other enemy equipped with ranged attacks, as in they will most likely stay in the back. Health: 2000 Experience Gained: 90 Renown Gained: 50 Weakness: Sharpening Augmentation, Piercing Augmentation, Lighting, Fire Spells Resistance: Drain Life Attacks(s): Minion Dreadwing Staff Swipe - 100 Damage Minion Spell Blast - 100 Damage Location: Witchwood Stones, Prison Path -Minion Wardog These guys are different than the Dreadwings, they'll get right in your face. Health: 1800 Experience Gained: 80 Renown Gained: 40 Weakness: Sharpening Augmentation, Piercing Augmentation, Lightning, Fire Spells Resistance: Drain Life Attacks(s): Minion Duel Sword Slice - 120 Damage Location: Witchwood Stones, Prison Path Screamers --------- Normal weapons won't do much against these foes, but augmentations and spells (check the information below) can really tear them up. Of course, if you're strong enough, you won't need any special weapons, either. -Screamer These guys will chase after you and, well, scream. Not much to worry about though, since they have no melee attacks. Health: 400 Experience Gained: 80 Renown Gained: 32 Weakness: All magic and augmentations Resistance: All melee and projectiles Weapon(s): Drain Life Location: Hook Coast Bosses ------ Here is the information for and ways to defeat the bosses in Fable. -Wasp Queen Health: 400 Experience Gained: 0 Renown Gained: 50 Weakness: Sharpening Augmentation, melee attacks Resistance: --- Weapon(s): Strike - 30 Damage Wasp Summon -Whisper Health: 15000 Experience Gained: 0 Renown Gained: 0 Weakness: sharpening Augmentation Resistance: --- Weapon(s): Whisper's Staff - 120 Damage -Twinblade Health: 3000 Experience Gained: 100 Renown Gained: 120 Weakness: Sharpening Augmentation, attacks while his blades are stuck in the ground Resistance: All attacks when blades are free Weapon(s): Twinblade's Sword - 120 Damage Twinblade's Sword (Ranged) - 120 Damage -Scorpion King Health: 7000 Experience Gained: 200 Renown Gained: 300 Weakness: Sharpening Augmentation, Piercing Augmentation Resistance: Everything except Weaknesses Weapon(s): Tail Strike - 500 Damage Claws - 300 Damage -Thunder Health: 3000 Experience Gained: 1000 Renown Gained: 0 Weakness: Sharpening Augmentation, Piercing Augmentation Resistance: Everything except Weaknesses Weapon(s): Thunder's Sword - 200 Damage Lightning Strike - 200 Damage -Kraken Tentacle Health: 700 Experience Gained: 20 Renown Gained: 15 Weakness: Sharpening Augmentation, Fire Augmentation/Spells Resistance: Everything except Weaknesses Weapon(s): Kraken Tentacle Strike - 550 Damage -Kraken Head Health: 5000 Experience Gained: 150 Renown Gained: 75 Weakness: Sharpening Augmentation, Fire Augmentation/Spells Resistance: Everything except Weaknesses Weapon(s): Kraken Fire Blast - 350 Damage -Jack Of Blades Health: 10000 Experience Gained: 5000 Renown Gained: 20000 Weakness: Sharpening Augmentation Resistance: Everything but Weakness Weapon(s): Sword Of Aeons - 500 Damage =============================================================================== IXX. BOOK INDEX =============================================================================== I thought this might be a nice inclusion to the guide. Below is a transcription off all the books, plus where to find them (just in case maybe you missed some and want to go back). I don't know when this will be finished but there are really not a whole lot of books in Fable so it shouldn't take too long. Heroes' Guild ------------- -A Love Story Location: Heroes' Guild bookshelf (upper floor) Text: Ralf was a hero who fought bravely and well. But his face showed the scars of battle and frankly, no woman would look at him. In his despair, he robbed the ancient trader barons of Greatwood and bought a house and a pile of presents to give out. Women fell at his feet and eventually he chose a gorgeous one to\ marry. But too late, he realized that the type of female who is impressed by gifts and houses is too shallow to make a good bride. So Ralf decapitated her and waved her lovely head about in triumph. And the phrase 'Trophy Wife' was born. -Creatures of Albion Book I Location: Heroes' Guild bookshelf (lower floor) Text: NYMPHS Nymphs are ethereal, yet dangerous creatures. There are three known types. The Water Nymph, The Wood Nymph and the very powerful Succubus Nymph. All will be eager to send you to an early death if you stray across their path. MINIONS Mindless, attacking animals bred by the old Kingdom wall-guards for attacking intruders, minions are keen to rip the flesh of anything in their way. The only thing they fear are their masters and the bigger, more powerful minions known as Dreadwings. SCORPIONS Born of the fires of ancient Bolewood, scorpions are armored beasts with evil hearts. Hushed voices tell of larger scorpions, bred in captivity for fighting. SCREAMERS Horrific entities caught in the netherworlds. Screamers have long struck fear into the population at night. They roam the land and are dangerous in their attacks." -Creatures of Albion Book II Location: Heroes' Guild bookshelf (lower floor) Text: WASPS The Wasps have stings that more than match their size. They are aggressive and can kill if enough venom is injected into their foes. Their aerial antics make them tough to hit, and weary travelers should especially fear the Wasp Queen, leader of the hive. BEETLES The Beetles of Albion's woods are tough, dangerous foes when they attack en masse. Those skilled at weaponry are required to defeat them. Villagers, even armed, strong ones risk great harm if they take on a nest of Beetles. TROLLS Born from beneath the ground of Albion, trolls are ancient, powerful beings. The Earth Trolls are single-minded and extremely dangerous, but the mighty Rock Trolls inspire awe and fear in all who behold them, Lumbering hulks they may be, but they make mighty foes and demand respect from even the most powerful heroes. UNDEAD The Undead are unthinking and impervious to what mortals consider pain. Wave upon wave will keep advancing until they overpower their victims, so the only way to stop them is with extreme force. -Creatures of Albion Book III Location: Heroes' Guild bookshelf (lower floor) Text: BALVERINES The wolf-people of the forests, Balverines are strong, cunning and fast. They are evil through and through, but especially so are the stronger, more cunning White Balverines born of a full moon. These are said to be the result of those bitten who resisted the poison and, instead of dying, became one with the clan. The Old Kingdom tells of silver weapons built especially to kill these White Balverines. HOBBES The under-race of the dells and hollows, the Hobbes are short and squat half-people whose genetics are entwined with the mud and slime of the deep country. Often dim but always aggressive, Hobbes are led by tougher leaders. The brainiest can even learn to use spells, some say. KRAKEN Albion is surrounded by nine seas, and the Krakens rule them all. These aquatic creatures were here long before the Kingdoms of Old, yet few have ever seen one. And not even the most boastful Heroes claim to have defeated a Kraken in combat. DRAGON What more can be said about these fiery creatures who own the mountains? A race in decline, they were once revered, but now they are just an ancient, albeit powerful and dangerous relic of the Old Kingdom. -Making Friends Location: Inside the Demon Door at the Guild Text: Among the gems of wisdom contained in this book are these: "It is generally considered ill-mannered to hit people. Albion is a materialistic place: shower people with gifts and they'll love you for it" and "Performing good deeds will make everyone appreciate you much more. -The Arena Location: Heroes' Guild bookshelf (lower floor) Text: Heroes left the Guild and made their choices, good or evil, in Albion. But, with the freedom to do as they chose, they often clashed. Sometimes they fought to the death. These bouts were often arranged in advance and people traveled from miles around to see them. Eventually the Arena was built, and the bouts became bigger and more spectacular. Creatures from across Albion were captured and brought there for Heroes to kill. One rule remained from the olden days, though. Should either combatant so choose, the battles could be to the death. -The Hierarchy of Weapons Location: Heroes' Guild bookshelf (lower floor) Text: The close range weapons of Albion are broadly divided into four types based on their materials and process of manufacture. The first and lowliest weapons are made of Iron, usually forged by blacksmiths. Better are the steel weapons. These are stronger, lighter and sharper. Only the Steelmasters can create these. Next are the Obsidian Items. This secret, magical material is still not understood, but it's believed to be dark and evil. The weapons are often blackened and twisted, but very light, strong and powerful. Then there are the Master Weapons. Blessed, worked to a high degree and anointed, these are the best a combatant can get, apart from the Legendary Weapons. These have names and are unique. Very few have seen them, and fewer still have ever wielded one. -The Dragons Location: Heroes' Guild bookshelf (lower floor) Text: Many Dragons lived in Albion, but the Old Kingdom huntsmen killed them for sport. The survivors fled to the mountains and the Northern Wastes and overtime they grew less powerful, and their fiery breath less dangerous. Without man they had no natural enemies. But a dragon is a dragon and to this day when an Albion child has an accident in his underpants it's known as "Seeing a Dragon". Although sometimes it's just known as "pooing yourself, you dirty little boy." -The Northern Wastes Location: Heroes' Guild bookshelf (lower floor) Text: The nine seas surround Albion, but to the North is the Wasteland. Some say there's nothing, and others that it is Jack of Blade's true home. The old Scribes say that it was once a mighty empire before the glaciers came. Libraries of arcane knowledge still exist beneath the ice, and those who once lived there sleep deeply beneath the cold