Fable FAQ


"All good things...
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            |  ____   |  ___  |  |  ___    |         |  ____ 
            | |    /  | |   | |  | |   | |  | |        | |    /
            | |__      | |___| |  | |__/ /   | |        | |__
            |  __|     |  ___  |  |  __ |    | |        |  __|
            | |        | |   | |  | |      | |        | |
            | |        | |   | |  | |___| |  | |____/  | |____/
            |/         |/     |  |/ ___/   |_______/  |_______/

                                                     ...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.

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                            1. Author's Forward

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The, uh... author's forward.
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                          1.1  -  Version History
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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.
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                           1.2  -  Introduction
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If I were to write an introduction, it would just be a rehashed version of this:

http://www.gamecritics.com/review/fable/main.php

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                                 2. Basics

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This section is worthwhile if you don't have a manual.
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                               2.1  -  Story
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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!
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                              2.2  -  Controls
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------------
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
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                              2.3  -  Overview
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===============
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.

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                               3. Walkthrough

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WALK. NOW.
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                              3.1  -  Oakvale
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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.

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                           3.2  -  Heroes' Guild
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------------------
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.

Now we have to do the third and final training, Will. Follow the Guildmaster 
over to the Will training area, which is at the island to the south. After 
conversing with the Guildmaster, use your lightning ability to hit one of the 
dummies. Hold the right trigger and press X to do this. The second part of 
this is worth points, but it doesn't matter what you get. Just try to get the 
hang of using lightning fluently, without a mixup or anything like that. 
After you are done, choose to "Play with Whisper" so you can do some 
interesting optional quests.

--------------------------------------
Melee Combat versus Whisper (Optional)
--------------------------------------

If you go back to the Melee Combat ring, you will see a man in a black cloak. 
Talk to him and you can fight against Whisper for a prize, if you get an A+ 
in his book. Agree, and the fight will start. It is exactly the same as the 
training fight, only you have to be perfect to get an A+. Lock on Whisper and 
hold down Y so she can't hit you. When she tries to hit you, roll left or 
right and let her back have it. After around six hits of this, she will be 
done for and you will get your A+. It's really simple to get the Iron Katana.

-----------------------
Archery Test (Optional)
-----------------------

Obviously, this test is at the archery range. Talk to the man in the black 
cloak and he will give you the lowdown. You have to get as many points as 
possible in a minute time. If you get an A+, then he will give you a special 
prize. To get an A+, you have to get more then 150 points. This is really, 
really simple. Weild your bow by pressing the Black Button and press the left
control stick down to zoom.

Do this twice and zoom to the left side of the small castle. The last dummy 
will move back and forth to this hole. Your job is to hit it when it passes 
through. To do this, wait until it reaches the side of the range and let the 
arrow fly. They will meet up at the same point (hopefully) and you will get 
thirty-six points. Do this a couple times and you will get your 150 points 
easily. My personal best is 324, so try to beat that! You'll get a Yew 
Crossbow when you get 150 points or higher.


--------------------
Will Test (Optional)
--------------------

This is by far the easiest test of the three. Walk over to the south island 
where the Guildmaster taught you how to use Will. A man in a black cloak will 
replace him. If you get an A+, he'll give you a special prize. This is very 
simple, merely hit each target with your lightning spell. When you hit the 
third, the first will recooperate and you can hit it again. Thus, this 
creates an endless cycle of hitting the dummies. All you need to hit is 
twelve to get the Will Potion and Resurrection Phial! My personal best is 
twenty-four.

---------------------------
Will Combat Test (Optional)
---------------------------

Note: You get good points for doing this quest.

Before we advance to an adult, we should first go to the woods and "Play with 
Whisper." That might sound oddly strange, sexual, whatever, but it's what 
Prima's guide calls it. Anyway, when you enter the woods, both of you will be 
confronted by bandits across the River. This is an excellent time to rack up 
some points, since the bandits can't hit you from the other side of the lake. 
Even if they do, Whisper states that she will heal you.

Now, this quest is entitled "Will Combat Test" by the game, but you can also 
kill the bandits with your bow. Whichever one you want to level more is the 
one you should use. It is extremely easy to kill the bandits. If they finally 
spot you, they will take out their crossbows and start to shoot at you. It 
does not matter, however, because Whisper will heal you if you sustain too 
many wounds.

--------------------------
Sparrow Huntin' (Optional)
--------------------------

Note: You get evil points for doing this quest.

This should be the last green dot on your map. Go across the bridge from the 
training areas and you should see a man in a black cloak. Converse with him 
and he will ask that you kill the Sparrows on the roof with your bow. For 
every Sparrow you kill, you will get five gold pieces, one renown, and two 
evil points. If you kill all seven he will give a twenty-five gold piece 
bonus. The Sparrows are literally all around the place. Press the trigger 
button constantly to find them on the roof. Also, they are sometimes on the 
objects in the garden.

--------------
Final Training
--------------

To meet the Guildmaster, you have to go to the Map room. This is symbolized 
by the big gold icon on the map. Just go through the garden and inside the 
guild hall. After going through the shop, go up the stairs to the big quest 
table. The Guildmaster should be somewhere around there. Talk to him and say 
that you want to progress to your final training.

After the cutscene, the Guildmaster will state that you have one final test 
before you can graduate. When you have control of the main character, go into 
the Guild Woods. After some dialogue with Maze, he will ask that you hit him 
with a sword. The only hard part about this test is that he teleports from 
place to place. Don't use flourishes, just hit him with your sword and have 
him block it. If you flourish, he will teleport.

Also note that Maze will not fight back. Ever. Anyway, after hitting him 
seven times with your sword he will ask that you hit him seven times with 
your bow. So, whip it out by pressing the Black Button and start shooting. 
After the seventh hit, Maze will say that you have to hit him with lightning 
seven times. Just tap the X button seven times quickly while locked onto Maze 
with the right trigger.

After you do this, Maze will say that you have passed the final test! 
Congratulations! Exit the forest and we will have a long cutscene. After the 
graduation ceremony, the Guildmaster will talk about the experience pool. 
Walk over to the green light and onto it. The Guildmaster will tell you all 
about the experience pool. Advance in what you liked the best during your 
training, or what came most natural to you. If you choose strength or skill, 
choose the one that highers your damage output, like Physique or Accuracy. 
Magic? Choose a good spell like Fireball.

After some more conversation, you will be asked to check the Map Table for a 
Quest Card. Take the Wasp Menace quest and you will be on your merry way. 
Before you leave, however, we have one key item that you need to get. This 
item is at the Demon Door. If you don't know where that is, look for the red 
dot on the southern part of the Heroes' Guild map. When you get there, talk 
to the Demon Door. He will say that your path is not bright enough.

To make it brighter, whip out your lamp. It's located in your inventory 
screen. To get to it, go to Equipment > Other > Lamp. The Demon Door will say 
something and the door will open. Inside, you will find an Elixer of Life in 
the chest. Look on the bookshelves to find a Howl Tatoo and Book. Also, look 
on the table to find another Book. Use the Elixer of Life right away, it will 
practically double your health! When you are ready, go back to the Map Table.  
In the eastern part of this room you will find a door that leads to Lookout 
Point, your next destination.

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                           3.3  -  Lookout Point
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We're finally out of the guild! Now we can seriously be good or bad! Anyway, 
walk a couple steps forward and a man will tell you to follow him to the Wasp 
Menace quest. So, follow him up the slope. However, stop when you see some 
vines to the left that cover a hole in the wall. Cut the vines with your 
sword and run down the dirt path to find your first Silver Key! Anyway, 
continue following the man until you reach the Picnic Area.

=================
Wasp Menace Quest
=================

After the small cutscene, all the statistics on the quest will come up. Five-
hundred gold, two-hundred renown I like! Anyway, press A and go help the man 
in front of you. You can use your bow, sword, magic, whatever, just kill the 
blasted Wasp. Walk down to the central area of the picnic and seven or eight 
Wasps will crowd you. Now it's time to unconditionally take out the sword and 
whack every one of them. Use the right trigger to suck up the experience 
orbs.

As you leave, the Giant Wasp will make its grand entry! Look at the size of 
that thing! That's no moon. Anyway, the Giant Wasp will make three Wasps that 
decide to fight you. Kill them with your sword. After getting the experience 
orbs, use your lightning spell on the Giant Wasp. Hold down the spell button 
until all your mana is drained. At which case, take out your bow and start 
shooting at the Giant Wasp. Lock onto it by pressing the left trigger. 
Remember: strong shots are better than weak shots. Wait a couple seconds 
before a shot so you can have full power.

The Giant Wasp will go down fast if you do this. When he makes more Wasps, 
just continue focusing on the Giant Wasp while circling around him. The 
little Wasps won't hurt you much and have notoriously bad aim when you are 
running. Each shot will do a lot of damage, and soon the Giant Wasp's life 
bar, which is located below the map, will be depleted. Kill the three Wasps 
that have been a nuisance to you and the quest will be complete.

-------------
Heroes' Guild
-------------

After that, the Guildmaster will announce that you have a new quest card. Use 
your Guild Seal to automatically teleport back to the guild! Then you will 
get the Quest Card; meet Maze at Bowerstone South. Anyway, you can use this 
opportunity to go to the experience pool and get another level of experience 
in whatever you desire. Then we leave via the Lookout Point door.

-------------
Lookout Point
-------------

There's only two things we can do in this traveling area. You can buy a new 
title at the title vendor if you like. It's located next to the Heroes' 
Guild. You default title sucks. We all know "Chicken Chaser" isn't the best 
title in the world. If I were you, I would choose something that fits the 
bill in who you want your character to be. For example, if you want to be a 
swordsman, "Sabre" works good. Archer? "Ranger." You get it, right? You don't 
*have* to get a title, however, it's just that I always hated being called 
"Chicken Chaser."

-------------------------------
The Bully and Beggar (Optional)
-------------------------------

Walk up the path from the Heroes' Guild to the statue central area. In here, 
you will see a bully and a beggar fighting. The bully looks like the bully 
from Oakvale, doesn't he? At any rate, you can help either the bully or the 
beggar. Obviously, if you help the beggar you get good points, while helping 
the bully gives you the opposite.

If you agree to help the beggar, use the "fart" expression to make the bully 
go away. It should be right on the d-pad. Make sure to have him highlighted 
while you fart. Two or three times should be enough to scare him away. The 
beggar will be happy, and you will be awarded twenty good points.

If you want to help the bully, puke on the beggar if you like. Then you can 
beat the snot out of him with your fists or bring out your sword. If you do 
the latter, the beggar will run away. You'll get twenty evil points for 
helping the bully.

-------------
Lookout Point
-------------

Nothing else to do in this area for the time being, sadly. At the statue 
area, take the northern path to the gold icon. This will lead you passed a 
bridge, and to the town called "Bowerstone South." Enter via the big doors.

   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
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                         3.4  -  Bowerstone South
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When you enter Bowerstone, the guard will so eloquently state that he needs 
to confiscate your weapons and you can't do anything bad. When you have 
control of the main character, walk forward to the tavern. Maze is in front 
of the place so talk to him. After more storyline, it's time to go back to 
the Heroes' Guild to get a quest. Before you do, however, if you are a evil 
character, now it is time to pilfer all the houses. Bowerstown has a lot of 
loot in it.

You'll find boulders upon boulders of stuff in Bowerstone houses. Everytime 
you steal something your character will receive two good or evil points, 
which can be a good or a bad thing. Just press A on a dresser, bookshelf, 
whatever, when no one is looking. The guards sometimes go into vacant houses, 
so keep a keen eye on the doorway when you attempt to steal stuff.

Also, there are two optional quests you can currently do in this area. But 
before you do, pick up a Silver Key on the Balcony of the clothing shop, 
located at the entrance of Bowerstone.

-----------------------------
Beardy Baldy Quest (Optional)
-----------------------------

This optional quest is located in Bowerstone Quay, which you can reach 
through its entrance in southwest Bowerstone. Go down to the docks. Beside 
them is a bench where Beardy Baldy sits. Talk to him and he will talk about 
his daughter. He will give you an unattractice hairstyle card after the 
conversation, which is what she likes as a hairstyle. Go over to the barber 
shop (located in the center of Bowerstone South) and get the haircut. Come 
back with the hairstyle and Beardy Baldy will give you an even more 
unattractive hairstyle card.

Yet again, go to the barber and get the haircut. Come back, and Beardy Baldy 
will usually give you a unattractive facial card. After getting that done, 
return to Beardy Baldy and he will give you the Fire Monkey Tattoo. Before 
you can beat the pulp out of him, he will run out of town.

-----------------------------
Fist Fighters Gang (Optional)
-----------------------------

The first Fist Fighters Gang meets every night in Bowerstone Quay circle at 
midnight. This is a very easy way to make a lot of money, even if you aren't 
specialized in strength. At midnight, a gang of fighters will come in. One of 
them is a guy with a big mohawk. Talk to him and agree to entering a round of 
fighting for fifty gold pieces. This might seem like a lot, but you will 
definitely get that money back.

You'll have to go through three rounds of really, really easy hand-to-hand 
fighting. These guys are extremely easy, just remember to hold up block. When 
they try to hit you, roll to a side and strike their back a couple times. 
It's really that simple! The fourth and final round is against the gang 
leader, who is a bit tougher. Use the same strategy, but remember that he 
might follow up a missing punch with another punch. Try to use flourishes to 
knock him on the ground. Press B to flourish when the icon appears. If you 
beat the last round without getting hit, which is really easy, you will get 
350 gold pieces! If you get hit in the last round, you will get 250 gold 
pieces. This can be done every night, too, so it's a good way for beginners 
to make money.

     *          *          *          *          *          *          *

Well, that's all we can do in Bowerstone South currently, besides maybe pick 
up a bonny lass or play the concentration game at the tavern. When you are 
ready, go to the entrance of Bowerstone. Next to the entrance, you should 
spot an illuminating blue pad. This will automatically teleport you to 
wherever you have found another one of these pads. For now, you can only 
teleport here and to the Heroes' Guild telepad. So, teleport to the Heroes' 
Guild.

-------------
Heroes' Guild
-------------

After arriving on the blue telepad, go into the center of the room. This is 
the maproom, which is the place where you will get all your quests. If you 
press A on the big table in the center, it will show all the quests that you 
can participate in currently. For now, you can only do two quests; protect 
orchard farm or attack orchard farm. Both quests are basically the same 
thing, but in one you will be protecting a farm from bandits and the other 
you will be helping the bandits.

Obviously, choose the quest that corresponds with your alignment. I will 
cover both quests, so you don't have to worry about that. After you choose, 
you will be prompted to boast or not. If I were you, I would boast because 
it's a very easy way to make more money. For protecting the farm, I would say 
that really easy boasts to pull through on are Protect Guards and Protect 
Property, but if you don't feel confident with the battle system, you might 
not want to boast at all. For attacking the farm, it would be prudent to 
chose Protect Bandits, as that boast is pretty simple. When you are ready, 
exit the boast system and you will be at Lookout Point.

-------------
Lookout Point
-------------

It's pretty simple from here. Just go to the gold icon on your map. 
Directions are always cool, though. From the guild entrance, follow the 
tattered path until you find yourself at the central area with the big 
statue. Next, take the south path right into the forest.

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                             3.5  -  Greatwood
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------------------
Greatwood Entrance
------------------

Whisper... what a b-- I mean witch. She'll say that she took the opposite 
quest for the Orchard, only after insulting you. Not to worry, we'll give her 
a good spanking in a moment. For the time being, you will find yourself at 
the Greatwood Entrance area. This place has a lot of enemies, but most of 
them are easy experience. It's advisable that you spend a little time here 
and level up a bit more before you enter Orchard Farm.

Clearing the Greatwood Entrance area is fairly easy, just kill the enemies as 
they come along and don't try to take on too many. If you are a good player, 
don't kill the traders, as it will end in evil points. If you're evil, on the 
other hand, then gut away at anything you see. After clearing the map of red, 
go over to the southeastern corner of it. Walk down the most eastern path 
near here. Once you reach the end, a chest and a couple of items lying on the 
ground will await you. In all, you will receive three Health Potions, one 
Will Potion, and one Will Elixer Potion. Use the Will Elixer Potion 
immediately, as it will raise your Will meter, which is always a good thing.

-------------------------------
Fishing Lesson Quest (Optional)
-------------------------------

I would also like to give you a fishing rod before we continue to the Orchard 
Farm. To get one, go to the Fisher Creek area located in the northwestern 
path of the Greatwood Entrance area. In here, you will find a man that is 
trapped in his house because of the Wasps outside. The Wasps will then 
proceed to swarm you after some dialogue.

The best way to kill these Wasps is to use your lightning spell. Target a 
Wasp and circle around it while holding down the right trigger and the X 
button. Obviously, this will use the lightning spell on the Wasp. I was able 
to kill all but one Wasp before my Mana was depleted. For the last Wasp, I 
just hacked away with my sword. After killing all the Wasps, the man will 
come outside and talk to you about fishing. Then he will give you a fishing 
rod and tell you to go over to the fishing ripple.

So, walk down from the deck and over to the small pier. Around four steps in, 
turn left and go up against the rope fence. You will be near the fishing 
ripple enough to cast your line. So, press the down button on the d-pad and 
your line will cast. After a couple seconds, a fish will bite. Wait until it 
stops pulling to press A as frantically as possible. This will reel it in. 
When it starts to pull again remember to stop or line will break. This tug-o-
war battle will be complete when they fish is all the way to the hook on the 
left side of the meter.

To finish the quest, you have to get the Gold Fish trophy. Just fish on the 
pier until you reel it in. Additionally, you can get Leather Gauntlets at the 
chest behind the house. By the chest, you should see four ripples in the 
water. You'll get 100 gold, a Working Moustache card, a Moonfish, and a 
Silver Key from fishing at the ripples there.

------------------
Greatwood Entrance
------------------

Now that you are ready, go to the southern part of the area again. Right next 
to the dead end that had the Will Elixer Potion, you will find another path. 
This path leads to Orchard Farm, but it is blocked currently. So, we will 
have to go all the way around. Look on your map for a gold icon. This is 
where we want to go. So, go to the western part of the map, passed the 
bridge, and over to Greatwood Lake.

--------------
Greatwood Lake
--------------

We won't be here long, so don't fret. You'll be confronted with a fork right 
when you enter. You can either go across a bridge or up a slope. Choose to go 
right and up a slope. No, this is not because I'm right-handed, but because 
at the end of the slope you will find a Silver Key. That's better, isn't it?

Anyway, go back to the fork and cross the bridge this time. You should find a 
bandit or another similar caliber enemy. By that, I mean a weak enemy. After 
disposing of it, go across the adjacent bridge and kill all the enemies 
there. Finally, continue going south down another bridge and kill the rest of 
the low level enemies. Go back to the middle area with the big rock and take 
the bridge leading east. This path will lead to Orchard Farm.

==================
Orchard Farm Quest
==================

Decent payoff for doing this quest. Both "Protect Orchard Farm" and "Attack 
Orchard Farm" are similar, but I split up the different parts of each quest. 
Onto the show.

If you chose to protect the farm, bandits will come here right after the 
farmer leaves. They will come from the northern path, which is a good thing. 
There will be three of them, and they are pretty easy to kill with the two 
guards at your side. Snipe them with your bow or use magic while they are 
running to you. Then whip out your sword once they are in hand-to-hand range. 
The first batch should be easy enough to defeat.

The second batch will come with four bandits, which only makes things a 
little tougher. One or two will probably stop halfway and start shooting at 
you with their crossbow, so just remember to stick and move. The same 
strategy applies to the first batch; try to pick them off while they are 
running towards you with your magic or your bow. They don't really stand a 
chance at hand-to-hand range, anyway. The third batch has four people again, 
and it is still easy to kill all of the bandits. Just remember to pick them 
off as they come, and mash X at hand-to-hand to range while targeting a 
bandit.

If you chose to attack the farm, tell the bandits to follow you and lead them 
to the farmhouse. They will take the crates and three guards will come to 
attack you from the west. The same strategy applies as above, pick them off 
with your bow or magic as they come over and finish them off with your sword 
when they are in hand-to-hand range. After you are done slaughting, lead the 
bandits back to the upper part of Orchard Farm. Do this two more times, using 
the same strategy, and it will be an easy win.

This is where both quests collide together. In both, you have to fight 
Whisper after you are done killing people. Whisper is extremely easy to 
defeat, even though she boasts that the only way you can defeat her is using 
flourishes. To do this, hit Whisper's blade with yours a couple times, or 
have her attack you while you are blocking, to enable the usage of a 
flourish. You will know you can flourish when your sword turns a firey color, 
or when the flourish button on the bottom right corner of the screen appears.

To flourish, press the B button. The main character will do some action move 
to hit Whisper off the ground while doing good damage. After you flourish 
once, it will show us her health bar. Now, the easiest way to win this battle 
is merely abuse the usage of flourishes. When she gets up from your first 
flourish, press the flourish button again. Keep doing this until she is dead. 
She doesn't have enough reaction time to get up and block at the same time!

If you are using magic, after flourishing to reveal her health start pounding 
away at her with your best spell. It's really easy to kill her this way. 
Going archer? Well, the best way is to target her and circle her as you fire 
at will. Out of the three, archer is the easiest. After the fight, you will 
win the quest and be rewarded with not only the gold and renown promised, but 
also Whisper's Brooch.

Anyway, we have a couple of items we can collect while we are here in Orchard 
Farm. If you look on the map, you should spy two black boxes. We want to go 
to the most southern of the two. It seems that these icons are for the 
farmhouses. At any rate, behind the southern farmhouse you will find the Jet 
gemstone in a chest. From the farmhouse, go east and follow the dirtpath 
until you come across a chest to your left. Open it to reveal a Treasure Clue 
5 item.

At this point, go to the deep eastern part of this map. You will find two 
piers, each of them will have a fishing ripple. When you fish, you should 
find a Coron Visor Tattoo card and a Silver Key. Before you leave, go over to 
the northern farmhouse. If you fish in the small pond directly in front of 
the farmhouse, you will receive an Elixer of Life. Use this item right away,
of course. After that, use the Guild Seal to teleport back to the Heroes' 
Guild.

-------------
Heroes' Guild
-------------

First thing first, put the experience you received from your previous quest 
to good use and level up. It's advisable that you get at least some spells, 
Heal Life and Assasin Rush work quite nicely if you are going melee. Archer? 
Just level either Accuracy or Speed. Mage? Well, get more spells! You should 
have around 3,000 general experience from the Orchard Farm quest, so you can 
get a couple levels before we continue.


When you are finished, go over to the Map Table and look at the quests. You 
have a choice of doing three quests: Trader Escort, Hobbe Cave, and Hobbe 
Killing Contest. For now, you cannot do the Hobbe Cave optional quest because 
you do not have enough renown. Trader Escort will bring us way to far in to 
the woods and so, that leaves us with Hobbe Killing Contest. This is a fairly 
simple optional quest: you show up at Orchard Farm and compete with Whisper 
to see who can kill the most Hobbes.

It's also easy, too, if you have focused most of your experience in one pool.  
So, take Hobbe Killing Contest. Try to boast, but you will find out that all 
the boasts are fairly tough. Anyway, get off the podium and you should see a 
trader walking down the path in front of you. Talk to him, and he will ask if 
you can take him to Orchard Farm. This is where we are heading, so we might 
as well get the extra 625 gold and take him with us! With that, agree to take 
the trader to the farm. If you did not see him, then look for a green dot on 
the Lookout Point map. Still don't see him? Well, you could always try 
reentering the area until you do.

------------------------------
Orchard Farm Escort (Optional)
------------------------------

Six-hundred-twenty-five gold for a short escort isn't that bad. In fact, I 
would say that it is very good. After you are done meeting the trader and 
agreeing to escort him in Lookout Point, tell him to follow you. To do this, 
make sure he is highlighted and press the d-pad button which corresponds with 
the "Follow" command. In my case, it was the down button. Anyway, go to the 
central statue area and take the south path to reach the Greatwood Entrance 
area.

From here, it is advisable that you DO NOT tell the trader to stop. Why? 
Well, if you do then someone will most likely come from the entrance and kill 
the trader. So, you have to bring the trader along with you while you kill 
everyone in this area OR you can have him stay in a safe area. I like the 
second option the best, too. From the start, kill all the enemies on the path 
you are on currently. When I say the path you are on, I mean the path that 
leads up to the big, "central" part of the forest. After you are done, go 
back to the entrance where you came in at.

Now, walk back down the path to the central part of the forest. To the left, 
you should see a small path veer off. It is sort of hidden by a tree stump. 
Go in this path to the end and tell the trader to wait. Then, take out all 
the enemies in the forest with no worry of the trader getting hurt. After 
that, come back to the trader and walk over to the path entrance to Orchard 
Farm. When you get there, the trader will give you 500 gold, as promised. He 
will also give you a gemstone -- usually a Jet -- if you get him here 
unscratched. Follow the trader to his open house and steal two books from his 
dresser.

------------
Orchard Farm
------------

Now that we are in Orchard Farm, we want to do the Hobbe Killing Contest. 
Walk over to the gold icon on the map. You'll have a cutscene.

--------------------------------
Hobbe Killing Contest (Optional)
--------------------------------

The cutscene will tell you that the Hobbe's are at the pier. Then we get to 
see how much this quest pays. Not bad, 900 gold and 200 renown. Anyway, 
follow Whisper over to where the Hobbes reside at. Now it's time to kill'em 
all. The best way to kill the Hobbes is to wait until Whisper weakens one of 
them and take her kill. Another way is to try to kill the magic Hobbes 
exclusively because they are much easier to kill.

Slow Time works wonders if you want to steal kills. Assassin's Rush also 
works wonders if you want to kill all the magic Hobbes. Remember to heal as 
necessary and try not to let the Hobbes swarm you. If they do, then it is 
advisable that you use an area effect magic attack like Force Push or 
Enflame. If you win, and kill more Hobbes than Whisper, you will receive the 
Hobbe's Tooth Trophy on top of the gold and renown. After the fight, get the 
Silver Key by fishing on the far end of the eastern pier and then use the 
Guild Seal to teleport back to the Heroes' Guild.

-------------
Heroes' Guild
-------------

After the Hobbe Killing Contest, you should have enough experience to get 
another level of something. When that is done, it is time to get another 
quest. You *still* probably don't have enough renown to do the Hobbe Cave 
optional quest, and it is pretty tough, so that leaves the Trader Escort 
quest. Your job is to escort two traders from Darkwood to Barrow Fields, 
which is a pretty tough thing, if you consider that Darkwood is a rough place 
full of enemies.

At any rate, you have to take this quest to continue so it isn't extremely 
arduous. At least, not as tough as the Hobbe Cave quest. Anyway, after 
choosing the Trader Escort quest teleport to Bowerstone South.

----------------
Bowerstone South
----------------

We are going back to Bowerstone South to get us some better equipment and 
weapons. By "better," I mean weapons and equipment that don't totally suck. 
You should have around 2,500 gold at least at this point. If you don't, then 
I advise that you do the Fist Fighters fights a couple times. You usually get 
around 350 gold each time, so it should be no time before you have the gold 
desired. Read the optional quests section for more details.

When you have the money, go to the clothing shop. It's located near the 
entrance of Bowerstone South. Buy either Bright Leather or Dark Leather 
armor, depending on your alignment. Don't buy gloves because we should 
already have them from Greatwood. Anyway, a set of the armor should cost 
around 1,000 gold. We have 1,500 gold left, which will be devoted to a 
weapon.

The weapon shop is located a little further in Bowerstone. Just follow the 
road in between the houses until you come to what looks like a blacksmith. He 
sells all the items you need here. If you are going melee, it is advisable to 
buy the best sword you can at this time. On the other hand, if you are going 
archer, buy the best bow you can. It is highly advisable that you buy the 
Ebony Bow, which is the best bow for a small portion of the game. It costs 
around 2,000 gold, which means that you should only have to do two or three 
more Fist Fighter fights to get it.

Also, pick up a Spade and a Box of Chocolates at the item shop near the 
entrance of Bowerstone South. When you are ready, leave via the entrance. 

-------------
Lookout Point
-------------

From here, just take the path you are on south to the central area. When you 
get there, take the south path again and go inside the Greatwood Entrance 
area.

------------------
Greatwood Entrance
------------------

You know the drill by now, right? Clear the area of all the enemies. They all 
should be a pushover by now, but if the game made them tougher they might be 
a little difficult. Just remember to take the enemies on one at a time. Once 
the area is cleared, take the path that the gold icon is on. This will lead 
to Greatwood Lake.

--------------
Greatwood Lake
--------------

It's time to clear this area, now. It should be pretty simple, as enemies are 
separated into three islands. Take each island on one at a time, and ridding 
the area of enemies will be simple. In the middle island, you will find a 
Health Potion on the ground next to a pillar. After doing everything here, 
take the southern path to the Greatwood Gorge.

===========================
Greatwood Gorge Bandit Toll
===========================

Follow the path and go across the bridge. A trader will come up and say that 
you will need a toll to get passed the bandits in this area. Walk up to the 
bandit and he will say it costs 400 gold to pass. Four-hundred gold is a lot 
of money, so say no. The better option here is to gut all the bandits here, 
take their loot, and never worry about a toll again!

Kill the bandit that wants a toll. He should be very easy to dispose of. 
Anyway, follow the path up and kill all the bandits in this central area. 
Follow the path south and kill the bandits as you walk down. Use your bow for 
easy kills. Even if you don't have any accuracy skill, it is still the best 
way to dispose of large groups because you can fire and move.

When you are ready, go back to the central area and choose to go north this 
time. This is where the bandit leader is at, along with a legion of bandits. 
The best way to kill all of these bandits is to fire at them with your bow 
from the other side of the bridge. If you kill the bandit leader, the other 
bandits will run away. However, this is a good opportunity for experience so 
it is advisable that you kill the bandit leader last.

After clearing the area, it is time to "loot it a whole bunch." In the area 
near the campfire, you will find two chests near tents. They contain 500 gold 
and a flame augmentation. Take the path north of this and it will start to go 
south and then stop at a point that looks out to the entrance of the Gorge. 
In this area, you will find a Steel Pickhammer in the chest. Definitely not a 
great weapon, but it can be sold. Also, smash all the boxes in this small 
lookout area to find loads of potions and other healing items.

Now it's time to leave this area. Take the south path down to the exit. 
Before you do, however, take note of the Demon Door. He wants you to perform 
an act of great evil before he opens up. You'll need to earn about fifty evil 
points in his site for him to open up. This can be done by killing four 
innocent people or eating around ten Crunchy Chickens, which can be bought at 
Darkwood Camp. You can also open it if you are completely evil. Anyway, walk 
south to the next area.

---------------------
Greatwood Cullis Gate
---------------------

This area does not boast a lot of bandits, maybe three or four, but the 
traders can take them. Anyway, at the fork go left. This will lead down to a 
telepad and a few bandits. Dispose of them, and go back to the fork. This 
time go right and follow the path as it goes down to another fork. There 
might be bandits along the way but they are easy to kill by now. At any rate, 
the fork that is reached will be across a bridge. You can either take the 
southern path to Greatwood Caves or the north path to Rose Cottage. For now, 
we want to go to the cottage so take the north path.

------------
Rose Cottage
------------

In this small area, you will find a Demon Door and a little cottage. Before 
we open the Demon Door, go over to the cottage. Next to the cottage is a 
small, desolate garden. There are a lot of roses, but we are particularly 
looking for roses that make a small circle with dirt in the middle. If you 
dig in the dirt, you will find yourself a Silver Key! Additionally, if you 
choose to hack through the vines by the fence in the yard, you will find 500 
gold in a chest. This gives you five evil points, however, but it is well 
worth it, if you ask me.

Now it is time to go to the Demon Door, which is the little red spot on the 
map. Talk to the door and it will say that it will only open to someone it 
loves. Go to the item screen and use the Chocolates. The Demon Door will 
open, making it possibly the easiest Demon Door to open in the entire game. 
In it, you will find a suit of Will User Bright armor in a chest. This is 
great armor for courting, because it gives you a big plus in attactiveness. 
Anyway, exit back to the Greatwood Cullis Gate and take the southern path 
this time to the Greatwood Caves area.

---------------
Greatwood Caves
---------------

Five or six Hobbes will jump at you once the game loads up in this area. Use 
an area effect magic power to knock them all away. Then pick them off with 
your sword or bow. Kill the magic user Hobbes first, as they are more 
powerful in strength but weaker in health then melee Hobbes. Hobbes usually 
drop potions, so don't forgot to pick up everything they drop. Cut the vines 
located in the western part of the map. You will find a Will Potion and Red 
Meat in the area near the cave entrance.

Also, a Demon Door resides in this area. It wants a combat multiplier of over 
fourteen which is extremely hard to attain at your current level. If I were 
you, I would wait until you are much stronger before you decide to tackle the 
challenge. Anyway, take the southern cave that leads to the Darkwood Entrance 
area.
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                              3.6  -  Darkwood
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-----------------
Darkwood Entrance
-----------------

In here, the Trader Escort quest will start.

===================
Trader Escort Quest
===================

This is a fairly challenging quest, the areas that you have to lead the 
traders through have difficult enemies. The reward is 2,000 gold and 500 
renown, which is darn good. Anyway, run down the path a little ways and a 
lone trader will ask to be in your group. The thing is, he might turn into a 
Balverine if you take him up on the offer. If you choose to take him, it will 
earn you good points. If you don't, you will earn evil points, but it will 
make the quest a little easier.

Whatever you choose, continue down the path. Veer right off the path when you 
can to find a chest that contains a Resurrection Phial. Go back to the path 
but go straight instead of turning. You will reach two barrels, if you bash 
them you will receive a Will Potion and Red Meat. Continue onto the Darkwood 
Marshes.

----------------
Darkwood Marshes
----------------

In this area, a Balverine will finish eating a person and start attacking 
you. Lead him away from the traders and fight him whichever way you can. The 
best way to kill him is to back away from it and use the lightning spell. It 
will deplete your mana, but the Balverine will stay put until you kill it. 
After that, I suggest you wait until your mana is regained.

That is the only enemy in this area, so just continue having the traders 
follow you. Follow the path as it goes down steps. To your left, you should 
find a chest containing a Jet gemstone. A little ways after this, you will be 
confronted with a small pond. There will be ten mushrooms around the pond. 
Your job is to shoot every mushroom with your bow. When you shoot one, it 
will blow up. This is what would have happened if you went close to a 
mushroom. After shooting all of them, continue following the path to Darkwood 
Lake.

-------------
Darkwood Lake
-------------

In this area, two bandits will come up quickly on you. Defeat the two with 
swordplay, and tell the traders to stop with the stop expression. Go down the 
path and take the first left that comes up. Follow this path until you reach 
a treasure chest with two barrels by its side. The treasure chest contains 
Leather Boots, while the barrels have small healing items in them. Go back to 
the main path and continue following it down.

When you get to a pond, three bandits will run up and attack you. Well, not 
really; they will go passed you and over to the traders. Do not let them get 
passed you, at all costs. Just whack them once with your sword to deviate 
their attention away from the traders. After killing that batch, go back to 
the pond and kill the other four bandits lurking about. Remember to keep them 
from running to the traders. Once that is done, go back and tell all three 
traders to follow.

Continue down the path until you reach water again. To your right, you should 
find a chest containing 250 gold. Continue until you see a rock with a hole 
on your right. Take out your bow and aim so that an arrow goes in the hole. 
You will receive a Silver Key if it goes through the hole. Then continue to 
Darkwood Camp.

-------------
Darkwood Camp
-------------

At the camp, the traders will automatically go and rest. This will give you 
time to loot the stuff at the camp. In this small camp, you will find two 
chests. They contain a Resurrection Phial and a Steel Axe. Also, there are 
two barrels beside a tent. They have a Will Potion and Dark Vortex Tattoo 
card in them. It won't count as stealing when you acquire these items. You 
can buy items here if you like. These shops have some of the best armor in 
the game. Also, you can play blackjack to make some quick money.

