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    FAQ/Walkthrough by Maxx

    Version: 2.4 | Updated: 02/07/08 | Printable Version | Search Guide | Bookmark Guide

    Fable FAQ V. 2.4
    For Microsoft Xbox
    Copyright 2004-2008, Maxx
    MaxNardi@gmail.com
    
    
    ===============================================================================
    CONTENTS
    ===============================================================================
    
    I.      Version History
    II.     Introduction
    III.    Controls
    IV.     Game Basics
    V.      Walkthrough
    VI.     Expressions
    VII.    Items
    VIII.   Hairstyles and Tattoos
    IX.     Armor
    X.      Weapons
    XI.     Spells
    XII.    Shops
    XIII.   Enemies
    XIV.    Book Index
    XV.     Demon Doors
    XVI.    Silver Key Locations/Silver Key Chests
    XVII.   Credits
    
    
    ===============================================================================
    I. VERSION HISTORY
    ===============================================================================
    
    -Version 0.3:
       Just started today. It doesn't seem like too big a task
       Finished the Introduction and Control Sections
       Finished the Game Basics Section
    -Version 0.5:
       Finished Heroes' Guild and Lookout Point Sections
       Finished the Armor Section
       Finished the Weapons Section
    -Version 0.7:
       Finished the Spells Section
       Finished the Hairstyles and Tattoo's Section
       Finished the Items Section
    -Version 0.8:
       Finished the Enemies Section
       Finished the Walkthrough Section
       Finished Silver Key Locations/Silver Key Chests Section
    -Version 1.0:
       Finished the Shops Section
       Finished the Armor Section
       Finished the Credits Section
    -Version 1.5:
       Updated the layout
    -Version 1.8:
       Decided to add in a document index, similar to a feature I'm including in
       a guide for a different game.
    -Version 2.4:
       Another format update
    
    
    ===============================================================================
    II. INTRODUCTION
    ===============================================================================
    
    Let me just say that if you like action RPG's, then you'll probably like Fable. 
    It gives you a good amount of stuff without bogging you down with anything too 
    meticulous. This game also gives you more freedom to do what you like with your 
    character instead of going along with what the game determines. Now by 
    "freedom", understand that I mean you can either go on the quest the game gives 
    you....or wander around and *maybe* find something else to do. BUT, this means 
    that each action you take will have a reaction on your physical appearance and 
    alignment, both integral parts to the game play. While it's entirely possible 
    to play though the game as a neutral character, I suggest playing through it 
    multiple times as both evil and good characters to get the full experience.
    
    Now for my guide I have made separate lists of important items. Take for 
    example, the Silver Keys. During the appropriate parts of the guide I will 
    describe how to get the keys in paragraph form and in a smaller, more concise 
    list afterwards. On top of that I also have compiled a list of all the key 
    locations at the end of the guide. For shops, I'll list all their items and 
    values twice: once during the section of the FAQ where they first appear and 
    again at the end in the Shops section. You'll also find lots of information 
    about the enemies in Fable at the end of the guide.
    
    
    ===============================================================================
    III. CONTROLS
    ===============================================================================
    
    I think this game would feel right at home on the PC due to the large number of 
    actions hat get mapped to the controller. But here's the basic setup.
    
    -Default Mode
     Left Analog Stick:  Movement
                         Zoom Bow (Click)
     Right Analog Stick: Camera
                         Expand map (Click)
     Control Pad: Use Items/Expressions
     Left Shoulder: Target Lock-On
     Right Shoulder: Magic/Collect Experience Orbs (Hold)
     Back Button: Inventory
     Start Button: Pause Screen
     Y: Block
     X: Attack
     B: Run/Flourish
     A: Interact
     Black: Arm/Sheathe Ranged Weapon
     White: Arm/Sheathe Melee Weapon
    
    -Magic Mode (Hold R)
     Left Analog Stick:  Movement
                         Zoom Bow (Click)
     Right Analog Stick: Camera
                         Expand map (Click)
     Control Pad: Favorite Items
     Left Shoulder: Target Lock-On
     Right Shoulder: Magic/Collect Experience Orbs (Hold)
     Back Button: Inventory
     Start Button: Pause Screen
     Y: Cycle Spells
     X: Cast Spell
     B: Cast Spell
     A: Cast Spell
     Black: Arm/Sheathe Ranged Weapon
     White: Arm/Sheathe Melee Weapon
    
    
    ===============================================================================
    IV. GAME BASICS
    ===============================================================================
    
    Despite still being somewhat of a simple game, Fable still has a number of 
    basics that need to be explained before one can play the game. Although I could 
    touch lightly on all the subjects I decided to instead overload you with 
    information before you get to the actual Walkthrough part of the guide because 
    this will either get you in touch with the game or piss you off.
    
    This part of the FAQ is split up into main sections. Within them, any sub-
    section is bulleted with a hyphen and any sections within those are bulleted 
    with two hyphens. Below are a few miscellaneous basics.
    
    Taking Quests
    -------------
    
    This is how the story progresses. After you've completed your training, you can 
    take quests by picking out Quest Cards from the Map Room in the Heroes' Guild. 
    Quest Cards designated with silver seals are optional quests, while Cards 
    designated with gold seals are mandatory, story-line driven quests.
    
