Fable Walkthrough :
This walkthrough for Fable [X-BOX] has been posted at 12 Jun 2010 by dark kyogre and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up dark kyogre and share this with your freinds. And most important we have 20 other walkthroughs for Fable, read them all!
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Walkthrough - FAQ/Walkthrough"All good things... _______ _______ ______ _ _______ | ____ \ | ___ | | ___ \ | \ | ____ \ | | \/ | | | | | | | | | | | | \/ | |__ | |___| | | |__/ / | | | |__ | __| | ___ | | __ | | | | __| | | | | | | | | \ \ | | | | | | | | | | | |___| | | |____/\ | |____/\ |/ |/ \| |/ \___/ |_______/ |_______/ ...must come to an end." ============================================================================= Fable for the Xbox FAQ/Walkthrough Last Updated 02/03/05 Version 1.2 Written & Compiled by "ATesta" Email address TestaALT@aol.com This file is Copyright (c) 2005 Andrew "TestaALT" Testa. All rights reserved. ============================================================================= ================== Table of Contents: ================== 1. Author's Forward 1.1 - Version History 1.2 - Introduction 2. Basics 2.1 - Story 2.2 - Controls 2.3 - Overview 3. Walkthrough 3.1 - Oakvale 3.2 - Heroes' Guild 3.3 - Lookout Point 3.4 - Bowerstone South 3.5 - Greatwood 3.6 - Darkwood 3.7 - Oakvale and Seeress 3.8 - Witchwood 3.9 - Knothole Glade 3.10 - Arena 3.11 - Post-Arena Optional Quests 3.12 - Archaeologist and Graveyard Quests 3.13 - Rescue Scarlet Robe 3.14 - Hook Coast 3.15 - Stop Jack of Blades 3.16 - Post-Jack Optional Quests 4. Appendices 4.1 - Bosses 4.2 - Enemies 4.3 - Quests 4.4 - Optional Quests 4.5 - Weapons 4.6 - Armor 4.7 - Items 4.8 - Magic 4.9 - Augmentations 4.10 - Demon Doors 4.11 - Silver Keys 4.12 - Silver Key Chests 4.13 - Tattoos/Hairstyles 4.14 - Books 5. Other Stuff You Can Do 5.1 - Money-Making 5.2 - Getting Married 5.3 - Experience Pools 5.4 - Crime 5.5 - Fishing 5.6 - Digging 5.7 - Tavern Games 5.8 - Secrets/Glitches 5.9 - Temple of Skorm 5.10 - Temple of Avo 6. Frequently Asked Questions 7. Footer 7.1 - Credits 7.2 - Legal Disclaimer 7.3 - Contact Information Quick Navigation: ----------------- Five easy steps to jumping to the section you want. 1. Highlight the section name and letter (as seen above). 2. Press Control and C. 3. Press Control and F. 4. Press Control and V. 5. Press Enter. You should now be at the beginning of the appropriate section. ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ \___/__\___/__\___/__\___/__\___/__\___/__\___/__\___/__\___/__\___/__\___/ 1. Author's Forward ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ \___/__\___/__\___/__\___/__\___/__\___/__\___/__\___/__\___/__\___/__\___/ The, uh... author's forward. __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ \__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/ 1.1 - Version History __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ \__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/ Version 1.2 (02/03/05): Added some more frequently asked questions because (naturally) they were frequently asked. Version 1.1 (10/27/04): Added weapon and armor lists. Version 0.80 (10/24/04): Added books and user tips right and left. Version 0.75 (10/16/04): All optional quests complete. Added reader tips. Version 0.71 (10/11/04): Revised guide. Version 0.70 (10/09/04): Walkthrough completed! Version 0.55 (10/09/04): Walkthrough before Scarlet Robe Quest. Version 0.20 (10/07/04): Basics section done. Added secrets/glitches. Version 0.15 (10/05/04): Walkthrough through Barrows Field. Version 0.08 (10/04/04): Walkthrough through Orchard Farm Quest. Version 0.07 (10/03/04): Walkthrough up to middle of Bowerstone South. __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ \__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/ 1.2 - Introduction __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ \__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/ If I were to write an introduction, it would just be a rehashed version of this: http://www.gamecritics.com/review/fable/main.php ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ \___/__\___/__\___/__\___/__\___/__\___/__\___/__\___/__\___/__\___/__\___/ 2. Basics ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ \___/__\___/__\___/__\___/__\___/__\___/__\___/__\___/__\___/__\___/__\___/ This section is worthwhile if you don't have a manual. __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ \__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/ 2.1 - Story __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ \__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/ A word from the Guildmaster: Congratulations are in store for you. The fact you have been proved with the Book of the Guild means you must be one of a lucky few with enough potential to be invited here as a Hero apprentice. We consider this text sacred and even, I would say, magical. You would be wise to study it carefully from cover to cover in order to unveil its many secrets. The task ahead of you will not be an easy one. Only through years of hard work can you hope to unleash your latent powers. During its long history the guild has seen many apprentices fail through idleness and overconfidence, and I would be sorry to see one with potential such as you throw it all away. Albion needs its Heroes now more than ever. Becoming a Hero of Renown means achieving great things, and to accomplish less than greatness is to have done next to nothing at all. You must understand that, for the Guild, greatness has no bearing with regard to perceived good or evil. No, it