When you are ready, walk out of the camp and follow the path until it comes 
to a fork. The northern path leads to the Chapel of Skorm while the Southern 
Path continues our journey. For now, we want to take the northern path and go 
to the Chapel of Skorm. In here, run up the path until you find yourself at 
the Chapel itself. Go around the chapel left and you should find an Assassin 
Shirt in a chest. Then go back to Darkwood Camp. Once you are back, take the 
southern path to Ancient Cullis Gate.

-------------------
Ancient Cullis Gate
-------------------

In the beginning of this area, tell all three traders to wait while you clear 
the area of enemies. The first group of enemies you'll find is bandits, which 
are easy to dispose of if you fight them one-on-one. Second batch of enemies 
that come up are more of the same thing (bandits), kill them the same way you 
did the others. The last group of enemies, across the second bridge, is a 
group of Hobbes. Kill the magic Hobbes first (they are the ones with the 
staffs) and then the warrior ones.

After that, you can fish off the bridge to get a Silver Key. When you try to 
open the chest by the second bridge, the optional third trader will turn into 
a Balverine. So, run back and fight him. He can easily be killed if you block 
and attack. Afterwards, go back and get the traders to follow you to the 
chest. Open it to find a Resurrection Phial. Finally, continue over the 
bridge to Darkwood Weir.

-------------
Darkwood Weir
-------------

This area is almost free of enemies besides the big, bad enemy at the end. 
Tell the traders to wait while you go down this area's path. Don't veer off 
the path and soon an Earth Troll will come up from the ground. He's a pretty 
easy boss fight, if you ask me. Whip out your bow and start shooting at him. 
Dodge all the rocks he throws and this battle won't even render damage taken 
away.

Additionally, you can hit the boulders back at the Earth Troll, if you have 
enough talent. You could also run up and hit him with your sword, but he has 
an area effect attack that is practically undodgeable. Therefore, the best 
way to defeat the Earth Troll is the bow. Weave back and forth while you fire 
at the Earth Troll. He will toss two rocks, which can be dodged easily. 
Towards the end of the fight, his accuracy gets a little better, but it is 
not much to worry about. Pick up the gemstone that the Earth Troll drops on 
the ground.

Anyway, we still have a couple things we can find in this area. Go back up 
the path until you can turn right. Do so, and go passed the two hills close 
together. This will lead you to a chest and two barrels. In the chest, you 
will obtain a Lightning Augmentation. In the barrels, you will acquire Tofu, 
a Green Apple, and, most importantly, a Golden Carrot. This item will make 
time change from day to night. Go back on the path and follow it west until 
you reach the Barrow Fields opening in the wall.

In this area, follow the traders to the bridge, where a man will pull a Darth 
Vader and then the "Quest Completed" screen will pop up. You will also get 
the Trader's Feather for completing this quest.

-------------
Barrow Fields
-------------

The Guildmaster will immediately say that you need to go to Oakvale and that 
you have received a new quest card. Anyway, there are a couple of things you 
can do before you go to Oakvale. First off, dig in the circle of rocks in the 
camp to find a Golden Carrot. Secondly, go to the northern part while inside 
the town area to find a scarecrow. Check it to obtain a Healing Potion. 
Continue the item spree by fishing on the river to find 500 gold. You can 
also open the Demon Door located to the south in this area, but you will need 
to be very, very, very obese to open it. Not literally, of course! Anyway,
now it is time to enter Oakvale via the gold icon on the map.
  ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___
 /     /     /     /     /     /     /     /     /     /     /   
 ___/_____/_____/_____/_____/_____/_____/_____/_____/_____/_____/

                        3.7  -  Oakvale and Seeress
  ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___
 /     /     /     /     /     /     /     /     /     /     /   
 ___/_____/_____/_____/_____/_____/_____/_____/_____/_____/_____/

-------
Oakvale
-------

After the good cutscene, walk over to Maze. He is just a little south of you, 
if you cannot find him, look for the gold icon. Maze will talk about the 
bandit Seeress, and how he could be behind the death of your father, mother, 
and sister. Before we go, I'd like to say that a Fist Fighters group meets 
every midnight where you guarded the stock. Anyway, use the Guild Seal to 
teleport back to the Guild. Get the quest off the table and choose to boast.

=============================
Find the Bandit Seeress Quest
=============================

Boast Bandit Blood because that is a really easy boast to pull through with. 
When you arrive, walk all the way south down to the beach. Then, turn right 
and follow the beach shore. Talk to the lady along the way to find out about 
her husband. Opposite of the lady, you will find a barrel which contains an 
Apple Pie. Anyway, continue down and go passed the cave entrance. You should 
see a chest a little ways further then it. Pick up the Assassin Boots from 
the chest, and then enter the cave.

-------------
Clifftop Path
-------------

After the Guildmaster gives you the lowdown, it's time to get busy. 
Supposedly, this is a "stealth" area, but you can kill your way through very 
easily. After you kill the three guards in the area, the gate will be closed. 
If you get too close to the gate, the time it takes to open it up again will 
restart. Therefore, we need to be close to the gate, so we can sneak in, but 
not in a place where the gate people can see us.

Before the gate, you will see two boulders on either side of the path. Get 
behind the left one and wait until the time elapses for the gate to open. 
When it does, wait until all three bandits are passed the boulder, and make a 
run for the gate. This is extremely easy to do, the only hard part that I can 
think of would be killing the three bandits the first time around.

--------------
Abandoned Road
--------------

In the middle of the bandit's conversation you will hear that only people 
with the proper bandit gear can enter the camp. This can work to your 
advantage, because if you have a full suit then the bandits might let you 
enter without "asking questions." In this area, we will find the Bandit Gear. 
But first, kill both of the guards that saw you. Try to kill them near the 
entrance, because we wouldn't want to alert the guards down the hill.

Try to kill the bandits down the hill with your bow, a head shot does quite 
nicely. The other guards will run away, but if you go over to the place where 
they were, they will run out and try to hit you with their sword. After 
disposing on them (there should be two), follow the path up the slope to find 
a chest that contains the Bandit Boots. Afterwards, follow the path more 
until you come to stone steps. If you look to your right, you should see a 
watchtower. Bandits are in here.

The best way to kill these bandits is to go up the steps. Three or four 
bandits will run down from the watchtower and start to attack you. Run back 
and snipe them with your bow as you weave back and forth, or kill them with 
your sword. Go over to the watchtower's back and you will find a ramp leading 
up to the top. There should also be one or two bandits up their, so kill 
them. After this, get the Bandit Shirt from the chest near the watchtower.

Continue following the path until you come to more stairs. To the left of the 
stairs lies two barrels. Destroy them to reveal a Health and Will Potion. 
Anyway, if you look up the steps you should see two bandits. Try to kill them 
both with your bow, but one might decide to come down and tango with you. 
After killing both of the bandits, go up the stairs. This is another small 
area where three bandits reside at. Try to snipe all three -- who are in 
plain view -- out with your bow. If not, then just melee your way through 
them.

Once they are in the afterlife, go behind the campfire and destroy the 
barrels to find an Ages of Skill Potion, 250 gold, and another Health Potion. 
After that, open the chest inside the open tent to find the Bandit Trousers. 
Go up the stairs beside the tent, and kill the three bandits ahead of you 
here. Also, kill the two bandits in the watchtower to your right. Then, 
continue down the path and snipe out the three bandits that are on the slope. 
Another bandit should come out of the tent to your right, but he is easy to 
defeat. Remember to get the Bandit Bandana in the chest when you are done 
killing them.

Follow the path a little ways more up the slope. To your left in the forest, 
you should find the last chest, which contains the Bandit Gloves. Even with 
this equipment on, Bandits will still attack you until the gate. So, it would 
be advisable to keep your better armor equipped. Go up the path and slaughter 
bandits along the way. They aren't that tough, especially if you are playing 
an archer game. By the Demon Door, you should find a chest that contains a 
Resurrection Phial. After that, equip your Bandit Gear and follow the path to 
Twinblade Camp.

--------------
Twinblade Camp
--------------

Talk to the man next to the gate with your Bandit Gear on. The two of you 
will have some idle chat and he will open the gate for you. Inside, there are 
a number of things you can do. First things first, though, it is probably 
time to get new equipment. This place has a number of new things you can buy, 
including a full set of Dark Plate armor, if you are an evil player, of 
course. Anyway, before we continue further, there is some items to be looted!

Go over to the tavern located in the southern part of town. To the east of 
it, you should find a little area with a chest and two barrels. You will have 
to go in the small pond to get to it, but no one said that you had to keep 
dry. Anyway, in here you will find 500 gold, an Ages of the Will Potion, and 
a Health Potion. Good stuff.

It's time to get to business. We have to score a Bandit Camp Pass to get any 
further into the camp. The best and easiest way to do this is to kill 
someone. Go over to the tavern and  walk west behind the tree. You should 
find a bandit who happens to have the pass you need. He will ask 1,000 gold 
for it, but the best way to do business is to kill him. You will get two good 
points for doing this. The best way to kill him is with a head shot from your 
bow. The Bandit Camp Pass will be on the ground after he is dead. Finally, go 
over to the western part of town, where the gold icon is, and the gatemen 
will let you into the Elite Camp.

----------------------
Twinblade's Elite Camp
----------------------

In here, remember to reequip your good armor. The bandit armor sucks and we 
will be in heavy fighting soon. Before we continue, smash all the barrels in 
this area to find a Resurrection Phial, 100 gold, and an Ages of Might 
potion. Anyway, we need to find a way to get into the tent. The most 
inexpensive and easiest way is to free some prisoners. From the campfire in 
the center, take the southwest path down to three cages, where you will find 
two prisoners. You will need a key to open their cage.

The guard seems to have the key. He has around 900 hit points so he is pretty 
tough to kill if you aren't an archer. Just remember to keep him in the cage 
area, or we might have the a whole legion of bandits attacking us. After he 
has had his last breath, use the key and let the prisoner's free. They will 
run off and all of the bandit guards will run after them, leaving the gate to 
Twinblade's Tent open! Enter through the gate.

----------------
Twinblade's Tent
----------------

In here, we will have a little cutscene where you will meet Twinblade. He's 
big and tough, but doesn't put up much of a fight. In this fight, you cannot 
block Twinblade's ferocious attacks, but you can dodge them. Roll close 
around Twinblade while he tries to hit you with his weapon. He will fail 
miserably each time, and soon enough he will try to hit you and his sword 
will get stuck in the ground. This is your cue to attack his back. You will 
only get two hits, so make them count.

You will have to repeat this process a couple times before Twinblade falls. 
You can also try to flourish, but to do that, you will have to fire a 
unsuccessful hit that Twinblade blocks and then do a flourish. This is risky 
because Twinblade's a heavy swinger. After the fight, we will have another 
great cutscene. Then we have the choice of either killing Twinblade or 
letting him survive. If you let him live, you will get good points. If you 
choose to kill him, remember to kill all the people around the ring, first, 
or they will all gang up on you.

The bandits are tough, but with a bow it is very easy to kill them all. Just 
lock on to one of them and fire while moving back. When they are all dead, 
try to hit Twinblade again and, with the life he has left, he will fight you. 
Use the same strategy as before and he will die. You'll get dark side points 
for doing this.

Now both choices collide again. It's time to take all the items he has in his 
camp. In his big tent, you will notably find 250 gold, a Resurrection Phial, 
and 500 gold. But we aren't done yet. Take the path north of where you fought 
Twinblade to find a chest that contains a Diamond. Anyway, leave this area 
via the entrance and all the end statistics will pop up. Then the Guildmaster 
will have you report back to the Guild. Before using the Guild Seal, beat the 
Fist Fighters Gang for a third time in Twinblade's Elite Camp. They are 
located next to the entrance to Twinblade's Tent. Afterwards, use the Guild 
Seal to teleport back to the Heroes' Guild.
   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

                             3.8  -  Witchwood
   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

-------------
Heroes' Guild
-------------

Once you arrive via Guild Seal, it is time to find Maze. Maze is such a big 
shot he has his own tower, which is denoted by the gold icon on the map. Once 
inside the lower floor of the tower, go up the stairs to reach Maze. If you 
want to here a funny comment, you can hit Maze with your sword. Anyway, Maze 
will go on blabbering and tell you to get the quest card at the Map Table.

But ha, when you go back to the Map Table, you will find out that the quest 
has already been given to you, even though Maze told you to go back there. No 
matter, go over to the Teleport pad in this room. Choose to teleport to 
Witchwood Cullis Gate.

======================
Find the Archaeologist
======================

Craptacular payoff, I know, but it is the only way we can advance in this 
godforsaken story!  Cut the vines in front of you to reveal a way out of this 
small area. Go down the path a little ways and to your right you should see 
some more vines. Hack them to reveal a chest which contains a valuable 
Resurection Phial! Follow the path north and, soon enough, a humungously huge 
Rock Troll will reveal itself.

The Rock Troll is simple to defeat; whip out your bow and start weaving back 
and forth, dodging all the boulders the Rock Troll throws at you. If you go 
weave left to right constantly, the Rock Troll will have a very small chance 
of hitting you. He has TONS of hit points, so just peck away at his health 
every time your bow is powered up. Multi Arrow might help a lot, too. If 
you're completely melee, put on Slow Time and hit the rocks back at the Troll 
in a game of Baseball. After he is defeated, you will get a Ruby and a 
Sapphire. Not bad!

Continue following the path as it winds east. Then, you should see a barrel 
directly in front of you with two potions on either side. The two potions are 
an Ages of Will potion and a standard Will Potion. Inside the barrel, you 
should find a book with a funny title. Continue following the path east to 
Witchwood Stones.

----------------
Witchwood Stones
----------------

Follow the path north a little ways and you should see a Demon Door to your 
right. He's actually right on the gold icon, which means we have to talk to 
the door. He will say that he'll only open for someone who knows his name and 
can spell it out on the rocks over in the northern part of this area. I guess 
we have to trudge over to the rocks.

While going north, bash the two barrels on your left to reveal two healing 
items. A little ways further, on your right, you will see some vines. Destroy 
them to reveal a chest, which contains a Obsidian Greathammer. Continue 
walking north and you will find the four stones. Press A while highlighting 
each of them to figure out each letter of his name: H, S, I, and T. The first 
thing that pops out of everyone's mind is "Shit," but if you put that in the 
Demon Door will get really, for lack of better words, pissed off.

So, it has to be something else. The only other two words that use those 
letters are "THIS" and "HITS." Obviously, the latter choice sounds better. 
Therefore, hit each stone to make the word "HITS." The Demon Door will be 
mad, but he will still open the door for you. After the cutscene, you will 
have found the archaeologist. Inside the Demon Door, you will find a Ruby, 
Sapphire, Red Meat, and tons of books. Also, there is a fifteen key silver 
key chest, but you probably cannot open that.

-------------
Temple of Avo
-------------

Before we go back to the guild, it is time to pick up a couple items. Go to 
the Temple of Avo area; its entrance is in the eastern part of Witchwood 
Stones. In there, go over to the temple. On the right side of it, you will 
find a chest that contains a Resurrection Phial. Before we leave, go to the 
left side of the temple and you should see a slope. Go up it as the path 
makes a circle, and we will reach the Sword in the Stone. Talk to the people 
near it to find out its tale. Try to lift it, but you won't be able to. 
Either you need to have your Physique, Health, and Toughness statistics maxed 
or they need to be up majorly from the first time you tried to pull the 
sword. Physique needs to be up five, Health two, and Toughness three. Now it 
is time to use the Guild Seal to teleport back to the Heroes' Guild.

-------------
Heroes' Guild
-------------

When you get back to Heroes' Guild, everything will be the same. In a place 
where every action has a consequence, this place sort of looks the same 
throughout the entire game! Anyway, pick up The White Balverine quest off the 
Map Table and teleport to Witchwood Cullis Gate again.
  ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___
 /     /     /     /     /     /     /     /     /     /     /   
 ___/_____/_____/_____/_____/_____/_____/_____/_____/_____/_____/

                          3.9  -  Knothole Glade
  ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___
 /     /     /     /     /     /     /     /     /     /     /   
 ___/_____/_____/_____/_____/_____/_____/_____/_____/_____/_____/

---------------------
Witchwood Cullis Gate
---------------------

Follow the path *again* to Witchwood Stones. There will be bandits along the 
way this time, however, making things a bit harder. There should only be 
four, however powerful they are. It seriously took me five-eight hits to kill 
one of them, and that was when I was hitting 300 each time!

----------------
Witchwood Stones
----------------

After following the path a little ways, a man will run up to you, and ask for 
help. Depending on your alignment, this man will either say that he needs you 
to help his wife or he needs you to beat up a rich trader. Either way, follow 
him to the stones when you will be ambushed by a lot of bandits and guards. 
Abuse Force Push, and use your bow to win this fight. Afterwards, go over to 
the green dot, which is the man that tricked you. You can either kill him or 
spare him, each one yielding good or evil points, plus a Resurrection Phial. 
After that, take the eastern path to the Temple of Avo.

-------------
Temple of Avo
-------------

Go over to the eastern part of this area and into Witchwood Lake.

--------------
Witchwood Lake
--------------

Lots of crates that have healing items here. Go west until you reach a three 
way fork. From here, choose to go south. Run south until you see a chest to 
your left; it contains a Flaming Augmentation. Continue south until you reach 
Knothole Glade.

=========================
The White Balverine Quest
=========================

When you enter the area, you will find yourself at the entrance with a locked 
gate. Your job is to kill the Balverines so they can let you inside. You'll 
have to kill four Balverines, each time one-on-one. They are pretty easy, 
now, and go down in three shots with your bow. Anyway, we will have another 
cutscene and then the White Balverine decides to rumble with you. Whip out 
your bow and tap X ten times. All you have to do is hit the White Balverine 
ten times before it runs off, it didn't say anything about power! Or, you can
just use the lightning spell, which will keep the Balverine still.

After that, the mayor will tell you to go up the hill and talk to the wife of
a great hunter. The hill is directly in front of you. When you reach the top, 
the White Balverine will attack again. Dispose of him the same way; ten quick 
shots with the bow, and we will have another cutscene. The wife will 
*finally* give you the Silver Augmentation. Attach it to the weapon you use 
most, or you won't stand a chance against the White Balverine.

The White Balverine will run over to you again, and this time you get to hit 
it with the Silver Augmented Weapon. After five hits, it will run away and 
the mayor will tell you to go kill it for your reward. So, leave Knothole 
Glade the way you entered. This will lead you to Witchwood Lake, supposedly 
the White Balverine's home.

The White Balverine will make a ferocious war cry, showing us that he is near 
the big pond. Go over to the gold icon on the map and attack the White 
Balverine twice with your newly augmented weapon. Then, he will summon 
another Balverine to help out. Focus on the White Balverine, and not the 
other one. After two more hits, he will summon another. Repeat this process 
until the White Balverine is dead. This is especially easy with an augmented 
Ebony Bow.

After the White Balverine is dead, dispose of the other Balverines. They are 
fairly easy to kill, remember to use Force Push to spread them all out. Soon 
enough, you will have completed this boss battle. Now it's time to go back to 
Knothole Glade. Talk to the mayor in the central area to complete the quest 
and get a letter from your sister.

--------------
Knothole Glade
--------------

You can read the letter and book in Logbook > Books from the Inventory 
screen. This is a new place, and has lots of great equipment. Also, the last 
Fist Fighters gang meets here. You'll have to go through seven fairly easy 
rounds until you meet the mayor. He is a little tougher, but roll-and-attack 
works great on him. He has tons of hit points, but I succeeded and I only 
have one in Physique.

Another thing to do in Knothole is the Demon Door. You will have to be a good 
archer or have a powerful bow to open the door here. The door wants you to 
hit him as hard as you can with an arrow. This is easy for archer experts, 
but beginners might need powerful bows and Multi Arrow to get inside. 
Speaking of inside, you will receive a Elixir of Life for completing this 
Demon Door. Lootwise, Knothole Glade has nothing very valuable. When you are 
ready, teleport back to the Heroes' Guild.

-------------
Heroes' Guild
-------------

Before we take the Arena Quest card, you should now be renowned enough to 
take the Hobbe Cave quest.

---------------------------
Hobbe Cave Quest (Optional)
---------------------------

This quest is pretty easy, especially if you do it later in the game and do 
not take any boasts. However, with my strategy, almost anyone can do the 
quest. After taking the quest, teleport to Greatwood Cullis Gate, and take 
the path to the fork. From here, go north and over to Rose Cottage. After 
going over to the door, the grandmother will tell you everything and give you 
a Hexagon Key. Go back to Greatwood Cullis Gate and take the southern path, 
which leads to Greatwood Caves.

In here, slash the vines to your right and go inside the cave entrance. Just 
run through the area to the Main Chamber; do not stop to kill the Hobbes. 
Even if you are all powerful, they still can gang up on you. In the Main 
Chamber, do some more running to the opposite side of the room and go through 
the entrance to the Moonlit Tunnel. In this room, follow the cave as it leads 
to the Focus Chamber. In here, go down the steps and talk to the evil nymph. 
Then we have a boss fight.

This is a pretty tough boss fight if you aren't skilled with the bow. If you 
are, even a little, then whip out the bow and start shooting at the nymph. 
After one hit, it will summon a lot of Hobbes and turn into a little, blue 
ball. Keep the nymph targeted while you run around the room. IGNORE the 
Hobbes; they are dangerous. Try to shoot at the nymph constantly and, when it 
gets close to you, do a Force Push, which will hit it onto the ground. From 
here, you can either hack and slash at it or fire at the nymph with your bow. 
Repeat this process until the nymph is dead.

No, we don't want to stay around and kill all the Hobbes. Don't even tell the 
boy to follow you, just go back up the steps and to the Moonlit Tunnel. The 
boy will automatically be with you, even if you left him way behind. We will 
use this little trick to get out of Hobbe Cave. Just run through all the 
areas, not minding the boy, until you get out of the cave. The boy will 
automatically be out of the cave when you get out! After this, return the boy 
to Rose Cottage and you will get your reward. Finally, go back to the 
Heroes' Guild.

   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

                               3.10 -  Arena
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-------------
Heroes' Guild
-------------

Now it is time to get The Arena quest card. Boast that you will either clean 
sweep (evil) or be merciful (good). These boasts basically go along with 
fighting in the Arena, so there is no way to lose them unless you don't act 
yourself. After that, teleport to Knothole Glade. In Knothole Glade, take the 
northern path to Witchwood Lake. 

--------------
Witchwood Lake
--------------

Before we walk down the hill, shoot at the Balverines below with your bow. 
One will run up, but he will be sidetracked by traders. Walk down the hill 
and over to the traders. While the Balverine is trying to kill the traders, 
kill him. The other Balverines will be scattered about enough for you to take 
them on one-on-one, so there isn't much to worry about enemy-wise. After-
wards, take the northern path to the Arena.

--------------
Arena Entrance
--------------

The only vendor in this area is a lame title vendor, but the name 

"Gladiator" sounds somewhat appealing, doesn't it? Anyway, walk up to the 
door and talk to the guard on the left. After some chat, choose to enter the 
Arena.

===============
The Arena Quest
===============

Don't worry, you will be getting a lot more then zero gold when you are done 
with this quest! After the cutscene where Roth gives you the lowdown, we will 
be stuck in the Arena room for a few minutes. Take this time, if you are 
evil, to steal everything you can get your hands on. There is no real 
punishment for taking the stuff in the arena. After a little while, Roth will 
ask that you go inside the Arena. So, go up the stairs and talk to the right 
guard. Choose "yes" and round one will commence.

Note: Always choose to continue to get the most money!

Round One: This round is very easy because all that you face are Wasps. Gut
           through them with your melee weapon as fast as possible. They will
           come in four waves, the latter two having more difficult Wasps.
           After that, this round will be over.

Round Two: Hobbes. Lots of them. Tons of them. They suck. Seriously, these
           hobbes are quite a challenge if you aren't going archer. Try to
           thin them out with area effect attacks like Force Push and then
           chop away at them. If you have good archery skills, circle the
           ring while you shoot at each Hobbe one at a time. Four waves of
           them will come out, and the last one is almost devastating.

Round Three: These Balverine's are tough if you aren't using a bow. For
             melee, try to Force Push and take them on one at a time. If
             you are using a bow, circle the ring while you kill them. The
             first two rounds are pretty easy, but in the last two White
             Balverine's start to pop up. You have to use your Silver Aug-
             mented weapon to kill these beasts. So, basically: Force Push
             and kill a Balverine, get hit by a Balverine, and repeat the
             process. Oh, and Whisper doesn't do much of anything in this
             round, besides distract one or two Balverines, so don't worry
             about her.

Round Four: This is the "breather" round because we are facing the Undead!
            The Undead are extremely easy because they are slow. Take out
            your bow and start shootin' 'em up! They are really, really easy 
            to kill. If you want to make it easier, augment your bow with 
            Flame, but it definitely isn't necessary. This is a good round to 
            replenish your Mana, if it got low in the last rounds.

Round Five: This round gets the wrap for being very hard; to be honest, it is
            actually very easy. See, Whisper is a big part in this round be-
            cause all of the bandits like to gang up on her. Basically, all
            that you have to do is peel one off of Whisper, kill it, and peel
            another one off. This doesn't stand true at the beginning of a
            fight, however, when five bandits are running after you. In that
            case, try to face them one-on-one as much as possible. I hate
            getting stabbed in the back, don't you?

Round Six: Ha! This is an extremely easy round! The only combatants are two
           Earth Trolls, and they are dumb. We've faced them before, so
           you should know how to dispose of them. Y'know, weave back and
           forth while firing as many arrows as humanly possible? Yeah, I
           thought you knew how to kill them. It's a little harder with two,
           because one might throw a rock at you from behind, so the best
           option here is to stay on the side of a Earth Troll. Recap: Weave,
           fire, weave, fire, weave, fire, weave... you get the picture?
           Get the valuable gemstones off the ground afterwards.

Round Seven: Same swing, same thing. This round is exactly like the last,
             only Rock Trolls are harder to defeat then Earth Trolls. They
             throw a pile of rocks at you at a time, so it is much harder to
             dodge their attacks. Fighting two-on-one (Whisper doesn't do
             anything) will be hard, but with a couple Health Potions, and
             a lot of arrows, one will finally fall. The second troll comes
             down a lot easier than the first. Just use the weave and shoot
             strategy to its fullest. Remember to pick the Rubies off the
             ground after the fight!

Round Eight: This round is more of a boss fight. One, big, giant, Scorpion
             named Arachanox versus you and Whisper. Just circle around the
             beast while you fire arrows at it. It will charge at you, but
             most of the time you'll be able to dodge his charge. After a
             couple devastating hits with the bow, it will do an attack where
             it has to plant itself on the ground. For melee characters, this
             is your chance to run in and bash its head in. If you're an
             archer, stay back and shoot like normal. It will bury one of
             its claws into the ground and try to pop it up on you for good
             damage, but most of the time it will miss if you are moving.
             After that, it usually goes into the ground and leaves five to
             seven scorpions for you to mingle with. They are extremely easy
             to defeat, and should be taken lightly. After they are dead,
             Arachanox will come out of the ground and the cycle will be re-
             peated until he is dead.

Wow, what a shocking development! The two Heroes have to face each other! The 
battle against Whisper is extremely easy, dodge her pathetic projectiles and 
attack her with your sword. She will block all arrows so melee is the only 
way. Just roll around until you get behind her and hack away at her back. I 
actually killed her in one back hacking, no more needed. After the fight, you 
will have to choose between killing Whisper (evil) or letting her live 
(good).

Obviously, choose according to your alignment. You will get 120 plus points 
either way, but if you choose evil, you will get an extra 10,000 gold. If you 
choose to kill Whisper, you have to hurt her a little more before she dies. 
After that, we have a fantastic cutscene, which explains why everything that 
has happened up to this point.

Once that is done, you will be outside the Arena. Talk to the people to get 
the Chainmail Helmet. You'll also get a notice that your sister is at the 
Grey House. So, without further ado, warp to Barrow Fields via the Guild 
Seal.

-------------
Barrow Fields
-------------

Walk down the path and take your first left to reach the Grey House.

----------
Grey House
----------

This dialogue is basically what makes the story. Anyway, after the 
conversation with your sister, use the Guild Seal to teleport to the Heroes' 
Guild.
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                     3.11 -  Post-Arena Optional Quests
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-------------
Heroes' Guild
-------------

Before we continue with the story, it is always good to do a couple optional 
quests. These quests yield good money and items.

==========================
Lost Trader Optional Quest
==========================

This is a pretty simple optional quest because it's just easy bandit killing. 
Warp to Oakvale via the Guild Seal and opt to go to the beach in the south 
side of town. From here, follow the beach west until you reach the cave 
entrance to Clifftop Path. Enter, and follow the path to the end to reach the 
Abandoned Road area. You'll have a cutscene and then it is time to kill'em 
all.

Make your way to the other end of the Abandoned Road, killing bandits along 
the way. They are fairly easy to dispose of because they are evenly scattered 
throughout the entire area. At the end, you will find the lost trader. Don't 
get comfortable yet, though, because finding him will only trigger more 
bandits. Tell the trader to wait, kill all the bandits, and then lead the 
trader back to his friend.

==============================
Break The Siege Optional Quest
==============================

After accepting this quest, teleport to Knothole Glade. Find the bandit 
leader in the town but don't kill him because, obviously, you will fail the 
mission if you do so. After you find him, go back to the gate and talk to the 
guard. He'll open the gate and tons of bandits will run in. The guards will 
help in containing the bandits, but you are the vanguard in this mission.

To keep the bandits from getting through, swing viciously everywhere with a 
heavy weapon. It also helps if you have a good area effect spell like Enflame 
or Force Push to knock them back. This mission is fairly tough, so you might 
want to accept it a little later in the game, when you are stronger. After 
killing all the sieging bandits, the quest will be complete.

================================
Archery Challenge Optional Quest
================================

Right after completing the "Break The Siege" optional quest, leave and 
reenter Knothole Glade. It seems that the archery range is finally complete, 
so go over to it and choose to compete. This challenge is very similar to 
that at the Heroes' Guild, although it might seem a little tougher. You'll 
need to get more then 220 points to get the prize, which is Treasure Clue 4.

To do this, zoom in twice and target the back rank dummy. Fire so the arrow 
and dummy end up colliding, and it will be simply to get the high score. 
Don't go overboard, however, and try to get just over 220 points, because 
you'll have to beat your old score to get the Silver Arrow Trophy.

=================================
Courtin' Lady Grey Optional Quest
=================================

This is one of the most rewarding quests in the whole game. And no, I'm not 
just talkin' about bangin' Lady Grey, but you also get some good dough and a 
great augmentation after completing this quest. Obviously, this quests starts 
off in Bowerstone North. You can get to this place via the stairs in the 
middle of Bowerstone South. At first, you couldn't go there, but apparently 
you have can now, since you owned all in the arena. The guards probably 
scared of you. Yeah, that's it. Move along.

Once in Bowerstone North, take a small field trip to the item shop. To get 
there, walk north until you reach a fork, with a line of houses in the 
middle. Go inside the first of these houses and you'll be in the item shop. 
In here, buy a Black Rose from the merchant. It will only cost a couple 
hundred, which isn't anything, if you consider Lady Grey spent thousands 
getting implants.

Yeah, anyway, go back outside the item shop and take the right fork path. 
After going northeast a ways, you'll reach the garden-area before the Grey 
Manor. Lady Grey will be over by a streetlight. Converse with her, and choose 
to give her the rose. Of course, this depicts how romantic you are, blah blah 
blah. Anyway, now Blonde wants you to have a house.

This lady sure is demanding. If you have a house already, just sell and buy 
it again. If you don't, you'll need to scruffle up fifty or so C-notes and 
you'll have enough. Buy a house wherever you like, but I like Bowerstone, 
personally, because you can beat up your wives liberally there. (Wink Wink.) 
After buying the house, report back to the Greymister. She'll talk about her 
reputation and not dating a bum, blah blah blah, and we'll have another 
quest.

This time, we have to find a lost necklace. Talk to everyone in town that is 
denoted by a green dot, then report back to Lady Grey again. She'll tell you 
to go to Oakvale, which is exactly where the necklace resides at. Once there, 
go to the northeastern part of town and into the cemetary area. In here, go 
left and you'll hit two traders.

These two stupid traders know where the necklace is! But, please, don't slice 
the information out them, because it won't work. Go around the to the 
opposite side of the tree and listen in on their conversation. After some 
mumbo-jumbo, they will state that the necklace is between two boats. So, go 
back to Oakvale and to the south part of it. You should reach a dock. If you 
look west, boats should reside on the ground.

The necklace resides between the first two boats. If you need more 
information, both boats are capsized and one is a skeleton. Dig in between 
the boats to find a pile of rocks. Oh wait, that's the necklace! Teleport 
back to Bowerstone South and take the stairs to the elegant Bowerstone North. 
Talk to Lady Grey here, she'll be in the courtyard before the Grey Manor, and 
give her the necklace. Good work.

At this point, any woman would be flattered. I mean, you've given her an 
expensive rose, bought a house, and found a necklace. (Which was a pain in 
the ass to find, might I add.) But no, this is Lady Grey, and she wants more. 
It seems Thunder wants to marry Blonde also, so we have to kill him. Yeah, 
this is going to be tough; Thunder is a big, hairy, and strong oaf.

To find Thunder, go back to the fork at Bowerstone North. Choose to take the 
left path and follow it to Bowerstone Prison. Thunder proposes that you duel 
at Hangman's Hill, because it's fitting, or whatever. To get to Hangman's 
Hill, follow the path in Bowerstone Prison north until you reach Windmill 
Hill. Boy, lot's of hills in this area! Anyway, follow the path in Windmill 
as it zig-zags and you'll reach Gibbet Woods in no time.

From here, go northwest up the path and don't take the right path when it 
comes up. You're now at Headman's Hill. After some bloodthirsty dialogue, 
it's time to fight Thunder. Thunder is a lot like Twinblade, in that he is a 
big, ulgy, strong person. He's a freeswinger; just like Twinblade. However, 
Thunder is tougher because he uses a lightning spell. This spell is bad for 
you, because it is area-effect, and he has it on for around ten seconds. The 
best way to dodge this attack is to merely get out of its radius.

The easiest way to beat Thunder is to use Assassin's Rush. Once you get 
behind Thunder, the rest is easy; swing for the moon. He'll finally block 
after a couple hits, and then it's time to repeat the process. Another way to 
beat him is to roll around him, but this is less effect. Anyway, once you 
hurt Thunder enough he'll decide that you both should die, and the two of you 
will roll down a hill.

In this area, defeat Thunder as you did before; he isn't any tougher. 
Thunder, being a big baby, will run into a cave, where you will have to 
defeat him a third and final time. After the battle, you will receive a 
Thunder's Helmet Trophy. Also, if you have enough keys, open the 15-key 
silver key chest in this area to get a Mana augmentation. After this, go back 
outside the cave and talk to the Demon Door. He'll open for you because you 
defeated a hero, just like he wanted.

Report back to Lady Grey, and it's finally time to marry. Talk to her and 
she'll ask if you want to marry her. You can only do this once, so say yes. 
If you say no, then you *never* get the chance again to marry her. After the 
marriage, you'll receive mucho dowry (15,000 gold) and access to the Grey 
Manor. In here, you'll find a silver key chest and a silver key.

Haha, you sicko. You want to have sex with Lady Grey, don't you? To 
consummate the marriage, you first have to get the timing right. See, as a 
mayor, Lady Grey spends her time fixing streetlights all day, and you can't 
possibly have sex then, because it wouldn't be fair to the taxpayers, now 
would it? She only has the time at dawn or dusk. At this time, she'll go to 
her bed in the Manor. This is your chance to woe her. Use sexy expressions 
and give expensive gifts and, after a while, she'll make the offer of a 
lifetime. Yo soy happy!

--------------------------------
Defeating Thunder by ToxicShadow
--------------------------------

Whenever Thunder goes to use his big bad Thunder spell, I use Enflame
(LVL3) and he's knocked down - his spell's done. Of course, that's
good enough if you're a warrior - I mean, everyone has Enflame - but
if you have even more Will powers, after you knock him down, you can
Slow Time and use Multi-Strike, then use Assassin Rush just as he gets
up and hack his back to pieces. Even if Slow Time is at LVL1, you
STILL have him owned before he even gets a chance to use his freaking
annoying thunder spell.

