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Fable:(xbox)FAQ/Walkthrough

Fable:(xbox)FAQ/Walkthrough
============================


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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
XIV. Book Index
XV. Demon Doors
XVI. Silver Key Locations/Silver Key Chests




===============================================================================
I. VERSION HISTORY
===============================================================================

-Version 0.3:
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 0.8:
Finished the Enemies Section
Finished the Walkthrough Section
Finished Silver Key Locations/Silver Key Chests Section
-Version 1.0:
Finished the Shops Section
Finished the Armor Section
Finished the Credits Section
-Version 1.5:
Updated the layout
-Version 1.8:
Decided to add in a document index, similar to a feature I'm including in
a guide for a different game.
-Version 2.4:
Another format update


===============================================================================
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.


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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
cast. 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 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. 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 a
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 (anybody know these?)

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 good wood for Crossbows
as well 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 do 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


===============================================================================
XIV. 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.


===============================================================================
XV. 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.


===============================================================================
XVI. 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


=================the end==========================

Fable: FAQ/Walkthrough by Maxx
Version 2.4, Last Updated 2008-02-07 View/Download Original File
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