has more to do with the Renown one achieves through actions, regardless of mortality. Be forewarned that the work necessary to become a Hero is not to be taken half-heartedly. On the contrary, this will be a most gruelling and arduous training, encompassing all aspects of mind, body, and spirit. I say this without a wisp of doubt. We require that you apply yourself as never before, but having done that, the rewards and Renown you may achieve are unimaginable. This said, if you do finally graduate from this Heroes' Guild, you may even one day be acknowledged as the greatest hero ever to stride the cobbled paths of Albion. Statues have been erected all over the land in honour of those few Great Ones who came before you, those laid to rest and permanently entombed at the Guild. We may only hope our success in training you will one day flame your successes throughout Albion, coarse a place as it is. Go now, and seek your destiny! __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ \__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/ 2.2 - Controls __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ \__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/ ------------ Default Mode ------------ A Button: Interact B Button: Run/Flourish X Button: Attack Y Button: Block White Button: Arm/Sheathe Melee Weapon Black Button: Arm/Sheathe Ranged Weapon Start Button: Pause Screen Back Button: Inventory Left Joystick: Movement or Zoom Bow (Click) Right Joystick: Camera/Expand Map (Click) D-Pad: Items & Expressions Right Trigger: Hold for Magic/Collect Experience Orbs Left Trigger: Target Lock-on ---------- Magic Mode ---------- A Button: Cast Spell B Button: Cast Spell X Button: Cast Spell Y Button: Cycle Spells White Button: Arm/Sheathe Melee Weapon Black Button: Arm/Sheathe Ranged Weapon Start Button: Pause Screen Back Button: Inventory Left Joystick: Movement or Zoom Bow (Click) Right Joystick: Camera/Expand Map (Click) D-Pad: Favorites Right Trigger: (Hold for Magic) Left Trigger: Target Lock-on __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ \__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/ 2.3 - Overview __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ \__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/ =============== At Your Command =============== The following information describes the primary items that appear in your view. We are unable, apprentice, to describe every possible option but have focused on those you will encounter most often. ---------- Health Bar ---------- The red bar in the upper-left portion of your view is the Health bar. Each time you receive a hit from an enemy, it impacts your health. Replenish your health by eating some food or drinking a potion. -------- Mana Bar -------- The blue bar in the upper-left portion of your view is the Mana bar. Mana depletes when you use magical powers of the Will. It replenishes with time, but returns more quickly when you drink blue potions. ----------------- Combat Multiplier ----------------- The Combat Multiplier idicates how much Experience you gain when you inflict blows upon your enemies. The higher the number, the more Experience points gained when you absorb Experience Orbs left in the wake of their deaths. For this reason, it is prudent to wait until you have your way with an entire group of enemies before absorbing the Experience Orbs. ------------------------- General Experience Points ------------------------- The General Experience Points notification appears momentarily to indicate an increase in General Experience points. These are accumulated by gathering Experience Orbs. -------------------------- Strength Experience Points -------------------------- The Strength Experience Points notification appears momentarily to indicate an increase in General Experience points. These are accumulated by using your fists or melee weapons in close combat. ----------------------- Skill Experience Points ----------------------- The Skill Experience Points notification appears momentarily to indicate an increase in General Experience points. These are accumulated by using the bow. ---------------------- Will Experience Points ---------------------- The General Experience Points notification appears momentarily to indicate an increase in General Experience points. These are accumulated by using magic. ----------------- Gold Notification ----------------- The Gold notification appears momentarily to indicate how much gold you have as well as how much you just gained or lost. ---------- Quick Menu ---------- The Quick menu appears when you select the Quick menu icon by pressing upward with the d-pad. Use the d-pad to scroll through your choices and press right on the d-pad to continue through your chosen category. Press the d-pad to the left to go back one screen at a time or the back button to exit the Quick menu completely. ----------------------- Context Sensitive Icons ----------------------- Context-sensitive icons appear in the lower-left portion of your view and temporarily replace other icons. Two of the most helpful icons to be aware of are the Digging and Fishing icons. Health, Mana, and Expressions also appear just when you need them. When one appears, press in the direction of the icon to use the shovel, fishing rod, or whatever else makes itself available. Pay close attention to these, and you never know what you might discover. -------- Mini Map -------- The Mini Map is located in the upper-right corner of your view. Click the right joystick to zoom in on the map. A legend for the Mini Map is available when you select Map from your Inventory. Use the right