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                 3.12 -  Archaeologist and Graveyard Quests
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-------------
Heroes' Guild
-------------

Choose the "Find The Archaeologist" quest on the Map Table and we will be on 
our merry way. Afterwards, go over to the telepad and choose to teleport to 
Bowerstone South.

----------------
Bowerstone South
----------------

When you get here, you might notice that the gold icon is on the area that 
you could not enter before. This is because Lady Grey has finally given us 
permission to go to Bowerstone North! From the telepad, follow the road until 
you find yourself at stairs to your right. Run up them and the guard will say 
that "you are well-known enough to come in." Uh... cool. Anyway, enter 
through the big gate.

----------------
Bowerstone North
----------------

It's a new area, albiet small. Anyway, follow the road up to a fork. You will 
want to go left because the gold icon is pointing us in that direction. 
Follow this path down the stairs and through the doors to Bowerstone Jail. In 
here, the guard will fill you in; someone kidnapped the archaeologist!

============================
Find the Archaeologist Quest
============================

It might seem like a craptacular payout compared to the Arena, and yeah, it 
is. After the cutscene, it is time to fight Minions, one of Fable's most 
powerful enemies! The two first ones near the bridge aren't much of a 
challenge because the guard will distract their focus, leaving them open for 
attack. It is okay if one of the two guards dies, but hopefully both won't. 
The best way to dispose of Minions is to stay back and fire with your bow. 
See, Minions are expert blockers and very hard to kill melee-style.

After killing those two, walk a couple steps and another Minion will pop up 
from the ground. Kill that the same way you did the last, and you probably 
have the drift of the area by now. Every dozen steps up the path will result 
in another Minion attacking you. This might be good or bad, depending on how 
strong you are as an archer. They could be easy experience, or very tough 
creatures. Either way, try to keep the guard(s) healthy with Heal Life.

The game decides to give you an Ebony Bow for help in the chest to your right 
by the bridge. Anyway, follow the path north, fighting Minions, until you 
come to the next area entrance. Before you do, however, look right and you 
should see a chest. Try to walk up to it but a Minion will pop up. After 
disposing of him, open the chest to find a Piercing Augmentation. Now take 
the path to Windmill Hill.

Make your way up the hill, killing Minions along the way. Try to use the 
exploding barrels to your advantage by firing arrows at them while Minions 
are near them, but don't bank on this idea. When you reach the top of the 
slope, to your left you should see a house. Inside, you will find a guard 
fighting a Minion all on his own. Kill the Minion and heal the guardsmen that 
are following you.

After that, run up the hill that you were at before. Soon you will reach a 
barrier, and the only way to get through is to kill the spellcaster. Go to 
the right and try to go up to the house but a Minion will appear. After it 
meets its maker, walk up to the right side of the house to find the 
spellcaster. He will summon another Minion that you have to kill. After you 
are done taking out the garbage, it is time to teach the spellcaster a 
lesson. Dispose of him the same way you do the Minions; he is no different. 
After that, run into the barrier-free entrance of Gibbet Woods.

In here, *another* spellcaster will spawn a Rock Troll. It won't expose 
itself until you run down the path a little ways, however. When it does, 
immediately fall back and start firing arrows while weaving right to left. 
We've done this plenty of times before, and this time is no different. It is 
fine if the guard dies, but try to keep him alive with Heal Life. When the 
Rock Troll is down for the count, kill the spellcaster, which should be to 
the left of him.

The Rock Troll should be at the center of a fork; choose to take the 
northeastern path. This will lead the way to two Minions and two Guards. Try 
to save the guards, because it is very useful if they are all on your side. 
After the two minions are dead, wait a little while for your Mana to 
regenerate and heal the group. Afterwards, tell all the guards to follow and 
take the path north of the area with the big, white boulder. Follow this path 
to the area called Prison Path.

This is a melee fighter's worst nightmare. Seriously. Five minutes to kill 
around fifteen Minions. Really, the only way you can do this is with the bow. 
Go down the steps and kill the two Minions below. They are just a warmup for 
what is to come. Use Slow Time, it is the best spell for things that are 
timed in this game. It will slow down the clock majorly, and give you plenty 
of time to get down to the docks.

After the first batch, make your way down to the docks, killing Minions along 
the way. Remember to abuse the usage of Slow Time if you want enough time. 
When you finally reach the docks, the game decides to go bonkers and eight 
minions appear! This is where your guards will come in handy as distractions. 
Use everything you can on them, which includes heavy Will Potion usage. 
Minions drop Will Potions, so you will probably get a few even if you spam 
Enflame throughout the entire battle. After the eight Minions are toast, it 
is really simple to take out the last two spellcasters. After talking to the 
man, the quest will be over.

Go back to the beginning of the docks and destroy the barrels to find a 
noteworthy Resurrection Phial. Continue back to the Gibbet Woods, destroying 
barrels and collecting items along the way. You should find a plethora of 
good potions by destroying the barrels. In Gibbet Woods, run down passed the 
white stone and over to the main path. Ignore the bandits and take the path 
north to the graveyard.

========================
The Graveyard Path Quest
========================

Follow the path east until you can veer left off the path. At the end of this 
path, you will find a chest that contains a Flaming Augmentation. That's the 
only item in this area, so get back on the main path and go up to the 
Lychfield Graveyard. You'll then get the statistics for the quest, which 
makes this quest seem smaller than it actually is.

Anyway, walk down the path until you can go right up the steps. Up them, you 
will find a Demon Door who seems to have a very bad temper. Go back down the 
steps and northeast inside the fence of a house. Another cutscene will occur, 
where basically two people talk about Nostro's gear. So, our objective is to 
find four pieces of the Nostro gear so the Demon Door will let us through. 
Sounds sort of intricate, eh?

Talk to the man inside the house: he will open the gate for you and give you 
directions on where Nostro's grave resides. Make your way around to the 
bridge, killing undead along the way. They respawn every time you kill one of 
them, so this is a great level up spot. Just keep fighting until the 
gravedigger (that is following you) dies. Then go back to his house, which is 
the house where you heard about the Nostro gear, and take Nostro's helmet off 
the shelf opposite of the door.

An Undead will spawn directly out of the door, but a few strong shots with 
your bow should kill it. Go back into the graveyard and across the bridge. 
Directly in front of the bridge is a small underground burial site that is 
open. Go down into it and open the grave to reveal Nostro's torso armor. Go 
up the hill to the left of this underground burial site, killing the Undead 
along the way, until you reach another burial site. Go down it and open the 
grave to reveal the skeleton of Nostro. He will reveal the last two locations 
of the gear you need.

The first piece of gear happens to be in the river. Go back over to the 
bridge and fish on the land right before it. You will see where the spot to 
fish is at because yellow bubbles will come up from the water and a green dot 
will denote it on the map. It's a pretty tough fish but soon enough Nostro's 
Shield will be reeled in. Directly after that, kill the Undead behind you 
before it hits your back with its axe. After that, go over to the last green 
dot on the screen.

While you are near the dot, you should see yellow on one of the graves. If 
you get close to the grave, the dig option will appear. After digging up 
Nostro's Sword, kill the Undead that spawns behind you. Go back to the golden 
icon at the western side of the map and press A on the grave again. After 
your character gives the skeleton its armor, he will automatically go back to 
the Demon Door, which will open.

But before we go inside, there are three silver keys that we need to wrangle 
up. Three is a lot of keys for one area, mind you. The first silver key can 
be fished up near the gravedigger's house. You will have to be inside the 
graveyard to do this, however. The second is inside the underground burial 
site a little west of that. The last is found on the west side of the 
underground burial site. Your job here is to dig in the grave on the west 
side of the site.

Anyway, go back to the Demon Door and enter. The new area is the actual old 
graveyard path, which means a lot of Undead will be roaming on it. Just run 
north through the path and don't kill any of the randomly spawning Undead. 
Abuse Force Push along the way so the Undead don't make the path difficult 
for you. When you reach the end, you will find a big and, for lack of better 
words, different undead; he is their leader. Go up the stairs behind him and 
shoot at him with your bow. He won't go up the stairs, meaning a free kill 
for you. After he is gone, go left of the stairs and open the chest to reveal 
a Silver Augmentation. Then go inside the door up the stairs.

In this new area, run down and stand on the green light. The goal here is to 
kill enough Undead to light the outer ring, so I suggest you get arrowin'. 
Seriously, this is extremely easy if you use your brai- er... bow. The Undead 
don't put up much of a fight, just stay in the center of the ring and shoot. 
If you are melee, then use your Enflame spell to get the best of them. Once 
you have killed enough Undead, Super Undead will appear. These guys aren't 
any faster, so they are easy to kill. After killing all three of the Super 
Undead, a giant door will open and you will have completed the quest. When
you are ready, go through the door.
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                        3.13 -  Rescue Scarlet Robe
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===================
Rescue Scarlet Robe
===================

It might seem a bit theatrical at first; only ONE red dot in the entire room. 
Well, to tell you the truth, this area does not have any enemies. Walk over 
to the area with the big water pool and run around it to the other side. Take 
the hallway to the Underground Tunnel. In this area, make your way down to 
the central part (where the three paths meet up), killing the Undead along 
the way. They spring out of the ground every couple of steps.

Undead are very easy to kill and give good experience so don't just run. 
When you reach the middle chamber, magic barriers will be put on the doors 
and you will be forced to fight five easy Undead. They are extremely easy to 
kill, especially if you have a bow. After the slaughtering is done, destroy 
the barrels in this room to find an Ages of Will Potion.

Anyway, take the northern path and follow it to the end. Destroy the three 
exploding mushrooms along the way and the enemies, if you like. When you 
reach the end, you will be in a room with a nymph and a chest. Quickly grab 
Resurrection Phial in the chest and make a run for it. Go back to the center 
area, and then go east through a door and a long hallway. Don't kill enemies 
along the way because there are a bunch of them. Soon enough, you will reach 
the door to the Cliffside Path.

This area is much easier than the last because the enemies don't pop up every 
second. Run through the northern door, killing the two zombies along the way, 
and follow this path until you can veer north. Do so and you will find a 
chest that contains a Lightning Augmentation. Dig in the patch of dirt next 
to the chest to find a Silver Key. Afterwards, go back to the entrance of 
this area.

This time, choose to take the southern door. Walk down the water and a Nymph 
will start attacking you. It is easily disposed of with the bow. Anyway, walk 
in the water and around the island until you see a slope up. Go up the slope 
and get the Piercing Augmentation in the chest, which will cause ten Undead 
to sprout up in the water below. We've faced Undead like this in the arena, 
so it is nothing new. Use Force Push to spread them out, and kill them one at 
a time, preferably with your bow.

They shouldn't be tough to kill, even if there are ten of them. Take priority 
of the one farthest up the hill, by the way. Anyway, go back down from the 
hill and go east. Go up the slope and over to a weird looking house that is 
shaped like a circle. Enter, and immediately take the southern door back 
outside. In this small area, you should see a chest right in front of you 
that contains a Resurrection Phial. Go back inside the circle house and try 
to open the door in the southeastern part of the room.

It's sort of a trap, because all the exits will close up and you'll have to 
fight eight or so Undead. These Undead are tougher than the regular, but they 
can be taken out with your bow pretty easily. Don't be afraid if you get 
smacked around a little; that's why the Guildmaster created Heal Life. After 
the fight, take the door to the Underground Passage.

At the entrance, kill the three guards that see you. They shouldn't be 
extremely hard to defeat if you have a good bow. Go down the corridor around 
ten steps and you will see a guard in view, but he won't be able to see you. 
Take this chance to headshot the poor guy for mucho damage. Walk over to 
where that guard was, and snipe at the other guard down the stairs by the 
door. Once those enemies are dead, go to the center room.

In here, it is advisable that you get the extra goodies that are in this 
place, rather then going on to the next area. Take the west door, and walk 
down the steps a little way until you see two guards. Headshot one and kill 
the other. After that, walk down the stairs and grab the Resurrection Potion 
in the chest. Also pick up the two Health Potions on the desk nearby. 
Finally, go back to the central area.

Take the northern door this time and a guard will spot you. Lure him back to 
the central area where you have space to defeat him. Then go back to the 
northern path and snipe out the guard near the barrels. After that, smash the 
barrels for good healing items. Continue following the northern path as it 
goes east and into a large room. In here, you'll have to kill about five 
guards. Just shoot at them while weaving back and forth and you won't have 
any trouble defeating them.

At the eastern end of the room, you will find a lone chest that contains an
Obsidian Katana. More on the loot, destroy all the breakable boxes in this 
room to reveal tons of potions. After collecting, go up the stairs and break 
the two boxes there. Afterwards, use the door on this level to get to the 
Torture Chamber.

After the good cutscene, your mom will automatically follow. She's immortal 
for now, so don't worry about her health. Exit through the northern door, and 
we'll be back at the area with the Resurrection Phial. Guards will have 
magically showed up in the ten seconds we were gone, so dispose of them 
quickly with your bow or slash their backs with your sword. After that, run 
down the hallway to the west and down to the center room. Finally, we "kind 
of" confront Jack of Blades, then you are sent to prison.

I guess Mom was right, you shouldn't of come here. Just go with the flow; the 
game does all the talking for you. Soon enough, you will be in a race. This 
race is *extremely* easy, just remember to hold down B to run and follow the 
guards direction. The other racers are pretty slow, so the only way you can 
screw up this race is by not following the guards directions. After the race, 
your reward is a poetry reading.

Your job here is to read a combination and get a key. If the guard that is 
reading hears you, you will have to go back to the start. Just hold down the 
left trigger while walking to sneak, and it should be easy. Stop every couple 
of seconds so the guard's meter goes back down and sneak a little ways more 
until you reach the paper. A few levels in Guile might of helped me get 
through this easily, however. Read the paper on the billboard located to the 
left of the guard. The combination is different in every game.

After you get the combination, sneak back to the desk with the three books. 
Stop every couple of seconds to put the guard's awareness meter back down. 
When you reach the books, you will have three choices of keys. You only get 
to choose one before the guard spots you, so make it count. Mine was in the 
middle, but I had to go another year in prison before I got it. Age does not 
matter, so don't worry about getting too old.

When you finally get the key, the guard will say that the warden has lost his 
and will go somewhere. This is your cue to open the door with the key. After 
that, go to the opposite cell, which is open. Inside, you will find three 
barrels. One of them has a stick in it. After getting the weapon, it is 
optional to open the cells that have other prisoner's in them. They will be a 
small distraction, but you get good points for doing this, so if you are evil 
I advise against it.

Anyway, go to the end of the cells and through the door. This will lead to 
the courtyard, which has three guards in it. You won't be able to kill the 
guards until you have your gear, so I wouldn't even try it. Instead of 
following the gold icon and going right, go left. Go down the courtyard until 
you reach stairs. After going up them, go through the door by the guard. 
Inside the Prison Barracks, you will find a full suit of Guard Clothes in the 
chests by the beds. Do not open the chest at the end of the room until you 
loot the chests and the bookcases.

When you loot the chest at the end of the room, you will get your stuff back! 
Now it is time for revenge. Equip your uber armor and kill the guard in this 
room. When you go outside, there should be three or four guards on this small 
platform. With your gear, though, they should be easy to kill.  After that, 
go back down the stairs and over to the gold icon. Enter the door to reach 
Mom's cell (aka The Torture Chamber). In here, open the cell with the lever 
and Mom will automatically follow you.

She's not immortal this time around, so try to keep her alive. It's the least 
you could do for her, considering she gave birth to you. Anyway, leave via 
the northern door and we will be back in the Underground Passage. In here, 
kill the four guards while you are up the stairs. They usually fire back at 
you, but it is better then melee combat where you have to worry about Mom.

Once they are toast, it is time to make a run for it. We will use this follow 
glitch to our advantage here. Just run down to the center area as fast as you 
can and take the path that leads to the gold icon. Tons of enemies will pop 
up on the screen, but it is better just to run passed them to the door. The 
Cliffside Path does not have any enemies, so you don't have to worry about 
that. Run over to the gold icon at the opposite end of the map and go through 
the door.

Equip your bow and destroy the mushroom in the middle of the path. 
Afterwards, dash to the center area, avoiding the guard's swords along the 
way. After reaching the central area, take the path that leads to the gold 
icon. Just run passed the guards; it is okay if you get smacked around a 
little. With luck, your mom won't get hurt one bit. In the Underground 
Chamber, go down the corridor and over to the pool of water with the red dot. 
Great, a boss fight!

Kraken isn't a very tough boss fight if you have Heal Life. This is because 
mainly you are worried about your mom, and you might need to heal her with 
the spell. Anyway, besides that, this boss fight is easy. At the start, five 
tentacles will be in the water. Your job is to hit each one for 500 points, 
at which point, one-by-one, they will go back into water. To do this, target 
one and fire with your bow while circling the pool. It's extremely easy and 
the tentacle's attacks are dodged by running in a circle.

When all five tentacles are hit, Kraken will decide to show up. Target him 
and make powerful shots with your bow while circling around the pool of 
water. His attacks might hit you, but they won't be devastating. If you are 
good with the bow, this boss could go down in one round of tentacles. If you 
aren't, you might have to go through several rounds. Either way, he is pretty 
easy.

After the fight, collect all the Experience Orbs around the water and leave 
via the south corridor. Once you leave the place, another cutscene will 
occur. In the end, Mom will tell you to go to Hook Coast and give you 45,000 
experience. She's catching up on old birthday presents, I suppose. Anyway, 
teleport back to the guild with the Guild Seal.
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                             3.14 -  Hook Coast
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-------------
Heroes' Guild
-------------

You'll receive another optional quest called The Bandit Spy Extraction, but 
lets continue with the storyline. While you are at the Heroes' Guild, use the 
experience pad to level in whatever you like. At this point in the game, I 
just maxed my class. If that's the case, then try to get some tiers in 
Assassins Rush. Anyway, after spending your experience, teleport to Barrow 
Fields.

-------------
Barrow Fields
-------------

Not much to do here besides head north to Darkwood Weir.

-------------
Darkwood Weir
-------------

Run through this area to Ancient Cullis Gate at the other end of the map.

=====================
Gateway To Hook Coast
=====================

After the explanation, go over to the gold icon. This is the old, broken 
cullis gate from the beginning of the game. Undead will start to pop up like 
daisies; your job is to kill them. The more you kill, the higher the Cullis 
Gate's meter will get. When it reaches the top, you will be able to teleport 
where you want. These Undead are the tougher ones, but they are still fairly 
easy to kill because they are slow.

Use Force Push to thin them out if you are melee. Of course, all Archers have 
to do is let the arrows fly. Remember to pick up Experience Orbs as they 
drop; when the meter reaches the top you will automatically leave. Hook Coast 
offers an abundance of new items, but you should already be well-equipped. 
Hook Coast doesn't have much in the stealing department, by the way, so it is 
advisable to continue with the story. With that said, run over to the gold 
icon on the map, which will lead to a barrier.

Mom will say that it explains something, and you need to meet her back at the 
guild. After teleporting by using the Guild Seal, you will here Mom's 
screams. Run over to Maze's tower and we'll have a short cutscene. After 
that, grab the book off of the tablestand and this quest will be finished. 
Return to the Map Table and talk to the Guildmaster to receive another quest.

====================
Return To Hook Coast
====================

Now that you have the quest, return back to Hook Coast via the telepad. When 
you arrive, the town will be overrun by Screamer enemies. These grim reapers 
are somewhat easy to defeat if your weapon is augmented with Fire or 
Lightning. They will go down after about 600 hit points, which isn't much. Go 
over to the Abbey Barrier (the gold icon), killing the Screamers along the 
way. You should only face three.

When you are near the barrier, the Guildmaster will hum the words to break 
the barrier and we will have another cutscene. A great revelation happens in 
the cutscene, then we fight Maze. He's a surprisingly tough boss that has 
tons of hit points. At the start of the battle, take out your sword and start 
rolling back and forth in an attempt to dodge his magic. Soon enough, his 
highlight will turn from blue to red, indicating that he is not using magic 
anymore.

Walk up to Maze and roll as he tries to hit you. After that, hit him in the 
back for as many combos as you can. When about two-tenths of his life is 
away, Maze will teleport back in the city. Walk out of the Abbey Ruin and 
Maze should be in view. He'll fire Hobbe-magic at you, which is easy to 
dodge. Whip out your bow and start firing at him. Maze will retreat when his 
health gets to a certain point. He'll leave behind a Screamer, which can be 
easily disposed of.

This will happen all the way to the lighthouse. When you reach it, bash the 
door down and go up the stairs. Fight Maze the same way you did at the Abbey 
Ruins, and he will go down fast. When he has a little life left, he will 
teleport back out of the lighthouse. Run down the stairs and whip out your 
bow. After a couple hits, he'll go down and we'll have a good cutscene. Then,
the Guildmaster will tell you to report back to the guild.
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                        3.15 -  Stop Jack of Blades
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-------------
Heroes' Guild
-------------

At the Heroes' Guild, the Guildmaster will give you a brief overview and ask 
that you leave in a hurry. Go to the telepad and we'll automatically go to 
Witchwood, where you'll find another Hero.

==========================
Try to Stop Jack of Blades
==========================

I would advise that you do not fight the enemies in this area; just run 
passed them to the Focus Site. Assassin's Rush and Slow Time work great for 
dodging enemies. When you get to the gold icon, another cutscene will occur 
where Jack pulls a "Toad." After the cutscene, run south and west to reach 
Witchwood Lake. In here, run passed the enemies to the central area, where 
you will meet Jack again. Again, you'll follow Jack through the portal.

Hobbe Cave... great. This place gives me the scare. Anyway, run passed the 
enemies and go through the door at the end of the cavern. In the chamber, 
just go through the door at the opposite end of the room. Do this in the next 
tunnel, and we will reach the Focus Chamber. In here, go directly to the 
center of the room and you'll meet Jack again.

In this new area, run across the bridge and up the hill to Windmill Hill. At 
this point, just ignore the enemies and run up to Gibbet Woods. From here,
run north and go right at the fork. Follow this path to the last Focus Site. 
After a cutscene, the quest will be complete. Then, we will automatically 
teleport to the Heroes' Guild.

-------------
Heroes' Guild
-------------

In here, go down the stairs and opt to go left. Go inside the library, which 
is where the gold icon resides at, and we'll have another cutscene with the 
Guildmaster. Finally, we receive our last quest.

=====================
Battle Jack of Blades
=====================

Wow, we have to fight the all-powerful, omniscient Jack, who just beat the 
crap out of the Guildmaster, eh? Anyway, go inside the Chamber of Fate, which 
is the new entrance in the library. On the small bridge, get the Oak Longbow 
and open the door. We have another fantastic cutscene, and then it is time to 
fight the Jack of all Trades, Jack of Blades!

The battle against Jack is extremely difficult; Jack is an extremely good 
blocker and uses magic fluently. First, though, you have to take out the easy 
minions. Then, we fight Jack. For the first half of the fight, you will have 
to fight Jack melee style. The only way you can reliably hurt Jack is with 
flourishes. Hit his sword to get a flourish, and then roll around and hit
Jack with the flourish. This will hurt Jack a small bit.

If you are far away, Jack will use magic on you. This can be dodged by 
rolling up or sideways, and rolling up is easier. Try to stay close to Jack 
in this part of the fight so he doesn't use his deadly magic. After you hit 
him with a flourish, he will usually run away with Assassin's Rush. You can 
follow him up by doing the same, or run over to him. Thus, this creates an 
almost endless cycle. When you have half of Jack's health, we get to the easy 
part.

Jack will go to the center of the room and become a giant. Whip out your bow 
and target Jack. Get behind a rock and volley shots after he does. See, the 
rock gives you protection. Another way to kill Jack here is to run around in 
a circle, rolling and firing. If you're good with the bow, like I was, then 
this part of the battle is extremely. Later than sooner, Jack will fall. 
Congratulations, you just beat Fable! There are four possible endings to this 
fantastic story. Don't skip the credits if you want to continue playing after
the death of Jack.

-------------------------
Defeating Jack by Antonio
-------------------------

"If you want to beat Jack wothout a problem, I have a pretty foolproof plan.
 
first have strenght stats maxed, along with lightning, time slow, and maybe 
assassin rush (doesn't have to be maxed, but it helps).  second have a 
powerfull sword such as the harbringer or masters great sword and about 50 
heath and magic potoins.  heres where the fun starts.
 
In his first form, jack has a barrier around him and he summons 5 attackers.  
Use the time slow and assassin rish to take out the attackers and the jack 
when his shield drops.  Jack blocks every normak attack, so using the 
unblockables is a must, just beat him down and follow him when he uses an 
assassin rush to escape, repeat this about 2-4 times and he'll shift to his 
second form...big woop.
This has to be the most pathetic part of the game, besides running around 
doing quests naked... anyway.  Jack now floats so you can't hit him.  Don't 
use a bow or crossbow, it takes too much time and he'll beat the crap out of 
you, I tried.  Instead, Use the lightning.  Jack will once again summon 
creatures to fight for him, Use the lightning and you'll hit three of them 
and jack.  just circle the room untill the 3 creatures die, then use a potion 
and continue the attack.  This will hit the remaining creature and jack, the 
creature will die eventually, and jack is left. (he may summon again, just 
watch for it)  Now you have to worry about three other attacks, two you can 
dodge, one, well, you get screwed on.  the first two are just waves of 
lightning or energy balls that he shoots at you, just dodge forward to avoid 
these and conthinue attacking.  the third, he uses the sword to basically 
drain your life into it, or something, it just plain hurts you alot.  This is 
when the health potions come in handy, ust them to keep health around half 
way then use one when hes finished to fill your health back up.  Then, just 
shock the crap out of him and you won't have really any more problems, the 
timing takes a little work, but after the third time you get hit while using 
a potion, it usually sets in.  Just be patient (it does take a while, he has 
a lot of health) and you'll beat him without much aggrivation."

-------------------------
Defeating Jack by digibwh
-------------------------

"I have found a much easier way to beat jack of blades; after he starts
levitating you use slow time; run directly underneath him; and start using
enflame repeatedly.  You just keep using slow time and enflame until you
kill him.  (You could also use slow time to catch up with him when he uses
assasin rush.)"

---------------------------
Defeating Jack by The Diddy
---------------------------

"Just a suggestion, i was more of a mage warrior, and the easiest way to beat 
jack of blades was to have 20 silver keys, open the chest at the heros guild 
and get the meree's greathammer.  This allows you massive damage and 
multiplies your experience allowing you to level up faster during the game, 
so the faster you have it the better, i'd take the key guide and go get 20 
keys right away for a jump on this.  Anyway, for the second half of the 
battle, if you hit him with your lightning spell and have a few will potions, 
he freezes up, just lock on and zap his ass to kingdom come, not really 
exciting, but you don't have to dodge anything."

------------------------
Defeating Jack by Nadine
------------------------

"I found that using my good bow (dark yew, augmented with piercing and
something else...) worked well on Jack and I didn't have to get close to
him.  I used Slow Time so I could dodge his magic blasts, Ghost Sword and
Multi Arrow all at the same time.  It took a little longer but I made it
on the first try."

----------------------------------------
Defeating Jack's Second Form by Xenigma:
----------------------------------------

"I just felt like I ought to tell you what I thought was the 
easiest way to beat Jack in his second form with almost no difficulty.  When 
I got to the battle I had lvl 6 accuracy, lvl 2 multi-arrow, and Skorm's 
Bow.  All you have to do to finish Jack's second form with almost no 
difficulty is cast multi-arrow, where you will get four shots.  Since the 
boss room is quite spacious, all you need to do is get to max power, and let 
go.  It only took me 3 shots to beat him.  Figures that the second part of 
the final boss is so easy, especially compared to the first part (I found 
that rather frustrating, even though I was a melee type mostly because 
before I could get to him and flourish he would always cast magic and send 
me flying across the room)."

-------------------------
Defeating Jack by Cheapy:
-------------------------

"This tip is mainly for Mages, Mage/Warriors, Mage/Thiefs, or
Mage/Warrior/Thiefs. Heck, any combination of predominantly Offensive
spell casters. Essentially, get your Stop Time and Fireball to Max.
Perferably Protection to atleast level 2. Now, all you have to do is
(besides having a few Will potions, Life potions aren't so important
if you have Protection) strafe circles around the minions with Time
Stop in effect and charge Fireball fully. Great damage,  nice area,
and it looks cool ;) . Anyways, when you get to ol' Jack, you should
always have Time Stop on, and should be charging Fireballs fully. I
killed him in less than 5 minutes this way."

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  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

                     3.16 -  Post-Jack Optional Quests
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=============================
Execution Tree Optional Quest
=============================

This quest is a rehash of the Orchard Farm quest from the beginning of the 
game. In this quest, you either have to ensure the death of a bandit or help 
a fellow brother bandit out. I don't suggest any boasts for this mission 
because they are all tough. So, without further ado, go to Bowerstone Prison. 
You need directions, don't you? From Bowerstone South, go to Bowerstone North 
via the stairs. In this area, go north and take the left fork to Bowerstone 
Prison.

This is where the quests starts. In the rescue version, all you have to do is 
kill the executioner. So, run through all the areas (just go north) until you 
reach Headsman's Hill, and kill the executioner there. (He's as easy as Lady 
Grey.) You'll have a time limit of three minutes and forty-five seconds, but 
if you run through the areas there shouldn't be a problem. Use Slow Time if 
necessary.

In the protect version, lead the bandit and guards to Headsman's Hill. 
Bandits will come from everywhere, but it shouldn't be tough. If a guard or 
the bandit dies, you fail the mission, so make sure you suck up all the hits 
and have Heal Life ready. When you reach the hill, kill the bandits in this 
area and the quest will be complete.

==========================
Bounty Hunt Optional Quest
==========================

This is a simple quest, but it requires a strong character. After accepting 
the quest, choose to boast. The Perform Quickly and Behead Leader boasts are 
both fairly easy to accomplish, so choose those two. Head to Greatwood 
Entrance from Lookout Point and the quest will start. Hack your way through 
the fairly tough bandits and take the northern path to Fisher Creek.

In here, save the brother from a horrible, horrendous death. Whatever. 
Anyway, after you get the brother, go back to Greatwood Entrance and take the 
western path to Greatwood Lake. In this area, go left up the slope and you'll 
find the bandit with the sister. Don't get any closer (because he said so); 
it's time to whip out your bow. Aim carefully and wait until the arrow is 
fully charged, then put it through the bandit's head. Quest complete. Oh, and 
you'll also receive Treasure Clue 1 from the sister.

====================================
Bandit Spy Extraction Optional Quest
====================================

After accepting this quest, report to Bowerstone North. The northwest gate, 
to be exact. After talking with Tanya, she'll let you through the gate. Once 
through, bandits will ask if you need help. They cost 100 gold a person, and 
we have lots of money, right? Thought not. Do whatever you want here.

Once you've chosen bandits, it's time to play ball. Run north to Windmill 
Hill as fast as you can, killing the enemies along the way. When you reach 
it, you should find a trader on the map denoted by a green dot. This is the 
trader that we need to talk with. Before we do, however, kill ALL the enemies 
in this area. This includes guards and traders, of course. Once done, talk to 
the trader. Lead him back to Bowerstone North. If you, by happen to chance, 
didn't find the trader at Windmill Hill, he might be in further north areas.
  ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___
 /     /     /     /     /     /     /     /     /     /     /   
 ___/_____/_____/_____/_____/_____/_____/_____/_____/_____/_____/


                               4. Appendices

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 /     /     /     /     /     /     /     /     /     /     /   
 ___/_____/_____/_____/_____/_____/_____/_____/_____/_____/_____/

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                               4.1  -  Bosses
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Bosses in chronological order.

----------
Giant Wasp
----------

As you leave, the Giant Wasp will make its grand entry! Look at the size of 
that thing! That's no moon. Anyway, the Giant Wasp will make three Wasps that 
decide to fight you. Kill them with your sword. After getting the experience 
orbs, use your lightning spell on the Giant Wasp. Hold down the spell button 
until all your mana is drained. At which case, take out your bow and start 
shooting at the Giant Wasp. Lock onto it by pressing the left trigger. 
Remember: strong shots are better than weak shots. Wait a couple seconds 
before a shot so you can have full power.

The Giant Wasp will go down fast if you do this. When he makes more Wasps, 
just continue focusing on the Giant Wasp while circling around him. The 
little Wasps won't hurt you much and have notoriously bad aim when you are 
running. Each shot will do a lot of damage, and soon the Giant Wasp's life 
bar, which is located below the map, will be depleted.

----------------------
Whisper (Orchard Farm)
----------------------

Whisper is extremely easy to defeat, even though she boasts that the only way
you can defeat her is using flourishes. To do this, hit Whisper's blade with
yours a couple times, or have her attack you while you are blocking, to
enable the usage of a flourish. You will know you can flourish when your
sword turns a firey color, or when the flourish button on the bottom right
corner of the screen appears.

To flourish, press the B button. The main character will do some action move 
to hit Whisper off the ground while doing good damage. After you flourish 
once, it will show us her health bar. Now, the easiest way to win this battle 
is merely abuse the usage of flourishes. When she gets up from your first 
flourish, press the flourish button again. Keep doing this until she is dead. 
She doesn't have enough reaction time to get up and block at the same time!

If you are using magic, after flourishing to reveal her health start pounding 
away at her with your best spell. It's really easy to kill her this way. 
Going archer? Well, the best way is to target her and circle her as you fire 

at will. Out of the three, archer is the easiest.

-----------
Earth Troll
-----------

This area is almost free of enemies besides the big, bad enemy at the end. 
Tell the traders to wait while you go down this area's path. Don't veer off 
the path and soon an Earth Troll will come up from the ground. He's a pretty 
easy boss fight, if you ask me. Whip out your bow and start shooting at him. 
Dodge all the rocks he throws and this battle won't even render damage taken 
away.

Additionally, you can hit the boulders back at the Earth Troll, if you have 
enough talent. You could also run up and hit him with your sword, but he has 
an area effect attack that is practically undodgeable. Therefore, the best 
way to defeat the Earth Troll is the bow. Weave back and forth while you fire 
at the Earth Troll. He will toss two rocks, which can be dodged easily. 
Towards the end of the fight, his accuracy gets a little better, but it is 
not much to worry about. Pick up the gemstone that the Earth Troll drops on 
the ground.

---------
Twinblade
---------

In here, we will have a little cutscene where you will meet Twinblade. He's 
big and tough, but doesn't put up much of a fight. In this fight, you cannot 
block Twinblade's ferocious attacks, but you can dodge them. Roll close 
around Twinblade while he tries to hit you with his weapon. He will fail 
miserably each time, and soon enough he will try to hit you and his sword 
will get stuck in the ground. This is your cue to attack his back. You will 
only get two hits, so make them count.

You will have to repeat this process a couple times before Twinblade falls. 
You can also try to flourish, but to do that, you will have to fire a 
unsuccessful hit that Twinblade blocks and then do a flourish. This is risky 
because Twinblade's a heavy swinger. After the fight, we will have another 
great cutscene. Then we have the choice of either killing Twinblade or 
letting him survive. If you let him live, you will get good points. If you 
choose to kill him, remember to kill all the people around the ring, first, 
or they will all gang up on you.

The bandits are tough, but with a bow it is very easy to kill them all. Just 
lock on to one of them and fire while moving back. When they are all dead, 
try to hit Twinblade again and, with the life he has left, he will fight you. 
Use the same strategy as before and he will die. You'll get dark side points 
for doing this.

-------------------
The White Balverine
-------------------

The White Balverine will make a ferocious war cry, showing us that he is near 
the big pond. Go over to the gold icon on the map and attack the White 
Balverine twice with your newly augmented weapon. Then, he will summon 
another Balverine to help out. Focus on the White Balverine, and not the 
other one. After two more hits, he will summon another. Repeat this process 
until the White Balverine is dead. This is especially easy with an augmented 
Ebony Bow.