blanket, ready to reawaken when the time comes and Albion is ruled again by one man. -The Old Kingdom Location: Heroes' Guild bookshelf (lower floor) Text: Long ago the kingdom of Archon ruled every corner of Albion. The World was peaceful and in perfect order, though many wondered if the force that held it altogether was not corrupt. For Archon had in his possession a sword of vast and mysterious power, and Albion's elders wrote of gradual changes overcoming their leader. These changes spread to the kingdom itself. Strange structures were erected round the world, and huge armoured figures were seen guarding four hubs of energy and Archon's Castle itself. Every living thing was touched by the Swords influence, and soon foul creatures the world had never seen before darkened the people's lives. And yet no record exists of what caused the fall of the Kingdom. So suddenly, so irrevocably. Archon and the Sword disappeared, but the darkness remained. -The Other Land Location: Heroes' Guild bookshelf (lower floor) Text: During the Old Kingdom, people fled the hatred, the pain within Albion in their masses. Boats sped from the shores in every direction. And one group of emigrants pitched up in paradise. Warm seas, palm trees and coral sands beckoned. And the inhabitants welcomed the visitors with food, comfort and grace. But the people of Albion had headcolds and when they passed these onto the islanders, almost all of them died. And the Albion Settlers, not knowing how to farm the weird fruits, catch fish or hunt the wild pigs and chickens, died too. But the few islanders who survived buried the dead and rebuilt their paradise. With new, impenetrable beach defenses. -The Pale Balverine Location: Heroes' Guild bookshelf (lower floor) Text: There was an Archer who believed he was the best in the land. He was also a lord, but had fallen out of favour with his people and had been imprisoned for lying. Determined to prove himself on his release, he set off to battle fearsome Balverines. He was bitten but did not die. Instead he changed and over time became a powerful, evil Balverine. Normal weapons hardly hurt him. So thick was his skin. But he hadn't counted on a red-robed woman's solid silver arrow of truth which pierced him and killed him. -The Tale of Maxley Location: Heores' Guild bookshelf (upper floor) Text: As everyone knows, Hobbes are stupid creatures. But every so often a clever one comes along. Maxley was one such Hobbe, and tired of eating raw flesh and sleeping in streams, he left to seek his fortune in the world of humans. He murdered a nobleman and stole his clothes, dressed up and walked tall on the road to Bowerstone. When he arrived people complimented him on his appearance. When he answered, his Hobbe grunting gave him away. The guards killed Maxley and put his head on a spike. It is better to keep quiet and be thought an idiot then to open one's mouth and prove it. -The Tale of Twinblade Location: Heroes' Guild bookshelf (lower floor) Text: Heroes, good or evil, need self-discipline. And Twinblade, a young, powerful swordsman, was no different. After graduation, he stopped taking Quests at the Guild when he realized he could take what he wanted from anyone. His love of gold and growing resentment of other Heroes drove him to live in the woods as a thief. His strength and ruthlessness led him to face and kill other Bandit Clan Leaders and he united the Forest Clans and became King of the Bandits. But deep inside him, Twinblade never lost the code of honour and respect the Guild had instilled in him. -Three Haikus by Miko the Bard Location: Heroes' Guild bookshelf (upper floor) Text: Terrible beauty, Buildings scream in agony, Oakvale is burning. Warrior or Mage, choose evil or choose goodness, a beard or moustache. Sword of Albion, sleeping until the true blood, flows red on its blade." Bowerstone ---------- -Eyes of a Killer Location: Inside the house next to the barbershop Text: This handbook gives some tips on making yourself scarier to other people. Performing acts of great evil, have certain tattoos applied to your body and mastering a really nasty laugh are all considered winners. -The Guild of Zeroes Location: Inside the house next to Bowerstone Quay Text: This satirical pamphlet purports to be a journal of a Zero in training, and is a thinly veiled attack on the Guild, the self claimed superiority of its members and the cult of celebrity that surrounds them. The author disappeared shortly after its publication. -The Repentant Alchemist Location: Inside the Clothes Store (upper floor) Text: This is a play by Philip Morley, Albion's most celebrated dramatist. It is the story of a Bowerstone innkeeper who discovers his wife is cheating on him with every man in town. As revenge, he concocts a new ale with the peculiar properties of making anyone who drinks it die horribly if they should have indulged relations with the innkeeper's unfaithful wife. He soon finds himself without living customers and decides to partake of his malevolent beverage himself. -Windbreaker