joystick to scroll down and see a description for each map symbol. ------------- Awareness Eye ------------- Attached to the Mini Map, the Awareness Eye indicates how many individuals are aware of you. A red Awareness Eye reveals to you that enemies are present. ----- Clock ----- Also attached to the Mini Map, the Clock is split in half between night and day to mark the passing of time. This allows you to know the approximate time of day or night depending on where the arrow is pointing. --------- Inventory --------- Press the back button to display the Inventory. Use the left joystick or the d-pad to navigate through the Skills, Equipment, Map, Quests, Logbook, and Statistics choices, and press the A button for your preferred category. Use the right joystick to scroll within any screen. Press the back button to exit the Inventory. ------------ Pause Screen ------------ Press the start button to display the Pause screen. Choose to Save or Load a game, configure game Options, enter Xbox Live Aware, or view Controller in- formation from the Help option. ------------------------------ Unsheathe/Sheathe Melee Weapon ------------------------------ Press the White button to unsheathe or sheathe your current melee weapon. To weild a different weapon, selectit from Equipment/Weapons in your inventory. ------------------------------- Unsheathe/Sheathe Ranged Weapon ------------------------------- When you press the black button, you weild or put away the bow. To weild a differenttype of bow, select it from the Equipment/Weapons in your Inventory. ---------- Block Icon ---------- use the Y button to block an opponent's attack. Also, while holding the Y button, use the left joystick to roll or block at the same time. ----------- Attack Icon ----------- Use the X button to attack an enemy, whether with hand-to-hand combat or a weapon. When using the bow, press X to shoot an arrow. The longer you hold X down, the more powerful the force of the arrow, although accuracy will de- crease. Click the left joystick to display and zoom the crosshair. Each add- itional press increases the zoom until it returns to normal view. ------------- Flourish Icon ------------- Th Flourish icon appears when you successfully land several blows without reply on an enemy. When it appears, press B to unleash a vicious, unblockable attack on the enemy. Direct the Flourish with the left joystick. String to- gether multiple Flourish attacks by continuing to make contact without miss- ing. ----------- Speech Icon ----------- The Speech icon indicates there is someone to interact with by pressing A. A green highlight indicates someone with information for you. Purple indi- cates neutral characters. Red highlighting indicates people hostile towards you. ------------- Interact Icon ------------- The Interact icon reveals interactive objects, those that emit a blue or purple glow. ========================= The Hero's Apprenticeship ========================= The Hero apprenticeship program focuses on the three most important attri- butes a Hero must develop to succeed: Strength, Skill, and Will. Mastery of all three sets you on the way to greatness, but to graduate, we only require that you have become proficient enough to pass a final Guild test. -------- Strength -------- Although Strength is the primarily physical ability, that which you have in- herited, we do expect you to strengthen yourself on a daily basis while main- taining a nutritios diet of wild game and freshly-harvested produce. Espec- ially after graduating from the Guild, you will find increasing Strength ben- efits you through your being able to carry heavier weapons. You can also do more damage to opponents in battle. During your apprenticeship, we encourage you to wander the Guild woods and explore the grounds in your free time. Running across the bridges may be good exercise, but do be careful about running around the facilities in your undergarments or apprentice robe with your sword drawn - this is as dangerous to others as it is to yourself. After you graduate from the Guild, increase your Strength by gaining Experience and then levelling up your physique, health, and toughness at the Experience Spending Platform. ----- Skill ----- Developing hero-level battle skills requires daily training in ranged combat. Training in ranged combat primarily focuses upon use of the bow. The bow may be the most difficult of all weapons to truly master, but once accomplished, is extremely useful in combat. If you can see your enemies but they can't see you, you're clearly at an advantage - and with ranged weapons, enemies can be eliminated at a distance. ---- Will ---- Will is, in essence, the ability to use magical powers. The mastery of Will is the most misunderstood and underrated Hero ability and at the same time is particularly distinguishing characteristic between Heroes. Numerous Will powers are available, and what you choose to specialize in is up to you. In Will training, you are first shown one of the most basic powers - that of the ranged Lightnin Spell attack. This basic attack will always serve you well, but as you gain additional experience, you an increase your abilities and acquire other powers. As with melee combat, some powers of the Will are primarily for close-in encounters, while others are useful from a distance. With any of them, it is the focus and duration of your Will that inflicts more damage on your enemy. ================= The Way of a Hero ================= Only after graduating from the Guild may you call yourself a Hero, but this is just the first step. Becoming a Hero of greatness requires you to increase both