---------
Arachanox
---------

Round Eight: This round is more of a boss fight. One, big, giant, Scorpion
             named Arachanox versus you and Whisper. Just circle around the
             beast while you fire arrows at it. It will charge at you, but
             most of the time you'll be able to dodge his charge. After a
             couple devastating hits with the bow, it will do an attack where
             it has to plant itself on the ground. For melee characters, this
             is your chance to run in and bash its head in. If you're an
             archer, stay back and shoot like normal. It will bury one of
             its claws into the ground and try to pop it up on you for good
             damage, but most of the time it will miss if you are moving.
             After that, it usually goes into the ground and leaves five to
             seven scorpions for you to mingle with. They are extremely easy
             to defeat, and should be taken lightly. After they are dead,
             Arachanox will come out of the ground and the cycle will be re-
             peated until he is dead.

-------------------
Whisper (The Arena)
-------------------

The battle against Whisper is extremely easy, dodge her pathetic projectiles
and attack her with your sword. She will block all arrows so melee is the
only way. Just roll around until you get behind her and hack away at her
back. I actually killed her in one back hacking, no more needed.

------
Kraken
------

Kraken isn't a very tough boss fight if you have Heal Life. This is because 
mainly you are worried about your mom, and you might need to heal her with 
the spell. Anyway, besides that, this boss fight is easy. At the start, five 
tentacles will be in the water. Your job is to hit each one for 500 points, 
at which point, one-by-one, they will go back into water. To do this, target 
one and fire with your bow while circling the pool. It's extremely easy and 
the tentacle's attacks are dodged by running in a circle.

When all five tentacles are hit, Kraken will decide to show up. Target him 
and make powerful shots with your bow while circling around the pool of 
water. His attacks might hit you, but they won't be devastating. If you are 
good with the bow, this boss could go down in one round of tentacles. If you 
aren't, you might have to go through several rounds. Either way, he is pretty 
easy.

----
Maze
----

Walk up to Maze and roll as he tries to hit you. After that, hit him in the 
back for as many combos as you can. When about two-tenths of his life is 
away, Maze will teleport back in the city. Walk out of the Abbey Ruin and 
Maze should be in view. He'll fire Hobbe-magic at you, which is easy to 
dodge. Whip out your bow and start firing at him. Maze will retreat when his 
health gets to a certain point. He'll leave behind a Screamer, which can be 
easily disposed of.

This will happen all the way to the lighthouse. When you reach it, bash the 
door down and go up the stairs. Fight Maze the same way you did at the Abbey 
Ruins, and he will go down fast. When he has a little life left, he will 
teleport back out of the lighthouse. Run down the stairs and whip out your 
bow. After a couple hits, he'll go down.

--------------
Jack of Blades
--------------

The battle against Jack is extremely difficult; Jack is an extremely good 
blocker and uses magic fluently. First, though, you have to take out the easy 
minions. Then, we fight Jack. For the first half of the fight, you will have 
to fight Jack melee style. The only way you can reliably hurt Jack is with 
flourishes. Hit his sword to get a flourish, and then roll around and hit
Jack with the flourish. This will hurt Jack a small bit.

If you are far away, Jack will use magic on you. This can be dodged by 
rolling up or sideways, and rolling up is easier. Try to stay close to Jack 
in this part of the fight so he doesn't use his deadly magic. After you hit 
him with a flourish, he will usually run away with Assassin's Rush. You can 
follow him up by doing the same, or run over to him. Thus, this creates an 
almost endless cycle. When you have half of Jack's health, we get to the easy 
part.

Jack will go to the center of the room and become a giant. Whip out your bow 
and target Jack. Get behind a rock and volley shots after he does. See, the 
rock gives you protection. Another way to kill Jack here is to run around in 
a circle, rolling and firing. If you're good with the bow, like I was, then 
this part of the battle is extremely. Later than sooner, Jack will fall. 
Congratulations, you just beat Fable!
   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

                              4.2  -  Enemies
   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

                               4.3  -  Quests
   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

Quests are in chronological order.

-----------------
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.

-----------------
Wasp Menace Quest
-----------------

After the small cutscene, all the statistics on the quest will come up. Five-
hundred gold, two-hundred renown I like! Anyway, press A and go help the man 
in front of you. You can use your bow, sword, magic, whatever, just kill the 
blasted Wasp. Walk down to the central area of the picnic and seven or eight 
Wasps will crowd you. Now it's time to unconditionally take out the sword and 
whack every one of them. Use the right trigger to suck up the experience 
orbs.

As you leave, the Giant Wasp will make its grand entry! Look at the size of 
that thing! That's no moon. Anyway, the Giant Wasp will make three Wasps that 
decide to fight you. Kill them with your sword. After getting the experience 
orbs, use your lightning spell on the Giant Wasp. Hold down the spell button 
until all your mana is drained. At which case, take out your bow and start 
shooting at the Giant Wasp. Lock onto it by pressing the left trigger. 
Remember: strong shots are better than weak shots. Wait a couple seconds 
before a shot so you can have full power.

The Giant Wasp will go down fast if you do this. When he makes more Wasps, 
just continue focusing on the Giant Wasp while circling around him. The 
little Wasps won't hurt you much and have notoriously bad aim when you are 
running. Each shot will do a lot of damage, and soon the Giant Wasp's life 
bar, which is located below the map, will be depleted. Kill the three Wasps 
that have been a nusance to you and the quest will be complete.

------------------
Orchard Farm Quest
------------------

Decent payoff for doing this quest. Both "Protect Orchard Farm" and "Attack 
Orchard Farm" are similar, but I split up the different parts of each quest. 
Onto the show.

If you chose to protect the farm, bandits will come here right after the 
farmer leaves. They will come from the northern path, which is a good thing. 
There will be three of them, and they are pretty easy to kill with the two 
guards at your side. Snipe them with your bow or use magic while they are 
running to you. Then whip out your sword once they are in hand-to-hand range. 
The first batch should be easy enough to defeat.

The second batch will come with four bandits, which only makes things a 
little tougher. One or two will probably stop halfway and start shooting at 
you with their crossbow, so just remember to stick and move. The same 
strategy applies to the first batch; try to pick them off while they are 
running towards you with your magic or your bow. They don't really stand a 
chance at hand-to-hand range, anyway. The third batch has four people again, 
and it is still easy to kill all of the bandits. Just remember to pick them 
off as they come, and mash X at hand-to-hand to range while targeting a 
bandit.

If you chose to attack the farm, tell the bandits to follow you and lead them 
to the farmhouse. They will take the crates and three guards will come to 
attack you from the west. The same strategy applies as above, pick them off 
with your bow or magic as they come over and finish them off with your sword 
when they are in hand-to-hand range. After you are done slaughting, lead the 
bandits back to the upper part of Orchard Farm. Do this two more times, using 
the same strategy, and it will be an easy win.

This is where both quests collide together. In both, you have to fight 
Whisper after you are done killing people. Whisper is extremely easy to 
defeat, even though she boasts that the only way you can defeat her is using 
flourishes. To do this, hit Whisper's blade with yours a couple times, or 
have her attack you while you are blocking, to enable the usage of a 
flourish. You will know you can flourish when your sword turns a firey color, 
or when the flourish button on the bottom right corner of the screen appears.

To flourish, press the B button. The main character will do some action move 
to hit Whisper off the ground while doing good damage. After you flourish 
once, it will show us her health bar. Now, the easiest way to win this battle 
is merely abuse the usage of flourishes. When she gets up from your first 
flourish, press the flourish button again. Keep doing this until she is dead. 
She doesn't have enough reaction time to get up and block at the same time!

If you are using magic, after flourishing to reveal her health start pounding 
away at her with your best spell. It's really easy to kill her this way. 
Going archer? Well, the best way is to target her and circle her as you fire 
at will. Out of the three, archer is the easiest. After the fight, you will 
win the quest and be rewarded with not only the gold and renown promised, but 
also Whisper's Brooch.

---------------------------
Greatwood Gorge Bandit Toll
---------------------------

Follow the path and go across the bridge. A trader will come up and say that 
you will need a toll to get passed the bandits in this area. Walk up to the 
bandit and he will say it costs 400 gold to pass. Four-hundred gold is a lot 
of money, so say no. The better option here is to gut all the bandits here, 
take their loot, and never worry about a toll again!

Kill the bandit that wants a toll. He should be very easy to dispose of. 
Anyway, follow the path up and kill all the bandits in this central area. 
Follow the path south and kill the bandits as you walk down. Use your bow for 
easy kills. Even if you don't have any accuracy skill, it is still the best 
way to dispose of large groups because you can fire and move.

When you are ready, go back to the central area and choose to go north this 
time. This is where the bandit leader is at, along with a legion of bandits. 
The best way to kill all of these bandits is to fire at them with your bow 
from the other side of the bridge. If you kill the bandit leader, the other 
bandits will run away. However, this is a good opportunity for experience so 
it is advisable that you kill the bandit leader last.

After clearing the area, it is time to "loot it a whole bunch." In the area 
near the campfire, you will find two chests near tents. They contain 500 gold 
and a flame augmentation. Take the path north of this and it will start to go 
south and then stop at a point that looks out to the entrance of the Gorge. 
In this area, you will find a Steel Pickhammer in the chest. Definitely not a 
great weapon, but it can be sold. Also, smash all the boxes in this small 
lookout area to find loads of potions and other healing items.

Now it's time to leave this area. Take the south path down to the exit. 
Before you do, however, take note of the Demon Door. He wants you to perform 
an act of great evil before he opens up. You'll need to earn about fifty evil 
points in his site for him to open up. This can be done by killing four 
innocent people or eating around ten Crunchy Chickens, which can be bought at 
Darkwood Camp. You can also open it if you are completely evil. Anyway, walk 
south to the next area.

============================
Darkwood Trader Escort Quest
============================

This is a fairly challenging quest, the areas that you have to lead the 
traders through have difficult enemies. The reward is 2,000 gold and 500 
renown, which is darn good. Anyway, run down the path a little ways and a 
lone trader will ask to be in your group. The thing is, he might turn into a 
Balverine if you take him up on the offer. If you choose to take him, it will 
earn you good points. If you don't, you will earn evil points, but it will 
make the quest a little easier.

Whatever you choose, continue down the path. Veer right off the path when you 
can to find a chest that contains a Resurrection Phial. Go back to the path 
but go straight instead of turning. You will reach two barrels, if you bash 
them you will receive a Will Potion and Red Meat. Continue onto the Darkwood 
Marshes.

----------------
Darkwood Marshes
----------------

In this area, a Balverine will finish eating a person and start attacking 
you. Lead him away from the traders and fight him whichever way you can. The 
best way to kill him is to back away from it and use the lightning spell. It 
will deplete your mana, but the Balverine will stay put until you kill it. 
After that, I suggest you wait until your mana is regained.

That is the only enemy in this area, so just continue having the traders 
follow you. Follow the path as it goes down steps. To your left, you should 
find a chest containing a Jet gemstone. A little ways after this, you will be 
confronted with a small pond. There will be ten mushrooms around the pond. 
Your job is to shoot every mushroom with your bow. When you shoot one, it 
will blow up. This is what would have happened if you went close to a 
mushroom. After shooting all of them, continue following the path to Darkwood 
Lake.

-------------
Darkwood Lake
-------------

In this area, two bandits will come up quickly on you. Defeat the two with 
swordplay, and tell the traders to stop with the stop expression. Go down the 
path and take the first left that comes up. Follow this path until you reach 
a treasure chest with two barrels by its side. The treasure chest contains 
Leather Boots, while the barrels have small healing items in them. Go back to 
the main path and continue following it down.

When you get to a pond, three bandits will run up and attack you. Well, not 
really; they will go passed you and over to the traders. Do not let them get 
passed you, at all costs. Just whack them once with your sword to deviate 
their attention away from the traders. After killing that batch, go back to 
the pond and kill the other four bandits lurking about. Remember to keep them 
from running to the traders. Once that is done, go back and tell all three 
traders to follow.

Continue down the path until you reach water again. To your right, you should 
find a chest containing 250 gold. Continue until you see a rock with a hole 
on your right. Take out your bow and aim so that an arrow goes in the hole. 
You will receive a Silver Key if it goes through the hole. Then continue to 
Darkwood Camp.

-------------
Darkwood Camp
-------------

At the camp, the traders will automatically go and rest. This will give you 
time to loot the stuff at the camp. In this small camp, you will find two 
chests. They contain a Resurrection Phial and a Steel Axe. Also, there are 
two barrels beside a tent. They have a Will Potion and Dark Vortex Tattoo 
card in them. It won't count as stealing when you acquire these items. You 
can buy items here if you like. These shops have some of the best armor in 
the game. Also, you can play blackjack to make some quick money.

When you are ready, walk out of the camp and follow the path until it comes 
to a fork. The northern path leads to the Chapel of Skorm while the Southern 
Path continues our journey. For now, we want to take the northern path and go 
to the Chapel of Skorm. In here, run up the path until you find yourself at 
the Chapel itself. Go around the chapel left and you should find an Assassin 
Shirt in a chest. Then go back to Darkwood Camp. Once you are back, take the 
southern path to Ancient Cullis Gate.

-------------------
Ancient Cullis Gate
-------------------

In the beginning of this area, tell all three traders to wait while you clear 
the area of enemies. The first group of enemies you'll find is bandits, which 
are easy to dispose of if you fight them one-on-one. Second batch of enemies 
that come up are more of the same thing (bandits), kill them the same way you 
did the others. The last group of enemies, across the second bridge, is a 
group of Hobbes. Kill the magic Hobbes first (they are the ones with the 
staffs) and then the warrior ones.

After that, you can fish off the bridge to get a Silver Key. When you try to 
open the chest by the second bridge, the optional third trader will turn into 
a Balverine. So, run back and fight him. He can easily be killed if you block 
and attack. Afterwards, go back and get the traders to follow you to the 
chest. Open it to find a Resurrection Phial. Finally, continue over the 
bridge to Darkwood Weir.

-------------
Darkwood Weir
-------------

This area is almost free of enemies besides the big, bad enemy at the end. 
Tell the traders to wait while you go down this area's path. Don't veer off 
the path and soon an Earth Troll will come up from the ground. He's a pretty 
easy boss fight, if you ask me. Whip out your bow and start shooting at him. 
Dodge all the rocks he throws and this battle won't even render damage taken 
away.

Additionally, you can hit the boulders back at the Earth Troll, if you have 
enough talent. You could also run up and hit him with your sword, but he has 
an area effect attack that is practically undodgeable. Therefore, the best 
way to defeat the Earth Troll is the bow. Weave back and forth while you fire 
at the Earth Troll. He will toss two rocks, which can be dodged easily. 
Towards the end of the fight, his accuracy gets a little better, but it is 
not much to worry about. Pick up the gemstone that the Earth Troll drops on 
the ground.

Anyway, we still have a couple things we can find in this area. Go back up 
the path until you can turn right. Do so, and go passed the two hills close 
together. This will lead you to a chest and two barrels. In the chest, you 
will obtain a Lightning Augmentation. In the barrels, you will acquire Tofu, 
a Green Apple, and, most importantly, a Golden Carrot. This item will make 
time change from day to night. Go back on the path and follow it west until 
you reach the Barrow Fields opening in the wall.

In this area, follow the traders to the bridge, where a man will pull a Darth 
Vader and then the "Quest Completed" screen will pop up. You will also get 
the Trader's Feather for completing this quest.

=============================
Find the Bandit Seeress Quest
=============================

Boast Bandit Blood because that is a really easy boast to pull through with. 
When you arrive, walk all the way south down to the beach. Then, turn right 
and follow the beach shore. Talk to the lady along the way to find out about 
her husband. Opposite of the lady, you will find a barrel which contains an 
Apple Pie. Anyway, continue down and go passed the cave entrance. You should 
see a chest a little ways further then it. Pick up the Assassin Boots from 
the chest, and then enter the cave.

-------------
Clifftop Path
-------------

After the Guildmaster gives you the lowdown, it's time to get busy. 
Supposedly, this is a "stealth" area, but you can kill your way through very 
easily. After you kill the three guards in the area, the gate will be closed. 
If you get too close to the gate, the time it takes to open it up again will 
restart. Therefore, we need to be close to the gate, so we can sneak in, but 
not in a place where the gate people can see us.

Before the gate, you will see two boulders on either side of the path. Get 
behind the left one and wait until the time elapses for the gate to open. 
When it does, wait until all three bandits are passed the boulder, and make a 
run for the gate. This is extremely easy to do, the only hard part that I can 
think of would be killing the three bandits the first time around.

--------------
Abandoned Road
--------------

In the middle of the bandit's conversation you will hear that only people 
with the proper bandit gear can enter the camp. This can work to your 
advantage, because if you have a full suit then the bandits might let you 
enter without "asking questions." In this area, we will find the Bandit Gear. 
But first, kill both of the guards that saw you. Try to kill them near the 
entrance, because we wouldn't want to alert the guards down the hill.

Try to kill the bandits down the hill with your bow, a head shot does quite 
nicely. The other guards will run away, but if you go over to the place where 
they were, they will run out and try to hit you with their sword. After 
disposing on them (there should be two), follow the path up the slope to find 
a chest that contains the Bandit Boots. Afterwards, follow the path more 
until you come to stone steps. If you look to your right, you should see a 
watchtower. Bandits are in here.

The best way to kill these bandits is to go up the steps. Three or four 
bandits will run down from the watchtower and start to attack you. Run back 
and snipe them with your bow as you weave back and forth, or kill them with 
your sword. Go over to the watchtower's back and you will find a ramp leading 
up to the top. There should also be one or two bandits up their, so kill 
them. After this, get the Bandit Shirt from the chest near the watchtower.

Continue following the path until you come to more stairs. To the left of the 
stairs lies two barrels. Destroy them to reveal a Health and Will Potion. 
Anyway, if you look up the steps you should see two bandits. Try to kill them 
both with your bow, but one might decide to come down and tango with you. 
After killing both of the bandits, go up the stairs. This is another small 
area where three bandits reside at. Try to snipe all three -- who are in 
plain view -- out with your bow. If not, then just melee your way through 
them.

Once they are in the afterlife, go behind the campfire and destroy the 
barrels to find an Ages of Skill Potion, 250 gold, and another Health Potion. 
After that, open the chest inside the open tent to find the Bandit Trousers. 
Go up the stairs beside the tent, and kill the three bandits ahead of you 
here. Also, kill the two bandits in the watchtower to your right. Then, 
continue down the path and snipe out the three bandits that are on the slope. 
Another bandit should come out of the tent to your right, but he is easy to 
defeat. Remember to get the Bandit Bandana in the chest when you are done 
killing them.

Follow the path a little ways more up the slope. To your left, you should 
find the last chest, which contains the Bandit Gloves. Even with this 
equipment on, Bandits will still attack you until the gate. So, it would be 
advisable to keep your better armor equipped. Go up the path and slaughter 
bandits along the way. They aren't that tough, especially if you are playing 
an archer game. By the Demon Door, you should find a chest that contains a 
Resurrection Phial. After that, equip your Bandit Gear and follow the path to 
Twinblade Camp.

--------------
Twinblade Camp
--------------

Talk to the man next to the gate with your Bandit Gear on. The two of you 
will have some idle chat and he will open the gate for you. Inside, there are 
a number of things you can do. First things first, though, it is probably 
time to get new equipment. This place has a number of new things you can buy, 
including a full set of Dark Plate armor, if you are an evil player, of 
course. Anyway, before we continue further, there is some items to be looted!

Go over to the tavern located in the southern part of town. To the east of 
it, you should find a little area with a chest and two barrels. You will have 
to go in the small pond to get to it, but no one said that you had to keep 
dry. Anyway, in here you will find 500 gold, an Ages of the Will Potion, and 
a Health Potion. Good stuff.

It's time to get to business. We have to score a Bandit Camp Pass to get any 
further into the camp. The best and easiest way to do this is to kill 
someone. Go over to the tavern and  walk west behind the tree. You should 
find a bandit who happens to have the pass you need. He will ask 1,000 gold 
for it, but the best way to do business is to kill him. You will get two good 
points for doing this. The best way to kill him is with a head shot from your 
bow. The Bandit Camp Pass will be on the ground after he is dead. Finally, go 
over to the western part of town, where the gold icon is, and the gatemen 
will let you into the Elite Camp.

----------------------
Twinblade's Elite Camp
----------------------

In here, remember to reequip your good armor. The bandit armor sucks and we 
will be in heavy fighting soon. Before we continue, smash all the barrels in 
this area to find a Resurrection Phial, 100 gold, and an Ages of Might 
potion. Anyway, we need to find a way to get into the tent. The most 
inexpensive and easiest way is to free some prisoners. From the campfire in 
the center, take the southwest path down to three cages, where you will find 
two prisoners. You will need a key to open their cage.

The guard seems to have the key. He has around 900 hit points so he is pretty 
tough to kill if you aren't an archer. Just remember to keep him in the cage 
area, or we might have the a whole legion of bandits attacking us. After he 
has had his last breath, use the key and let the prisoner's free. They will 
run off and all of the bandit guards will run after them, leaving the gate to 
Twinblade's Tent open! Enter through the gate.

----------------
Twinblade's Tent
----------------

In here, we will have a little cutscene where you will meet Twinblade. He's 
big and tough, but doesn't put up much of a fight. In this fight, you cannot 
block Twinblade's ferocious attacks, but you can dodge them. Roll close 
around Twinblade while he tries to hit you with his weapon. He will fail 
miserably each time, and soon enough he will try to hit you and his sword 
will get stuck in the ground. This is your cue to attack his back. You will 
only get two hits, so make them count.

You will have to repeat this process a couple times before Twinblade falls. 
You can also try to flourish, but to do that, you will have to fire a 
unsuccessful hit that Twinblade blocks and then do a flourish. This is risky 
because Twinblade's a heavy swinger. After the fight, we will have another 
great cutscene. Then we have the choice of either killing Twinblade or 
letting him survive. If you let him live, you will get good points. If you 
choose to kill him, remember to kill all the people around the ring, first, 
or they will all gang up on you.

The bandits are tough, but with a bow it is very easy to kill them all. Just 
lock on to one of them and fire while moving back. When they are all dead, 
try to hit Twinblade again and, with the life he has left, he will fight you. 
Use the same strategy as before and he will die. You'll get dark side points 
for doing this.

Now both choices collide again. It's time to take all the items he has in his 
camp. In his big tent, you will notably find 250 gold, a Resurrection Phial, 
and 500 gold. But we aren't done yet. Take the path north of where you fought 
Twinblade to find a chest that contains a Diamond. Anyway, leave this area 
via the entrance and all the end statistics will pop up. Then the Guildmaster 
will have you report back to the Guild. Before using the Guild Seal, beat the 
Fist Fighters Gang for a third time in Twinblade's Elite Camp. They are 
located next to the entrance to Twinblade's Tent. Afterwards, use the Guild 
Seal to teleport back to the Heroes' Guild.


======================
Find the Archaeologist
======================

Craptacular payoff, I know, but it is the only way we can advance in this 
godforsaken story!  Cut the vines in front of you to reveal a way out of this 
small area. Go down the path a little ways and to your right you should see 
some more vines. Hack them to reveal a chest which contains a valuable 
Resurection Phial! Follow the path north and, soon enough, a humungously huge 
Rock Troll will reveal itself.

The Rock Troll is simple to defeat; whip out your bow and start weaving back 
and forth, dodging all the boulders the Rock Troll throws at you. If you go 
weave left to right constantly, the Rock Troll will have a very small chance 
of hitting you. He has TONS of hit points, so just peck away at his health 
every time your bow is powered up. Multi Arrow might help a lot, too. If 
you're completely melee, put on Slow Time and hit the rocks back at the Troll 
in a game of Baseball. After he is defeated, you will get a Ruby and a 
Sapphire. Not bad!

Continue following the path as it winds east. Then, you should see a barrel 
directly in front of you with two potions on either side. The two potions are 
an Ages of Will potion and a standard Will Potion. Inside the barrel, you 
should find a book with a funny title. Continue following the path east to 
Witchwood Stones.

----------------
Witchwood Stones
----------------

Follow the path north a little ways and you should see a Demon Door to your 
right. He's actually right on the gold icon, which means we have to talk to 
the door. He will say that he'll only open for someone who knows his name and 
can spell it out on the rocks over in the northern part of this area. I guess 
we have to trudge over to the rocks.

While going north, bash the two barrels on your left to reveal two healing 
items. A little ways further, on your right, you will see some vines. Destroy 
them to reveal a chest, which contains a Obsidian Greathammer. Continue 
walking north and you will find the four stones. Press A while highlighting 
each of them to figure out each letter of his name: H, S, I, and T. The first 
thing that pops out of everyone's mind is "Shit," but if you put that in the 
Demon Door will get really, for lack of better words, pissed off.

So, it has to be something else. The only other two words that use those 
letters are "THIS" and "HITS." Obviously, the latter choice sounds better. 
Therefore, hit each stone to make the word "HITS." The Demon Door will be 
mad, but he will still open the door for you. After the cutscene, you will 

have found the archaeologist. Inside the Demon Door, you will find a Ruby, 
Sapphire, Red Meat, and tons of books. Also, there is a fifteen key silver 
key chest, but you probably cannot open that.

=========================
The White Balverine Quest
=========================

When you enter the area, you will find yourself at the entrance with a locked 
gate. Your job is to kill the Balverines so they can let you inside. You'll 
have to kill four Balverines, each time one-on-one. They are pretty easy, 
now, and go down in three shots with your bow. Anyway, we will have another 
cutscene and then the White Balverine decides to rumble with you. Whip out 
your bow and tap X ten times. All you have to do is hit the White Balverine 
ten times before it runs off, it didn't say anything about power! Or, you can
just use the lightning spell, which will keep the Balverine still.

After that, the mayor will tell you to go up the hill and talk to the wife of
a great hunter. The hill is directly in front of you. When you reach the top, 
the White Balverine will attack again. Dispose of him the same way; ten quick 
shots with the bow, and we will have another cutscene. The wife will 
*finally* give you the Silver Augmentation. Attach it to the weapon you use 
most, or you won't stand a chance against the White Balverine.

The White Balverine will run over to you again, and this time you get to hit 
it with the Silver Augmented Weapon. After five hits, it will run away and 
the mayor will tell you to go kill it for your reward. So, leave Knothole 
Glade the way you entered. This will lead you to Witchwood Lake, supposedly 
the White Balverine's home.

The White Balverine will make a ferocious war cry, showing us that he is near 
the big pond. Go over to the gold icon on the map and attack the White 
Balverine twice with your newly augmented weapon. Then, he will summon 
another Balverine to help out. Focus on the White Balverine, and not the 
other one. After two more hits, he will summon another. Repeat this process 
until the White Balverine is dead. This is especially easy with an augmented 
Ebony Bow.

After the White Balverine is dead, dispose of the other Balverines. They are 
fairly easy to kill, remember to use Force Push to spread them all out. Soon 
enough, you will have completed this boss battle. Now it's time to go back to 
Knothole Glade. Talk to the mayor in the central area to complete the quest 
and get a letter from your sister.

===============
The Arena Quest
===============

Don't worry, you will be getting a lot more then zero gold when you are done 
with this quest! After the cutscene where Roth gives you the lowdown, we will 
be stuck in the Arena room for a few minutes. Take this time, if you are 
evil, to steal everything you can get your hands on. There is no real 
punishment for taking the stuff in the arena. After a little while, Roth will 
ask that you go inside the Arena. So, go up the stairs and talk to the right 
guard. Choose "yes" and round one will commence.

Note: Always choose to continue to get the most money!

Round One: This round is very easy because all that you face are Wasps. Gut
           through them with your melee weapon as fast as possible. They will
           come in four waves, the latter two having more difficult Wasps.
           After that, this round will be over.

Round Two: Hobbes. Lots of them. Tons of them. They suck. Seriously, these
           hobbes are quite a challenge if you aren't going archer. Try to
           thin them out with area effect attacks like Force Push and then
           chop away at them. If you have good archery skills, circle the
           ring while you shoot at each Hobbe one at a time. Four waves of
           them will come out, and the last one is almost devastating.

Round Three: These Balverine's are tough if you aren't using a bow. For
             melee, try to Force Push and take them on one at a time. If
             you are using a bow, circle the ring while you kill them. The
             first two rounds are pretty easy, but in the last two White
             Balverine's start to pop up. You have to use your Silver Aug-
             mented weapon to kill these beasts. So, basically: Force Push
             and kill a Balverine, get hit by a Balverine, and repeat the
             process. Oh, and Whisper doesn't do much of anything in this
             round, besides distract one or two Balverines, so don't worry
             about her.

Round Four: This is the "breather" round because we are facing the Undead!
            The Undead are extremely easy because they are slow. Take out
            your bow and start shootin' 'em up! They are really, really easy 
            to kill. If you want to make it easier, augment your bow with 
            Flame, but it definitely isn't necessary. This is a good round to 
            replenish your Mana, if it got low in the last rounds.

Round Five: This round gets the wrap for being very hard; to be honest, it is
            actually very easy. See, Whisper is a big part in this round be-
            cause all of the bandits like to gang up on her. Basically, all
            that you have to do is peel one off of Whisper, kill it, and peel
            another one off. This doesn't stand true at the beginning of a
            fight, however, when five bandits are running after you. In that
            case, try to face them one-on-one as much as possible. I hate
            getting stabbed in the back, don't you?

Round Six: Ha! This is an extremely easy round! The only combatants are two
           Earth Trolls, and they are dumb. We've faced them before, so
           you should know how to dispose of them. Y'know, weave back and
           forth while firing as many arrows as humanly possible? Yeah, I
           thought you knew how to kill them. It's a little harder with two,
           because one might throw a rock at you from behind, so the best
           option here is to stay on the side of a Earth Troll. Recap: Weave,
           fire, weave, fire, weave, fire, weave... you get the picture?
           Get the valuable gemstones off the ground afterwards.

Round Seven: Same swing, same thing. This round is exactly like the last,
             only Rock Trolls are harder to defeat then Earth Trolls. They
             throw a pile of rocks at you at a time, so it is much harder to
             dodge their attacks. Fighting two-on-one (Whisper doesn't do
             anything) will be hard, but with a couple Health Potions, and
             a lot of arrows, one will finally fall. The second troll comes
             down a lot easier than the first. Just use the weave and shoot
             strategy to its fullest. Remember to pick the Rubies off the
             ground after the fight!

Round Eight: This round is more of a boss fight. One, big, giant, Scorpion
             named Arachanox versus you and Whisper. Just circle around the
             beast while you fire arrows at it. It will charge at you, but
             most of the time you'll be able to dodge his charge. After a
             couple devastating hits with the bow, it will do an attack where
             it has to plant itself on the ground. For melee characters, this
             is your chance to run in and bash its head in. If you're an
             archer, stay back and shoot like normal. It will bury one of
             its claws into the ground and try to pop it up on you for good
             damage, but most of the time it will miss if you are moving.
             After that, it usually goes into the ground and leaves five to
             seven scorpions for you to mingle with. They are extremely easy
             to defeat, and should be taken lightly. After they are dead,
             Arachanox will come out of the ground and the cycle will be re-
             peated until he is dead.

Wow, what a shocking development! The two Heroes have to face each other! The 
battle against Whisper is extremely easy, dodge her pathetic projectiles and 
attack her with your sword. She will block all arrows so melee is the only 
way. Just roll around until you get behind her and hack away at her back. I 
actually killed her in one back hacking, no more needed. After the fight, you 
will have to choose between killing Whisper (evil) or letting her live 
(good).

Obviously, choose according to your alignment. You will get 120 plus points 
either way, but if you choose evil, you will get an extra 10,000 gold. If you 
choose to kill Whisper, you have to hurt her a little more before she dies. 
After that, we have a fantastic cutscene, which explains why everything that 
has happened up to this point.

Once that is done, you will be outside the Arena. Talk to the people to get 
the Chainmail Helmet. You'll also get a notice that your sister is at the 
Grey House. So, without further ado, warp to Barrow Fields via the Guild 
Seal.

============================
Find the Archaeologist Quest
============================

It might seem like a craptacular payout compared to the Arena, and yeah, it 
is. After the cutscene, it is time to fight Minions, one of Fable's most 
powerful enemies! The two first ones near the bridge aren't much of a 
challenge because the guard will distract their focus, leaving them open for 
attack. It is okay if one of the two guards dies, but hopefully both won't. 
The best way to dispose of Minions is to stay back and fire with your bow. 
See, Minions are expert blockers and very hard to kill melee-style.

After killing those two, walk a couple steps and another Minion will pop up 
from the ground. Kill that the same way you did the last, and you probably 
have the drift of the area by now. Every dozen steps up the path will result 
in another Minion attacking you. This might be good or bad, depending on how 
strong you are as an archer. They could be easy experience, or very tough 
creatures. Either way, try to keep the guard(s) healthy with Heal Life.

The game decides to give you an Ebony Bow for help in the chest to your right 
by the bridge. Anyway, follow the path north, fighting Minions, until you 
come to the next area entrance. Before you do, however, look right and you 
should see a chest. Try to walk up to it but a Minion will pop up. After 
disposing of him, open the chest to find a Piercing Augmentation. Now take 
the path to Windmill Hill.

Make your way up the hill, killing Minions along the way. Try to use the 
exploding barrels to your advantage by firing arrows at them while Minions 
are near them, but don't bank on this idea. When you reach the top of the 
slope, to your left you should see a house. Inside, you will find a guard 
fighting a Minion all on his own. Kill the Minion and heal the guardsmen that 
are following you.

After that, run up the hill that you were at before. Soon you will reach a 
barrier, and the only way to get through is to kill the spellcaster. Go to 
the right and try to go up to the house but a Minion will appear. After it 
meets its maker, walk up to the right side of the house to find the 
spellcaster. He will summon another Minion that you have to kill. After you 
are done taking out the garbage, it is time to teach the spellcaster a 
lesson. Dispose of him the same way you do the Minions; he is no different. 
After that, run into the barrier-free entrance of Gibbet Woods.

In here, *another* spellcaster will spawn a Rock Troll. It won't expose 
itself until you run down the path a little ways, however. When it does, 
immediately fall back and start firing arrows while weaving right to left. 
We've done this plenty of times before, and this time is no different. It is 
fine if the guard dies, but try to keep him alive with Heal Life. When the 
Rock Troll is down for the count, kill the spellcaster, which should be to 
the left of him.


The Rock Troll should be at the center of a fork; choose to take the 
northeastern path. This will lead the way to two Minions and two Guards. Try 
to save the guards, because it is very useful if they are all on your side. 
After the two minions are dead, wait a little while for your Mana to 
regenerate and heal the group. Afterwards, tell all the guards to follow and 
take the path north of the area with the big, white boulder. Follow this path 
to the area called Prison Path.

This is a melee fighter's worst nightmare. Seriously. Five minutes to kill 
around fifteen Minions. Really, the only way you can do this is with the bow. 
Go down the steps and kill the two Minions below. They are just a warmup for 
what is to come. Use Slow Time, it is the best spell for things that are 
timed in this game. It will slow down the clock majorly, and give you plenty 
of time to get down to the docks.

After the first batch, make your way down to the docks, killing Minions along 
the way. Remember to abuse the usage of Slow Time if you want enough time. 
When you finally reach the docks, the game decides to go bonkers and eight 
minions appear! This is where your guards will come in handy as distractions. 
Use everything you can on them, which includes heavy Will Potion usage. 
Minions drop Will Potions, so you will probably get a few even if you spam 
Enflame throughout the entire battle. After the eight Minions are toast, it 
is really simple to take out the last two spellcasters. After talking to the 
man, the quest will be over.

Go back to the beginning of the docks and destroy the barrels to find a 
noteworthy Resurrection Phial. Continue back to the Gibbet Woods, destroying 
barrels and collecting items along the way. You should find a plethora of 
good potions by destroying the barrels. In Gibbet Woods, run down passed the 
white stone and over to the main path. Ignore the bandits and take the path 
north to the graveyard.