    -Boasts
    Taking these allows you to wager a little of your reward money on completing 
    the quest under certain conditions. The reward for completing them always 
    outweighs the bet, of course. If you want to make a boast before going on a 
    quest select the "Take Quest and Boast" option from the Quest Card screen. This 
    will transport you outside the Heroes' Guild to a dais. From here you can 
    select which boasts you'd like to take.
    
    Morality
    --------
    
    One of the core elements of the game. As you progress you can choose to play  
    the game as either a good or evil character. Your deeds directly affect your 
    morality. Complete quests and save villagers to become good. Slay them and 
    steal to become evil. There are also certain quests, clothes, and items you can 
    use that will sway your alignment meter in opposite ends. If you follow through 
    on your alignment, effects will show up. For one, if you're a very good 
    character, people will cheer you, light will shine down on you, and a halo will 
    form over your head. But if you're completely evil, people will run from you, 
    you'll attract flies, red clouds form at your feet, and you grow horns.
    
    Renown
    ------
    
    Slaying enemies, completing quests, and showing off your trophies all raise you 
    level of Renown. This is how well known you are in Albion. Get a high enough 
    level and people will whisper you title in awe or ignore you (if it wasn't high 
    enough).
    
    Quick Menu
    ----------
    
    This is brought up by using the Control Pad. It serves as a quicker alternative 
    to using the inventory menus. The four directions can also have items or 
    expressions mapped to them.
    
    Auto-Map
    --------
    
    This will always be at the top right corner of your screen, It tells you your 
    position (white dot with the white cone representing your direction), people of 
    interest (green dots), enemies (red dots), where you should be heading next 
    (flashing gold dot), buildings you own (solid yellow dot), among other things 
    like other buildings and whatnot. There is also an eye at the top of the Auto-
    Map that shows you whether or not you are being watched. When it's closed, no-
    one is looking. When it's opened there's a number inside that tells you how 
    many people are watching you.
    
    Combat
    ------
    
    You have three choices to go about battling with enemies. They are Melee 
    attacks, Ranged attacks, and Magic attacks. Of course you can mix and match the 
    three for personal preference. What kind of experience you gain depends on what 
    means you used to defeat enemies.
    
    -Meters
    At any time, you'll always have two meters at the top-left of the screen. Your 
    Health Meter is in red and your Mana Meter is in blue. Of course the Health 
    Meter decreases whenever you take damage and replenishes whenever you eat food, 
    drink a Healing Potion, or cast a Healing Spell. The Mana Meter decreases 
    whenever you use magic and is replenished gradually over time or when you drink 
    a Will Potion.
    
    -Melee Combat
    This kind of combat is done either hand-to-hand or with Melee weapons (drawn 
    with the White Button). Once you have your weapon out (or if you decided not to 
    use one) lock on to your preferred target by holding the Left Shoulder Button. 
    Attack with the X Button. Hit it in succession to do a small combo. Land enough 
    hits and you'll be able to perform a Flourish Attack (more on that a little 
    further below). Block enemy attacks with the Y Button. While holding Y you can 
    also roll from side to side and backwards. Prolonged usage of Melee Combat 
    produces scares across your character's body, regardless of armor worn. Also, 
    check the Weapons section for more information on Melee Weapons.
    
    -Ranged Combat
    In case you don't care to get up close to your enemies, you can also use Ranged 
    attacks to defeat them. Do this by arming your Ranged weapon (press the Black 
    Button), if you have one. Ranged weapons come in the form of Bows and Crossbows 
    (check the Weapons Section for more information). Lock on o your target by 
    holding the left Shoulder Button. Charge your shot by holding the X Button. The 
    longer you hold it, the farther the arrow will go. If you aim correctly, you 
    can also score a decapitation without the use of a Flourish Attack.
    
    --Flourish Attacks
     These are important to Melee and Ranged attacks. They are rewarded once you
     hit several attacks on an enemy without them attacking back. Applying a
     Flourish attack by pressing the B button results in your character delivering
     a powerful, unblock able attack. The good thing about these attacks is that
     they are unlimited, just as long as you don't miss when performing them and
     don't take any damage. When an enemy is stunned, Flourish Attacks can even
     decapitate them (which the game nicely keeps a tally for you)!
     When not in combat, the B button, when held, allows you character to run.
    
    -Magic Combat
    As with any good RPG, Fable is full of spells to use instead of actually 
    attacking your opponent with a weapon. Unless, of course, your weapon IS YOUR 
    MIND!!! You start off with a Level 1 Lightning Spell, which will serve you 
    well. After you accumulate enough points you can upgrade and pick new spells to 
    cast. During combat, hold the Right Shoulder Button to initiate the Magic Mode 
    on the controller. The jewel buttons now no longer deal with interacting, 
    attacking, and flourish attacks, but instead cast spells. Instead of blocking, 
    the Y Button cycles through your available spells (assuming you have more than 
    three). When you do this, each of the other three jewel buttons will be 
    assigned a different spell. It can be a bit cumbersome if you have lots of 
    spells to choose from, so you can also assign favorite spells to the control 
    pad. Prolonged use of Magic Combat gradually turns your character's eyes 
    lighter and produces strange skin tones (which can begin to look like tattoos 
    of their own. If you want to know just what kind of spells you can use, check 
    the Spells Section.
    