your Renown and your Experience. To this end, yound Heroes must accept increasily challenging quests that the citizenry of Albion drop off at the Guild. These are tasks deemed impossible for ordinary citizens, and many are thought not possible even for the mightiest of Heroes. Use the Quest Card's description to decide whether or not a particular Quest suits you according to your Experience and abilities. As we've stated before, it takes time to become a Great Hero, and the path to greatess is yours for the choosing. ---------------- Accepting Quests ---------------- To help you decide between the various Quest Card available to you, it is important to keep in mind that gold Quest Cards are those you must complete before progressing; silver Quest Cards are optional. To accept a Quest, press A to interact with the map in the Guild Map Rom. As stated, the Guild makes no mortality judgements with respect to good or evil Quests, and you are free to pursue your own path. You can kill and steal, or be noble and help the villagers, defeating villains and monsters as needed. ---------------------- For Good, or For Evil? ---------------------- Your actions as a Hero, good or evil, or somewhere in the middle, determine your alignment, and in turn, your physical appearance. Generally speaking, when you kill Gurds, Traders, or villages, you might begin to grow horns, or even attract insects. If you choose to save Traders and villagers from evil beasts that room the woods, you may have lighter-colored eyes and a butter- fly-friendly demeanour. Good or Evil alignment also affects the way the people of Albion respond to you. ------------------ Gaining Experience ------------------ As you go about a Quest, you will gain General Experience, as well as speci- fic Experience in Strength, Skill, and Will, depending on the means used to succeed. The approach used to defeat enemies has a direct bearing on this. Using melee weapons gains you Experience in Strength. Using the bow gains you Experience in Skill, and using magical weapons gives you Experience in the Will. Whichever ability you use to defeate enemies, when vanquished they leave glowing Experience Orbs. Walk through them or use your poers of the Will (Right Trigger) to draw them to you, and thereby gain General Exper- ience. When you gain Experience, notification show you how much and what kind of Experience you have gained. Now you can use this Experience to enhance your abilities at the Experience Spending Platform at the guild. -------------- Gaining Renown -------------- Everything you do affects the way the people of Albion perceive you. The fair citizens may love or hate you, as well as respect and fear you. Or, they might simply laugh at you. The choices are yours to make, and the type of Renown you receive from the people in the villages throughout Albion reflects your decisions. Word travels quite quickly here. Renown is garnered through your action in Quests, but Heroes for hundreds of years have also furthered their Renown by displaying Quest trophies. It goes without saying that brandishing a Bandit's head for all to see cannot help but promote one's heroism and great deeds across the land. --------------- Heroic Boasting --------------- You can also boast on the Boasting Platform before going on a Quest. Just outside the front door of the Guild, the Boasting Platform is where a Hero can stand up and make a mighty boast such as "I'll kill the Balverine while wearing no clothing," if you care to expose yourself in this way. Boasts bring you more gold for completing a Quest, because they are wagers of con- fidence in your ability. ----------------------- Travelling About Albion ----------------------- The world of Albion is full of activity. Wild beasts roam the wilderness preying on Bandits, Traders, wanderng nomads, and careless adventurers. As you travel the world, numerous random encounters may take place. It is up to you just where you go and what you do. You are not required to spend all your time pursuing Quests from the Guild. As a Hero, your time is your own and the world is yours to explore as you wish. However, as you travel, there are times when even a great Hero finds himself lost in the woods looking for the front entrance to Orchard Farm. This is where consulting your Mini Map could aid you. Take a look at the map any time you need to re-orient yourself by clicking the right trigger. At times, you will encounter additional pieces of the map that may provide you with more details. For a key to the map, select the Map heading in your Inventory and scroll down. For a Hero, travel around Albion is now especially exciting. This is because the Guild has recently finished construction of a metod of travel no other citizen possesses - that of the Teleport Pad/Cullis Gate Travel system. Utilizing highly-advanced Guild ingenuity, this travel system allows any Hero to use a certified Cullis Gate that has become unlocked upon entering a re- gion. After one is unlocked, you can travel to that Cullis Gate any time using your Guild Seal. You can also use the Guild Seal as a recall device from anywhere in the world of Albion back to your last location. You may also teleport back to the Guild at any time, whether it is to quickly obtain another Quest Card, replenish health, level up abilities, or eat a quick meal at the Dining Hall (note: for your own safety, please don't drink strong mead and tele- port). Whatever the reason, we encourage our Heroes to use their Guild Seals to return to the Guild any time they wish. Our guild is certainly your Guild. ============================ Buying and Selling Inventory ============================ The currency in Albion is gold, and as we hope you learned in your Guild training, you must have gold to be able to buy anything at all, except peace and tranquility - that's found out on Fisher Creek. There are many different ways to acquire gold, the main method being that of completing Quests, but you an also trade goods or even buy and sell houses and shops for a profit. Most of the objects in Albion can be bought and sold, though some, of course, are found in the course of your travels. When you have acquired enough gold, you can purchase important items, such as food, potions, medicines, and, of course, weapons and armour, for your Inventory. You can purchase most of these items in towns suck as Bowerstone. Many items are also available from wandering Traders throughout Albion. The fair city of Bowerstone, as with other towns, offers a number of trading booths along its many walkways and paths. If there's an item you are inter- ested in, speak to the proprietor with the A button and then sort through what he has on offer. You can sell items from your inventory, suck as in a case where you need gold in a hurry. Be cautious about getting the right price unlss you do not care to make a profit. ------------------ Weapons and Armour ------------------ As far as obtaining weapon and armour, a small selection is available at the Guild Shop, but it is best to look for the appropiate Trader's booth or shop in one of the towns or villages. Be aware that heavier weapons require the Strength to wield them or they will do you no good. To sell weapons or ar- mour from your inventory, choose to sell an item while negotiating with the Trader. Armour also my be purchased in twon from the Armoury. Additionaly armour is never a bad idea and may save your neck, literally. It is not easily afford- able, so make sure you have accumulated enough gold before you try buying armour. --------------------- Potions and Medicines --------------------- A Hero's use of potions and medicines is not trivial and should be consider- ed carefully. Regional apothecaries have built entire trades out of these po- tions, but some have proven more useful for reinvigorating one's health, while others are primarily for replenishing Mana. This is by no means an exact art, and the strengths of potions vary significantly. As a general rule, the blood-red potions indicate aid to physical health, and the blue- azurite blends are for Mana replenishment. There may even be newer, recent- ly developed blends available, but we do not have exact details on those yet. An accomplsihed Hero has learned the value of keeping these potions on hand. ------------------- A Hero's Appearance ------------------- Another slightly useful aspect to a Hero's reputation are the various body decorations one may purchase, such as tattoos and haircuts. Many Traders provide tattoos just as they do consumables and other items. Whatever the look you are after, the people of Albion will respond in kind. Maybe you are thinking of getting married, and you have decided you need a change of hairstyle. If this is the case, visit the Barber of Bowerstone and request one. Do be careful though, as her razors are always quite sharp. In addition to getting tattoos or haircuts, you have a standard issue Hero's wardrobe available in your Inventory which allows you to change the clothes you're wearing at any time. Sometimes, this may even provide a strategic advantage. For example, you might need to sneak into a Bandit's camp for some reason, and having a quick-change Bandit's suit on hand is just right for such an occassion. This allows you to slip into something more comfort- able for mingling with the Bandits, just as if you were one of their own. =============================== Enhancing Abilities and Weapons =============================== As mentioned, when you complete Quests and other adventures in Albion, you accumulte valuable Experience. This does not go unrecognized by the Guild, and, for that reason, we created the Experience Spending Platform in the main building. At the Experience Spending Platform, opposite the Guild Teleport Pad in the Map Room, you can enhance your present abilities or even gain new ones. To use the Experience Spending Platform, first walk onto it. Select the ability you wish to enhance or the new ability you want to add. As you scroll over an item, view the points required for it, as well as details about what the ability provides for you. Each additional ability level requires an ever increasing amount of Exper- ience points. You can use General Experience points on anything, but the Experience in Strength, Skill, or Will can only be spent on the associated ability and must be used up first, before using General Experience. After you make a selection, choose to Buy with the A button. When you are done levelling up, exit the menu. ------------------ Augmenting Weapons ------------------ Not only are there a number of weapons with different capabilities available to a Hero, but some weapons are augmentable. An augmentable weapon has add- itional slots next to it when you select it from the Equipment/Weapons in your Inventory. For augmentations you need augmentation jewels. You can find augmentation jewels in a number of places, such as from blacksmiths, Traders, the Armoury, or even in parts of Albion where jewels have been hidden or forgotten. To perform an augmentation, simply select the weapon, and then select Augment. The various augmentations from your Inventory are displayed. Select the augmentation you desire, and the newly-augmented weapon is ready for se- vering Balverine heads like a knife through freshly-churned butter. After a weapon is augmented, the augmentation cannot be removed, so choose wisely. ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ \___/__\___/__\___/__\___/__\___/__\___/__\___/__\___/__\___/__\___/__\___/ 3. Walkthrough ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ \___/__\___/__\___/__\___/__\___/__\___/__\___/__\___/__\___/__\___/__\___/ WALK. NOW. __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ \__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/ 3.1 - Oakvale __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ \__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/ After the fantastic introduction, your father states that it is your sister's birthday and you should get her a gift. Since he doesn't want you to do bad deeds, for every good deed you accomplish, you will get one gold piece from him. While you get one gold piece from your father for good deeds, bad deeds yield the exact same amount; you just have to take bribes or beat the snot out of little kids, also. You're father won't be happy, but being bad pays well. This is Fable's first dilemma; whether to go good or bad. I can say that both are rather fun, and pretty equal in toughness. I will cover both in this walkthrough, so choose whichever one you like. In this area of the game, there are four deeds you can accomplish. Each will get you the money you need for the present, which costs three gold. The present is a box of chocolates that you can buy from the trader. I will break down each deed into subtitles, for your convenience, of course. --------------- The Affair Deed --------------- From your father, walk south down the path passed the first house and over to a whitish house. If you walk up to the door, you will hear two people talking. It sounds like an affair. Walk left around the house and over to the prostitute. Alongside her, you will find a man. Talk to him and he will tell you that his wife is working, and he should be entitled to do whatever he wants. Now you will get the option of either taking his one gold piece bribe or telling his wife. To be good, say that you won't take his bribe. In fact, we will do one better and go tell his wife about his affair! Run back around the house and follow the tattered path down to the central area. The central area has a big tree in the middle so you can't miss it. The wife is by the northeastern house. She will be complaining about her husband's absence, so fill her in about the affair. Afterwards, she will run off to her husband and verbally abuse him. It's really a joy to watch. Now, go back to your father and he will award you with one gold piece. For bad, take his bribe and don't tell his wife about the affair. If you tell his wife, it will yield good points. And we don't want good points, now do we? Something else to point out, you can take the bribe and tell his wife for two gold pieces, if you desire. I would not recommend this merely because you get good and bad points, and it is better to be lopsided in one category. Also, one gold piece is nothing at all a little later in the game. ----------------- The Watchman Deed ----------------- To get to this deed, start off at the big tree in the center of town. Go east of it and you will come to a fork. Take the lower path a little ways and a man will ask for a favor. He asks to watch his stuff while he answers a call of nature. The man will tell your father if you make a good watchman and stand between the two piles of crates while he is gone. So, if you are going good, just stand where you are at while the time elapses below the map. You will get a good deed when he comes back. Right after the man leaves, a little boy will tell you that you can find stuff in the barrels inside the three farmhouses. In all, you can find one gold piece. If you want to be bad, follow the little boy's orders: go inside the farmhouse and smash the barrels. Target with the left trigger and press X to smash the barrels. There are three barrels in each farmhouse, making a total of nine barrels. One of these nine has a gold piece in it, and it is usually the last one. Don't be surprised when two Giant Beetles are discovered when you smash the barrels. They are easily disposed of, however, with one good punch. Stay inside the last farmhouse and you will earn evil points when he comes back and doesn't find you. -------------- The Bully Deed -------------- So, you have two gold pieces either being a bad, bad boy or a good, benign person. You want your third so you can buy your sister a gift and get on with the story, right? Start off at the central area with the big tree and opt to take the east path. After a couple steps, you will be at a fork. Take the north path this time, last time we chose the south path to the farmer. After walking up the path, you will see a bully and a little kid in plain view. Talk to the bully and he will tell you about a teddy bear and beating the snot out of the little kid. Now, talk to the kid. He will tell you that this guy is a bully and you can beat him up. Obviously, to be good, you have to beat up the bully. Target him with the left trigger and let him have it by pressing X. This will punch him once, so string along three more punches and he will run off. You will get a good deed and the boy think highly of you. So highly, in fact, that he will give you his teddy bear. Look at the last deed to find out what to do with it. Being bad is a bit more fun -- or cruel -- than being good. Target the little kid and beat the snot out of him! After a couple punches, he will gladly give you his bear. But don't stop