========================
The Graveyard Path Quest
========================

Follow the path east until you can veer left off the path. At the end of this 
path, you will find a chest that contains a Flaming Augmentation. That's the 
only item in this area, so get back on the main path and go up to the 
Lychfield Graveyard. You'll then get the statistics for the quest, which 
makes this quest seem smaller than it actually is.

Anyway, walk down the path until you can go right up the steps. Up them, you 
will find a Demon Door who seems to have a very bad temper. Go back down the 
steps and northeast inside the fence of a house. Another cutscene will occur, 
where basically two people talk about Nostro's gear. So, our objective is to 
find four pieces of the Nostro gear so the Demon Door will let us through. 
Sounds sort of intricate, eh?

Talk to the man inside the house: he will open the gate for you and give you 
directions on where Nostro's grave resides. Make your way around to the 
bridge, killing undead along the way. They respawn every time you kill one of 
them, so this is a great level up spot. Just keep fighting until the 
gravedigger (that is following you) dies. Then go back to his house, which is 
the house where you heard about the Nostro gear, and take Nostro's helmet off 
the shelf opposite of the door.

An Undead will spawn directly out of the door, but a few strong shots with 
your bow should kill it. Go back into the graveyard and across the bridge. 
Directly in front of the bridge is a small underground burial site that is 
open. Go down into it and open the grave to reveal Nostro's torso armor. Go 
up the hill to the left of this underground burial site, killing the Undead 
along the way, until you reach another burial site. Go down it and open the 
grave to reveal the skeleton of Nostro. He will reveal the last two locations 
of the gear you need.

The first piece of gear happens to be in the river. Go back over to the 
bridge and fish on the land right before it. You will see where the spot to 
fish is at because yellow bubbles will come up from the water and a green dot 
will denote it on the map. It's a pretty tough fish but soon enough Nostro's 
Shield will be reeled in. Directly after that, kill the Undead behind you 
before it hits your back with its axe. After that, go over to the last green 
dot on the screen.

While you are near the dot, you should see yellow on one of the graves. If 
you get close to the grave, the dig option will appear. After digging up 
Nostro's Sword, kill the Undead that spawns behind you. Go back to the golden 
icon at the western side of the map and press A on the grave again. After 
your character gives the skeleton its armor, he will automatically go back to 
the Demon Door, which will open.

But before we go inside, there are three silver keys that we need to wrangle 
up. Three is a lot of keys for one area, mind you. The first silver key can 
be fished up near the gravedigger's house. You will have to be inside the 
graveyard to do this, however. The second is inside the underground burial 
site a little west of that. The last is found on the west side of the 
underground burial site. Your job here is to dig in the grave on the west 
side of the site.

Anyway, go back to the Demon Door and enter. The new area is the actual old 
graveyard path, which means a lot of Undead will be roaming on it. Just run 
north through the path and don't kill any of the randomly spawning Undead. 
Abuse Force Push along the way so the Undead don't make the path difficult 
for you. When you reach the end, you will find a big and, for lack of better 
words, different undead; he is their leader. Go up the stairs behind him and 
shoot at him with your bow. He won't go up the stairs, meaning a free kill 
for you. After he is gone, go left of the stairs and open the chest to reveal 
a Silver Augmentation. Then go inside the door up the stairs.

In this new area, run down and stand on the green light. The goal here is to 
kill enough Undead to light the outer ring, so I suggest you get arrowin'. 
Seriously, this is extremely easy if you use your brai- er... bow. The Undead 
don't put up much of a fight, just stay in the center of the ring and shoot. 
If you are melee, then use your Enflame spell to get the best of them. Once 
you have killed enough Undead, Super Undead will appear. These guys aren't 
any faster, so they are easy to kill. After killing all three of the Super 
Undead, a giant door will open and you will have completed the quest.

===================
Rescue Scarlet Robe
===================

It might seem a bit theatrical at first; only ONE red dot in the entire room. 
Well, to tell you the truth, this area does not have any enemies. Walk over 
to the area with the big water pool and run around it to the other side. Take 
the hallway to the Underground Tunnel. In this area, make your way down to 
the central part (where the three paths meet up), killing the Undead along 
the way. They spring out of the ground every couple of steps.

Undead a very easy to kill and good experience so don't miss killing one. 
When you reach the middle chamber, magic barriers will be put on the doors 
and you will be forced to fight five easy Undead. They are extremely easy to 
kill, especially if you have a bow. After the slaughtering is done, destroy 
the barrels in this room to find an Ages of Will Potion.

Anyway, take the northern path and follow it to the end. Kill the three 
exploding mushrooms along the way and the enemies, if you like. When you 
reach the end, you will be in a room with a nymph and a chest. Quickly grab 
Resurrection Phial in the chest and make a run for it. Go back to the center 
area, and then go east through a door and a long hallway. Don't kill enemies 
along the way because there are a bunch of them. Soon enough, you will reach 
the door to Cliffside Path.

This area is much easier than the last because the enemies don't pop up every 
second. Run through the northern door, killing the two zombies along the way, 
and follow this path until you can veer north. Do so and you will find a 
chest that contains a Lightning Augmentation. Dig in the patch of dirt next 
to the chest to find a Silver Key. Afterwards, go back to the entrance of 
this area.

This time, choose to take the southern door. Walk down the water and a Nymph 
will start attacking you. It is easily disposed of with the bow. Anyway, walk 
in the water and around the island until you see a slope up. Go up the slope 
and get the Piercing Augmentation in the chest, which will cause ten Undead 
to sprout up in the water below. We've faced Undead like this in the arena, 
so it is nothing new. Use Force Push to spread them out, and kill them one at 
a time, preferably with your bow.

They shouldn't be tough to kill, even if there are ten of them. Take priority 
of the one farthest up the hill, by the way. Anyway, go back down from the 
hill and go east. Go up the slope and over to a weird looking house that is 
shaped like a circle. Enter, and immediately take the southern door back 
outside. In this small area, you should see a chest right in front of you 
that contains a Resurrection Phial. Go back inside the circle house and try 
to open the door in the southeastern part of the room.

It's sort of a trap, because all the exits will close up and you'll have to 
fight eight or so Undead. These Undead are tougher than the regular, but they 
can be taken out with your bow pretty easily. Don't be afraid if you get 
smacked around a little; that's why the Guildmaster created Heal Life. After 
the fight, take the door to the Underground Passage.

At the entrance, kill the three guards that see you. They shouldn't be 
extremely hard to defeat if you have a good bow. Go down the corridor around 
ten steps and you will see a guard in view, but he won't be able to see you. 
Take this chance to headshot the poor guy for mucho damage. Walk over to 
where that guard was, and snipe at the other guard down the stairs by the 
door. Once those enemies are dead, go to the center room.

In here, it is advisable that you get the extra goodies that are in this 
place, rather then going on to the next area. Take the west door and walk 
down the steps a little way until you see two guards. Headshot one and kill 
the other. After that, walk down the stairs and grab the Resurrection Potion 
in the chest. Also pick up the two Health Potions on the desk nearby. 
Finally, go back to the central area.

Take the northern door this time and a guard will spot you. Lure him back to 
the central area where you have space to defeat him. Then go back to the 
northern path and snipe out the guard near the barrels. After that, smash the 
barrels for good healing items. Continue following the northern path as it 
goes east and into a large room. In here, you'll have to kill about five 
guards. Just shoot at them while weaving back and forth and you won't have 
any trouble defeating them.

At the eastern end of the room, you will find a lone chest that contains a 
Obsidian Katana. More on the loot, destroy all the breakable boxes in this 
room to reveal tons of potions. After collecting, go up the stairs and break 
the two boxes there. Afterwards, use the door on this level to get to the 
Torture Chamber.

After the good cutscene, your mom will automatically follow. She's immortal 
for now, so don't worry about her health. Exit through the northern door, and 
we'll be back at the area with the Resurrection Phial. Guards will have 
magically showed up in the ten seconds we were gone, so dispose of them 
quickly with your bow or slash their backs with your sword. After that, run 
down the hallway to the west and down to the center room. Finally, we "kind 
of" confront Jack of Blades, then you are sent to prison.

I guess mom was right, you shouldn't of come here. Just go with the flow; the 
game does all the talking for you. Soon enough, you will be in a race. This 
race is *extremely* easy, just remember to hold down B to run and follow the 
guards direction. The other racers are pretty slow, so the only way you can 
screw up this race is by not following the guards directions. After the race, 
your reward is a poetry reading.

Your job here is to read a combination and get a key. If the guard that is 
reading hears you, you will have to go back to the start. Just hold down the 
left trigger while walking to sneak, and it should be easy. Stop every couple 
of seconds so the guard's meter goes back down and sneak a little ways more 
until you reach the paper. A few levels in Guile might of helped me get 
through this easily, however. Read the paper on the billboard located to the 
left of the guard. The combination is different in every game.

After you get the combination, sneak back to the desk with the three books. 
Stop every couple of seconds to put the guard's awareness meter back down. 
When you reach the books, you will have three choices of keys. You only get 
to choose one before the guard spots you, so make it count. Mine was in the 
middle, but I had to go another year in prison before I got it. Age does not 
matter, so don't worry about getting too old.

When you finally get the key, the guard will say that the warden has lost his 
and will go somewhere. This is your cue to open the door with the key. After 
that, go to the opposite cell, which is open. Inside, you will find three 
barrels. One of them has a stick in it. After getting the weapon, it is 
optional to open the cells that have other prisoner's in them. They will be a 
small distraction, but you get good points for doing this, so if you are evil 
I advise against it.

Anyway, go to the end of the cells and through the door. This will lead to 
the courtyard, which has three guards in it. You won't be able to kill the 
guards until you have your gear, so I wouldn't even try it. Instead of 
following the gold icon and going right, go left. Go down the courtyard until 
you reach stairs. After going up them, go through the door by the guard. 
Inside the Prison Barracks, you will find a full suit of Guard Clothes in the 
chests by the beds. Do not open the chest at the end of the room until you 
loot the chests and the bookcases on either side.

When you loot the chest at the end of the room, you will get your stuff back! 
Now it is time for revenge. Equip your uber armor and kill the guard in this 
room. When you go outside, there should be three or four guards on this small 
platform. With your gear, though, they should be easy to kill.  After that, 
go back down the stairs and over to the gold icon. Enter the door to reach 
Mom's cell (aka The Torture Chamber). In here, open the cell with the lever 
and Mom will automatically follow you.

She's not immortal this time around, so try to keep her alive. It's the least 
you could do for her, considering she gave birth to you. Anyway, leave via 
the northern door and we will be back in the Underground Passage. In here, 
kill the four guards while you are up the stairs. They usually fire back at 
you, but it is better then a melee combat where you have to worry about Mom.

Once they are toast, it is time to make a run for it. We will use this follow 
glitch to our advantage here. Just run down to the center area as fast as you 
can and take the path that leads to the gold icon. Tons of enemies will pop 
up on the screen, but it is better just to run passed them to the door. The 
Cliffside Path does not have any enemies, so you don't have to worry about 
that. Run over to the gold icon at the opposite end of the map and go through 
the door.

Equip your bow and destroy the mushroom in the middle of the path. 
Afterwards, dash to the center area, avoiding the guard's swords along the 
way. After reaching the central area, take the path that leads to the gold 
icon. Just run passed the guards; it is okay if you get smacked around a 
little. With luck, your mom won't get hurt one bit. In the Underground 
Chamber, go down the corridor and over to the pool of water with the red dot. 
Great, a boss fight!

Kraken isn't a very tough boss fight if you have Heal Life. This is because 
mainly you are worried about your mom, and you might need to heal her with 
the spell. Anyway, besides that, this boss fight is easy. At the start, five 
tentacles will be in the water. Your job is to hit each one for 500 points, 
at which point, one-by-one, they will go back into water. To do this, target 
one and fire with your bow while circling the pool. It's extremely easy and 
the tentacle's attacks are dodged by running in a circle.

When all five tentacles are hit, Kraken will decide to show up. Target him 

and make powerful shots with your bow while circling around the pool of 
water. His attacks might hit you, but they won't be devastating. If you are 
good with the bow, this boss could go down in one round of tentacles. If you 
aren't, you might have to go through several rounds. Either way, he is pretty 
easy.

After the fight, collect all the Experience Orbs around the water and leave 
via the south corridor. Once you leave the place, another cutscene will 
occur. In the end, Mom will tell you to go to Hook Coast and give you 45,000 
experience. She's catching up on old birthday presents, I suppose. Anyway, 
teleport back to the guild with the Guild Seal.

=====================
Gateway To Hook Coast
=====================

After the explanation, go over to the gold icon. This is the old, broken 
cullis gate from the beginning of the game. Undead will start to pop up like 
daisies; your job is to kill them. The more you kill, the higher the Cullis 
Gate's meter will get. When it reaches the top, you will be able to teleport 
where you want. These Undead are the tougher ones, but they are still fairly 
easy because they are slow.

Use Force Push to thin them out if you are melee. Of course, all Archers have 
to do is let the arrows fly. Remember to pick up Experience Orbs as they 
drop, when the meter reaches the top you will automatically leave. Hook Coast 
offers an abundance of new items, but you should already be well-equipped. 
Hook Coast doesn't have much in the stealing department, by the way, so it is 
advisable to continue with the story. With that said, run over to the gold 
icon on the map, which will lead to a barrier.

Mom will say that it explains something, and you need to meet her back at the 
guild. After teleporting by using the Guild Seal, you will here Mom's 
screams. Run over to Maze's tower and we'll have a short cutscene. After 
that, grab the book off of the tablestand and this quest will be finished. 
Return to the Map Table and talk to the Guildmaster to receive another quest.

====================
Return To Hook Coast
====================

Now that you have the quest, return back to Hook Coast via the telepad. When 
you arrive, the town will be overrun by Screamer enemies. These grim reapers 
are somewhat easy to defeat if your weapon is augmented with Fire or 
Lightning. They will go down after about 600 hit points, which isn't much. Go 
over to the Abbey Barrier (the gold icon), killing the Screamers along the 
way. You should only face three.

When you are near the barrier, the Guildmaster will hum the words to break 
the barrier and we will have another cutscene. A great revelation happens in 
the cutscene, then we fight Maze. He's a surprisingly tough boss that has 
tons of hit points. At the start of the battle, take out your sword and start 
rolling back and forth in an attempt to dodge his magic. Soon enough, his 
highlight will turn from blue to red, indicating that he is not using magic 
anymore.

Walk up to Maze and roll as he tries to hit you. After that, hit him in the 
back for as many combos as you can. When about two-tenths of his life is 
away, Maze will teleport back to the city. Walk out of the Abbey Ruin and 
Maze should be in view. He'll fire Hobbe-magic at you, which is easy to 
dodge. Whip out your bow and start firing at him. Maze will retreat when his 
health gets to a certain point. He'll leave behind a Screamer, which can be 
easily disposed of.

This will happen all the way to the lighthouse. When you reach it, bash the 
door down and go up the stairs. Fight Maze the same way you did at the Abbey 
Ruins, and he will go down fast. When he has a little life left, he will 
teleport back out of the lighthouse. Run down the stairs and whip out your 
bow. After a couple hits, he'll go down and we'll have a good cutscene. The 
Guildmaster will tell you to report back to the guild after the cutscene.

==========================
Try to Stop Jack of Blades
==========================

I would advise that you do not fight the enemies in this area; just run 
passed them to the Focus Site. Assassin's Rush and Slow Time work great for 
dodging enemies. When you get to the gold icon, another cutscene will occur 
where Jack pulls a Toad. After the cutscene, run south and west to reach 
Witchwood Lake. In here, run passed the enemies to the central area, where 
you will meet Jack again. Again, you'll follow Jack through the portal.

Hobbe Cave... great. This place gives me the scare. Anyway, run passed the 
enemies and go through the door at the end of the cavern. In the chamber, 
just go through the door at the opposite end of the room. Do this in the next 
tunnel, and we will reach the Focus Chamber. In here, go directly to the 
center of the room and you'll meet Jack again.

In this new area, run across the bridge and up the hill to Windmill Hill. At 
this area, just ignore the enemies and run up to Gibbet Woods. From here, run 
north and go right at the fork. Follow this path to the last Focus Site. 
After a cutscene, the quest will be completed. Then, we will automatically 
teleport to the Heroes' Guild.

=====================
Battle Jack of Blades
=====================

Wow, we have to fight the all-powerful, omniscient Jack, who just beat the 
crap out of the Guildmaster, eh? Anyway, go inside the Chamber of Fate, which 
is the new entrance in the library. In this small bridge, get the Oak Longbow 
and open the door. We have another fantastic cutscene, and then it is time to 
fight the Jack of all Trades, Jack of Blades!

The battle against Jack is extremely difficult; Jack is an extremely good 
blocker and uses magic fluently. First, though, you have to take out the easy 
minions. Then, we fight Jack. For the first half of the fight, you will have 
to fight Jack melee style. The only way you can reliably hurt Jack is with 
flourishes. Hit his sword to get a flourish, and then roll around to hit back 
and use it. This will hurt Jack a small bit.

If you are far away, Jack will use magic on you. This can be dodged by 
rolling up or sideways, but rolling up is easier. Try to stay close to Jack 
in this part of the fight so he doesn't use his deadly magic. After you hit 
him with a flourish, he will usually run away with Assassin's Rush. You can 
follow him up by doing the same, or run over to him. Thus, this creates an 
almost endless cycle. When you have half of Jack's health, we get to the easy 
part.

Jack will go to the center of the room and become a giant. Whip out your bow 
and target Jack. Get behind a rock and volley shots after his miss. See, the 
rock gives you protection. Another way to kill Jack here is to run around in 
a circle, rolling and firing. If you're good with the bow, like I was, then 
this part of the battle is extremely. Later then sooner, Jack will fall. 
Congratulations, you just beat Fable! There are four possible endings to this 
fantastic story.
   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

                          4.4  -  Optional Quests
   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

Optional quests are in chronological order. Also, they are thoughtfully put 
into the area in which they start.

=============
Heroes' Guild
=============

------------------------
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.

--------------------------------------
Melee Combat versus Whisper (Optional)
--------------------------------------

If you go back to the Melee Combat ring, you will see a man in a black cloak. 
Talk to him and you can fight against Whisper for a prize, if you get an A+ 
in his book. Agree, and the fight will start. It is exactly the same as the 
training fight, only you have to be perfect to get an A+. Lock on Whisper and 
hold down Y so she can't hit you. When she tries to hit you, roll left or 
right and let her back have it. After around six hits of this, she will be 
done for and you will get your A+. It's really simple to get the Iron Katana.

-----------------------
Archery Test (Optional)
-----------------------

Obviously, this test is at the archery range. Talk to the man in the black 
cloak and he will give you the lowdown. You have to get as many points as 
possible in a minute time. If you get an A+, then he will give you a special 
prize. To get an A+, you have to get more then 150 points. This is really, 
really simple. Weild your bow by pressing the Black Button and press the left
control stick down to zoom.

Do this twice and zoom to the left side of the small castle. The last dummy 
will move back and forth to this hole. Your job is to hit it when it passes 
through. To do this, wait until it reaches the side of the range and let the 
arrow fly. They will meet up at the same point (hopefully) and you will get 
thirty-six points. Do this a couple times and you will get your 150 points 
easily. My personal best is 324, so try to beat that! You'll get a Yew 
Crossbow when you get 150 points or higher.

--------------------
Will Test (Optional)
--------------------

This is by far the easiest test of the three. Walk over to the south island 
where the Guildmaster taught you how to use Will. A man in a black cloak will 
replace him. If you get an A+, he'll give you a special prize. This is very 
simple, merely hit each target with your lightning spell. When you hit the 
third, the first will recooperate and you can hit it again. Thus, this 
creates an endless cycle of hitting the dummies. All you need to hit is 
twelve to get the Will Potion and Resurrection Phial! My personal best is 
twenty-four.

---------------------------
Will Combat Test (Optional)
---------------------------

Note: You get good points for doing this quest.

Before we advance to an adult, we should first go to the woods and "Play with 
Whisper." That might sound oddly strange, sexual, whatever, but it's what 
Prima's guide calls it. Anyway, when you enter the woods, both of you will be 
confronted by bandits across the River. This is an excellent time to rack up 
some points, since the bandits can't hit you from the other side of the lake. 
Even if they do, Whisper states that she will heal you.

Now, this quest is entitled "Will Combat Test" by the game, but you can also 
kill the bandits with your bow. Whichever one you want to level more is the 
one you should use. It is extremely easy to kill the bandits. If they finally 
spot you, they will take out their crossbows and start to shoot at you. It 
does not matter, however, because Whisper will heal you if you sustain too 
many wounds.

--------------------------
Sparrow Huntin' (Optional)
--------------------------

Note: You get evil points for doing this quest.

This should be the last green dot on your map. Go across the bridge from the 
training areas and you should see a man in a black cloak. Converse with him 
and he will ask that you kill the Sparrows on the roof with your bow. For 
every Sparrow you kill, you will get five gold pieces, one renown, and two 
evil points. If you kill all seven he will give a twenty-five gold piece 
bonus. The Sparrows are literally all around the place. Press the trigger 
button constantly to find them on the roof. Also, they are sometimes on the 
objects in the garden.

=============
Lookout Point
=============

-------------------------------
The Bully and Beggar (Optional)
-------------------------------

Walk up the path from the Heroes' Guild to the statue central area. In here, 
you will see a bully and a beggar fighting. The bully looks like the bully 
from Oakvale, doesn't he? At any rate, you can help either the bully or the 
beggar. Obviously, if you help the beggar you get good points, while helping 
the bully gives you the opposite.

If you agree to help the beggar, use the "fart" expression to make the bully 
go away. It should be right on the d-pad. Make sure to have him highlighted 
while you fart. Two or three times should be enough to scare him away. The 
beggar will be happy, and you will be awarded twenty good points.

If you want to help the bully, puke on the beggar if you like. Then you can 
beat the snot out of him with your fists or bring out your sword. If you do 
the latter, the beggar will run away. You'll get twenty evil points for 
helping the bully.

================
Bowerstone South
================

-----------------------------
Beardy Baldy Quest (Optional)
-----------------------------

This optional quest is located in Bowerstone Quay, which you can reach 
through its entrance in southwest Bowerstone. Go down to the docks. Beside 
them is a bench where Beardy Baldy sits. Talk to him and he will talk about 
his daughter. He will give you an unattractice hairstyle card after the 
conversation, which is what she likes as a hairstyle. Go over to the barber 
shop (located in the center of Bowerstone South) and get the haircut. Come 
back with the hairstyle and Beardy Baldy will give you an even more 
unattractive hairstyle card.

Yet again, go to the barber and get the haircut. Come back, and Beardy Baldy 
will usually give you a unattractive facial card. After getting that done, 
return to Beardy Baldy and he will give you the Fire Monkey Tattoo. Before 
you can beat the pulp out of him, he will run out of town.

-----------------------------
Fist Fighters Gang (Optional)
-----------------------------

The first Fist Fighters Gang meets every night in Bowerstone Quay circle at 
midnight. This is a very easy way to make a lot of money, even if you aren't 
specialized in strength. At midnight, a gang of fighters will come in. One of 
them is a guy with a big mohawk. Talk to him and agree to entering a round of 
fighting for fifty gold pieces. This might seem like a lot, but you will 
definitely get that money back.

You'll have to go through three rounds of really, really easy hand-to-hand 
fighting. These guys are extremely easy, just remember to hold up block. When 
they try to hit you, roll to a side and strike their back a couple times. 
It's really that simple! The fourth and final round is against the gang 
leader, who is a bit tougher. Use the same strategy, but remember that he 
might follow up a missing punch with another punch. Try to use flourishes to 
knock him on the ground. Press B to flourish when the icon appears. If you 
beat the last round without getting hit, which is really easy, you will get 
350 gold pieces! If you get hit in the last round, you will get 250 gold 
pieces. This can be done every night, too, so it's a good way for beginners 
to make money.

=================================
Fisher Creek (Greatwood Entrance)
=================================

-------------------------------
Fishing Lesson Quest (Optional)
-------------------------------

I would also like to give you a fishing rod before we continue to the Orchard 
Farm. To get one, go to the Fisher Creek area located in the northwestern 
path of the Greatwood Entrance area. In here, you will find a man that is 
trapped in his house because of the Wasps outside. The Wasps will then 
proceed to swarm you after some dialogue.

The best way to kill these Wasps is to use your lightning spell. Target a 
Wasp and circle around it while holding down the right trigger and the X 
button. Obviously, this will use the lightning spell on the Wasp. I was able 
to kill all but one Wasp before my Mana was depleted. For the last Wasp, I 
just hacked away with my sword. After killing all the Wasps, the man will 
come outside and talk to you about fishing. Then he will give you a fishing 
rod and tell you to go over to the fishing ripple.

So, walk down from the deck and over to the small pier. Around four steps in, 
turn left and go up against the rope fence. You will be near the fishing 
ripple enough to cast your line. So, press the down button on the d-pad and 
your line will cast. After a couple seconds, a fish will bite. Wait until it 
stops pulling to press A as frantically as possible. This will reel it in. 
When it starts to pull again remember to stop or line will break. This tug-o-
war battle will be complete when they fish is all the way to the hook on the 
left side of the meter.

To finish the quest, you have to get the Gold Fish trophy. Just fish on the 
pier until you reel it in. Additionally, you can get Leather Gauntlets at the 
chest behind the house. By the chest, you should see four ripples in the 
water. You'll get 100 gold, a Working Moustache card, a Moonfish, and a 
Silver Key from fishing at the ripples there.

=============
Lookout Point
=============

------------------------------
Orchard Farm Escort (Optional)
------------------------------

Six-hundred-twenty-five gold for a short escort isn't that bad. In fact, I 
would say that it is very good. After you are done meeting the trader and 
agreeing to escort him in Lookout Point, tell him to follow you. To do this, 
make sure he is highlighted and press the d-pad button which corresponds with 
the "Follow" command. In my case, it was the down button. Anyway, go to the 
central statue area and take the south path to reach the Greatwood Entrance 
area.

From here, it is advisable that you DO NOT tell the trader to stop. Why? 
Well, if you do then someone will most likely come from the entrance and kill 
the trader. So, you have to bring the trader along with you while you kill 
everyone in this area OR you can have him stay in a safe area. I like the 
second option the best, too. From the start, kill all the enemies on the path 
you are on currently. When I say the path you are on, I mean the path that 
leads up to the big, "central" part of the forest. After you are done, go 
back to the entrance where you came in at.

Now, walk back down the path to the central part of the forest. To the left, 
you should see a small path veer off. It is sort of hidden by a tree stump. 
Go in this path to the end and tell the trader to wait. Then, take out all 
the enemies in the forest with no worry of the trader getting hurt. After 
that, come back to the trader and walk over to the path entrance to Orchard 
Farm. When you get there, the trader will give you 500 gold, as promised. He 
will also give you a gemstone -- usually a Jet -- if you get him here 
unscratched. Follow the trader to his open house and steal two books from his 
dresser.

============
Orchard Farm
============

--------------------------------
Hobbe Killing Contest (Optional)
--------------------------------

The cutscene will tell you that the Hobbe's are at the pier. Then we get to 
see how much this quest pays. Not bad, 900 gold and 200 renown. Anyway, 
follow Whisper over to where the Hobbes reside at. Now it's time to kill'em 
all. The best way to kill the Hobbes is to wait until Whisper weakens one of 
them and take her kill. Another way is to try to kill the magic Hobbes 
exclusively because they are much easier to kill.

Slow Time works wonders if you want to steal kills. Assassin's Rush also 
works wonders if you want to kill all the magic Hobbes. Remember to heal as 
necessary and try not to let the Hobbes swarm you. If they do, then it is 
advisable that you use an area effect magic attack like Force Push or 
Enflame. If you win, and kill more Hobbes than Whisper, you will receive the 
Hobbe's Tooth Trophy on top of the gold and renown. After the fight, get the 
Silver Key by fishing on the far end of the eastern pier and then use the 
Guild Seal to teleport back to the Heroes' Guild.

==========
Hobbe Cave
==========

---------------------------
Hobbe Cave Quest (Optional)
---------------------------

This quest is pretty easy, especially if you do it later in the game and do 
not take any boasts. However, with my strategy, almost anyone can do the 
quest. After taking the quest, teleport to Greatwood Cullis Gate, and take 
the path to the fork. From here, go north and over to Rose Cottage. After 
going over to the door, the grandmother will tell you everything and give you 
a Hexagon Key. Go back to Greatwood Cullis Gate and take the southern path, 
which leads to Greatwood Caves.

In here, slash the vines to your right and go inside the cave entrance. Just 
run through the area to the Main Chamber; do not stop to kill the Hobbes. 
Even if you are all powerful, they still can gang up on you. In the Main 
Chamber, do some more running to the opposite side of the room and go through 
the entrance to the Moonlit Tunnel. In this room, follow the cave as it leads 
to the Focus Chamber. In here, go down the steps and talk to the evil nymph. 
Then we have a boss fight.

This is a pretty tough boss fight if you aren't skilled with the bow. If you 
are, even a little, then whip out the bow and start shooting at the nymph. 
After one hit, it will summon a lot of Hobbes and turn into a little, blue 
ball. Keep the nymph targeted while you run around the room. IGNORE the 
Hobbes; they are dangerous. Try to shoot at the nymph constantly and, when it 
gets close to you, do a Force Push, which will hit it onto the ground. From 
here, you can either hack and slash at it or fire at the nymph with your bow. 
Repeat this process until the nymph is dead.

No, we don't want to stay around and kill all the Hobbes. Don't even tell the 
boy to follow you, just go back up the steps and to the Moonlit Tunnel. The 
boy will automatically be with you, even if you left him way behind. We will 
use this little trick to get out of Hobbe Cave. Just run through all the 
areas, not minding the boy, until you get out of the cave. The boy will 
automatically be out of the cave when you get out! After this, return the boy 
to Rose Cottage and you will get your reward. Finally, go back to the 
Heroes' Guild.

==========
Post-Arena
==========

--------------------------
Lost Trader Optional Quest
--------------------------

This is a pretty simple optional quest because it's just easy bandit killing. 
Warp to Oakvale via the Guild Seal and opt to go to the beach in the south 
side of town. From here, follow the beach west until you reach the cave 
entrance to Clifftop Path. Enter, and follow the path to the end to reach the 
Abandoned Road area. You'll have a cutscene and then it is time to kill'em 
all.

Make your way to the other end of the Abandoned Road, killing bandits along 
the way. They are fairly easy to dispose of because they are evenly scattered 
throughout the entire area. At the end, you will find the lost trader. Don't 
get comfortable yet, though, because finding him will only trigger more 
bandits. Tell the trader to wait, kill all the bandits, and then lead the 
trader back to his friend.

------------------------------
Break The Siege Optional Quest
------------------------------

After accepting this quest, teleport to Knothole Glade. Find the bandit 
leader in the town but don't kill him because, obviously, you will fail the 
mission if you do so. After you find him, go back to the gate and talk to the 
guard. He'll open the gate and tons of bandits will run in. The guards will 
help in containing the bandits, but you are the vanguard in this mission.

To keep the bandits from getting through, swing viciously everywhere with a 
heavy weapon. It also helps if you have a good area effect spell like Enflame 
or Force Push to knock them back. This mission is fairly tough, so you might 
want to accept it a little later in the game, when you are stronger. After 
killing all the sieging bandits, the quest will be complete.

--------------------------------
Archery Challenge Optional Quest
--------------------------------

Right after completing the "Break The Siege" optional quest, leave and 
reenter Knothole Glade. It seems that the archery range is finally complete, 
so go over to it and choose to compete. This challenge is very similar to 
that at the Heroes' Guild, although it might seem a little tougher. You'll 
need to get more then 220 points to get the prize, which is Treasure Clue 4.

To do this, zoom in twice and target the back rank dummy. Fire so the arrow 
and dummy end up colliding, and it will be simply to get the high score. 
Don't go overboard, however, and try to get just over 220 points, because 
you'll have to beat your old score to get the Silver Arrow Trophy.

---------------------------------
Courtin' Lady Grey Optional Quest
---------------------------------

This is one of the most rewarding quests in the whole game. And no, I'm not 
just talkin' about bangin' Lady Grey, but you also get some good dough and a 
great augmentation after completing this quest. Obviously, this quests starts 
off in Bowerstone North. You can get to this place via the stairs in the 
middle of Bowerstone South. At first, you couldn't go there, but apparently 
you have can now, since you owned all in the arena. The guards probably 
scared of you. Yeah, that's it. Move along.

Once in Bowerstone North, take a small field trip to the item shop. To get 
there, walk north until you reach a fork, with a line of houses in the 
middle. Go inside the first of these houses and you'll be in the item shop. 
In here, buy a Black Rose from the merchant. It will only cost a couple 
hundred, which isn't anything, if you consider Lady Grey spent thousands 
getting implants.

Yeah, anyway, go back outside the item shop and take the right fork path. 
After going northeast a ways, you'll reach the garden-area before the Grey 
Manor. Lady Grey will be over by a streetlight. Converse with her, and choose 
to give her the rose. Of course, this depicts how romantic you are, blah blah 
blah. Anyway, now Blonde wants you to have a house.

This lady sure is demanding. If you have a house already, just sell and buy 
it again. If you don't, you'll need to scruffle up fifty or so C-notes and 
you'll have enough. Buy a house wherever you like, but I like Bowerstone, 
personally, because you can beat up your wives liberally there. (Wink Wink.) 
After buying the house, report back to the Greymister. She'll talk about her 
reputation and not dating a bum, blah blah blah, and we'll have another 
quest.

This time, we have to find a lost necklace. Talk to everyone in town that is 
denoted by a green dot, then report back to Lady Grey again. She'll tell you 
to go to Oakvale, which is exactly where the necklace resides at. Once there, 
go to the northeastern part of town and into the cemetary area. In here, go 
left and you'll hit two traders.

These two stupid traders know where the necklace is! But, please, don't slice 
the information out them, because it won't work. Go around the to the 
opposite side of the tree and listen in on their conversation. After some 
mumbo-jumbo, they will state that the necklace is between two boats. So, go 
back to Oakvale and to the south part of it. You should reach a dock. If you 
look west, boats should reside on the ground.

The necklace resides between the first two boats. If you need more 
information, both boats are capsized and one is a skeleton. Dig in between 
the boats to find a pile of rocks. Oh wait, that's the necklace! Teleport 
back to Bowerstone South and take the stairs to the elegant Bowerstone North. 
Talk to Lady Grey here, she'll be in the courtyard before the Grey Manor, and 
give her the necklace. Good work.

At this point, any woman would be flattered. I mean, you've given her an 
expensive rose, bought a house, and found a necklace. (Which was a pain in 
the ass to find, might I add.) But no, this is Lady Grey, and she wants more. 
It seems Thunder wants to marry Blonde also, so we have to kill him. Yeah, 
this is going to be tough; Thunder is a big, hairy, and strong oaf.

To find Thunder, go back to the fork at Bowerstone North. Choose to take the 
left path and follow it to Bowerstone Prison. Thunder proposes that you duel 
at Hangman's Hill, because it's fitting, or whatever. To get to Hangman's 
Hill, follow the path in Bowerstone Prison north until you reach Windmill 
Hill. Boy, lot's of hills in this area! Anyway, follow the path in Windmill 
as it zig-zags and you'll reach Gibbet Woods in no time.

From here, go northwest up the path and don't take the right path when it 
comes up. You're now at Headman's Hill. After some bloodthirsty dialogue, 
it's time to fight Thunder. Thunder is a lot like Twinblade, in that he is a 
big, ulgy, strong person. He's a freeswinger; just like Twinblade. However, 
Thunder is tougher because he uses a lightning spell. This spell is bad for 
you, because it is area-effect, and he has it on for around ten seconds. The 
best way to dodge this attack is to merely get out of its radius.

The easiest way to beat Thunder is to use Assassin's Rush. Once you get 
behind Thunder, the rest is easy; swing for the moon. He'll finally block 
after a couple hits, and then it's time to repeat the process. Another way to 
beat him is to roll around him, but this is less effect. Anyway, once you 
hurt Thunder enough he'll decide that you both should die, and the two of you 
will roll down a hill.