    -Combat Multiplier
    This is very important to how you level up. As you inflict damage on your 
    enemies, the Multiplier increases. When you are not fighting or take a hit, it 
    decreases. The higher you get the Multiplier, the higher the experience left in 
    the enemies wake.
    
    -Experience Orbs
    Battle experience is distributed in the form of these orbs. Each enemy drops 
    them when defeated, and by collecting them you gain experience in any of the 
    stats you used during battle.
    
    Experience Points
    -----------------
    
    These are how you level up in the game. Collect enough and head back to the 
    Heroes' Guild and step onto the Experience Spending Platform to gain new 
    attributes and spells. What levels you can increase all depend on what types of 
    experience points you gathered.
    
    -General Experience Points
    These are the core points you receive for defeating enemies. They can be spent 
    on any skill when upgrading
    
    -Strength Experience Points
    These are rewarded when you use Melee attacks during battle. They can be spent 
    on Strength upgrades, which include Physique, Health, and Toughness.
    
    -Skill Experience Points
    These are rewarded when you use Ranged attacks during battle. They can be spent 
    on Skill upgrades, which include Speed, Accuracy, and Guile.
    
    -Will Experience Points
    These are rewarded when you use Magic attacks during battle. They can be spent 
    on Will upgrades, which include Physical Spells, Attack Spells, Surround 
    Spells, and Magic Power.
    
    Towns & Villages
    ----------------
    
    As you would expect, there are quite a few of these in Fable. And get this; 
    they have NPC's in them! In the towns you can buy items, participate in mini-
    games, interact with NPC's, and buy buildings.
    
    -Buying Items
    Although I have an Item Section, they do not list prices, only values. This is 
    because the prices vary according to the shop's stock and your Guile level. You 
    also just can't sell anything to anyone you find. Most traders will only buy 
    items they have an interest in selling in addition to a few items they want 
    that they'll pay more for. You can also make a profit yourself by buying things 
    cheap from one trader and selling them for inflated prices to another who 
    doesn't have those items. But you won't make too much money if the item you're 
    selling is already in stock. As you increase your Guile level, prices will 
    decrease and the profit margin will get higher at somewhere around 3.5 percent 
    per rank.
    
    -Interaction With NPC's (Non-Player Characters)
    Most RPG's have you talk to NPC's during your time playing. Actually, no, 
    almost all RPG's have you talk to NPC's during your time playing. Fable takes 
    this process further by allowing you to start relationships with pretty much 
    any NPC, and also giving you the choice to kill pretty much any NPC.
    
    -Expressions
    Besides talking, expressions are how your character interacts with NPC's. There 
    are also special expressions dealing with your level of Renown and Morality. 
    The more Renown you become, the more special expressions are rewarded. The 
    Morality expressions deal with how good or evil you've become. Check out the 
    Expressions section for information on each one.
    
    -Attractiveness
    This stat determines how attractive you are to the opposite (and sometimes 
    same) sex. If you're good looking enough, people will fall in love with you, 
    which makes it easier to get a spouse. If you're not attractive, chances are 
    they'll laugh at you. Alter this stat by purchasing new haircuts, facial hair, 
    clothes, and tattoos (Check the Items Section).
    
    -Scariness
    This basically determines how fast people are going to run away from you. Wear 
    some bad-ass clothes, get a wicked haircut and even more bad-ass tattoos and 
    people will be pretty scared (or just dress like some sort of cult member).
    
    -Getting Married
    When you first think about it, there doesn't seem to be much point in getting 
    married other than the fact you get to have sex. And for the most part you're 
    right. To actually get married, you first have to find someone attracted to 
    you. You'll know if they are or not judging by the heart hovering over their 
    heads. The bigger it is, the more attracted they are to you. Get it to enlarge 
    by talking to them, buying them gifts, and flirting with them (one of the 
    renown-awarded expressions). Once you get the relationship to a high enough 
    level, the heart will become transparent for a few moments. This means that the 
    NPC is ready to get married. Now before you do that you need to buy a ring and 
    a house. Weddings Rings are available in Bowerstone South early in the game, 
    and also in Oakvale, Knothole Glade, and Hook Coast later on. There are also 
    fake Wedding Rings for sale, but don't bother buying them to try to save money. 
    Give the ring to the NPC to see their heart turn yellow. They should then ask 
    you to marry them. Once you do, the heart will be replaced with a golden ring 
    (which means they have THE ONE RING!!). Your spouse will sleep in your home, as 
    can you. When you're both at home, if you talk and flirt enough your spouse 
    will ask about going to bed. What follows is a black screen with moaning 
    noises. You just had sex. And in case you wanted to know, the game keeps track 
    of how many times you do it. You can also get married several times, as long as 
    they're in different cities. If you can keep all your spouses happy (by buying 
    them gifts and talking to them), everything will be fine but if you abuse or 
    neglect one of them, you may be divorced. But then you can sell your house or 
    rent it out, so screw them.
    