their, you can use the kid as a punching bag for hours, if you like. Every couple of punches will yield another two bad points, which is a good thing if you are going evil. ------------------- The Teddy Bear Deed ------------------- Now, you have a teddy bear and you don't know what to do with it. I think the choices are obvious, you either give it to the girl that lost it (good) or to the bully (bad). For bad, just hand him the teddy bear when you are done beating the snot out of the kid. You don't get any gold, but you already have enough (three pieces) to buy the chocolates. For good, walk back down the path and over to the central tree area. Then, go back east where you just were and you will be confronted by two paths. Take the southern path and follow it down. You *should* find the little girl that needs the teddy bear here. If she is not here, then look for her in the central tree area. One way or another, you'll find the little girl. Give her the beloved teddy bear "Rosie" and you will have accomplished a good deed! * * * * * * * Now, we either have four good deeds (good) or three gold pieces (bad). If you are going good, seal the deal by running back to your Dad and asking him for the gold pieces. He will gladly give them to you, at which point both the good and bad games collide because you have the money to buy the gift either way. So, make your way to the central area with the huge tree. If you look southwest you should see a stone house. Walk up to it and a trader should be yelling something about items. After conversing with him, buy the chocolates for three gold pieces. Run back around the huge tree north. You'll find a big path that runs under a bridge north. Run up it until you come to a field. This is where your sister resides at. Go inside via the opening in the gate and, after a small conversation, agree to give her the chocolates. If you don't, you won't proceed in the story. Afterwards, run back down through the opening and we'll see another cool cutscene. It seems bandits have raided the city. After that, they will go back into storybook cutscene mode and you will have control of the main character. If you go down the big path you are on that leads to the central area with the tree, you will find out it is blockaded by fire. Instead, take the path in between the two trees that veers left. Follow it up the hill, passed the bridge, down the slope, and over to your father. We'll have another cool cutscene, and you'll end up in the Heroes' Guild. __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ \__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/ 3.2 - Heroes' Guild __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ \__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/_\__/ ------------------ Childhood Training ------------------ After the cutscene at the guild, Whisper will wake you up. Whisper is a weird name, isn't it? Anyway, Whisper states that the Guildmaster got tired of waiting and is probably at the training grounds. Before we show him the great potential we have, first we should raid the guild of all its items. Yeah, that sounds good, doesn't it? From here, walk around the quest table and down the stairs. If you look left, you should see two doorways. Walk over to them and take the right door. Now we will be in a library. You can ransack the library of all its books, which is what we are going to do. Press A next to a bookshelf that is highlighted and you'll pilfer one book sometimes. If you press A on every bookshelf, you will get eleven books. Also, you won't get any good or bad points for doing this, so loot away, you goody-two-shoes, you! No, I don't know what these books do, if anything. I do, however, know that they have useful information in them. You should use it as your guide sometimes if something puzzles you. Anyway, walk out of the library, up the steps, and over to the quest table. If you look around this room, you should see two staircases that spiral up to each other. Walk up either staircase and up more stairs. Now we will be back at the barracks, where you and Whisper sleep, along with a lot of other people. They all go to sleep at a certain time and that's why all the beds are vacant. Anyway, there are around ten bookshelfs in these barracks and, after you are done pilfering through all of them, you should find around four books and a Kryndon Tattoo. Note that the barracks are three rooms, not just the center one. That concludes the pilfering of this area. In the barracks, go over to the eastern wing. At the northern end of the room lies a opening which leads outside. Take it, and go down all the steps that proceed. You'll reach green grass, and a bridge will be in front of you. If you look at your map on the upper right part of the screen, you will see a gold icon on the map. You have to reach that icon. So, go across the bridge and take the tattered path until you reach the Guildmaster. He will be next to a big melee ring. After another cutscene, you'll be thrown into the ring with a dummy. You're job is to hit it seven times. Target it with the left trigger and let him have it by pressing X. After the last hit, the Guildmaster will say that you aren't having a lot of impact, and gives you a stick. Press the White Button to weild the stick in your hands. Hit the dummy seven times and we will have *another* cutscene. It seems something is lose in the woods, and the Guildmaster gives you a quest. ================= Melee Combat Test ================= If you finish this quest, the main character (you!) will get twenty gold and thirty renown. This is pretty good for a child like yourself. Anyway, the