In this area, defeat Thunder as you did before; he isn't any tougher. 
Thunder, being a big baby, will run into a cave, where you will have to 
defeat him a third and final time. After the battle, you will receive a 
Thunder's Helmet Trophy. Also, if you have enough keys, open the 15-key 
silver key chest in this area to get a Mana augmentation. After this, go back 
outside the cave and talk to the Demon Door. He'll open for you because you 
defeated a hero, just like he wanted.

Report back to Lady Grey, and it's finally time to marry. Talk to her and 
she'll ask if you want to marry her. You can only do this once, so say yes. 
If you say no, then you *never* get the chance again to marry her. After the 
marriage, you'll receive mucho dowry (15,000 gold) and access to the Grey 
Manor. In here, you'll find a silver key chest and a silver key.

Haha, you sicko. You want to have sex with Lady Grey, don't you? To 
consummate the marriage, you first have to get the timing right. See, as a 
mayor, Lady Grey spends her time fixing streetlights all day, and you can't 
possibly have sex then, because it wouldn't be fair to the taxpayers, now 
would it? She only has the time at dawn or dusk. At this time, she'll go to 
her bed in the Manor. This is your chance to woe her. Use sexy expressions 
and give expensive gifts and, after a while, she'll make the offer of a 
lifetime. Yo soy happy!

--------------------------------
Defeating Thunder by ToxicShadow
--------------------------------

Whenever Thunder goes to use his big bad Thunder spell, I use Enflame
(LVL3) and he's knocked down - his spell's done. Of course, that's
good enough if you're a warrior - I mean, everyone has Enflame - but
if you have even more Will powers, after you knock him down, you can
Slow Time and use Multi-Strike, then use Assassin Rush just as he gets
up and hack his back to pieces. Even if Slow Time is at LVL1, you
STILL have him owned before he even gets a chance to use his freaking
annoying thunder spell.

=========================
Post-Jack Optional Quests
=========================

-----------------------------
Execution Tree Optional Quest
-----------------------------

This quest is a rehash of the Orchard Farm quest from the beginning of the 
game. In this quest, you either have to ensure the death of a bandit or help 
a fellow brother bandit out. I don't suggest any boasts for this mission 
because they are all tough. So, without further ado, go to Bowerstone Prison. 
You need directions, don't you? From Bowerstone South, go to Bowerstone North 
via the stairs. In this area, go north and take the left fork to Bowerstone 
Prison.

This is where the quests starts. In the rescue version, all you have to do is 
kill the executioner. So, run through all the areas (just go north) until you 
reach Headsman's Hill, and kill the executioner there. (He's as easy as Lady 
Grey.) You'll have a time limit of three minutes and forty-five seconds, but 
if you run through the areas there shouldn't be a problem. Use Slow Time if 
necessary.

In the protect version, lead the bandit and guards to Headsman's Hill. 
Bandits will come from everywhere, but it shouldn't be tough. If a guard or 
the bandit dies, you fail the mission, so make sure you suck up all the hits 
and have Heal Life ready. When you reach the hill, kill the bandits in this 
area and the quest will be complete.

--------------------------
Bounty Hunt Optional Quest
--------------------------

This is a simple quest, but it requires a strong character. After accepting 
the quest, choose to boast. The Perform Quickly and Behead Leader boasts are 
both fairly easy to accomplish, so choose those two. Head to Greatwood 
Entrance from Lookout Point and the quest will start. Hack your way through 
the fairly tough bandits and take the northern path to Fisher Creek.

In here, save the brother from a horrible, horrendous death. Whatever. 
Anyway, after you get the brother, go back to Greatwood Entrance and take the 
western path to Greatwood Lake. In this area, go left up the slope and you'll 
find the bandit with the sister. Don't get any closer (because he said so); 
it's time to whip out your bow. Aim carefully and wait until the arrow is 
fully charged, then put it through the bandit's head. Quest complete. Oh, and 
you'll also receive Treasure Clue 1 from the sister.

------------------------------------
Bandit Spy Extraction Optional Quest
------------------------------------

After accepting this quest, report to Bowerstone North. The northwest gate, 
to be exact. After talking with Tanya, she'll let you through the gate. Once 
through, bandits will ask if you need help. They cost 100 gold a person, and 
we have lots of money, right? Thought not. Do whatever you want here.

Once you've chosen bandits, it's time to play ball. Run north to Windmill 
Hill as fast as you can, killing the enemies along the way. When you reach 
it, you should find a trader on the map denoted by a green dot. This is the 
trader that we need to talk with. Before we do, however, kill ALL the enemies 
in this area. This includes guards and traders, of course. Once done, talk to 
the trader. Lead him back to Bowerstone North. If you, by happen to chance, 
didn't find the trader at Windmill Hill, he might be in further north areas.
   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

                              4.5  -  Weapons
   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

All information in this section is by Jaxx4059.

*//-------------------*

 b) Longsword =========== (...bb...)

*-------------------//*

 The numbers that are in "()" is the number of Augmentation slots. So for
 example, if it says (3) that means that the weapon can hold up to 3
 augmentations. Special weapons, come with augmentations, and cannot be
 modified with more augmentations. You can go to stores, and buy them, and put
 them in slots, if the weapon comes with them. This goes for all of the
 different weapons, not just Longswords. I will say the same thing at the
 starting of Longsword, in case someone scrolls past this :)

 ba. Longsword: Iron Longsword (0) - Valued at 150

     Material:  Iron

     Damage:    30

     Class:     Light

     Acquired:  - Purchase at Bowerstone South, Oakvale

 ~~~

 bb. Longsword: Steel Longsword (1) - Valued at 450

     Material:  Steel

     Damage:    45

     Class:     Light

     Acquired:  - Purchase at Bowerstone South, Oakvale, Darkwood Camp,
                  Twinblade's Camp

 ~~~

 bc. Longsword: Obsidian Longsword (2) - Valued at 2,340

     Material:  Obsidian

     Damage:    90

     Class:     Light

     Acquired:  - Purchase at Heroes' Guild, Oakvale, Twinbladeí¢â‚¬â„¢s' Camp,
                  Knothole Glade, Bowerstone North

 ~~~

 bd. Longsword: Master Longsword (3) - Valued at 20,925

     Material:  Master

     Damage:    135

     Class:     Light

     Acquired:  - Purchase at Heroes' Guild, Hook Coast, Knothole Glade,
                  Bowerstone North

 ~~~

 be. Longsword: The Harbringer (2) (Legendary) - Valued at 44,100

     Augm:      Piercing and Sharpening

     Material:  Legendary

     Damage:    198

     Class:     Light

     Acquired:  - Acquired by completing the Sword in the Stone quest.

*//-------------------*

 c) Katana ============== (...cc...)

*-------------------//*

 ca. Katana:   Iron Katana (0) - Valued at 150

     Material: Iron

     Damage:   33

     Class:    Light

     Acquired: - Purchase at Heroes' Guild, Bowerstone South, Oakvale

 ~~~

 cb. Katana:   Steel Katana (1) - Valued at 488

     Material: Steel

     Damage:   49

     Class:    Light

     Acquired: - Purchase at Oakvale, Darkwood Camp

 ~~~
 cc. Katana:   Obsidian Katana (2) - Valued at 2,535

     Material: Obsidian

     Damage:   98

     Class:    Light

     Acquired:  - Purchase at Oakvale, Twinblade's Camp, Knothole Glade,
                  Bowerstone North

 ~~~

 cd. Katana:   Master Katana (3) - Valued at 22,669

     Material: Master

     Damage:   147

     Class:    Light

     Acquired: - Purchase at Hook Coast, Knothole Glade, Bowerstone North

 ~~~

 ce. Katana:   The Katana Hiryu (2) (Legendary) - Valued at 47,775

     Augm:     Sharpening and Flame

     Material: Legendary

     Damage:   215

     Class:    Light

     Acquired: - Find at Bowerstone Manor, inside 15-Key Silver Key Chest

*//-------------------*

 d) Cleaver ============= (...dd...)

*-------------------//*

 da. Cleaver:  Iron Cleaver (0) - Valued at 138

     Material: Iron

     Damage:   30


     Class:    Light

     Acquired: - Purchase at Heroes' Guild, Bowerstone South

 ~~~

 db. Cleaver:  Steel Cleaver (1) - Valued at 413

     Material: Steel

     Damage:   42

     Class:    Light

     Acquired: - Purchase at Oakvale, Darkwood Camp, Twinbladeí¢â‚¬â„¢s Camp

 ~~~

 dc. Cleaver:  Obsidian Cleaver (2) - Valued at 2,145

     Material: Obsidian

     Damage:   83

     Class:    Light

     Acquired: - Purchase at Darkwood Camp, Oakvale, Twinblade's Camp,
                 Knothole Glade

 ~~~

 dd. Cleaver:  Master Cleaver (3) - Valued at 19,181

     Material: Master

     Damage:   124

     Class:    Light

     Acquired: Purchase at Hook Coast, Bowerstone North

 ~~~

 de. Cleaver:  The Cutlass Bluetane (1) (Legendary) - Valued at 40,425

     Augm:     Lightning

     Material: Legendary

     Damage:   165

     Class:    Light

     Acquired: Find inside Greatwood Caves Demon Door

*//-------------------*

 e) Axe ================= (...ee...)

*-------------------//*

 ea. Axe:      Iron Axe (0) - Valued at 125

     Material: Iron

     Damage:   30

     Class:    Light

     Acquired: - Purchase at Heroes' Guild, Bowerstone South

~~~

 eb. Axe:      Steel Axe (1) - Valued at 375

     Material: Steel

     Damage:   38

     Class:    Light

     Acquired: - Purchase at Heroes' Guild, Bowerstone south, Oakvale, etc.

 ~~~

 ec. Axe:      Obsidian Axe (2) - Valued at 1,950

     Material: Obsidian

     Damage:   75

     Class:    Light

     Acquired: - Purchase at Oakvale, Twinblade's Camp, Knothole Glade

 ~~~

 ed. Axe:      Master Axe (3) - Valued at 14,996

     Material: Master

     Damage:   113

     Class:    Light

     Acquired:  - Purchase at Hook Coast, Bowerstone South, Knothole Glade

 ~~~

 ee. Axe:      Ronok The Axe (2) (Legendary) - Valued at 36,750

     Augm:     Silver and Sharpening

     Material: Legendary

     Damage:   165

     Class:    Light

     Acquired: - Find inside Grey House Demon Door

*//-------------------*

 f) Mace ================ (...ff...)

*-------------------//*

 fa. Mace:     Iron Mace (0) - Valued at 113

     Material: Iron

     Damage:   30

     Class:    Light

     Acquired: - Purchase at Heroes' Guild, Bowerstone South

 ~~~

 fb. Mace:     Steel Mace (1) - Valued at 338

     Material: Steel

     Damage:   34

     Class:    Light

     Acquired: - Purchase at Heroes' Guild, Bowerstone South, Darkwood Camp,
               Oakvale

 ~~~

 fc. Mace:     Obsidian Mace (2) - Valued at 1,755

     Material: Obsidian

     Damage:   68

     Class:    Light

     Acquired: - Purchase at Heroes' Guild, Oakvale, Twinblade's Camp,
                 Knothole Glade

 ~~~

 fd. Mace:     Master Mace (3) - Valued at 15,694


     Material: Master

     Damage:   68

     Class:    Light

     Acquired: Purchase at Hook Coast, Knothole Glade

 ~~~

 fe. Mace:     Dollmasters Mace (1) (Legendary) - Valued at 33,075

     Augm:     Mana

     Material: Legendary

     Damage:   135

     Class:    Light

     Acquired: Found inside Abandoned Road Demon Door

*//-------------------*

 g) Pickhammer ========== (...gg...)

*-------------------//*

 ga. Pickhammer: Iron Pickhammer (0) - Valued at 100

     Material:   Iron

     Damage:     30

     Class:      Light

     Acquired:   - Purchase at Heroes' Guild, Bowerstone South, Oakvale

 ~~~

 gb. Pickhammer: Steel Pickhammer (1) - Valued at 300

     Material:   Steel

     Damage:     30

     Class:      Light

     Acquired:   - Purchase at Heroes' Guild, Bowerstone South, Oakvale, etc.
                 - Find at Greatwood Gorge

 ~~~

 gc. Pickhammer: Obsidian Pickhammer (2) - Valued at 1,560

     Material:   Obsidian

     Damage:     60

     Class:      Light

     Acquired:   - Purchase at Bowerstone South, Oakvale, Twinblade's Camp,
                   Knothole Glade
 ~~~

 gd. Pickhammer: Master Pickhammer (3) - Valued at 13,950

     Material:   Master

     Damage:     90

     Class:      Light

     Acquired:   - Purchase at Hook Coast, Bowerstone South, Knothole Glade,
                   Bowerstone North

 ~~~

 ge. Pickhammer: Willow's Pickhammer (2) (Legendary) - Valued at 29,400

     Augm:       Piercing x2

     Material:   Legendary

     Damage:     120

     Class:      Light

     Acquired:   - Find inside Greatwood Gorge Demon Door

*//-------------------*

 h) Greathammer ========= (...hh...)

*-------------------//*

 ha. Greathammer: Iron Greathammer (0) - Valued at 225

     Material:    Iron

     Damage:      45

     Class:       Heavy

     Acquired:    - Purchase at Heroes' Guild, Bowerstone South, Oakvale

 ~~~

 hb. Greathammer: Steel Greathammer (1) - Valued at 675

     Material:    Steel

     Damage:      68

     Class:       Heavy

     Acquired:    - Purchase at Oakvale, Darkwood Camp

 ~~~

 hc. Greathammer: Obsidian Greathammer (2) - Valued at 3,510

     Material:    Obsidian

     Damage:      135

     Class:       Heavy

     Acquired:    - Purchase at Twinblade's Camp, Knothole Glade
                  - Find at Witchwood Stones

 ~~~

 hd. Greathammer: Master Greathammer (3) - Valued at 32,388

     Material:    Master

     Damage:      203

     Class:       Heavy

     Acquired:    - Purchase at Hook Coast

 ~~~

 he. Greathammer: The Murren Greathammer (2) (Legendary) - Valued at 66,150

     Augm:        Experience and Piercing

     Material:    Legendary

     Damage:      270

     Class:       Heavy

     Acquired:    - Find inside 20-Key Silver Key Chest at Heroes' Guild

*//-------------------*

 i) Greataxe ============ (...ii...)

*-------------------//*

 ia. Greataxe: Iron Greataxe (0) - Valued at 200

     Material: Iron

     Damage:   40

     Class:    Heavy

     Acquired: - Purchase at Heroes' Guild, Bowerstone South, Oakvale, etc.

 ~~~

 ib. Greataxe: Steel Greataxe (1) - Valued at 600

     Material: Steel

     Damage:   60

     Class:    Heavy

     Acquired: - Purchase at Oakvale, Darkwood Camp

 ~~~

 ic. Greataxe: Obsidian Greataxe (2) - Valued at 3,120

     Material: Obsidian

     Damage:   120

     Class:    Heavy

     Acquired: - Purchase at Oakvale, Twinblade's Camp, Knothole Glade, etc.
               - Find in Oakvale (Ghost Pirate Quest)

 ~~~

 id. Greataxe: Master Greataxe (3) - Valued at 27,900

     Material: Master

     Damage:   180

     Class:    Heavy

     Acquired: - Purchase at Hook Coast, Knothole Glade, Darkwood Camp

 ~~~

 ie. Greataxe: The Murren Greataxe (1) (Legendary) - Valued at 58,800

     Augm:     Piercing

     Material: Legendary

     Damage:   240

     Class:    Heavy

     Acquired: - Find inside 15-Key Silver Key Chest at Hook Coast Lighthouse

*//-------------------*

 j) Greatsword ========== (...jj...)

*-------------------//*

 ja. Greatsword: Iron Greatsword (0) - Valued at 238

     Material:   Iron

     Damage:     48

     Class:      Heavy

     Acquired:   - Purchase at Heroes' Guild, Bowerstone South, Oakvale, etc.

 ~~~

 jb. Greatsword: Steel Greatsword (1) - Valued at 713

     Material:   Steel

     Damage:     72

     Class:      Heavy

     Acquired:   - Purchase at Oakvale, Twinblade's Camp

 ~~~

 jc. Greatsword: Obsidian Greatsword (2) - Valued at 3,705

     Material:   Obsidian

     Damage:     143

     Class:      Heavy

     Acquired:   - Purchase at Bowerstone South, Oakvale, Twinblade's Camp,
                   Knothole Glade

 ~~~

 jd. Greatsword: Master Greatsword (3) - Valued at 33,131

     Material:   Master

     Damage:     214

     Class:      Heavy

     Acquired:   - Purchase at Heroes' Guild, Hook Coast, Knothole Glade,
                   Bowerstone North

 ~~~

 je. Greatsword: Solus Greatsword (3) (Legendary) - Valued at 69,825

     Augm:       Flame, Health, and Sharpening

     Material:   Legendary

     Damage:     314

     Class:      Heavy

     Acquired:   Purchase at Bowerstone North

*//-------------------*

 k) Greatmace =========== (...kk...)

*-------------------//*

 ka. Greatmace: Iron Greatmace (0) - Valued at 213

     Material:  Iron

     Damage:    43

     Class:     Heavy

     Acquired:  - Purchase atBowerstone South, Oakvale

 ~~~

 kb. Greatmace: Steel Greatmace (1) - Valued at 638

     Material:  Steel

     Damage:    64

     Class:     Heavy

     Acquired:  - Purchase at Oakvale, Twinblade's Camp

 ~~~

 kc. Greatmace: Obsidian Greatmace (2) - Valued at 3,315

     Material:  Obsidian

     Damage:    128

     Class:     Heavy

     Acquired:  - Purchase at Heroes' Guild, Twinblades Camp,
                  Knothole Glade

 ~~~

 kd. Greatmace: Master Greatmace (3) - Valued at 29,644

     Material:  Master

     Damage:    192

     Class:     Heavy

     Acquired:  - Purchase at Heroes'  Guild, Hook Coast

 ~~~

 ke. Greatmace: The Sentinus (2) (Legendary) - Valued at 62,475

     Augm:      Silver and Piercing

     Material:  Legendary

     Damage:    255

     Class:     Heavy

     Acquired:  Awarded by the god Avo to unuseually faithful followers.

 *//-------------------*

 l) Longbow ============== (...ll...)

*--------------------//*

 la. Longbow:  Yew Longbow (0) - Valued at 150

     Material: Yew

     Damage:   60

     Class:    Ranged

     Acquired: - Purchase at Bowerstone South, Oakvale, Twinblade's Camp, etc.

 ~~~

 lb. Longbow:  Oak Longbow (1) - Valued at 450

     Material: Oak

     Damage:   90

     Class:    Ranged

     Acquired: - Purchase at Heroes' Guild, Bowerstone South, Oakvale
               - Find at Oakvale

 ~~~

 lc. Longbow:  Ebony Longbow (2) - Valued at 1,820

     Material: Ebony

     Damage:   130

     Class:    Ranged

     Acquired: - Purchase at Heroes' Guild, Bowerstone South, Oakvale etc.
               - Find at Bowerstone Jail

 ~~~

 ld. Longbow:  Master Longbow (3) - Valued at 23,040

     Material: Master

     Damage:   180

     Class:    Ranged

     Acquired: - Purchase at Heroes' Guild, Hook Coast, Knothole Glade,
                 Bowerstone North

 ~~~

 le. Longbow:  Skorm's Longbow (2) (Legendary) - Valued at 54,720

     Augm:     Lightning and Sharpening

     Material: Legendary

     Damage:   264

     Class:    Ranged

     Acquired: - Awarded by the god Skorm to unuseually faithful followers

 *//-------------------*

 m) Crossbow ============= (...mm...)

*--------------------//*

 ma. Crossbow: Yew Crossbow (0) - Valued at 200

     Material: Yew

     Damage:   80

     Class:    Ranged

     Acquired: Purchase at Heroes' Guild , Bowerstone South, Oakvale

 ~~~

 mb. Crossbow: Oak Crossbow (1) - Valued at 550

     Material: Oak

     Damage:   110

     Class:    Ranged

     Acquired: - Purchase at Heroes' Guild, Bowerstone South, Oakvale

 ~~~

 mc. Crossbow: Ebony Crossbow (2) - Valued at 2,100

     Material: Ebony

     Damage:   150

     Class:    Ranged

     Acquired: - Purchase at Heroes' Guild, Oakvale, Twinblade's Camp,
                 Knothole Glade

 ~~~

 md. Crossbow: Master Crossbow (3) - Valued at 25,600

     Material: Master

     Damage:   150

     Class:    Ranged

     Acquired: - Purchase at Hook Coast, Knothloe Glade, Bowerstone North.

 ~~~

 me. Crossbow: Arken's Crossbow (3) (Legendary) - Valued at 50,160

     Augm:     Silver, Flame, and Piercing

     Material: Legendary

     Damage:   220

     Class:    Ranged

     Acquired: - Find in 15-Key Silver Key Chest at Darkwood Lake

 *//-------------------*

 n) Miscellaneous ======== (...nn...)

*--------------------//*

 na. Miscellaneous: Stick (0) - Valued at 5

     Material:      Wood

     Damage:        20

     Class:         Light

     Acquired:      - Receive at Heroes' Guild
                    - Find at Bargate Prison

 ~~~

 nb. Miscellaneous: Frying Pan (4!!!!!!) - Valued at 20

           !!!!!!!!!! WARNING! WARNING! WARNING! !!!!!!!!!!
     You must have ALL 6 TREASURE CLUES or else the frying pan will
     turn out to     be a simple frying pan with no augmentation slots and
     wont have any damage points to it...

     Material:      Unknown

     Damage:        100

     Class:         Heavy

     Acquired:      - Find at end of Hidden Booty Hunt quest (at Orchard Farm)

~~~

 nc. Miscellaneous: Sword of Aeons (4) (Best In the Game) - Valued at 126,250

     Augm:          Mana, Health, Experience, and Sharpening

     Material:      Unknown

     Damage:        550

     Class:         Light

     Acquired:      - Defeat Jack of Blades
   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

                               4.6  -  Armor
   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

Chainmail Helmet
     Armor Rating: 83
     Alignment: +0
     Value: 742
     Attraction: -10
     Scariness: +10
     Purchased at: Bowerstone South, Oakvale, and Knothole Glade

Bright Chainmail Helm
     Armor Rating: 83
     Alignment: +12
     Value: 790
     Attraction: +0
     Scariness: +10
     Purchased at: Oakvake and The Arena

Dark Chainmail Helm
     Armor Rating: 83
     Alignment: -12
     Value: 780
     Attraction: -10
     Scariness: +20
     Purchased at: Twinblade's Camp, Knothole Glade, and The Arena

Bandit Bandana
     Armor Rating: 52
     Alignment: -18
     Value: 71
     Attraction: +0
     Scariness: +10
     Purchased at: Bowerstone South, Oakvale, and Knothole Glade

Guard Hat
     Armor Rating: 58
     Alignment: +0
     Value: 105
     Attraction: -18
     Scariness: +18
     Found at: the Abandoned Road

Apprentice Gloves
     Armor Rating: 50
     Alignment: +0
     Value: 105
     Attraction: +0
     Scariness: +0
     Purchased at: Bowerstone South, Oakvale, and Knothole Glade

Assassin Gloves
     Armor Rating: 50
     Alignment: -2
     Value: 135
     Attraction: +0
     Scariness: +5
     Purchased at: Heroes' Guild and Twinblade's Camp

Dress Gloves
     Armor Rating: 41
     Alignment: +0
     Value: 13
     Attraction: +0
     Scariness: -5
     Purchased at: Bowerstone South, Oakvale, and Bowerstone North

Bright Dress Gloves
     Armor Rating: 41
     Alignment: +3
     Value: 15
     Attraction: +2
     Scariness: -2
     Purchased at: Knothole Glade and Bowerstone North

Dark Dress Gloves
     Armor Rating: 41
     Alignment: -3
     Value: 14
     Attraction: +2
     Scariness: -2
     Purchased at: Knothole Glade and Bowerstone North

Guard Gloves
     Armor Rating: 58
     Alignment: +0
     Value: 105
     Attraction: -7
     Scariness: -7
     Found at: Bargate Prison

Apprentice Upper Robe
     Armor Rating: 200
     Alignment: +0
     Value: 84
     Attraction: +0
     Scariness: +0
     Found at: Starting Equipment

Villager Shirt
     Armor Rating: 200
     Alignment: +0
     Value: 84
     Attraction: +0
     Scariness: +0
     Purchased at: Heroes' Guild, Bowerstone South, Oakvale, Knothole Glade,
                   and Hook Coast

Bright Villager Shirt
     Armor Rating: 200
     Alignment: +7
     Value: 96
     Attraction: +13
     Scariness: +0
     Purchased at: Oakvale and Hook Coast

Dark Villager Shirt
     Armor Rating: 200
     Alignment: -7
     Value: 92
     Attraction: +0
     Scariness: +13
     Purchased at: Bowerstone South, Twinblade's Camp, and Knothole Glade

Leather Chest Piece
     Armor Rating: 266
     Alignment: +0
     Value: 507
     Attraction: -26
     Scariness: +0
     Purchased at: Heroes' Guild, Bowerstone South, and Oakvale
     Found at: Bowerstone Tavern Cellar

Bright Leather Chest
     Armor Rating: 266
     Alignment: +10
     Value: 545
     Attraction: -13
     Scariness: +0
     Purchased at: Bowerstone South and Oakvale

Dark Leather Chest
     Armor Rating: 266
     Alignment: -10
     Value: 535
     Attraction: -13
     Scariness: +13
     Purchased at: Almost anywhere
     Found at: Underground Passage

Will Upper Robe
     Armor Rating: 200
     Alignment: +0
     Value: 593
     Attraction: +13
     Scariness: +13
     Purchased at: Oakvale and Hook Coast

Will Bright Upper Robe
     Armor Rating: 200
     Alignment: +20
     Value: 640
     Attraction: +26
     Scariness: +0
     Purchased at: Bowerstone North

Will Dark Upper Robe
     Armor Rating: 200
     Alignment: -20
     Value: 630
     Attraction: +0
     Scariness: +26
     Purchased at: Knothole Glade and Hook Coast
     Found at: Darkwood Marshes Demon Door

Chainmail Shirt
     Armor Rating: 333
     Alignment: +0
     Value: 2,967
     Attraction: -5
     Scariness: +5
     Purchased at: Bowerstone South, Oakvale, and Knothole Glade

Bright Chainmail Shirt
     Armor Rating: 333
     Alignment: +6
     Value: 3,070
     Attraction: +0
     Scariness: +5
     Purchased at: Oakvale and The Arena

Dark Chainmail Shirt
     Armor Rating: 333
     Alignment: -6
     Value: 3,050
     Attraction: -5
     Scariness: +10
     Purchased at: Twinblade's Camp, Knothole Glade, and The Arena

Plate Chest Piece
     Armor Rating: 400
     Alignment: +0
     Value: 7,920
     Attraction: +26
     Scariness: +26
     Purchased at: Bowerstone South, Oakvale, Knothole Glade, and Hook Coast

Bright Plate Chest Piece
     Armor Rating: 400
     Alignment: +26
     Value: 8,050
     Attraction: +26
     Scariness: +13
     Purchased at: The Arena OR wandering merchants

Dark Plate Chest Piece
     Armor Rating: 400
     Alignment: -26
     Value: 8,010
     Attraction: +13
     Scariness: +26
     Purchased at: Twinblade's Camp, Knothole Glade, The Arena, and Hook
                   Coast

Assassin Shirt
     Armor Rating: 200
     Alignment: -13
     Value: 540
     Attraction: +0
     Scariness: +26
     Purchased at: Darkwood Camp and Twinblade's Camp
     Found at: Chapel of Skorm

Bandit Shirt
     Armor Rating: 210
     Alignment: -18
     Value: 282
     Attraction: -18
     Scariness: +18
     Found at: Abandoned Road

Upper Dress
     Armor Rating: 166
     Alignment: +0
     Value: 50
     Attraction: +0
     Scariness: -31
     Purchased at: Bowerstone South, Oakvale, and Bowerstone North

Bright Upper Dress
     Armor Rating: 166
     Alignment: +21
     Value: 55
     Attraction: +15
     Scariness: -31
     Purchased at: Oakvale and Bowerstone North

Dark Upper Dress
     Armor Rating: 166
     Alignment: -21
     Value: 54
     Attraction: +15
     Scariness: -15
     Purchased at: Knothole Glade and Bowerstone North

Guard Shirt
     Armor Rating: 235
     Alignment: +0
     Value: 419
     Attraction: -7
     Scariness: -7
     Purchased at: Bowerstone North
     Found at: Bargate Prison

Apprentice Lower Robe
     Armor Rating: 175
     Alignment: +0
     Value: 74
     Attraction: +0
     Scariness: +0
     Purchased at: Starting equipment

Villager Trousers
     Armor Rating: 175
     Alignment: +0
     Value: 74
     Attraction: +0
     Scariness: +0
     Purchased at: Heroes' Guild, Bowerstone South, Oakvale, and Knothole
                   Glade

Bright Villager Trousers
     Armor Rating: 175
     Alignment: +4
     Value: 82
     Attraction: +0
     Scariness: +0
     Purchased at: Oakvale

Dark Villager Trousers
     Armor Rating: 175
     Alignment: -4
     Value: 80
     Attraction: +0
     Scariness: +7
     Purchased at: Bowerstone South, Twinblade's Camp, and Knothole Glade

Leather Leggings
     Armor Rating: 235
     Alignment: +0
     Value: 443
     Attraction: -15
     Scariness: +0
     Purchased at: Heroes' Guild, Bowerstone South, and Oakvale

Bright Leather Leggings
     Armor Rating: 233
     Alignment: +6
     Value: 465
     Attraction: -7
     Scariness: +0
     Purchased at: Bowerstone South and Oakvale

Dark Leather Leggings
     Armor Rating: 233
     Alignment: -6
     Value: 460
     Attraction: -7
     Scariness: +7
     Purchased at: Bowerstone South, Darkwood Camp, and Twinblade's Camp

Will Lower Robe
     Armor Rating: 175
     Alignment: +0
     Value: 519
     Attraction: +7
     Scariness: +7
     Purchased at: Oakvale and Hook Coast

Will Bright Lower Robe
     Armor Rating: 175
     Alignment: +12
     Value: 535
     Attraction: +15
     Scariness: +0
     Purchased at: Bowerstone North

Will Dark Lower Robe
     Armor Rating: 175
     Alignment: -12
     Value: 530
     Attraction: +0
     Scariness: +15
     Purchased at: Knothole Glade and Hook Coast
     Found at: Darkwood Marshes Demon Door

Chainmail Leggings
     Armor Rating: 291
     Alignment: +0
     Value: 2,596
     Attraction: -5
     Scariness: +5
     Purchased at: Everywhere
     Found at: Witchwood Stones Demon Door

Bright Chainmail Leggings
     Armor Rating: 291
     Alignment: +6
     Value: 2,650
     Attraction: +0
     Scariness: +5
     Purchased at: Oakvale and The Arena

Dark Chainmail Leggings
     Armor Rating: 291
     Alignment: -6
     Value: 2,620
     Attraction: -5
     Scariness: +10
     Purchased at: Twinblade's Camp, Knothole Glade, and The Arena
     Found at: Cliffside Path

Plate Leggings
     Armor Rating: 350
     Alignment: +0
     Value: 6,930
     Attraction: +15
     Scariness: +15
     Purchased at: Heroes' Guild, Bowerstone South, Oakvale, Knothole Glade,
                   and Hook Coast

Bright Plate Leggings
     Armor Rating: 350
     Alignment: +15
     Value: 7,040
     Attraction: +15
     Scariness: +7
     Purchased at: Knothole Glade and The Arena

Dark Plate Leggings
     Armor Rating: 350
     Alignment: -15
     Value: 7,020
     Attraction: +7
     Scariness: +15
     Purchased at: Twinblade's Camp, Knothole Glade, Hook Coast, and
                   The Arena

Assassin Trousers
     Armor Rating: 175
     Alignment: -7
     Value: 473
     Attraction: +0
     Scariness: +15
     Purchased at: Twinblade's Camp
     Found at: Twinblade's Elite Camp

Bandit Trousers
     Armor Rating: 184
     Alignment: -5
     Value: 247
     Attraction: -5
     Scariness: +5
     Found at: Abandoned Road

Lower Dress
     Armor Rating: 145
     Alignment: +0
     Value: 44
     Attraction: +0
     Scariness: -15
     Purchased at: Bowerstone South, Oakvale, Bowerstone North

Bright Lower Dress
     Armor Rating: 145
     Alignment: +10
     Value: 50
     Attraction: +7
     Scariness: -15
     Purchased at: Knothole Glade and Bowerstone North

Dark Lower Dress
     Armor Rating: 145
     Alignment: -10
     Value: 48
     Attraction: +7
     Scariness: -7
     Purchased at: Knothole Glade and Bowerstone North

Guard Trousers
     Armor Rating: 205
     Alignment: +0
     Value: 366
     Attraction: -7
     Scariness: -7
     Purchased at: Knothole Glade
     Found at: Bargate Prison

Apprentice Boots
     Armor Rating: 425
     Alignment: +0
     Value: 11
     Attraction: +0
     Scariness: +0
     Purchased at: Starting equipment

Villager Boots
     Armor Rating: 25
     Alignment: +0
     Value: 11
     Attraction: +0
     Scariness: +0
     Purchased at: Heroes' Guild, Bowerstone South, Oakvale, Knothole Glade,
                   and Hook Coast

Bright Villager Boots
     Armor Rating: 25
     Alignment: +1
     Value: 12
     Attraction: +2
     Scariness: +0
     Purchased at: Oakvale and Hook Coast

Dark Villager Boots
     Armor Rating: 25
     Alignment: -1
     Value: 12
     Attraction: +0
     Scariness: +2
     Purchased at: Bowerstone South, Twinblade's Camp, Knothole Glade, and
                   Hook Coast

Leather Boots
     Armor Rating: 33
     Alignment: +0
     Value: 63
     Attraction: -5
     Scariness: +0
     Purchased at: Heroes' Guild, Bowerstone South, and Oakvale
     Found at: Darkwood Lake

Bright Leather Boots
     Armor Rating: 33
     Alignment: +2
     Value: 70
     Attraction: -2
     Scariness: +0
     Purchased at: Bowerstone South and Oakvale

Dark Leather Boots
     Armor Rating: 33
     Alignment: -2
     Value: 69
     Attraction: -2
     Scariness: +2
     Purchased at: Bowerstone South and Twinblade's Camp

Will User's Boots
     Armor Rating: 25
     Alignment: +0
     Value: 74
     Attraction: +2
     Scariness: +2
     Purchased at: Heroes' Guild, Oakvale, and Hook Coast

Will User's Bright Boots
     Armor Rating: 25
     Alignment: +4
     Value: 82
     Attraction: +5
     Scariness: +0
     Purchased at: Bowerstone North

Will User's Dark Boots
     Armor Rating: 25
     Alignment: -4
     Value: 80
     Attraction: +0
     Scariness: +5
     Purchased at: Knothole Glade and Hook Coast
     Found at: Darkwood Marshes Demon Door

Chainmail Boots
     Armor Rating: 371
     Alignment: +0
     Value: 371
     Attraction: -2
     Scariness: +2
     Purchased at: Almost anywhere
     Found at: Witchwood Stones Demon Door

Bright Chainmail Boots
     Armor Rating: 41
     Alignment: +3
     Value: 395
     Attraction: +0
     Scariness: +2
     Purchased at: Oakvale and The Arena

Dark Chainmail Boots
     Armor Rating: 41
     Alignment: -3
     Value: 390
     Attraction: -2
     Scariness: +5
     Purchased at: Twinblade's Camp, Knothole Glade, and The Arena

Plate Boots
     Armor Rating: 50
     Alignment: +0
     Value: 990
     Attraction: +5
     Scariness: +5
     Purchased at: Almost anywhere
     Found at: Bargate Prison

Bright Plate Boots
     Armor Rating: 50
     Alignment: +5
     Value: 1,025
     Attraction: +5
     Scariness: +2
     Purchased at: Knothole Glade and The Arena

Dark Plate Boots
     Armor Rating: 50
     Alignment: -5
     Value: 1,020
     Attraction: +2
     Scariness: +5
     Purchased at: Twinblade's Camp, Knothole Glade, Hook Coast and The Arena

Assassin Boots
     Armor Rating: 25
     Alignment: -2
     Value: 68
     Attraction: +0
     Scariness: +5
     Purchased at: Bowerstone South and Twinblade's Camp
     Found at: Oakvale

Bandit Boots
     Armor Rating: 26
     Alignment: -5
     Value: 35
     Attraction: -5
     Scariness: +5
     Found at: Abandoned Road

Guard Boots
     Armor Rating: 29
     Alignment: +0
     Value: 52
     Attraction: -2
     Scariness: -2
     Purchased at: Darkwood Camp
     Found at: Bargate Prison
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  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

                               4.7  -  Items
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                               4.8  -  Magic
   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

-------
Berserk
-------

Berserk sends the Hero into a frenzy, with greatly increased speed and 
strength.