    -Killing NPC's
    Who hasn't wanted to just kill every character you see on screen? Well in this 
    game you can, just as long as it's in a town that allows weapons and if you 
    don't mind having the guards on your ass. Besides being evil, there is an 
    advantage to killing. If you kill a shop owner, you can then purchase their 
    shop (although they are very expensive) and rent it out to a new owner. You can 
    do the same with house. Kill all who live there and you can then buy the house 
    to live in or rent out. Another thing to know is how often they're re spawn. 
    Regular villagers will re-spawn after a few game-days. Guards, after attacked, 
    while re-spawn infinitely while you're inside a town. Mercenaries will almost 
    never re-spawn, especially if you sacrificed them to Skorm.
    
    -Buying Buildings
    As I said before, killing every inhabitant of a shop or house will cause it to 
    be put up for sale. You can then buy these buildings and either live in them as 
    a marital home (if they're homes), or rent them out. If you aren't married 
    there's no real reason to keep them as marital homes, so the best bet is to 
    rent them out. You can also put a little extra money into them to furnish them 
    nicely to make a bigger profit. If you buy a shop, be prepared to lose a lot of 
    money. Shops are expensive but if you rent them out you can collect the rent 
    money outside and get an owner's discount. Also, at any time you can sell any 
    building back for the same amount you bought it for. Just keep in mind that you 
    if go around and kill a group of people at once and others catch wind of it, 
    they will scream and run from you whenever you come back into the village. And 
    if the town you want to buy houses in doesn't allow weapons, simply find the 
    owners and get them to follow you outside where you can kill them and return to 
    the town to buy their buildings.
    
    -Crime
    Go ahead, steal those items. Hey, you see that guy, go kill him. Just be aware 
    that if a guard sees you or an alarm is sounded, they'll hound you for the 
    fines. And if you didn't know what the fines are, here's a list.
    
    -Brandishing A Weapon
     Fine: 40 Gold
     Not every town allows you to wield your weapons freely. Whip them out in front
     of civilians and guards were it's not prohibited and be charged with a fine.
    
    -Vandalism
     Fine: 250 Gold
     Just in case you didn't like the look of that door, barrel, or window, you can
     always put your fist through them. Just try to do it when no-one's around.
    
    -Burglary
     Fine: 750 Gold
     If you're in a shop or home and you know nobody is looking (check the eye on
     your Auto-Map) go ahead and root through their cabinets, bookcases, and
     drawers. It's a small evil act, but you might find good or rare stuff.
    
    -Assault
     Fine: 500 Gold
     Just go up and hit somebody to face this charge.
    
    -Murder
     Fine: 2000 Gold
     Not only is this the most expensive fine to pay (since it's tied to the worst
     crime) you'll also get kicked out of town afterwards. Look above in the Kill
     NPC's and Buying Buildings parts to see the advantages of this, but be careful
     to do it when no guards are present.
    
    Those listed above are just the standard crimes. There are two additional ones 
    that you can only commit when your Guile level is higher.
    
    -Steal
     Fine: 750 Gold
     This is different from Burglary because this one involves stealing shop
     display items off counters. Check the Developing Your Character Section for
     more about the Steal option.
    
    -Lockpicking
     Fine: 200 Gold
     Another crime related to your Guile level. Make sure your back is covered and
     no-one is around when you try to pick a lock, which is a quite alternative to
     just bashing the door down.
    
    Once you get caught committing a crime, a guard will come running. When they 
    find you they will ask for the money. They may take a while to reach you if you 
    were out of the way, so sometimes you'll have a chance to run away and escape 
    the region. If you commit serious crimes and escape, there is a ten limit 
    period during which you cannot return to the region without having the guards 
    chase you. After those ten minutes are up, you are forgiven and you can renter 
    safely. If you don't feel like running or paying the fine, say no to their 
    request for the money to have them attack you. Kill them if you like, but 
    another one will only spawn in their place within seconds. This is a never-
    ending cycle so your best bet is to not attack them.
    
    Developing Your Character
    -------------------------
    
    Everybody starts off as the same 18-year-old dude. But how you develop your 
    character through physical appearance and skills can be different for each 
    player. Here are the basics around it.
    
    -Physical Appearance
    You start off the same, but through different hairstyles, tattoos, and clothes 
    each player can have a different character. Get haircuts and facial hair 
    alterations from the barber at Bowerstone South or wandering barbers. Tattoos 
    can be given by the tattooist at the tattoo Shop in Knothole Glade or, again, 
    by wandering tattooists.
    
    -Aging
    Each time you level up at the Heroes' Guild, you age by 0.7 years. You start at 
    18 and stop at 65. This is only a cosmetic feature, and has no effect on your 
    attributes or attractiveness, so you can still safely mack it as an old man.
    
    -Weight Gaining
    If you eat too much while your health bar is full, that food has to go 
    somewhere. So, rather quickly, you can go from Slim to Obese by just Apple Pies 
    and Red Meat Hocks alone. If you want to lose weight, simply being active in 
    the game for around two hours without eating any more will trim the fat.
    
    -Skills
    This is very important to the game. Each player can also have a different 
    barrage of spells and strengths. You can favor one style of combat and level it 
    up with all your experience points (see "B. Experience Points"). Once you've 
    got enough to level up, your Guild Seal (located on-screen on the down 
    direction on the control pad) will glow green. Head back to the Heroes' Guild 
    and step onto the Experience Spending Platform to be taken to a series of menus 
    used to level up your character.
    