Rule Book Location: Inside house across from Clothes Shop Text: This guide to making yourself obnoxious, includes the following tips: learn to swear and do it whenever you please, hit people for no reason at all, and break wind with wild abandon. -You Are Not a Bad Person Location: Inside the house next to Bowerstone Quay Text: Originally written to help reformed Bandits and serial killers to become accepted members of society, this book teaches you how to appear less scary to impressionable villagers. It seems not waving your weapons about, avoiding dark clothes and evil-looking tattoos, and letting out the odd giggle all work a treat. Greatwood --------- -A Hero's Journey I Location: Inside the fisherman's hut at Fisher Creek Text: Page 126, "You stand before a rocky mountain and look up to the ragged clouds cloaking it's peak. Suddenly, you feel a cold wind on your face. It seems to come from a cavern straight ahead. It's black mouth wails to engulf you as you move closer. If you choose to enter the cave, go to page 241. If you would rather take the path west of the mountain, to page 37." -A Hero's Journey II Location: In the bookshelf at the Rose Cottage Text: Page 241. "The cavern sends a chill down your spine as you are swallowed into it's shadow. The stench of rotting flesh is overpowering. You light your torch and its flickering flame illuminates a terrible collection of bones, half-chewed limbs, and thick gore. You notice a hand protruding limply from a mass of tissue, the glint of emerald on one of its fingers. As you bend down to pick it up, a huge roar echoes from behind you. You turn around to see a Undead horned Bear, its face a nightmarish contortion of teeth, saliva, and scars. You face it ready to attack. If you rush towards it with your sword, go to page 112. If you try to direct an arrow into one of its eyes, go to page 294. If you decide to cast a fireball, go to page 89." -The Rotten Apple Location: Inside the house at Orchard Farm Text: This classic political treaty uses the first metaphor to provide a theoretical solution to all of society's problems. The most controversial of these ideas involves the abolishment of the Heroes Guild (symbolized by a rare breed of crop-destroying Insect immune to most pesticides). By an extraordinary coincidence, when taken literally, most of the advice is also extremely effective in actual fruit farming. Oakvale ------- -A Hero's Journey III Location: Inside the house where you found the man cheating on his wife (they were behind it) Text: Page 167, "The wasp-headed creature at the door is fooled by the pass you took from Koroln's corpse and lets you in. The dark robes you wear as a disguise can't quite disguise your corpulent appearance, but the tavern's patrons pay little attention to you. The lack of windows in this underground chamber, the black curtains hanging raggedly from the walls and small number of torches, make it hard to see anyone clearly. In one corner is a group of assassins, hunched over a table and whispering. Near the door, two lizard-men, a woman of great beauty but evil red eyes and a large man, whose hirsute face gives him away as infected with a Balverine's bite, are playing a card game. To their left, the bar man scowls as he pours a thick, black liquid into a skull. If you order a drink, go to page 15. If you would rather join the card game, go to page 101. If you wish to sit close to the assassins and maybe try to listen in on their conversation, go to page 76." -Sister's Diary Location: Inside your house when you first start the game Text: Harvest, Day 15 - Mother is away again. She never tells us where. I think father is a little sad when she goes. Harvest, Day 18 - I had that nightmare again last night. There's a big room, and right in the middle of it there's a big swooshing light that feels like it's going to suck me in. I still couldn't see what was in the middle of it. I don't think I ever want to. Harvest, Day 19 - I had another dream. I was opening birthday presents and I was so happy. Then something happened, and it was so horrible it woke me up. I think that part was only a dream though. Harvest, Day 21 - It's my birthday today! I bet my brother forgets again, but at least mother will be back. I got up early to look out over the sea, and now I'm going to play in the top field. -The Sock Method Location: Inside house all the way to the east Text: Subtitled "How to Make Yourself Sexier in Ten Days", this guide advises its readers to master really Heroic poses, learn to flirt, wear stylish clothes and avoid bad haircuts. -The Trials of Aarkan Location: Inside the house next to yours Text: This epic poem was once taught in every school, but its themes were regurgitated so often by lesser verse makers it lost all its power and is now virtually forgotten. It tells the story of a young boy whose village is destroyed by a band of savages. Orphaned, he is taken in by an old warrior who teaches him the ways of the sword. As a grown man, he slays an ancient evil and restores order