----------
Force Push
----------
This spell creates a powerful blast of energy which radiates out from the 
caster, sending nearby enemies sprawling. Useful when greatly outnumbered.

-------
Enflame
-------
Enflame blasts the area surrounding the caster with a wave of fire.

---------
Lightning
---------

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.

--------
Fireball
--------
A magician's favourite! This creates a ball of fire in the palm of the 
casters hand which flies toward the target when released. Larger fireballs 
are extremely explosive.

---------------
Assassins' Rush
---------------
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. The Thief's greatest friend!

--------
Turncoat
--------

This insidious Spell confuses the enemy, turned the target into an unwitting 
ally.

--------
Slowtime
--------

Slowtime affects the very fabric of time itself: slowing everything in Albion 
to a crawl.

-----------
Multi-Arrow
-----------

Once this Spell is cast, earch arrow fired is magically transformed into a 
multitude of death delivering projectiles, causing much greater damage.

------
Shield
------

For the more passively minded, this allows the caster to reduce the damage of 
enemy attacks by surrounding him in a protective sphere of energy.

----
Heal
----

This allows the caster to trade his magical energy for health. A magician's 
favourite!

-----
Drain
-----

A singularly unpleasant Spell, Drain allows the caster to heal himself by 
draining his enemies' life-force.

------------
Multi-Strike
------------

This spell imbues the user's blade with the ability to strike multiple times 
with a single blow. Combined with other Spells, this little trick is 
devastating.

-------------
Battle Charge
-------------

The Battle Charge propels the caster forward at great speed, smashing any in 
his path, and blasting all nearby aside.

------
Summon
------

Summon pulls an allied creature's soul from the netherworld to help the 
caster. If this creature kills another, it is replaced by soul of the newly 
fallen victim.

-------------
Ghostly Sword
-------------

This Spell summons a number of ethereal blades from the netherworld to do 
battle on behalf of the caster.
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  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

                           4.9  -  Augmentations
   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
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  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

All information in this section is by Jaxx4059.

 aa. Augmentation: Experience - Valued at 50,000

     Description:  Gives extra experience when the augmented weapon is
                   assigned as your melee or ranged weapon.

     Acquired:     - Purchase at Hook Coast.

 ~~~

 ab. Augmentation: Flame - Valued at 1,450

     Description:  Inflicts additional damage to creatures harmed by fire.

     Acquired:    - Purchased at Darkwood Camp, Twinblade Camp
                   - Find at Witchwood Lake
                   - Find at Hobbe Cave Focus Chamber

 ~~~

 ac. Augmentation: Health - Valued at 45,000

     Description:  Regenerates health continuously while the augmented weapon
                   is assigned as your melee or ranged weapon.

     Acquired:     - Purchase at Bowerstone North
                   - Find at Witchwood

~~~

 ad. Augmentation: Lightning - Valued at 1,550

     Description:  Increases the damage caused by foes harmed by storms or
                   lightning.

     Acquired:     - Purchase at Hook Coast
                   - Find at Darkwood Weir
                   - Find at Cliffside Path

 ~~~

 ae. Augmentation: Mana - Valued at 45,000

     Description:  Regenerates Mana Energy continuously while the augmented
                   weapon is assigned as your melee or rages weapon.

     Acquired:     - Purchased at Hook Coast
                   - Find at Headsman's Hill cave

 ~~~

 af. Augmentation: Piercing - Valued at 2,100

     Description:  Reduces the effectiveness of enemy armor.

     Acquired:     - Purchase at Hook Coast, Oakvale, Knothole Glade

 ~~~

 ag. Augmentation: Sharpening - Valued at 2,600

     Description:  Increases the damage a weapon inflicts.