    --Strength
     Go into this submenu to see what stats regarding Strength you can level up.
    
      1. Physique
     This involves how much muscle your character has. It will show physically
     (you'll develop muscles) and allow you to lift heavy objects (like the heavy
     weapons after you have at least Level 3). It will also increase the damage you
     deal by 10%. But it is also the most expensive skill to upgrade.
         Level 1: 500 Experience Points
         Level 2: 1200 Experience Points
         Level 3: 3000 Experience Points
         Level 4: 9000 Experience Points
         Level 5: 24000 Experience Points
         Level 6: 45000 Experience Points
         Level 7: 86000 Experience Points
    
      2. Health:
     This involves how long your health meter is. There's not much else to say
     about it.
         Level 1: 400 Experience Points
         Level 2: 1000 Experience Points
         Level 3: 2500 Experience Points
         Level 4: 6000 Experience Points
         Level 5: 13500 Experience Points
         Level 6: 28000 Experience Points
         Level 7: 58000 Experience Points
    
      3. Toughness
     This involves how fast your health bar is depleted. With each upgrade, damage
     is reduced by 7%. Along with Health, it's a good skill to have for all
     players, not just a good one for ones who prefer melee combat like Physique.
         Level 1: 350 Experience Points
         Level 2: 900 Experience Points
         Level 3: 1800 Experience Points
         Level 4: 4800 Experience Points
         Level 5: 9000 Experience Points
         Level 6: 19000 Experience Points
         Level 7: 38000 Experience Points
    
    --Skill
     This submenu deals with experience gained from Ranged combat.
    
      1. Speed
     This obviously refers to how fast you can dish out attacks. It also pertains
     to how fast you reload your ranged weapons.
         Level 1: 350 Experience Points
         Level 2: 800 Experience Points
         Level 3: 1800 Experience Points
         Level 4: 4600 Experience Points
         Level 5: 8700 Experience Points
         Level 6: 21400 Experience Points
         Level 7: 42000 Experience Points
    
      2. Accuracy
     This one is specifically for Rangers. It deals with how often your
     arrows hit targets and how much damage they do.
         Level 1: 400 Experience Points
         Level 2: 1100 Experience Points
         Level 3: 2900 Experience Points
         Level 4: 8000 Experience Points
         Level 5: 20500 Experience Points
         Level 6: 39000 Experience Points
         Level 7: 81000 Experience Points
    
      3. Guile
     This involves your level of craftiness. With each upgrade, you get a 3.5%
     discount while buying item's. Level this up more to receive the Steal (Level
     3) and Picklock (Level 6) skills. To steal countertop items, wait until no-one
     is using, then hold down on the control pad. A meter will pop up, and when it
     fills you will have stolen the item. More expensive items take longer to steal
     than cheap ones, so be careful. Picking locks works much in the same way.
         Level 1: 350 Experience Points
         Level 2: 900 Experience Points
         Level 3: 2200 Experience Points
         Level 4: 5000 Experience Points
         Level 5: 10500 Experience Points
         Level 6: 27400 Experience Points
         Level 7: 52000 Experience Points
    
    --Will
     These submenus let you pick what spells you can cast.
    
      1. Physical Spells:
     These spells deal with personal boosts and effects.
         See Spell Section for more
    
      2. Attack Spell
     These spells, well, attack targets.
         See Spell Section for more.
    
      3. Surround Spells
     These have an effect on you, your surrounding area, and any other characters
     in it.
         See Spell Section for more.
    
      4. Magic Power
     This increases the size of your Mana Meter.
         Level 1: 500 Experience Points
         Level 2: 1200 Experience Points
         Level 3: 2800 Experience Points
         Level 4: 6200 Experience Points
         Level 5: 11500 Experience Points
         Level 6: 25000 Experience Points
         Level 7: 54000 Experience Points
    
    
    ===============================================================================
    V. WALKTHROUGH
    ===============================================================================
    
    Oakvale
    -------
    
    This here is your hometown. You'll be able to explore it shortly after starting 
    the game.
    
    -Mandatory Quest 1: Birthday Gift
     Location: Oakvale
     Reward: 0 Gold, 0 Renown
    
    After watching the intro, talk to your father to be reminded that you need to 
    buy a birthday gift for you sister, Theresa. The only gift available to you is 
    the box of Chocolates, sold by the local trader outside the tavern. They cost 3 
    Gold, and currently you have none. Lucky for you, though, your father has 
    promised to give you 1 Gold for each good deed you do. So set off and start 
    exploring the town to find deeds, or just read about them all here.
    
    In total there are four opportunities for good or evil deeds in Oakvale. 
    Whenever you do an evil deed, the guards will know about it immediately and you 
    can expect to get a lecture from them. They can go to hell, though, since they 
    can't do anything to stop you.
    
    -Guarding the Farmer's Stock
    In southwest Oakvale is a farmer who needs to go to the bathroom but needs 
    someone to watch his barrels for him. If you agree to do it, stand near his 
    crates.
    
    Good: Stand there diligently and ignore the little kid that tries to get you to 
    break the barrels to get the goods yourself (all you'll find is 1 Gold and two 
    Giant Beetles).
    
    Evil: Punch the little kid in the face, then go do what he says and smash all 
    the barrels.
    