quest takes place in the woods, where you will have to kill ten pushover beetles. Follow the Guildmaster over to the entrance of the woods. Get used to walking to quests on the map, also. Remember: the gold icon signifies the best quest you can do at the time. Enter the woods. Weild your weapon by pressing the White Button. If you look on the map, you find that a lot of red resides on the other side of the forest. Red dots are the enemies, and in this case it is ten beetles. Run around the forest from either side to fight them; it doesn't matter which side. The beetles are *extremely* easy foes. Just whack them with the stick once and they will fall. Remember to press the right trigger to magnify the experience orbs towards you, instead of running up and grabbing them yourself. The beetles are extremely easy if you target and hit. When you are done, put away your weapon and run back to the entrance of the guild. We will have another conversation with Maze that ends with leaving your childhood and beginning apprenticeship, or staying a child for a little longer and accomplishing two small optional quests. Please, chose to stay a child and do the two optional quests. Both are easy and give money and items, so you should do both quests. Anyway, here are the two optional quests. ------------------------ Applepie Hunt (Optional) ------------------------ From the melee combat ring, take the tattered path north, and follow it until you come to the entrance of a big house. Inside, you will find a maid that needs to bake an applepie, but she needs the key ingredient, apples! What a ditz. Anyway, exit the house and go over to the melee combat ring. Then go north and over to the Guild Woods but don't enter. Instead, walk back down the brown path a little ways and you should see an apple by some trees. Grab it. There are three more apples that the lady needs for her pie. Apple One: This is the apple that we just picked up. Apple Two: From apple one, walk left into a big rock that has roses around it. In these roses, you will find the second apple. Apple Three: From the second apple, loop around the rocks and hug the wall a little ways. Apple three should be on the ground. Apple Four: From the third apple, walk west down the slope and it will be lying on the ground. Now that you have all four apples, run back to the servant and exchange the apples for a Blueberry Pie! ------------------- The Race (Optional) ------------------- This is a pretty simple optional quest; all you have to do is run to the demon door and back within fifty seconds. If you don't know where the demon door is, it will be on the map with the symbol of a red dot. To start the race, go over to the remaining green dot on the map. If you want directions, from the melee combat ring take the tattered path north until you can veer left to a bridge. After crossing it, follow the tattered path straight passed the hedges and hang a left. Two guild members will be talking about racing to the demon door and back in fifty seconds. Talk to one of them and agree to racing a time trail race. The key is to cut corners and get a good jump from the beginning. When you reach the demon door, just touch it and run back. You DO NOT have to talk to the door, merely touch it. When you reach the finally leg of the race, try to converse with the guild member who challenged you to race from as far away as you can by triggering him. You will get twenty-five gold pieces for beating his time. You can *always* try again if you lost, by the way. ------------------- Apprentice Training ------------------- Anyway, run over to the Guildmaster, who is at the entrance of the Guild Woods, and tell him you would like to go to apprenticeship. Another cutscene will occur and Whisper will wake you up the next day. She will race you to the melee combat ring. It doesn't matter who wins but we wants to show Whisper who's better, right? Hold B down while you are walking to run. Run through the doorway to the south and go through the center barrack. After passing the hall, take the doorway from the eastern wing outside. Go down the steps and across the bridge in front of you. Then, hang a right and follow the tattered path to the combat melee ring. After some more conversing, we will be in a fight with Whisper. Well, not really. For this fight, all you have to do is hit Whisper with your new sword seven times without worry of her fighting back. After that, you will have to block Whisper's attacks five times. Just hold Y and let Whisper hit you. Roll right before Whisper tries to hit you by pressing left or right if you want to make things easier. She will follow up the miss with a weak swing at you from your new position. Do this five times. After more dialogue, you will be in a real fight with Whisper. She is *extremely* easy to defeat. Hold Y to block and when she tries to make a swing at you, roll and hit her from behind. It's really, really, *really* easy to defeat her. Anyway, after that you will have to meet the Guildmaster by the archery range. Just follow him over to it. When you get there, converse with him and he will give you a bow. Now, hit each target in the range one time by triggering them with the left trigger. It's extremely easy because they are stationary. After that, the Guildmaster will ask you to do the same thing, only hit them while moving. This is basically the same as before, but you should try to move with the targets to have a better aim. This one is worth points, but they don't matter. |
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Another Fable Walkthrough :
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