to his world. -The Ugly Guide Location: Inside house all the way to the east Text: Though admittedly writing for a small market, the author of this manual has many handy tips on making yourself less attractive. Among the chief ideas are: eating plenty of fattening pies, releasing that uncomfortable build-up of bowel gases and making rude gestures to your would-be admirers. -Windbreaker Rule Book Location: Inside house all the way to the east Text: This guide to making yourself obnoxious, includes the following tips: learn to swear and do it whenever you please, hit people for no reason at all, and break wind with wild abandon. Grey House ---------- -Dusty Notebook Location: In on of the book shelves Text: The book says: "I, Elvira Grey - known from this day forth as Lady Grey - have come of age and, finally, to the power I have so longed for. This day marks a turning point for the Grey family; an end to weakness, indecision and regret. As I look back on my past, my only dissatisfaction lies in wasted time. I wish that the masked messenger, whose words made the world so clear to me, had arrived earlier in my life. Tonight I take my leave of this house, and begin anew. Bowerstone will find it's new leader a formidable woman..." -Scrawled Parchment Location: On the floor of the Grey House Cellar Text: The fragment reads: "The air is running out and I have hardly the strength to scratch the words on this letter. The lamp was extinguished hours ago, and my life cannot be long in following it. Now that I've resigned to my fate, however, I am concerned solely with my duty as the eldest of the Grey children, rightful heir to the office of the Bowerstone Mayoralty. I can only hope that these words are one day found, and the truth they speak become known to all. I die at the hand of my sister, Elvira. The new Lady Grey is a murderess. I grow weary now... Sleep is upon me and..." The final scrawl is illegible. -The Bloodline Location: Given to you by Theresa outside the Grey House Text: Though the Old Kingdom vanished centuries ago, pieces of it remain scattered throughout Albion. The Guild in its magnificent glory, ruined architectural corpses, dark and unholy secrets throbbing beneath the earth. But more survives than stone and magic. For there is still among us the living legacy of the Kingdom itself. A lineage that is connected with all that made the Kingdom great and somehow ended up destroying it. Whether they are descendants of Archon himself, or of the makers of the sword, or perhaps of those who managed to extinguish its power, it is not known. Though generations separate them from the days of the fall, their walk today survivors of this bloodline, and an ancient power courses through their veins. They may live as Heroes or they may hide among the masses, but their link to the sword wielded by Archon himself, the sword of Aeons, is confirmed in all the documents I have unearthed. If I can find the living descendants of this Bloodline, I may be able to uncover what happened to the sword, and perhaps the days of the Old Kingdom can be restored. There is one to whom all the signs direct me. Though she lives a quiet life now, she has done much to mark her as the one. And now the bloodline continues through her children. A son and a daughter. And the power that lives in her will be passed on to them one day. -Theresa's Letter Location: Given to you by Theresa outside the Grey House Text: Dear Brother, I have always known we were special, and now I have found proof. This book tells of a bloodline from the days of the Old Kingdom, and its connection to a sword powerful enough to rule the world. A bloodline mother belonged to, I am certain. A bloodline you and I belong to as well. Perhaps with your eyes you will understand it better than I do. I speak to the pages, but they don't speak back. Theresa. =============================================================================== XX. DEMON DOORS =============================================================================== Demon Doors are another bonus in Fable. Behind them are very pretty, usually one-room areas that hold secret items. You will need to pass certain requirements to pass through the doors, all of which are listed below. I've listed them here as well as in the body of the FAQ for any of those out there who are too lazy to read through the walkthrough and find the information. -Demon Door #1 Location: Heroes' Guild Method: Use your Lamp in front of it Reward: Elixir of Life, Howl Tattoo, various books Return to the Demon Door south of the small magic testing island in the Heroes' Guild. Use your Lamp in front of it to gain access to the Library Arcanum. Inside you'll find an Elixir of Life (it doubles your health bar), a Howl Tattoo, and several books in the bookcases. -Demon Door #2 Location: Greatwood Gorge Method: Have a completely evil alignment bar/do evil deeds Reward: Wellow's Pickhammer Find this Demon Door near the entrance to the Greatwood Cullis Gate. If you are completely evil by the time you talk to it, it