    -Extramarital Affairs
    At the very east of Oakville is a man cheating on his wife behind his house. 
    Walk up to him to have him bribe you into keeping quite about it.
    
    Good: Refuse to take his money then go find his wife standing outside one of 
    the buildings in the central part of town.
    
    Evil: Take the man's money and keep quiet about it. You can also take his bribe 
    and then go inform his wife anyway to get rewarded both Good and Evil Points.
    
    -Run-In with a Bully
    Now all the way to the west of town are two boys. One is holding a Teddy Bear 
    while the other is demanding that he relinquish the bear.
    
    Good: Scare off the bully by whacking him around. You will be rewarded with the 
    Teddy Bear
    
    Evil: Beat the boy to get the bear yourself. Then beat the bully. Hell just 
    beat everybody.
    
    -Rosie Reunion
    As it turns out, that Teddy Bear's name is Rosie and she belongs to a little 
    girl near the farmer in the southwest. It's also time to change Rosie's 
    stuffing.
    
    Good: Return the bear to the little girl
    
    Evil: Give the bear to the bully
    
    After every good deed, return to your father to receive 1 Gold. Once you've 
    saved up enough to buy the Chocolates, buy them from the trader and find your 
    sister, who is to the north of town. Give her the gift and watch the cut scene 
    that follows.
    
    If you don't care to watch it, here's a little description: I hope you enjoyed 
    you stay in Oakvale because it's gone. Yeah, the whole thing. While you're 
    talking to your sister, bandits burst in and burn everything. They kill your 
    father and take your mother. Head back to your burning home to meet a man named 
    Maze who will bring you to the Heroes' Guild.
    
    Heroes' Guild
    -------------
    
    This is your new home and your new roommate is a girl named Whisper. Check out 
    all the bookcases to find a Kryndon Tattoo upstairs and a total of thirteen 
    books. Read the books by going into your inventory and selecting the Logbook 
    submenu. Then scroll down to books and red the ones you found. Then head 
    outside and follow the gold icon on your Auto-Map to find the Melee Combat Ring 
    with the Guild Master standing nearby.
    
    He'll send you inside to fight a dummy. Hit it seven times and he'll give you a 
    Stick to equip as a weapon. Hit it more times until the training is over and 
    the Guild Master sends you out on your first Quest, to kill the Beetles in the 
    Guild Woods.
    
    -Silver Key Chest #10
     Location: Heroes' Guild
     Requirement: 20 Silver Keys
     Reward: Murren Greathammer
    
    Don't worry about that chest; you won't be able to open it until much later in 
    the game.
    
    Guild Woods
    -----------
    
    In this small area you will defeat a number of Beetles and, later on, 
    bandits.
    
    -Mandatory Quest 2: Melee Combat Quest
     Location: Guild Woods
     Reward: 20 Gold, 30 Renown
    
    Follow the icons to the Guild Woods and pick off all the weak Beetles with your 
    new Stick (they're the red dots on your Auto-Map). Once you've eradicated them 
    all, head back to the Guild Master to start your Apprentice Training.
    
    Once you get the Fishing Rod from Fisher Creek later on, come abck here to get 
    the fourth Silver Key
    
    -Silver Key #4
     Location: Guild Woods
     Method: Fish at the ripples in the stream
     The ripples in bodies of water indicate that special items can be fished out
     from there. Repeatedly use your Fishing Rod at the ripples here until you pull
     up the forth Silver Key.
    
    Now, head back to the Guild Master.
    
    -Mandatory Quest 3: Guild Training
     Location: Heroes' Guild
     Reward: 0 Gold, 0 Renown
    
    This is basically more combat training. After you complete each test, speak to 
    the apprentice wearing black to do the test once more, but this time you'll be 
    graded for your performance. Get a high enough grade and you'll receive a 
    special item.
    
    The first test is Melee Combat. Return to the Guild master standing outside the 
    ring to receive an Iron Longsword. Follow the Guild master's instructions 
    through the first few drills consisting of basic attacks and blocking. Once you 
    have completed the training and the Guild Master has moved on, return to the 
    combat ring to speak to the black-robed apprentice to receive a grade. Achieve 
    an A+ in his test to win yourself the Iron Katana.
    
    The second stage of Apprentice Training is in Ranged Combat (or Skill usage). 
    Meet the Guild Master beside an archery range. Speak to him to receive a Yew 
    Longbow. Your first test is against stationary targets; your second is against 
    moving targets. Complete the Guild Master's tests to be able to move on. To 
    receive a grade on this test, the apprentice requires you to get a set number 
    of points. To do this, make sure you aim for the dummy farthest in the back - 
    they're worth the most points. Get an A+ in his test to receive a Yew Crossbow.
    
    The final test is in Will usage. Find the Guild Master on the small island to 
    the south. This is an easy test to pass since the dummies regenerate quickly. 
    After you have passed his test make sure you use select "Play with Whisper" to 
    be able to redo the test for a score. Get an A+ and win a Will Potion and a 
    Resurrection Phial.
    
    -Playing with Whisper
    Meet her at the entrance to the Guild Woods to "play." By play I mean shoot 
    bandits. All you have to do is stand on the opposite side of the stream and 
    either fire arrows or lightning at them. Once they're all dead, head back to 
    the Guild.
    