     Acquired:     - Purchase at Hook Coast, Knothole Glade
                   - Find at Grey House
                   - Find at Cliffside Path

 ~~~

 ah. Augmentation: Silver - Valued at 1,650

     Description:  Inflicts additional damage to creatures harmed by silver,
                   such as Balverines and Undead.

     Acquired:     - Purchase at Hook Coast, Knothole Glade
                   - Find at Knothole Glade and Old Graveyard Path

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                            4.10 -  Demon Doors
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------------------------
Heroes' Guild Demon Door
------------------------

"Your path is dark. Only a light will reveal it. And you are not bright 
enough." This is an easy riddle, isn't it? While in front of the Demon Door, 
take out your lamp. He will open his door for you. Inside, you'll find two 
books, a Howl Tattoo, and a Elixer of Life! "Your path is illuminated. Fancy 
that. You worked it out."

--------------------------
Greatwood Gorge Demon Door
--------------------------

This Demon Doors wants you to be evil, apparently. You will need to be 
completely (100%) evil to have this door open or, you will have to perform a 
very malicious act in front of the door. Basically, you need to rack up fifty 
evil points in the door's presence. The easiest way to do this is to kill 
several people in front of the door or buy around ten Crunchy Chicken at 
Darkwood Camp. The latter sounds the easiest, however. Inside, you will find 
Wellow's Pickhammer.

-----------------------
Rose Cottage Demon Door
-----------------------

This is probably the easiest door to open in the entire game. All that you 
need to do is give the door a gift, like cheap Chocolates or a Red Rose, and 
it will open. Inside resides a full set of Will User's Bright armor. This 
armor -- or rather, clothing -- is best suit for flirting with other people.

--------------------------
Greatwood Caves Demon Door
--------------------------

This is a tough Demon Door to open. Basically, you need to have a combat 
multiplier of fourteen or more when you talk to the door for it to open. The 
easiest way to do this is to use Physical Shield and go inside Hobbe Cave. 
The Hobbe's won't be able to break your multiplier because of the shield and 
you should be able to rack up the points. However, when you leave an area 
your combat multiplier is halved, so it is advisable that you have a combat 
multiplier of over thirty before you leave Hobbe Cave. Inside resides the 
legendary weapon Cutless Bluetane, which isn't half bad. It's easier to do 
this Door later in the game, obviously, when Hobbes are easy to kill.

------------------------
Barrow Fields Demon Door
------------------------

The Demon Door is located to the south, and it wants you to be uber fat 
before it opens up. Your personality screen must say "Obese," and mean it, 
too. If you are Skinny, you will need to consume around thirty pies with your 
health full before you attain Obese status. Even then, it might take a couple 
more pies before the Demon Door will open up. Inside, you will find a Will 
Master's Elixer in a chest. Not bad, the demon door expands your waistline 
along with your Mana meter! The weight can be taken off after a couple hours 
of running around.

--------------------
Witchwood Demon Door
--------------------

You open this Demon Door by completing the Find the Archaeologist quest. You 
get a Sapphire, Ruby, tons of books, and a fifteen key silver key chest.

-------------------------
Knothole Glade Demon Door
-------------------------

Another thing to do in Knothole is the Demon Door. You will have to be a good 
archer or have a powerful bow to open the door here. The door wants you to 
hit him as hard as you can with an arrow. This is easy for experts, but 
beginners might need powerful bows and Multi Arrow to get inside. Speaking of 
inside, you will receive a Elixir of Life for completing this Demon Door.
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                            4.11 -  Silver Keys
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------------------------
Lookout Point Silver Key
------------------------

From the Heroes' Guild, walk up the path as it slopes up. When you reach a 
central area with a statue, look on the left wall. You *should* see vines 
that cover the wall's opening somewhere. Walk up to it and hack away at the 
vines until you can pass through the opening. Walk down the dirt path until 
you come across your first Silver Key!

---------------------------
Bowerstone South Silver Key
---------------------------

At the entrance of Bowerstone is a clothing shop. Go inside the clothing shop 
and up the stairs. From here, walk through the doors and outside to a 
balcony. A Silver Key resides on this balcony.

-----------------------
Fisher Creek Silver Key
-----------------------

Fisher Creek can be found if you take the northern path at the Greatwood 
Entrance area. After taking the fishing lesson, go behind the house. You 
should see plenty of ripples in the water. On the fourth line you cast, you 
should find a Silver Key.

-------------------------
Greatwood Lake Silver Key
-------------------------

After entering the Greatwood Lake area from Greatwood Entrance, you will be 
confronted with a fork. Choose to go right and up the slope-like hill. At the 
top, you will find a broken bridge with a Silver Key on it.

----------------------
Guild Woods Silver Key
----------------------

You must have a fishing rod to do this quest. Go to the Guild Woods and over 
to the place where you ahd Whisper killed the bandits. If you don't know 
where that is, just circle the woods until you find a river. Fish in it and 
you will reel in a Silver Key!

-----------------------
Orchard Farm Silver Key
-----------------------

In Orchard Farm, go to the eastern part of the map and on a pier. Fish on it
by the ripple at the end of the pier to receive a Silver Key.

-----------------------
Rose Cottage Silver Key
-----------------------

In the cottage yard, you should see a circle of roses. In the middle of it
will be a patch of dirt. If you use your Spade and dig on the patch of dirt,
you will find a Silver Key.

=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-

The following information in this section was taken from unlimitegamer.net 
without their permission. If you are the owner please contact me.

"Throughout Albion there are Silver chest. You will often find that you don't
have enough keys to open them. well your in luck. I am gonna list how and
where all 25 silver keys are. So you can get all of the goodies.

The Locations are listed in alphabetical order. Some locations are not
available until very late in the game.

Ancient Cullis Gate
Since I did this alphabetical I should say this now. You are going to need a 
spade you can pick one up in Oakvale. Now you go to the West/Left side of the 
map and fish into the ripples.

Bowerstone Manor
Ok if you have no yet marriged lady Grey its ok. I have a quest guide on how 
to marry her you can read here. In the guide it tells you where to find the 
silver Key once the marriage is complete.

Bowerstone South
Depending on the time of day the Clothing Store may not be open. You can 
either use a golden carrot or break in. The Key is upstairs.

Cliffside Path
If you go as far as you can north up the hill passed the passageway there 
will be a place to dig.

Darkwood Lake
In the middle of the area in the mist of the waters and such is a large 
white/kinda glowing rock. At the top there is a hole. Fire an arrow into the 
hole and you got yourself another key.

Fisher Creek
I recommend fishing all of the ripples in the area. Its good practice and I 
don't know which one specificly will have it. It may be random.

Greatwood Lake
By far the easiest key to get. If you have gone here once before you most 
likely have it. Go up the path to the right where the broken bridge is. And 
its right there infront of you.

Grey House
Clear out all the undead and what not. Then go towards the demon door. Just 
before the door is a pond to the left. You will see a single ripple, fish 
there. I thought this was one of the hardest keys to fish. So just.. may take 
a few trys(damn line kept snapping).

Guild Woods
Aproach the water area and wish where the ripple is simple as that.

Headsman's Hill
I sure hope you have not overlooked the Silver Key in the Lady Grey Marriage 
quest. If you have not done the quest you can go here. While fighting Thunder 
is the only time you can get this key.

Hobbe Cave
Procede to the last chamber where you rescuded the boy in an earlier quest. 
In the back of the champer you will find a place to dig, and well.. dig.

Hook Coast
There is a lighthouse in Hook Coast, but oh no. The door is locked. My 
solution? break down the door and take the key.

Knothole Glade
Go to the furthest part south inside the town. Between two houses is a patch 
of dirt to dig in.

Lookout Point
Up in the intersection there are some bushes. Cut them up into little peices 
and procede to the silver key.

Lychfied Cemetary
In the Central part of the map in one of the crypts there is a silver key 
near a corpse.

Lychfied Cemetary
Right after you get the above key procede to the closest grave and dig to 
find this key.

Lychfield Cemetary
Right inside the grave gates is a pond/stream to the left. Fish there to find 
yet another silver key.

Oakvale Cemetary
After completing the Dead Pirate quest you will be able to dig up this key 
under the statue. If you need any help on the quest go here.

Orchard Farm
Fish of the furthest peir at the end of the orchard farms.

Rose Cottage
Right next to the old ladies house there is a patch of flowers surrounding a 
patch of dirt. Dig in the dirt to find another silver key.

Twinblade's Camp
In the southern part of the camp there is an area of water, run across it to 
an area with some barrels. There will be a patch of dirt, dig there and find 
another silver key.

Windmill Hill
Up near the house there is a little fenced garden. In the garden is an area 
to dig, procede to find another silver key.

Windmill Hill
Up in the top area just before the passage towards the right is the windmill. 
Now that your moving towards the windmill go to the left/back of the windmill 
and dig in the patch of dirt.

Witchwood Stones
Right when you enter Witchwood you will find a demon door to the right and a 
pond to the left. Go to the pond and fish in the ripples.

Witchwood Lake
Dig under the demonic looking statue with a sort of red glow."
   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

                         4.12 -  Silver Key Chests
   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

                         4.13 -  Tattoos/Hairstyles
   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

All the information in this section is by Revanche. His guide is located 
here:

http://db.gamefaqs.com/console/xbox/file/fable_x_tattoo_hair.txt

-----------------------------------------------------------------------------
-----------------------------------------------------------------------------

				II. Tattoos

A. Heroes Guild

	1. Krydon, Chest Tattoo
	Value 		 43
	Attractive	+10
	Scariness	-10
	Allignment	+10
	
	Location: When you wake up in the Heroes Guild in your teenage years
	it should be in a bookcase directly in front of you. 

	2. Howl, Face Tattoo
	Value 		 62
	Attractive	+51
	Scariness	+51
	Allignment	-51
	
	Location: Upon Graduation of the Heroes Guild you will be given a 
	lamp, use this lamp to open the demon door and in the right bookcase 
	you'll  find it.

B. Bowerstone South

	3. Seachaos, Arm Tattoo
	Value 		34
	Attractive	-5
	Scariness	+5
	Allignment	-5
	
	Location: In Bowerstone South its in the house to right of the barber.
	shop

	4. Golden Harvest, Back Tattoo
	Value 		 64
	Attractive	+35
	Scariness	  0
	Allignment	+35

	Location: In the corner outside of the school there will be 3 barrels.
	
	5. Harvest, Back Tattoo
	Value 		 52
	Attractive	+15
	Scariness	  0
	Allignment	+15

	Location: Near the Blacksmith in the top left you should easily see 
	some barrels skip those and turn the corner to find 2 more it's in 
	one of those.

	6. Coron Visor, Face Tattoo
	Value 		 32
	Attractive	  0
	Scariness 	  0
	Allignment	  0

 	Location: In Orchard Farm head into the Apple Field and stay to the
	right, you should see a dock simply fish off the edege.

	7. Dark Vortex, Chest Tattoo
	Value 		 46
	Attractive	  0
	Scariness	+10
	Allignment	-10

	Location: In Darkwood Camp turn the corner after the trader on the 
  	left it's in the barrel.

	8. Coron Night, Back Tattoo
	Value 		 33
	Attractive	  0
	Scariness	  0
	Allignment	  0
	
	Location: Walk across the bridge in Barrow Fields and make a sharp 
	left and start fishing towards the ripple.

	9. Tallin Clan Arm, Arm Tattoo
	Value 		 38
	Attractive	  0
	Scariness	 +5
	Allignment	 -5

	Location: In Grey House head towards the house and go to the left 
	side you see a scarecrow, check it to find it.

	10. Tallin Clan Leg, Leg Tattoo
	Value 		 36
	Attractive	  0
	Scariness	 +5
	Allignment	 -5

	Location: Inside the Grey House this one is in a bookshelf.
	NOTE: You can't get inside the Grey House until you progress your
	quests.

C. Oakvale

	11. Firis Head, Back Tattoo
	Value 		 48
	Attractive	  0
	Scariness	+10
	Allignment	-10

	Location: In Oakvale Tavern it is the cabinet behind the counter.

	12. Spiral Dementia, Face Tattoo
	Value 		 57
	Attractive	  0
	Scariness	+20
	Allignment	-20

	Location: Towards the top left if the map there is a cluster of 
	houses it is the one with ramp.
	
	13. Balverine Skull, Chest Tattoo (Personal Favorite)
	Value 		 38
	Attractive	-10
	Scariness	+10
	Allignment	-10

	Location: Inside the middle barn stay along the left wall and watch
	for the Spade, then just dig it up.

	14. Harion Shoulder, Shoulder Tattoo
	Value 		 45
	Attractive	+10
	Scariness	  0
	Allignment	  0

	Location: In the Clifftop Path the will be three barrels along the 
	left side. Try to get it before or after the Bandit Seeress Quest.

	15. Howl, Face Tattoo
	Value 		 62	
	Attractive	+51
	Scariness	+51
	Allignment	-51

	Location: Located in the Witchwood Demon Door on a bookshelf

D. Knothole Glade
	
	16. Howl, Face Tattoo
	Value 		 62	
	Attractive	+51
	Scariness	+51
	Allignment	-51

	Location: During the White Balverine quest there are no merchants
	or Guards watching the Shops. So just walk up to Tattoo Shop and 
	Steal.

	17. Dorgon, Back Tattoo
	Value 		 49	
	Attractive	+10
	Scariness	+10
	Allignment	  0

	Location: During the White Balverine quest there are no merchants
	or Guards watching the Shops. So just walk up to Tattoo Shop and 
	Steal.

	18. Poison Web, Arm Tattoo
	Value 		 44	
	Attractive	+10
	Scariness	+10
	Allignment	  0

	Location: During the White Balverine quest there are no merchants
	or Guards watching the Shops. So just walk up to Tattoo Shop and 
	Steal.
	
	19. Eyes of Skorm, Back Tattoo
	Value 		 45	
	Attractive	  0
	Scariness	+10
	Allignment	-10

	Location: During the White Balverine quest there are no merchants
	or Guards watching the Shops. So just walk up to Tattoo Shop and 
	Steal.

	20. Remove Tattoo
	Value		200
	
	Location: During the White Balverine quest there are no merchants
	or Guards watching the Shops. So just walk up to Tattoo Shop and 
	Steal.

	21. Seachaos Leg, Leg Tattoo
	Value 		 39	
	Attractive	 -5
	Scariness	 +5
	Allignment	 -5
	
	Location: First house on the right in Knothole Glade.

	22. Red Widow, Arm Tattoo
	Value 		 44	
	Attractive	+10
	Scariness	+10
	Allignment	  0


	Location: Facing the Tavern entrance it is inside the house on 
	the right.

	23. Gryphon, Chest Tattoo
	Value 		 51	
	Attractive	+15
	Scariness	+15
	Allignment	  0
	
	Location: After the White Balverine quest this item is able to
	be stolen.

	24. SeaCorpse, Face Tattoo
	Value 		 47	
	Attractive	-25
	Scariness	+25
	Allignment	-25
	
	Location: After the White Balverine quest this item is able to
	be stolen.

E. Bowerstone North

	25. Karian Wings. Front Shoulder Tattoo
	Value 		 41	
	Attractive	+10
	Scariness	  0
	Allignment	  0

	Location: As you enter Lynchfield Cemetary make a right and
	examine the tombstone farthest right.

	26. Howl, Face Tattoo
	Value 		 62
	Attractive	+51
	Scariness	+51
	Allignment	-51
	
	Location: This one is about 2 to 3 graves to left of the last one.

	27. Somrune, Face Tattoo
	Value 		 58
	Attractive	+20
	Scariness	  0
	Allignment	  0
	
	Location: Bargate Prison, after winning the race check the bookcase
	in the Wardens office.

	28. Harion Shoulder, Shoulder Back Tattoo
	Value 		 45
	Attractive	+10
	Scariness	  0
	Allignment	  0
	
	Location: Right Bookcase in the Prison Barracks.

	29. Harion Arm, Arm Tattoo
	Value 		 46
	Attractive	+10
	Scariness	  0
	Allignment	  0
	
	Location: Left bookcase in Prison Barracks.

F. Hook Coast

	30. Coron Birth, Stomach Tattoo
	Value 		 38
	Attractive	 +5
	Scariness	  0
	Allignment	  0
	
	Location: Inside the house to the right of the Abbey.

	31. Arrowhead, Face Tattoo
	Value 		 46
	Attractive	+12
	Scariness	-12
	Allignment	  0
	
	Location: Inside the house to the right of the Abbey.

	32. Eyes of Avo, Back Tattoo
	Value 		 46
	Attractive	  0
	Scariness	+10
	Allignment	+10
	
	Location: 3 story house closest to the bell.
	 
	33. Vambrace, Arm Tattoo
	Value 		 32
	Attractive	  0
	Scariness	  0
	Allignment	 +5
	
	Location: 3 story house closest to the bell.

G. NPC Only	

	Greatwood Merchants
	
	Coron Dawn, Back
	Value 		 30
	Attractive	  0
	Scariness	  0
	Allignment	  0

	Coron Dusk, Back
	Value 		 34
	Attractive	 +5
	Scariness	  0
	Allignment	  0

	Coron Mask, Face
	Value 		 50
	Attractive	  0
	Scariness	+25
	Allignment	  0
	
	Coron Wave, Torso 
	Value 		 30
	Attractive	  0
	Scariness	  0
	Allignment	  0
	
	DarkWood Merchants

	Four Spades, Back
	Value 		 37
	Attractive	 +5
	Scariness	  0
	Allignment	  0

	NOTE: Im testing to see if this actually does
	increase your luck in card games. Well after 
	some continued testing i have no conclusion for 
	you. It may just be me, any info would be 
	appreceiated.

	Double Arrow, Face
	Value 		 44
	Attractive	+12
	Scariness       -12
	Allignment	  0

	Arrow Tongue, Face
	Value 		 46
	Attractive	+12
	Scariness       -12
	Allignment	  0
	
	Ruon Peak, Torso
	Value 		 40
	Attractive	+10
	Scariness	  0
	Allignment      +10

	Froydian, Torso
	Value 		 30
	Attractive      +10
	Scariness	  0
	Allignment	+10

	Lopon, Chest
	Value 		 35
	Attractive      +10
	Scariness	  0
	Allignment      +10

	Vallance, Chest
	Value 		 45
	Attractive      +10
	Scariness	  0
	Allignment	+10

	Fire Monkey, Back Tattoo
	Value 		 69
	Attractive      +51
	Scariness	  0
	Allignment	+51

	NOTE: It has been brought to my attention that
	you can purchase this tattoo form a wandering
	merchant. It is in NPC only because the only 
	other way to get it is through the Beardy quest.
	thx to: QwertyJedi


-----------------------------------------------------------------------------
-----------------------------------------------------------------------------
				
				III. Hairstyles

A. Heroes Guild

	1. Standard Beard, Beard
	Value 		 30 
	Attractive      -48
	Scariness	-48

	Location: Picnic Area laying on the bench seat.

	2. Working Moustache, Moustache
	Value 		 39
	Attractive        0
	Scariness	-49

	Location: Fish behind the old man's house in Fisher Creek.

B. Bowerstone South

	3. Normal haricut, Hair
	Value 		 85 
	Attractive      +50
	Scariness	+50

	Location: First house on the right upon entry to Bowerstone South.

	4. Regular Beard, Beard
	Value 		 64 
	Attractive      -48
	Scariness	  0

	Location: Upstairs of previous.

	5. Pudding Basin, Hair
	Value 		 38 
	Attractive        0
	Scariness	-50

	Location: House left of the Barbershop.

	6. Ponytail, Hair
	Value 		 66
	Attractive        0
	Scariness	+50
	
	Location: Upstairs in the Barbershop.

	7. Clean Shave
	Value		 40
	
	Location: Stolen from Barbershop.

	8. Long Beard, Beard
	Value 		 54
	Attractive      -48
	Scariness	+48

	Location: Stolen from Barbershop.
	
	9. Bald, Hair
	Value 		 44
	Attractive      +50
	Scariness	-50

	Location: Stolen from Barbershop.

	10. The Buzz, Hair
	Value 		 36
	Attractive      -50
	Scariness	  0

	Location: Stolen from Barbershop.

	11. Normal Beard, Beard
	Value 		 82
	Attractive      +48
	Scariness	+48

	Location: Stolen from Barbershop.


	12. Sheriff Moustache, Moustache
	Value 		 88
	Attractive      +49
	Scariness	+49

	Location: Stolen from Barbershop.


	13. Normal Beard, Beard
	Value 		 82
	Attractive      +48
	Scariness	+48

	Location: Inside the Grey House.
	
C. Oakvale

	14. Youngster Stlye, Hair
	Value 		 50
	Attractive        0
	Scariness	  0

	Location: House across from the Marial Home.

	15. Short Hair, Hair
	Value 		 65
	Attractive      +50
	Scariness	  0

	Location: House to the right of the Martial Home.

	16. Power Moustache, Moustache
	Value 		 67
	Attractive      +49
	Scariness	+49

	Location: Right half of the circle in Witchwood Lake on skeleton.
	
	
D. Knothole Glade (None)

E. Bowerstone North
	
	17. Foreign Moustache, Moustache
	Value 		 47
	Attractive      -49
	Scariness	+49

	Location: Facing the Shop its location is in the left house.

	18. Mutton Chop, Beard
	Value 		 62
	Attractive      +48
	Scariness	  0

	Location: Inside the house on the right of the Bowerstone Jail
	entrance.
	
	19. Strip Beard, Beard
	Value 		 63
	Attractive        0
	Scariness	+48

	Location: Upstairs of previous house

	20. Sheriff Moustache, Moustache
	Value 		 88
	Attractive      +49
	Scariness	+49

	Location: At the top of Bowerstone Jail there will be three 
	barrels.

	21. Trader Style, Moustache
	Value 		 25
	Attractive      -49
	Scariness	-49

	Location: Once you enter Windmill Hill a little bit ahead of you
	will be a scarecrow, examine it.

	22. The Buzz, Hair
	Value 		 36
	Attractive      -50
	Scariness	  0

	Location: Lynchfield Gravekeeper's Home bookshelf.

	23. Pudding Basin, Hair
	Value 		 39
	Attractive        0
	Scariness	-50

	Location: Middle Section of the Underground Tunnels.
	
	24. Small Moustache, Moustache
	Value 		 54
	Attractive        0
	Scariness       +49

	Location: After you escape from your cell walk out the door and 
	make a quick left into the next cell block. It will be in the
	right corner on the floor.

F. Hook Coast

	25. Plaits, Hair
	Value 		 44
	Attractive      -50
	Scariness	-50

	Location: Hook Coast Tavern upstairs.

	26. Tramp Beard, Beard
	Value 		 24
	Attractive      -48
	Scariness	  0

	Location: House right of the Abbey.

G. NPC Only

	Big Beard, Beard
	Value 		 58 
	Attractive      +48
	Scariness	-48

	Chin Beard, Beard
	Value		  0
	Attractive      +25
	Scariness	-25
	
	Location: During your stay at Bargate Prison all of your hair
	and facial hair are removed and replaced by this. 
	thx to PatrickC
-----------------------------------------------------------------------------
-----------------------------------------------------------------------------	
	
	
				IV. Beardy Baldy Quest

	The Beardy Baldy is a side quest located in Bowerstone Quay. He
will ask you if you want to meet his daughter, so say yes. Then he'll ask 
you to change your hair, beard and moustache a certain way. Now Normally 
his request would be Pudding Basin, Mutton Chop, and Trader Style. However
if your already wearing that type he will give you a different card.
		Pudding Basin --- Warrior Style
		Mutton Chop   --- Long Beard
		Trader Style  --- Sheriff Moustache
	Already wearing the Pudding Basin is the only way to aquire the 
Warrior Style Card, the others you can steal. Complete his request and 
you will receive the Fire Monkey Tattoo. This is also the only way to gain
this card
	
	27. Warrior Style, Hair	
	Value 		 85
	Attractive      -50
	Scariness	+50


	34. Fire Monkey, Back Tattoo
	Value 		 69
	Attractive      +51
	Scariness	  0
	Allignment	+51


-----------------------------------------------------------------------------
-----------------------------------------------------------------------------

				V. Combos

Balverine Hunter: 
	Howl, Balverine skull, Warrior Style

Dark Tallin:
	Dark Vortex, Firis, Tallin Leg, Tallin Arm, Spiral Dementia

Coron-A:
	Coron Mask, Coron Wave, Coron Dusk

Coron-B:
	Coron Visor, Coron Brith, Coron Dawn

Harion:
	Harion Arm, Harion Shoulder, Somrune, Karian Wing (David L)

Pirate:
	SeaChaos Arm, Seachaos Leg, Seacorpse (David L)

Spider:
	Red Widow, Poison Web

	NOTES: Presently trying to find out if NPCS sell any combos.
   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

                               4.14 -  Books
   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

Warning: This section contains major plot spoilers.

------------------
The Pale Balverine
------------------

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 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 Hierarchy Of Weapons
------------------------

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, magic 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 Other Land
--------------

During the Old Kingdom, people fled the hatred, the pain within Albion in 
their masses. Boats sped from 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 on 
to 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 defences.

---------------------------
Creatures of Albion Book II
---------------------------

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 travellers 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.

---------------
The Old Kingdom
---------------

Long ago the Kingdom of Archon ruled every corner of Albion. The world was 
peaceful and in perfect order, through many wondered if the force that held 
it all together 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. Strage 
structures were erected round the world, and huge armoured figures were seen 
guarding four hubs of enery and Archon's castle itself. Every living thing 
was touched by the Sword's 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 Northern Wastes
-------------------

The nine seas surround Albion, but to the North is the Wasteland. Some say 
there's nothing, and others that it is Jack of Blades' 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 Tale Of Twinblade
---------------------

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 realised 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.

-----------
The Dragons
-----------

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 over 
time 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'.

--------------------------
Creatures of Albion Book I
--------------------------

NYMPHS
Nymphs are ethereat, 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 armoured beasts with 
evil hearts. Hushed voices tell of larder 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.

---------
The Arena
---------

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 
travelled 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 rul remained from the 
olden days, though. Should either combatant so chose, the battles could be to 
the death.

----------------------------
Creatures of Albion Book III
----------------------------

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.

-----------------------------
Three Halkus by Miko the Bard
-----------------------------

Terrible beauty, Buildings scream in agony, Oakvale is burning. Warrior or 
Mage, Choose evil or choose goodness, A beard of moustache. Sword of Albion. 
Sleeping until the true Blood, Flows red on its blade.

------------------
The Tale of Maxley
------------------

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 fiesh 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 for 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.

------------
A Love Story
------------

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 realised 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.

----------------
'Making Friends'
----------------

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".

--------------
Book of Spells
--------------

BERSERK
Berserk sends the Hero into a frenzy, with greatly increased speed and 
strength.

FORCE PUSH
This spell creates a powerful blast of energy which radiates out from the 
caster, sending nearby enemies sprawling. Useful when greatly outnumbered.

ENFLAME
Enflame blasts the area surrounding the caster with a wave of fire.

LIGHTNING
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.

FIREBALL
A magician's favourite! This creates a ball of fire in the palm of the 
casters hand which flies toward the target when released. Larger fireballs 
are extremely explosive.

ASSASSINS' RUSH
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. The Thief's greatest friend!

TURNCOAT
This insidious Spell confuses the enemy, turned the target into an unwitting 
ally.

SLOWTIME
Slowtime affects the very fabric of time itself: slowing everything in Albion 
to a crawl.

MULTI-ARROW
Once this Spell is cast, earch arrow fired is magically transformed into a 
multitude of death delivering projectiles, causing much greater damage.

SHIELD
For the more passively minded, this allows the caster to reduce the damage of 
enemy attacks by surrounding him in a protective sphere of energy.

HEAL
This allows the caster to trade his magical energy for health. A magician's 
favourite!

DRAIN
A singularly unpleasant Spell, Drain allows the caster to heal himself by 
draining his enemies' life-force.

MULTI-STRIKE
This spell imbues the user's blade with the ability to strike multiple times 
with a single blow. Combined with other Spells, this little trick is 
devastating.

BATTLE CHARGE
The Battle Charge propels the caster forward at great speed, smashing any in 
his path, and blasting all nearby aside.

SUMMON
Summon pulls an allied creature's soul from the netherworld to help the 
caster. If this creature kills another, it is replaced by soul of the newly 
fallen victim.

GHOSTLY SWORD
This Spell summons a number of ethereal blades from the netherworld to do 
battle on behalf of the caster.

-----------------
'Eye of a Killer'
-----------------

This handbook gives some tips on making yourself scarier to other people. 
Performing acts of great evil, having certain tattoos applied to your body 
and mastering a really nasty laugh, are all considered winners.

--------------------------
'You Are Not a Bad Person'
--------------------------

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.

---------------------
'The Guild of Zeroes'
---------------------

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.

-----------------------
'Windbreaker Rule Book'
-----------------------

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.

------------------
'The Rotten Apple'
------------------

This classical political treaty uses the fruit 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 (symbolised 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 actualy fruit farming.

-------------------
A Hero's Journey II
-------------------

Page 241. "The cavern sends a chill down your spine as you are swallwed into 
its 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 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 Trials of Aarkan"
----------------------

This epic poem was once taught in every school, but its themes were 
regurgitated so often by lesser versemakers 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 Sock Method'
-----------------

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.

----------------
Theresa's Letter
----------------

Dear Brother, I have always known we were special, and now I have 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 
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

-------------
The Bloodline
-------------

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 the 
descendants of Archon himself, or of 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, there 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 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.
  ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___
 /     /     /     /     /     /     /     /     /     /     /   
 ___/_____/_____/_____/_____/_____/_____/_____/_____/_____/_____/


                         5. Other Stuff You Can Do

  ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___ __ ___
 /     /     /     /     /     /     /     /     /     /     /   
 ___/_____/_____/_____/_____/_____/_____/_____/_____/_____/_____/

   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

                           5.1  -  Money-Making
   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

The two best ways to make money are in this subsection.

------------------
Darkwood Camp Game
------------------

It's... BLACKJACK! Talk about an easy game. The premise of the game is to try
to get as close to 21 as possible without going over. Whoever has closer to
21, or 21 exactly, wins the bet. This is an extremely easy way to make quick
money in this game because Blackjack is fast, quick, easy, and, most import-
antly, skill-less. Save the game at Darkwood Camp BEFORE you play Blackjack,
so if you lose a substantial amount you can restate. Also, this can be taken
to the extreme by saving, betting 1,000 gold, and, depending on whether you
win or lose, saving again or loading. This is one of the best ways to make
money until you can buy an Oakvale House.

Once you have about 15,000 gold, do this exploit.

--------------------------
More gold (Trophy profits)
--------------------------

Buy the house in Oakvale for 5000g. Mount the most expensive trophies you
have (hotkey if desired). Smash the door and sell the house. The doorway
will be open, allowing you to recollect your trophies, purchase the house,
and repeat the process, earning a profit depending on the value of the
trophies you mount.
Contributed By: BloodMachine
   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

                          5.2  -  Getting Married
   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

Marriage is fun and easy in Fable. To marry, you first should look at your
physical appearance. See, in Fable, all the people care about are your looks
and your renown. Anything besides that doesn't matter, really. You could be
Satan and still get twenty hot dates.

Clothing-wise, you pretty much only have one choice. That choice is the Will
User Bright clothing. This suit can be found at the Demon Door in Rose Cot-
tage, which is located near Greatwood Caves. You'll have to give the Demon
Door a cheap box of chocolates, but inside the suit will reside in a chest.
It might look corny, but it's friggin' hot to other people, apparently.

The next thing that you need to worry about is hair. The best way to go here
is simply to go bald. This is very attractive to women and costs very little.
Also, it can be done almost anywhere. After you are bald, it is time to get
a beard. The big beard is the best type of facial hair to get in this game,
merely because it is very attractive. It can be found by wandering barbers.

Great, you got the looks and the clothes. Now it's time to drop'em dead! If
you have high renown, all the women will fall over you instantly, and all
you'll have to do is do a couple arm pumps and throw a ring at her. If you
aren't fortunate enough to be known, then you'll have to work harder. Try
using all the friendly expressions and throwing gifts at the subject in
questions. The heart over their head will get bigger and bigger until it
stops. At this point, talk to them with the A button and they will ask for
a ring.

Rings are not extremely expensive in Fable. They can be found at almost any
shop in the game, but Oakvale is the cheapest. It will cost around 900, but
this money will be repayed to you via dowry. Go back to the subject and pro-
pose to her by selecting the ring from the menu. If she asked then she will
definitely say yes. After the wedding, you'll receive 1,500 gold in dowry.

To have sex in Fable, do a substantial amount of arm pumping and flirting in
front of your spouse. Sooner or later, s/he will ask if you two should use
the bed. Talk to her, and agree to go to bed together. The actual sex is cen-
sored by a blank screen, but you can still here the sounds. It's really that
easy to marry/have sex with a girl in Fable.

...but what if the marriage goes south? Well, if you repeatedly beat your
wife and insult her she will finally divorce you. Six-hundred evil points for
a days work isn't that bad, eh?
   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

                          5.3  -  Experience Pools
   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

Not much to say here... the descriptions are in the game.
   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

                               5.4  -  Crime
   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

Crime es muy mal. Yeah, crime is bad. You'll receive fines if a person or
guard catches you in the act.
   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

                              5.5  -  Fishing
   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

-------------------------------
Fishing Lesson Quest (Optional)
-------------------------------

I would also like to give you a fishing rod before we continue to the Orchard 
Farm. To get one, go to the Fisher Creek area located in the northwestern 
path of the Greatwood Entrance area. In here, you will find a man that is 
trapped in his house because of the Wasps outside. The Wasps will then 
proceed to swarm you after some dialogue.

The best way to kill these Wasps is to use your lightning spell. Target a 
Wasp and circle around it while holding down the right trigger and the X 
button. Obviously, this will use the lightning spell on the Wasp. I was able 
to kill all but one Wasp before my Mana was depleted. For the last Wasp, I 
just hacked away with my sword. After killing all the Wasps, the man will 
come outside and talk to you about fishing. Then he will give you a fishing 
rod and tell you to go over to the fishing ripple.

So, walk down from the deck and over to the small pier. Around four steps in, 
turn left and go up against the rope fence. You will be near the fishing 
ripple enough to cast your line. So, press the down button on the d-pad and 
your line will cast. After a couple seconds, a fish will bite. Wait until it 
stops pulling to press A as frantically as possible. This will reel it in. 
When it starts to pull again remember to stop or line will break. This tug-o-
war battle will be complete when they fish is all the way to the hook on the 
left side of the meter.

To finish the quest, you have to get the Gold Fish trophy. Just fish on the 
pier until you reel it in. Additionally, you can get Leather Gauntlets at the 
chest behind the house. By the chest, you should see four ripples in the 
water. You'll get 100 gold, a Working Moustache card, a Moonfish, and a 
Silver Key from fishing at the ripples there.

And thus, the fishing begins. Most of the noteworthy fishing spots are dully
noted in the guide, and this is really a side quest that the producers never
got around to completing.
   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

                              5.6  -  Digging
   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

Well, digging is pretty easy. If you are over buried treasure, the dig icon
will appear on the D pad. Press it, and you will dig. Most of the time you'll
find Silver Keys. In fact, I don't think I have dug anything besides Silver
Keys...
   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

                            5.7  -  Tavern Games
   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

---------------------
Bowerstone South Game
---------------------

This is basically a timed concentration. However, if you use Slow Time before
you play, the Slow Time will carry over to the game and it will be very easy
to match them up. The best strategy in this game is to flip over the cards
in some order so you remember them later on. It's a pretty tough game because
it is timed, but with Slow Time it's easy money.

------------------
Darkwood Camp Game
------------------

It's... BLACKJACK! Talk about an easy game. The premise of the game is to try
to get as close to 21 as possible without going over. Whoever has closer to
21, or 21 exactly, wins the bet. This is an extremely easy way to make quick
money in this game because Blackjack is fast, quick, easy, and, most import-
antly, skill-less. Save the game at Darkwood Camp BEFORE you play Blackjack,
so if you lose a substantial amount you can restate. Also, this can be taken
to the extreme by saving, betting 1,000 gold, and, depending on whether you
win or lose, saving again or loading. This is one of the best ways to make
money until you can buy an Oakvale House.

------------
Oakvale Game
------------

This game involves kicking a penny around until you get it inside a circle.
The game itself is pretty difficult, but, once you get the hang of it, it is
an easy way to make money. The controls are fairly simple; aim and fire. Use
objects on the table to redirect your shots to the white circle. Try to tap
the penny in once you get close to it. After you master this game with one
gold tries, up the bet to 1,000 gold and watch the money roll in.
   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/
  
                           5.8  -  Secrets/Glitches
   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

-----------
Easy Renown
-----------

Buy a spade. In the Guild, choose a new Quest and choose to Boast about it.
You will be transported to the Boast Podium in Lookout Point. A group of
people should flock to you and cheer. Step off the podium and find a diggable
patch of ground. Now dig. Every time you dig, the characters in the area will
be reloaded; as this is the only place in the game where human NPCs are
randomly generated, the generation process will be repeated and more people
will spawn. Continue doing this until you have a huge crowd of people, then
pull out a Trophy and show it off to the amassed onlookers for huge amounts
of Renown points.

Additionally, killing masses of them at a time with magic will net you a
large Combat Multiplier and a nice chunk of experience, but you will only
earn Evil Points for one person for each group slain in this fashion, making
it an easy way to kill a lot of people but keep the Evil Points to a minimum.

Note: Your XBox may lag if there are too many NPCs on-screen at once
therefore, 100 is a good recommended upper limit of NPCs.
Contributed By: TheRayven

-----------------
Hero Save Exploit
-----------------

In the middle of a quest, if you use a hero save and reload the save, you
will start at the beginning of the quest as if you had never begun, and you
will retain all items that you obtained during the last run of the quest.
This is especially useful in the Arena, where vast amounts of money can be
made if used right.
Contributed By: HellKnightX

---------------
Huge Characters
---------------

Use Berserk then save your game. When you load the game your character will
be huge until you cast Berserk again.
Contributed By: Shadovv Sonic

------------------------------------------------
Throw fireballs and shoot arrows simultaneously.
------------------------------------------------

Map the Fireball spell to the quick menu's X button. With the bow in-hand,
hold the left trigger to target an enemy, then hold the right trigger to
access your quick menu, then hold the X button. The Fireball spell should
now start to charge in your hand. While still holding left trigger and X,
release the right trigger. Instead of throwing the fireball or cancelling
the spell, your character will begin to draw an arrow. When you've pulled
back all the way, release the X button and you'll shoot both the arrow and
the fireball at roughly the same time.

This glitch may work with other spells, preferably anything with a
charge/release effect such as Fireball or a repeat-while-held effect such
as Lightning.
Contributed By: TheRayven

------------------
Walk through walls
------------------

Assign the spade to a shortcut on the D-pad, then put your back against the
fence or door you are planning on pushing through. Then proceed to dig with
your back against the wall until you have succesfully gone through the
object.

Note:You must be on diggable ground to perform this trick.

Note2: If you get stuck in an invisible wall click the left thumbstick to
sneak until you can move through the wall.
Contributed By: Masterchief5x

--------------------------
More gold (Trophy profits)
--------------------------

Buy the house in Oakvale for 5000g. Mount the most expensive trophies you
have (hotkey if desired). Smash the door and sell the house. The doorway
will be open, allowing you to recollect your trophies, purchase the house,
and repeat the process, earning a profit depending on the value of the
trophies you mount.
Contributed By: BloodMachine

----------------------------------------------
(repost) "Oakvale"/"Archaeologist" money trick
----------------------------------------------

I'm reposting this, because the other threads on the topic were getting too 
crowded and full of slightly incomplete instructions. Also people are still 
confused about this.

Here is the absolute correct order to do things in. It's been double checked, 
and is working %100. You can even marry Lady Grey.

*spoilers of course*

Do the following before starting the quest 'Find The Archaeologist'. This 
means before teleporting to witchwood for the first time.

1)Buy up some shops (I prefer Oakvale for convenience). Do not buy houses at 
all.

2)For every shop you buy, make sure there is at least one unsold house 
available (preferably close to your shop). This is usually done by killing 
it's owners. (If you buy two shops, make sure there are two houses for sale. 
If you have one shop, you only need one house.) Do not buy these houses, 
you'll need them unsold for later.

(Fl0ts4m adds this: "What you can do to keep your good alignement is to (1) 
get the owner drunk, (2) get him to "follow" you, (3) exit town and then (4)
teleport to the guild.")

*important final step before starting the quest*

3)Save your game (world save). Then load your game, right there. (Property 
will ONLY save if it's stored in an auto save. Loading a normal save will 
trigger an auto-save on the spot, keeping the world the way you just saved 
it. This is critical, load your game right after saving it.)

make sure you got this right before starting the quest

4)Start the quest by teleporting to witchwood.

5)Leave witchwood while on the quest, and sell your businesses (wherever they 
are).

6)For every business you sell, buy one of those unsold houses. If you sell 
two businesses, then go buy two houses. This keeps your number of buildings 
owned from dipping into negative numbers. It's okay if that happens to 
businesses (and it will), but it's not okay for anything else. You can skip 
this step if you don't care about Lady Grey.

7)Hero save, preferably to an empty slot, and then load from the slot you 
just hero saved to.

You'll end up back at wherever you did your world save/load from step 3, and 
everything will be just the way you left it before starting the quest. The 
houses you bought while on the quest, you lose, but the buildings you sold 
you get back. Do this right, and you can glitch for infinite cash, and still 
get Lady Grey. Assuming it all went well, you can start the quest again and 
repeat steps 4-7 until you have all the money you want.

You do not need to keep world saving after the initial set up, though after 
any changes you make (like by adding more property to the mix) you need to do 
a world save/load before starting the quest again.

FAQlet

Why isn't this working?

Chances are you missed a step, or did something in the wrong order. This 
glitch is very sensitive to the order you go in. Just to recap the steps it's 
"Buy shops, make houses available for sale, save, load, start quest, sell 
shops, buy houses, hero save, load hero save."

Does this work with other quests?

None that I'm aware of. Then again, I didn't try very hard to find any. The 
only quest I know this works with is "Find The Archeologist" specifically the 
first one.

I'm not comfortable butchering people with my good character. How do I make 
buildings available without killing?

I hear that marrying the owner of a building makes it available to you. I 
just kill them, even with my good characters. If you're trying ot play an 
absolutely clean game, you may be out of luck.

I keep getting kicked out of town trying to make these buildings available!

That's not a question. Try stalking the shop keepers. They have pretty 
secluded homes. Just make sure that the guards don't follow you, and that you 
don't leave any witnesses. A little bit of Guile is your friend here.

Why do I end up losing money, and property?

After buying a shop or two, and making sure you have an equal number of un-
owned houses available for sale, you do a world save, then load the game 
right there.

This sets your auto save slot to whatever your world save is. When you load a 
hero save, it always goes to your last auto-save, not your world save. You 
can force an auto save, by loading a world save. So once you have everything 
set the way you want it, save, then load, then continue. You need to do a 
save/load every time you change your set up (like if you add another shop 
after starting this glitch.)

What happened to my trophies?

This is a different glitch. If you use trophies while trying this glitch, you 
risk losing them when you load your hero save. So don't so it.

Why can't I marry Lady Grey?

Either your total number of buildings owned, houses owned, or buildings 
rented is negative. Keep this above zero by buying as many buildings as you 
sell. It's easiest to sell expensive shops, then buy cheap houses in equal 
measure.

Contributed By: Kungfu Kenobi



-------------------------------------------
Non-evil way to Emptying Shops from blee75:
-------------------------------------------

"Thought I should mention a non-evil way to empty houses/shops (work most of
the time). We can ask the owner of the shops/houses to follow us, then take 
them to the next area (change map) and tell them to wait in the that map 
(same effect with killing them but without the evil points), when we return 
their premises will be available for sale (although I didn't see the "1 
building is available to buy" msg, but the brown dot is there).

The thing is, houses are more tricky, since most of the houses have 2 
residences.. the female is usually around the house, while the male is most 
likely a shop owner or the grunt-worker carrying boxes. So we will need to 
ask the workers to follow us out of the map too. The only business you can't
acquire by doing this is the tavern, and that's because of the game guy, I 
think the only way to vacant a tavern is to kill the game guy."

---------------------------------------------
Non-evil way to Emptying Shops from torclain:
---------------------------------------------

"Anyways, I just wanted to let you know that there is an alternate method to 
buying shops without killing or marrying it's owner, and it doesn't rack you 
any evil points. You just tell the owner to follow you, and you bring him 
outside of town. Once this is done, tell him to wait in the other map. When 
you go back in town, the shop will be ownerless and will be for sale."

----------------------------------
Fast Strength Experience from Fox:
----------------------------------

"I just found an interesting (and very broken) way to
get strength exp. REALLY fast. I've only tried this in
Barrowwhatever South. I was originally just wanting
evil points and trying for a divorce when I figured
this out. 

1. Get married, move to tiny house. 
2. Push spouse into corner. (I used the corner of the
wall and a dresser)
3. Target spouse and punch them until the cows die of
old age.

When you punch them, you will recieve strength exp.
(as well as evil pts.). If you don't stop your combo,
they will not be able to initiate the "divorce"
dialogue. Also, as you attack, your strength exp. per
punch increases (I was getting something like 50
points per punch after a few minutes). In just a few
minutes, I was able to rack up a full villainy meter
(without the divorce) from neutral AND over 30,000
strength exp. before my thumb went numb (see note) and
I screwed up. (Note: You may want to turn vibration
off before doing this or your hands will feel like
you've been pushing a mower around for an hour.)
I know, it's cheap. But I like it anyway. Heh."

Ron adds: "More specifically, the fast strength point building tip from Fox.
It should be noted that this tactic will only work on your wife and not your 
husband. A male spouse will block, forcing you to use a Flourish to knock 
them down. While you can still build up your multiplier by kicking them when 
they're down, they will have a better chance to divorce you - I only made it 
to 8 on my multiplier before getting divorced."

------------------------------
Easy Minion Kills from Racter:
------------------------------

For Minion fighting, I use Beserk a lot. The hits are unblockable and do 
double the damage most of the time. Recommend building that up as a strength 
skill.

--------------------------------------
Assassin's Rush Tricks from Anonymous:
--------------------------------------

"For all melee fighters the skill "Assassin Rush" is EXTREMELY useful when
fighting bosses, as it can be used to completely dodge damage.  Take, for
instance, the Trolls.  The big AoE attacks they do, if you fire Assassin
Rush right before the attack hits, you'll actually end up outside the Attack
Ring, unharmed.

Also useful when fighting TwinBlade.  Use AR right as he's attacking to pop
behind him.  Easily enough time for 5-10 or so attacks before he turns
around.  Rinse, repeat. Equally useful when fighting Whisper, Scorpion King,
White Balverine, etc. For non-boss use, I've found it can be useful for
getting to Ranged enemies quickly (bandit archers or Hobbe Mages)
 
Probably not a major conscern for Archers or Mages, but worth a mention"

----------------
Tips from Chris:
----------------

"Greatwood Entrance:
1.)To the side of the 1st encounter, there is a hole/gate in the wall where a
chest is located containing a piercing augmentation!
2.) Go to bottom dip in map, dig to find a golden carrot.

Clifftop Path:
No need to kill any bandits. Instead of trying to sneak past them, run past 
them. Imediately run past 1st bandit to side passage, and wait untill remaing 
2 bandits meet together. then cast slow time, and run to the gate. Could be 
useful if you took the "kill no bandits boast".

note: you can only carry up to 9 resurrection phials.

note: you can carry more than one ages of ... potions.

note: potions are affected by the combat/experience modifier. 

Twinblade camp/elite camp:
I've been using the save game exploit to milk this scenario. i think it's a 
good one for it, for the following reasons up to 3000 gold, ages of will, 
ages of might, mace, assasins trousers, 2 resurrection phials, and the 
ability to keep reselling to the traders without their prices changing, a 
captive audience, and a silver key.
1.) run into camp to the chest and barrels. inbetween them, dig to find a 
silver key.
2.) run to tavern bust barrels and take stuff.
3.) kill the bandit for the pass.
4.) got to traders. sell crunchy chicks (unless evil), sell assains trousers, 
sell two resurrection phials.
5.) go to elite camp, grab mace. get assassins trousers from chest. bust up 
all barrels.
6.) if night, do the fist fighters trial until passed.
7.) go back to bandit camp. sell mace. bust up any remaining barrels, take 
anything else you can.
8.) take out any unused trophy, and show it off - a captive audience all 15 
people stay in the same room (perfect score everytime) 256 renown.
9.) go to merc, and agree to his offer. cast shield, and slow time. go on a 
killing spree. 
when you get a combat score above 15 (my highest so far is 19), pull out the 
ages of ... potions, and drink them (you found 3 throughout this quest). each 
one gives 100xp per modifier at the time that you drink them. kill them all. 
then let the merc go.
10.) save. load. go to guild and level up. go to the shops and buy whatever. 
sleep with the wife. and go back to oakville/clifftop. start over. easiest 
way to keep getting silver keys and resurrection phials. you can't carry more 
than 9 phials or 1 of any weapon or clothing/armor, so it makes sense to sell 
the above items.

only drawback is watching your hero age while he doesn't really advance in 
the script any."

-----------------------------
Easy Silver Keys from Mars11:
-----------------------------

"Go to rose cottage and dig up the silver key in the middle of the 
flowercircel. leave this map and when you return you can dig up another 
silver key!!!
Repeat this as many tmes as you like or keys as you need!"

-------------------------------------
Super Quick Experience from cjmonzyk:
-------------------------------------

"This trick is for Fable on the XBOX.
I have developed a way to gain 100,000 will experience
plus many thousands of general experience by killing
the enemies on one screen.  This trick requires many
potions though...  I like to use Darkwood Entrance as
the location, and the effect is best when entering
from the south.  Enter the area and immediately slow
time, then activate physical shield if possible to
keep the multiplier up in case someone manages to
shoot off an arrow.  Then, begin using force push
repeatedly while keeping your eye on the combat
multiplier.  If the multiplier is not increasing, you
are wasting mana and should get closer to an enemy. 
Use potions to avoid running out of mana and keep time
slowed while working your way slowly north across the
area.  Your multiplier will continue to increase for a
while even after every enemy has been killed as long
as you keep casting force push.  I have been able to
get my combat multiplier up to 46 using this
technique.  Once the multiplier starts decreasing,
don't worry about slowing time anymore and begin
casting summon as often as your thumb allows.  The
casting of summon uses very little mana and with such
a high multiplier, your will experience increases
rapidly.  By the time your multiplier is down to 10,
you can have 100,000 will experience!"

---------------------------
Fast Experience from dcook:
---------------------------

"1.  Get the physical shield spell.  You'll probably want to level it up
to at least level 2.
2.  Get a good number of will potions.
3.  Find a place with enemies that respawn.  Nymphs work, but aren't
great (hard to avoid damage).  Undead on the graveyard path worked best
for me, especially since they often drop will potions.
4.  Cast physical shield then go to town killing as many bad guys as
possible.  Avoid getting hit, and drink will potions if your will level
gets low.

Since you have physical shield up, any hits against you don't affect
your combat multiplier.  You can just keep killing enemies until the
multiplier gets as high as you want.  I got mine up to 130 in just a
couple of minutes, and by the time I got bored, I had racked up 350,000
general experience.

When you finally do get bored, you might want to take this opportunity
to open the Greatwood Caves demon door.  Get your combat multiplier to
at least 80, then teleport to Greatwood.  The teleport cuts your
multiplier in half, so you're down to 40.  Run to the caves.  Now you're
down to 18 (since you probably lost a couple while running to the
caves).  But that is still plenty to get the demon door to open!"


Got something to add? Send it to TestaALT@aol.com!
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                          5.9  -  Temple of Skorm
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---------------
From Delacroyx:
---------------

"Note: Save your game before attempting this in case you get the times wrong
and need the mercenaries again.

I have found it is easier to get Skorm's Bow first. Start your character off
as good, its easier to go from good to evil then evil to good. You will need
2 of the hirable mercenaries available, you also need to be all the way good
your bar has to be completely filled. If your having trouble getting it all
the way, get a complete set of Bright Will User's Outfit. Wearing that
should add about half of the bar for you. When you have the bar full go to
the Temple of Skorm.
 
From there, teleport to Oakvale and hire the mercenary. From here, recall
back to the Temple of Skorm, and from the Temple of Skorm, teleport to the
Twinblade's Camp. Hire the mercenary there, and with two mercenaries at hand
recall back to the Temple of Skorm.
 
Now look at your in game clock, you want it so that night time is moving to
the left half of the circle (the clock spins counter clockwise). Day time
should be on the right getting ready to to enter the left side, which will
make it morning. Every half hour the mercenaries will take some pay. Watch
the daytime side get closer to the arrow that points out the middle of the
circle. As soon as you believe that arrow has cut the day and night sides
in half (night being on the left, day being on the right), sacrifice one
of the  mercenaries as soon as they take their pay.
 
If you didn't get the Skorm Bow keep waiting, wait till the other mercenary
you brought takes his pay. Then talk to the  man and have him sacrificed as
soon as he does. Then that should get you the Skorm Bow. If you got the bow
on the first shot good times, sacrifice the other guy to get some years
knocked off your life, and if you sacrifice another you get the Necromancer
title." (Edited for mistakes.)

------------------
From VaultDweller:
------------------

"I got Skorm's bow and Wellow's pickhammer before doing the Orchard Farms
quest, without levelling character at all.

-DO NOT do any evil deeds (sparrow killing is OK)
-Do the Wasp Menace Quest
-Go to Bowerstone
-DO NOT do anything evil (no searching shelves, breaking barrels, etc)
-Do the Beardy Baldy quest (for fire monkey tattoo)
-Get "normal" haircut and "clean shaven"
-Play the "pairs" game (get 20,000+ if you can)
-Talk to Maze
-Win the Fist Fighters
-buy one box of choclates
-Go to Greatwoods and kill things until you find the trader that sells
B.Plate pieces and buy whichever pieces you can afford
-If you meet a tattoo trader get anything that modifies "attractive" and
positive alignment (definitely have fire monkey put on)

*Try really hard not to kill or hit any of the traders
*Check any trader highlighted in green (blue highlights just talk)
*Enemies should stay weak so keep exiting and coming back until you get
tattoos and BPlate (I think you can only get two pieces)

-When your alignment is 1 or two segments towards good you are ready to go...

-Save game
-RUN... don't stop to pick anything up, don't talk to anyone. don't kill
anything just run>>>>
-Greatwood>GW Lake>GW Gorge

-Entering this area activates a sidequest ((save before moving forward) This
is the only tricky part. these bandits can be tough since you haven't level-
led at all)
-Snipe the first bandit before talking to him (you can talk to him first if
you want to see the dialogue etc. then reload)
-Snipe the bandits around the campfire (do not go past the trees near the
campfire)
-Move towards the bridge (SAVE)
-Snipe the bandit leader (he looks different from the rest) you need to kill
the bandit leader before you get swarmed. If your first shot doesn't kill
him don't try to snipe him again. I did this four times before I managed to
kill him before getting swarmed. (it is possible to kill him in one shot but
it's pretty tough). If you kill the bandit leader everyone else runs away
-Collect the various items from this area
-There are three more bandits on the path ahead Snipe one and kill the other
two
-Continue on to GW Cullis gate
-Enter Rose farms get B.WillUsers from Demon Door (box of chocolates)

*Through the next sections if you see a trader highlighted green talk to him
(you are looking for a trader that sells "crunchy chicks" (buy 10-15) other-
wise just run as fast as you can and avoid all combat.

GW Caves>Darkwood>DW Marshes>DW Lake>DW Camp (buy crunchy chicks from vendor
if you don't have 10-15)

-Go to Temple of Skorm (do not enter actual temple)
-teleport to bowerstone
**DO NOT TELEPORT ANYWHERE ELSE YET
-hire merc from tavern
-teleport to TOS (should be available as recall (SAVESAVESAVE))
-sacrifice merc (evertime I did this the method of sacrifice was "Rope
Engine" (don't know if this means anything)
-GET SKORM'S BOW (time of night didn't seem to make a difference)
(SAVESAVESAVE)

*Don't teleport back yet

Run back to GW Gorge Demon Door eat crunchy chicks

-GET WELLOW"S PICKHAMMER
-teleport wherever you want

Now you have two very nice weapons and you are just Starting the Orchard
Farms quest."

--------------
From Elwood54:
--------------

"This method has worked for me and another player. It was easy enough, and if
you do it right I can almost guarantee it'll work for you. This is for all of
you Evil players out there having trouble getting the bow, it seems Skorm
favors sacrifices from good and neutral players, so it seems that you get
bigger points from your sacrifices the farther away you are from alignment
with Evil.

Here is how you can do it in one try.

1) Start a new game. If you're having problems as an Evil character (espe-
cially 100% Evil), I would highly consider this because it's going to be
hard to get back to neutral or good.

2) Finish all of you're crap at the Guild. Take the Wasp quest and save the
game. Don't start the quest.

3) Run to Bowerstone and get it enabled on you're teleport list.

4) Run to Chapel of Skorm. Don't fight anything at all.

5) Once you're at the Chapel, recall to Bowerstone.

6) Run into the Bowerstone Tavern, and pay 35 gold to sleep in one of the
beds.

7) **IMPORTANT** Once you're done sleeping, wait until about 4AM-5AM to hire
the Mercenary downstairs in the Tavern (6AM is when NIGHT is on the LEFT side
of the arrow and DAY is on the RIGHT side).

8) Once he is hired, recall back to the Chapel of Skorm.

9) Once you're there, WAIT until the line seperating DAY (RIGHT side) and
NIGHT (LEFT side) is horizontally straight and aligned, and the arrow is
seperating it, then WAIT until the Mercenary charges you for gold, then
SACRIFICE him.

10) You should get +500ish Evil Points and the Bow if you did it right.

Some things to remember:

- You might be doubting this method since MOST people have better luck sacri-
ficing GOOD mercenaries. From the countless threads I have read about this,
the people who are FULL GOOD and sacrifice a good mercenary get +1000ish Evil
points.

- Likewise, a completely NEUTRAL character will get +500ish from either a
GOOD or EVIL mercenary given his/her standing on the alignment bar (+500
points in sacrifices seems to be all that's needed for the Bow, for those who
want the Necromancer title, +1000 is ideal).

- If you're FULL EVIL, like my past character was, you're pretty much SoL.
I've tried it at 6AM 6PM and 12AM with the Oakvale, Bandit Camp, Avo, and
Bowerstone mercenary at each of those times. The most points I got was +6.
You'd have to get a total of +500 points of accumulated sacrifices at the
Chapel to get the bow. That's a lot of sacrificing.

- If you're HALF EVIL, you stand a much better chance. 6AM, sacrificing a
GOOD mercenary is ideal. But being at half evil, you will most likely have
to sacrifice more than one NPC.

This is a theory, for now. I want some people who are having trouble doing
this with their Evil toons to try it out. This is just taking in mind from
the countless posts I've read that it's all a matter of how many points you
get, and you get more by offering at odd times of the day."

------------
From blee75:
------------

 I read in some of the FAQs that the age trick doesn't really 
work becuz the mercs will disappear after sacrificing.. NOT if we hire them 
during a quest.. they'll reappear... so the best strategy would be (for pure 
good anyway),

1. go into quest
2. hire mercs
3. sacrifice them at 12 midnite for skorm bow
4. teleport to hire the other 2 mercs
5. sacrifice them again (time doesn't matter as long as is on the hour.. 
i.e. when we pay them) for age rejuvenation
6. Then go to temple of AVO & do the donation... I donated 50000 for the 
sentinus (spell?), then 1 and 1 for the age...
7. Hero save & reload.

By sacrificing at ToS first, my alignment will be shifted towards evil.. 
thus making the donation required significantly cheaper... plus my alignment 
will be half way back to pure good.. which is not bad.. for pure evil 
characters, just need to reverse the order... ToA then ToS...

-----------
From elmer:
-----------

I became quite frustrated with trying to get the bow when I was totally
evil.  I had sacrificed all the mercenaries, and 5 others at various times
of the day, trying to follow guidelines on the net.  Nada.  So, I started a
new game and went totally good.  When I got to the Escort Trader quest
through Darkwood, I was wearing some bright plate and some bright
chainmail, and was full good.  I sacrificed one of the Trader's at midnight
(right after you hear the voice say, "Lights out you miserable lot!").
Boom, there's my bow, and I still had all of the mercenaries to hire!  I
thought this would be a nice alternative, since the mercenaries don't
always come back after sacrificing them, even weeks later.
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                           5.10 -  Temple of Avo
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---------------
From Delacroyx:
---------------

"Note: Save your game before attempting this in case you get the times wrong
and need the mercenaries again.

With Skorm Bow in hand why not test her out and cause some chaos and
destruction? So much chaos and destruction your Hero Meter goes from Good,
all the way down till you fill up Evil. You need the Evil end to be 100% full
just like you did when you where Good. Go to the Temple of Avo, being pure
Evil, with 45,002 gold. You can have more but dont have anything less then
that.
 
At the Temple of Avo donate 45,000 gold. This will grant you the Sentius. Now
just donate 1 gold, this will take some years off your life. Then donate 1
gold again to recieve the Paladin title.
 
If you do it just like this you will get it everytime. I have gotten it 10
out of 10 runs starting from the begining every time." (Edited for mistakes.)
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                       6. Frequently Asked Questions

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Q:  What is the strongest summon?

A:  The strongest summon is minion.

*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*

Q:  How long does it take to beat Fable?

A:  Around ten to fifteen hours.

*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*

Q:  Fable or Morrowind?

A:  Neither. Seriously, Fable is extremely short and easy to beat. You
    could beat Fable in a rentable period really easily. Morrowind is around
    thirty times longer than Fable, but the game gets extremely boring after
    a while because of the dry battle system. If it were up to me, I would
    say buy Morrowind and rent Fable.

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Q:  Can you get other people to fight in the Fist Fighters Ring for you?

A:  Yep, just get someone to follow you when the fight takes place. After you
    enter, the rounds will start up and the follower will fight for you. It's
    really easy because the follower's punches count and if the combatant
    hits the follower, it doesn't matter. This can be done with multiple
    people.

*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*

Q:  When/is Fable 1.5 coming out?

A:  It's not in the GameFAQs directory, so I dunno.

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Q:  How do you get to the Temple of Skorm?

A:  Bowerstone South > Lookout Point > Greatwood Entrance > Greatwood Lake >
    Greatwood Gorge > Greatwood Caves > Darkwood > Darkwood Marshes > Dark-
    wood Lakes > Darkwood Camp > Temple of Skorm

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Q:  What's so cool about going evil in this game?

A:  You get to flip people off.

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Q:  Can I post this guide on my website?

A:  I've been asked this several times, and the answer to this is yes. First,
    though, you have to email me about it. I just say "Sure! Just be sure to
    credit me!"

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Q:  What is the best way to get experience in this game?

A:  I'd have to say the Cliffside path. Get Enflame and spam it in the middle
    of the spawn in that area. The undead automatically respawn so all you
    have to worry about is your Mana, which should not be a problem if you
    buy Will Potions. I recommend buying around one-hundred of them, they
    aren't exactly expensive and you can always use the trophy cheat to get
    your money back. =)

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Q:  Why are there only twenty-five silver keys in this game? How are you sup-
    pose open all the silver key chests?

A:  Simple: you don't lose keys when you open a silver key chest.

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Q:  How do I get Skorm's Bow if I am evil?

A:  I'm not sure. I've tried getting it with a dark character a number of
    times and every time it did not work. D:

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Q:  Where is the Sword in the Stone at? What do I need to do to pull it up?

A:  "Before we leave, go to the left side of the temple and you should see a 
    slope. Go up it as the path makes a circle, and we will reach the Sword 
    in the Stone. Talk to the people near it to find out its tale. Try to 
    lift it, but you won't be able to. Either you need to have your Physique, 
    Health, and Toughness statistics maxed or they need to be up majorly from 
    the first time you tried to pull the sword. Physique needs to be up by
    five, Health two, and Toughness three."
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 /     /     /     /     /     /     /     /     /     /     /   
 ___/_____/_____/_____/_____/_____/_____/_____/_____/_____/_____/


                                 7. Footer

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 /     /     /     /     /     /     /     /     /     /     /   
 ___/_____/_____/_____/_____/_____/_____/_____/_____/_____/_____/

It's the closing information. Credits, Legal Disclaimer, Contact Information.

*yawns*
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  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

                              7.1  -  Credits
   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

  *  CJayC for making a great website.

  *  Prima for creating their guide. It gave me motivation to write this 
     guide since their guide sucks. It has mispelled words and some 
     paragraphs are cut off because of pictures. Also, for the walkthrough 
     that helped me throughout the game.

  *  Most importantly, Kevin for catching the "there" error that made me look
     like an idiot. See above.

  *  The Rayven, HellKnightX, Sadovv Sonic, Masterchief5x, Blood Machine, and
     Kungfu Kenobi for submitting secrets/glitches.

  *  The Fable manual for almost all the text in the basics section.

  *  Revanche for allowing me to use the information in his guide. Thanks!
     ( http://db.gamefaqs.com/console/xbox/file/fable_x_tattoo_hair.txt )

  *  UglíƒÂºk for the tip on using lightning for the first White Balverine en-
     counters.
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  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

                          7.2  -  Legal Disclaimer
   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

This document is Copyright (c) 2005 Andrew "TestaALT" Testa. All Rights
Reserved. This document may not be reproduced or retransmitted in any form 
and under any circumstances without the complete consent of the author. It 
may not be sold, altered, or published in any way without the advanced 
permission of the author. All sources, which have contributed to this 
document, are cited and/or credited in some form. The only sites I allow this 
document to be viewed at are:

GameFAQs 
IGN 

If you see this document at any other sources email me telling so as I do
not allow this document to be published at any other sources. Please do not
ask me if you want this document on your website, as the answer will most
likely be no. These terms have become binding once the recipient (or reader)
opened this document. Violation of these terms are strictly prohibited and 
will result in a lawsuit. Please do not take these terms as threats and/or 
not read them as they are all very much true. I can sue you for an act of 
plagiarism and will not hesitate to do so. Thank you for reading this legal 
disclaimer and have a nice day! =)

              "Don't Steal, just ask!"  -  Breath of Fire III
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  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

                        7.3  -  Contact Information
   __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __ _ __
  /   /   /   /   /   /   /   /   /   /   /   /   /   /   /  
  __/___/___/___/___/___/___/___/___/___/___/___/___/___/___/

This section will tell you how to contact the author regarding work that he
has done. Questions you have can be sent to TestaALT@aol.com. I have only
two rules when it comes to sending me an email. They are: the question should
not be answered in this document and put the game name in the subject line.
If you do not follow these rules, your email will be ignored. The question
might be added in the next update as I see fit. I will try my best to respond
to your question. Additionally, you can _always_ contact me by AIM if you 
have any questions. My screen name is TestaALT and I am online a lot with it.
Thank you for reading this information.

   Did you like this guide? Rate my guide and see some of my other work at:

         - http://gamefaqs.com/features/recognition/23249.html -

==================================  Fin  ====================================


Extra special thanks to Revolution contributor Andrew "TestaALT" Testa!
  
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