will open. Otherwise you'll have to perform evil deeds in front of it. Some good evil deeds to do are eating around ten Crunchy Chicks or getting four people to follow you to the door and then murdering them in front of it. Inside you'll find the Arboretum and a chest containing Wellow's Pickhammer. -Demon Door #3 Location: Rose Cottage Method: Give the door a gift Reward: Bright Will User's Outfit All you need to do is give this door a gift, like Chocolates or a Red Rose (which can be bought from nearly any item store). Once you do that you'll be allowed into the Secret Haven, where you can retrieve your full Bright Will User's Outfit from the chest inside. -Demon Door #4 Location: Greatwood Caves Method: Have a Combat Multiplier above 14 Reward: Cutlass Bluetane If you reached this point early on in the game like I did, it may be hard to get a high enough multiplier. In order to do it, you NEED the Physical Shield spell. Don't try to be a bad-ass and do it without it because you're only going to waste your time and get pissed off. What I did was sprint back and forth between the Greatwood Caves and the Hobbe Caves, killing everything in sight. The Physical Shield spell made sure I didn't lose any Combat Multipliers when I got hit, which happened a lot because I ran right into the center of a group of them and starting slashing all of them. The main problem with this technique is that during the (frequent and heinous) load times, your Combat Multiplier decreases. This pissed me off to no end. It didn't seem fair at all. To raise the Multiplier, you need to be controlling your character and killing things. How can you do that when the game pauses the action so it can load the next area? It doesn't seem fair at all. But you can still do it, as long as you're quick enough with the kills and running. You'll need a Multiplier of at least 20 or higher to even last you the run back to the Demon Door, at which point it might just barely be at 14 when you reach it. If you can do it, though, I think the prize is worthless. I got maybe around 690 kills with the Bluetane, just because it's so cool looking. I got an email from Sylver who told me about a much easier way to get your Combat Multiplier high enough, which is cool except I wish I'd heard of it sooner to maybe save myself from having to run back and forth between areas. Here's what he said: "Get into a good spot where an enemy you see can't see you, preferably alone so you don't have to deal with other enemies after you do this. Pull out your bow, and lock onto him (either through zooming in or holding L, but zooming in will be easier on your hands). Now, hold down X for a few minutes. Yes, literally minutes. At least two minutes I think should suffice. Now, shoot your opponent. He will die instantly and your combat multiplier will be HUGE. Now, just go to the Demon Door and walk on in. One really good idea I found is, if you want to wait for a bit later in the game, Witchwood Lake (I think) has a Rock Troll that is always there, and he is the only enemy in the area. Above him (where you probably fought he White Balverine for the last time), is a perfect spot to shoot him. Go to the Demon Door, and teleport to Knothole Glade, and then walk to this spot at the hole in the wall next to the path. Zoom in, and hold down X for like... Five minutes. When you let go, you should do around 5000 damage and your combat multiplier should be 61, possibly depending on the bow (I did it with an Ebony Longbow). Then teleport back (should be on Recall), and open the Demon Door. This is also the best time to use Ages of Might, Ages of Skill, and Ages of Will potions, as each one will give you 6100 experience." -Demon Door #5 Location: Darkwood Marshes Method: Defeat the summoned Hobbes Reward: Will User's Dark Robes This is probably one of the easiest Demon Doors to open. The only problem you may run into is if you try to open it while you're leading the traders through Darkwood. If you do that there's a chance they'll get slapped around. So it would be a safe bet to leave them in a far enough away area and then accept the Door's challenge. Defeat all the Hobbes it summoned to gain access to the Darkwood Sanctum, where you will find a chest containing a full set of Will User's Dark Robes. -Demon Door #6 Location: Barrow Fields Method: Gain weight Reward: Will Master's Elixir Find this Demon Door in the south of Barrow Fields to be told that you need to be fat to enter. So you know what that means: go and eat lots of hocks of Red Meat and Apple Pies. You should eat until you can't possibly get any fatter in order to gain access to the Old Kingdom Spring. Inside you'll find a Will Master's Elixir. And don't worry if you don't want to be fat, you can always lose all your weight by remaining active in the game. -Demon Door #6 Location: The Grey House Method: Marry Lady Grey Reward: Ronok The Axe The Demon Door at the north end of the path at the Grey House will only open for one who has a "posh wife with a title." This means that no ordinary