    Before you take your final test and graduate, there are a few small tasks you 
    can perform in the Guild.
    
    -Red Apple Pie
    The cook inside the Guild needs four more Cooking Apples for her pie. Go out to 
    the east side of the Guild and look around the area near the entrance to the 
    Guild Woods to find Apples. Pick them up off the ground and bring them back to 
    her. She'll reward you with a Blueberry Pie.
    
    -Race to the Demon Door
    Find the two apprentices arguing about their racing times in the garden near 
    the entrance to the Guild. Accept the challenge of getting to the Demon Door 
    and back within 50 seconds and take off running (hold B). The Demon Door is 
    across the stepping-stone bridge on the other side of the small island where 
    you did the Will training. If you get there and back in time, you'll be 
    rewarded with 25 Gold.
    
    -Sparrow Shooting
    Out on the stone path near the Heroes' Guild is another black-robed apprentice 
    who asks you to kill the sparrows with your bow. You'll get 5 Gold and +1 
    Renown for each you kill. But killing each sparrow also gives you a +5 towards 
    evil. The sparrows are also sometimes hard to find, so that's why I never went 
    and shot them all.
    
    -Battle with Maze
    This is your final test before graduating from the Heroes' Guild. Talk to the 
    Guild Master and meet Maze in the Guild Woods. He will not attack you, but he 
    will order you to attack him using different forms and will teleport around. 
    It's an easy test.
    
    After that you will have graduated from the Heroes' Guild. When you leave 
    you'll be given a Guild Seal, two Resurrection Phials, two Health Potions, a 
    Mana Potion, an Apple Pie, and a Lamp. Then, you're off on your own.
    
    -Demon Door #1
     Location: Heroes' Guild
     Method: Use your Lamp in front of it
     Reward: Elixir of Life, Howl Tattoo, various books
     Return to the Demon Door south of the small magic testing island in the
     Heroes' Guild. Use your Lamp in front of it to gain access to the Library
     Arcanum. Inside you'll find an Elixir of Life (it doubles your health bar), a
     Howl Tattoo, and several books in the bookcases.
    
    -The Heroes' Guild Shop
    As I mentioned earlier, all prices vary. But I can provide you with a list of 
    what the shop has to offer and the items' values.
    
    --Armor - Hands
     1. Villager Gloves: 21
     2. Assassin Gloves: 135
     3. Plate Gauntlets: 1980
     4. Leather Gauntlets: 127
     5. Chainmail Gauntlets: 742
    --Armor - Upper Body
     1. Villager Shirt:  84
     2. Leather Chest Piece: 507
    --Armor - Lower Body
     1. Villager Trousers: 74
     2. Plate Leggings: 6930
     3. Leather Leggings: 443
     4. Chainmail Leggings: 2596
    --Armor - Feet
     1. Villager Boots: 11
     2. Plate Boots: 990
     3. Will User's Boots: 74
     4. Leather Boots: 63
     5. Chainmail Boots: 371
    --Weapons - Melee
     1. Iron Katana: 163
     2. Iron Cleaver: 138
     3. Iron Axe: 125
     4. Iron Mace: 113
     5. Iron Pickhammer: 100
     6. Iron Greathammer: 225
     7. Iron Greataxe: 200
     8. Iron Greatsword: 238
     9. Iron Greatmace: 213
     10. Steel Axe: 375
     11. Steel Mace: 338
     12. Steel Pickhammer: 300
     13. Obsidian Longsword: 2340
     14. Obsidian Mace: 1755
     15. Obsidian Greatmace: 3315
     16. Master Longsword: 20925
     17. Master Greatsword: 33131
     18. Master Greatmace: 29644
    --Weapons - Ranged
     1. Yew Crossbow: 200
     2. Oak Longbow: 450
     3. Oak Crossbow: 550
     4. Ebony Longbow: 1820
     5. Ebony Crossbow: 2100
     6. Master Longbow: 23040
    --Items - Potions
     1. Health Potion: 80
     2. Will Potion: 70
     3. Resurrection Phial: 500
    --Items - Gifts
     1. Chocolates: 10
    --Items - Produce
     1. Apple Pie: 15
     2. Red Meat: 14
     3. Grain Sack: 25
     4. Flour Sack:  35
     5. Green Apple: 4
     6. Fish (Orange): 12
     7. Carrot: 6
    --Wanted
     1. Resurrection Phial: 500
     2. Cooking Apple: 300
    
    -The Heroes' Guild Tavern
    The tavern at the Heroes' Guild offers a few items for sale.
    
    --Items - Gifts
     1. Chocolates: 10
    --Items - Produce
     1. Green Apple: 4
     2. Red Meat: 14
     3. Apple Pie: 15
     4. Beer: 10
     5. Beer Keg: 46
     6. Cider Case: 52
    
    Lookout Point
    -------------
    
    This area right outside of the Heroes' Guild is your first stop on the path to 
    whatever it is you want to do. You can head south to Greatwood, north to 
    Bowerstone South, or west to the Picnic Area.
    
    -Lookout Point Title Vendor
    Pay this man some gold to get a new title for yourself.
    