wife will do. You'll need to marry Lady Grey to get this door to grant you access to the Lost Garden. Once you have married her return here to claim your prize. -Demon Door #7 Location: Abandoned Road Method: Dress up in three sets of clothes Reward: The Dollmaster's Mace This Demon Door has lost some of his vision, but still wants to see his old friends again, who are the gallant knight, the evil mage, and the rascally bandit. You'll already have collected the bandit gear from the chests on the road. So this means you'll have to get the full set of Will User's Dark Robes from the Demon Door in Darkwood Marshes, and a full set of Bright Plate Armor. At this point in the game you won't have this, but later one you'll be able to buy it from the Arena, Knothole Glade, and wandering traders in the Greatwood Area. Come back when you have all of these clothes and model each outfit for the door to gain access to the Bitter Shrine, where you can collect the Dollmaster's mace. -Demon Door #8 Location: Witchwood Stones Method: Spell its name using the large stones Reward: 15-key Silver Key Chest containing Health Augmentation, Chainmail Leggings, Resurrection Phial, Howl Tattoo, Sapphire, and Ruby In Witchwood Stones there are a group of large stones in the north part of the area. On each of them is a letter: I, H, T, and S. If you ask the man at the Temple of Avo he'll tell you the name of the Door in exchange for a Ruby. But it's really not all that hard to figure out on your own. But just incase you're lazy; the Demon Door's name is HITS. Hitting the stones in that order gives you access to the Witchwood Caverns and the treasures inside. -Demon Door #9 Location: Knothole Glade Method: Fire an arrow at it hard enough Reward: Elixir of Life Players who have been predominantly using their archery skills will probably not have a problem with having the proper equipment for unlocking this door. Other players may want to purchase a better bow or use a Multi Arrow spell. What you have to do is hit the Demon Door in the face with an arrow hard enough for it to open up to give you access to the Hidden Copse, where a chest containing an Elixir of Life awaits. =============================================================================== XXI. SILVER KEY LOCATIONS/SILVER KEY CHESTS =============================================================================== Here is the reprinting of the list of locations of the Silver Keys, as well as the locations of the Silver Key Chests and what they hold inside. Silver Key Locations -------------------- -Silver Key #1 Location: Lookout Point Method: Slash bushes blocking path Near the main junction of all the roads, target and slash the bushes to find a path leading to the first Silver Key. -Silver Key #2 Location: Balcony of Clothing Shop Method: Climb the stairs and go outside. Right near the gates where you enter is the Clothing Shop. Head upstairs and out to the balcony to grab the second Silver Key. -Silver Key #3 Location: Fisher Creek Method: Fish at the ripples in the water The ripples in bodies of water indicate that special items can be fished out from there. Repeatedly use your Fishing Rod at the ripples here until you pull up the third Silver Key, among other items. -Silver Key #4 Location: Guild Woods Method: Fish at the ripples in the stream The ripples in bodies of water indicate that special items can be fished out from there. Repeatedly use your Fishing Rod at the ripples here until you pull up the forth Silver Key. -Silver Key #5 Location: Greatwood Lake Method: Grab from end of broken bridge At the very north of the area is a broken bridge. Walk up it to grab the Silver Key at the end. -Silver Key #6 Location: Orchard Farm Method: Fish at the ripples in the water The ripples in bodies of water indicate that special items can be fished out from there. Repeatedly use your Fishing Rod at the two ripples here until you pull up the sixth Silver Key or a Coron Visor tattoo Card. -Silver Key #7 Location: Rose Cottage Method: Dig out of ground Outside of the cottage, find the rose-lined patch of dirt. Stand in the center and use your Spade to dig up the Silver Key. -Silver Key #8 Location: Hobbe Caves/Focus Chamber Method: Dig out of ground Find the ring of mushrooms in the north area of the room and dig in the center to uncover the Silver Key. -Silver Key #9 Location: Darkwood Lake Method: Shot out of rock The south area of this section of Darkwood has a rock standing straight up. Firing an arrow into the hole at the top knocks lose the ninth Silver Key. -Silver Key #10 Location: Ancient Cullis Gate Method: Fished out of water Go to the bridge on the west side of the Ancient Cullis Gate and fish in the ripples to find this Silver Key. -Silver Key #11 Location: The Grey House Method: Fished out of water Go to the pond near the Demon Door in this area and fish this key out of the ripples you see in the water. -Silver Key #12 Location: The Memorial Garden Method: Dig from base of statue After completing the Ghost Pirate Side Quest, find the statue in the Memorial Garden holding an axe and dig at its base to claim you prize. -Silver Key #13 Location: Twinblade's Camp Method: Dig out of the ground Walk across the small pond in the camp and dig in the center of the small piece of land (it's in the southwest corner) to get this key. -Silver Key #14 Location: Witchwood Stones Method: Fish out of the small pond Use your fishing rod in the small pond to the left of the entrance to get this Silver Key. -Silver Key #15 Location: Witchwood Lake Method: Fish out of largest pond Find the largest body of water, which is the lake itself, and fish this key out of it with your rod. -Silver Key #16 Location: Knothole Glade Method: Dig out of dirt In the southwest part of the town, right outside one of the houses in that area, is a patch of dirt lined with plants. Dig in the center of this circle to unearth the Silver Key. -Silver Key #17 Location: Windmill Hill Method: Dig out of dirt There is a small farm house in the west section of this area. Go into the small fields next to it and dig in the flower-lined patch of dirt to get this key. -Silver Key #18 Location: Windmill Hill Method: Dig out of dirt Behind the windmill is another noticeable mound of dirt which you can dig this key out of. -Silver Key #19 Location: Headsman's Hill Method: Fish out of pond After falling down the hill during the battle with Thunder, you'll see a cave entrance and a small pond near it. After you've beaten Thunder enough to make him seek refuge in the cave, use your rod to fish the key out of the little pond nearby. -Silver Key #20 Location: Lady Grey's Bedroom Method: Pick it up off the bed This one isn't so hard. Just search the bed to find this key. -Silver Key #21 Location: Lychfield Graveyard Method: Find in mausoleum Towards the south section of the graveyard is a mausoleum that you can enter to find this key. -Silver Key #22 Location: Lychfield Graveyard Method: Dig out of grave Right outside the mausoleum you found the 21st key in, you can dig the 22nd out of one of the graves nearby. -Silver Key #23 Location: Lychfield Graveyard Method: Fish out of water There is a small stream to the west of the grave keeper's shack that you can fish this key out of using your fishing rod. -Silver Key #24 Location: Cliffside Path Method: Dig out of ground Past the entrance to the Underground Tunnel there is a spot in the dirt that you can dig this key out of. -Silver Key #25 Location: Hook Coast Method: Retrieve from cabinet Kick in the door of the lighthouse and search the cabinet on the ground floor to find this key. Silver Key Chests ----------------- -Silver Key Chest #1 Location: Greatwood Lake Requirement: 5 Silver Keys Reward: Elixir of Life -Silver Key Chest #2 Location: Cave Larder Requirement: 5 Silver Keys Reward: Will Master's Elixir -Silver Key Chest #3 Location: Darkwood Lake Requirement: 15 Silver Keys Reward: Arken's Crossbow -Silver Key Chest #4 Location: The Grey House Requirement: 10 Silver Keys Reward: Sharpening Augmentation -Silver Key Chest #5 Location: Witchwood Stones Requirement: 15 Silver Keys Reward: Health Augmentation -Silver Key Chest #6 Location: Cave in Headsman's Hill Requirement: 15 Silver Keys Reward: Mana Augmentation -Silver Key Chest #7 Location: Lady Grey's Bedroom Requirement: 15 Silver Keys Reward: Katana Hiryu -Silver Key Chest #8 Location: Circle of the Dead Requirement: 10 Silver Keys Reward: Piercing Augmentation -Silver Key Chest #9 Location: Hook Coast Lighthouse Requirement: 15 Silver Keys Reward: Murren Greataxe -Silver Key Chest #10 Location: Heroes' Guild Requirement: 20 Silver Keys Reward: Murren Greathammer =============================================================================== XXII. CREDITS =============================================================================== Pretty much everything you've read in this guide is copyrighted to me because I sat my ass down long enough to type it all out. The game this is written about is copyrighted to Microsoft and Big Blue Box and everybody else who made this game. On a side note, there WAS a site at www.fablemod.com that had a very talented team doing some pretty cool stuff with the game. What they've done is mod the game and come up with some pretty great scenarios with lots of weapons previously unavailable to the player (like weapons wielded by the enemies or weapons but into the game but locked at the last minute before release). Some of the weapons include a good number of different swords, "grenade" type weapons that cast spells when thrown, and a few special repeater crossbows. All of their work is available for download. If you have an Action Replay you can copy all of their stuff onto your memory card and load the saves off that. ...But, since the Lost Chapters came out I think they have all but abandoned the original game. They can be found at http://fabletlcmod.com/forum/ now, so if you have the Lost Chapters you might want to check them out. Maybe you can still find the files for the original game, too. Looks like that's all for now.