    --Titles
     1. Maleficus: 600
     2. Assassin: 280
     3. Avatar: 1000
     4. Liberator: 600
     5. Druid: 200
     6. Ranger: 260
     7. Runemaster: 450
     8. Hood: 200
     9. Sabre: 250
     10. Piemaster: 100
     11. Chicken Chaser: 40
     12. Arseface: 60
    
    -Silver Key #1
     Location: Lookout Point
     Method: Slash bushes blocking path
     Near the main junction of all the roads, target and slash the bushes to find a
     path leading to the first Silver Key.
    
    -Beggar or Bully
     Alignment Shift: 20
    
    Also near the main junction are a bully and a beggar. The beggar say was he a 
    hero once like you, but the bully insists he is worthless and deserves no help.
    
    Good: Unfortunately, slapping the bully around isn't going to help. You'll need 
    to fart near him to get him to leave.
    
    Evil: Belch or fart near the beggar to join in on the bully's ridicule, and 
    then proceed to beat them both.
    
    -Mandatory Quest 4: The Wasp Menace
     Location: Picnic Area
     Reward: 500 Gold, 200 Renown, Wasp Queen's Head Trophy
    
    Return to the Map Room at the Heroes' Guild to accept this quest. Then head to 
    the Picnic Area and take out the standard Wasps with your melee weapon. Once 
    the Queen Wasp appears, attack her with spells or your ranged weapon. After she 
    is dead, go around to the tables and collect any items you find, such as a 
    Standard Beard Card and a Health Potion. After completing this, the maze's 
    Information Quest will become available.
    
    Once you have gotten the Fishing Rod from Fisher Creek, come back here and fish 
    the Ages of Skill potion out of the ripples in small pond in this area.
    
    -Orchard Farm Escort Side Quest
     Location: Lookout Point/Orchard Farm
     Reward: 500 Gold
    
    After you have completed the Protect/Attack Orchard Farm Quest, head to Lookout 
    Point to find a wandering trader (marked on your map with a green dot). Talk to 
    him and he will ask you to escort him to Orchard Farm. If you decide to do so, 
    he'll pay you 125 Gold upfront and the other 375 when you reach the farm. Then 
    he just follows you on your way. If you can get him to the farm without him 
    taking any damage he may throw in an extra reward. Once you reach the farm you 
    can follow him into the farmhouse to grab a few items, since it'll be your only 
    chance to get inside. You can also repeat this quest as many times as you like.
    
    Bowerstone South
    ----------------
    
    This is the first official town you'll visit upon graduation from the Heroes' 
    Guild. There are quite a few shops, and the next story-driven quest you need to 
    complete here is almost not a quest at all considering how simple it is.
    
    -Mandatory Quest 5: Maze's Information
     Location: Outside the Tavern at Bowerstone South
     Reward: ---
    
    Simply talk to Maze outside the Tavern to hear his information and be sent back 
    to the Heroes' Guild.
    
    Of course you don't have to go back right away. There are plenty of other 
    things to do while in Bowerstone South
    
    -Silver Key #2
     Location: Balcony of Clothing Shop
     Method: Climb the stairs and go outside
     Right near the gates where you enter is the Clothing Shop. Head upstairs and
     out to the balcony to grab the second Silver Key.
    
    -Bowerstone South Item Shop
    Directly on your right as you enter the town is this small Item Shop.
    
    --Items - Potions
     1. Health Potion: 80
     2. Will Potion: 70
     3. Resurrection Phial: 500
    --Items - Gifts
     1. Perfume: 120
     2. Red Rose: 20
     3. Chocolates: 10
     4. Wedding Ring: 900
     5. Fake Wedding Ring: 200
    --Items - Other
     1. Fishing Rod: 50
     2. Spade: 200
    --Wanted
     1. Wedding Ring: 900
     2. Fishing Rod: 50
    
    -Bowerstone South Clothing Shop
    The store here carries a good assortment of armor for both good and evil 
    players, as well as a few neutral items thrown in.
    
    --Armor - Head
     1. Chainmail Helmet: 742
    --Armor - Hands
     1. Villager Gloves: 21
     2. Plate Gauntlets: 1980
     3. Leather Gauntlets: 127
     4. Bright Leather Gauntlets: 150
     5. Dark Leather Gauntlets: 144
     6. Chainmail Gauntlets: 742
     7. Dress Gloves: 13
    --Armor - Torso
     1. Villager Shirt: 84
     2. Plate Chest Piece: 7920
     3. Leather Chest Piece: 507
     4. Bright Leather Chest Piece: 545
     5. Dark Leather Chest Piece: 535
     6. Chainmail Shirt: 2967
     7. Upper Dress: 50
    --Armor - Kegs
     1. Villager Trousers: 74
     2. Plate Leggings: 6930
     3. Leather Leggings: 443
     4. Bright Leather Leggings: 465
     5. Dark Leather Leggings: 460
     6. Chainmail Leggings: 2596
     7. Lower Dress: 44
    --Armor - Feet
     1. Villager Boots: 11
     2. Assassin Boots: 68
     3. Plate Boots: 990
     4. Leather Boots: 63
     5. Bright Leather Boots: 70
     6. Dark Leather Bots: 69
     7. Chainmail Boots: 371
    
    -Bowerstone South Tavern
    Besides the items, you'll also find a freelance warrior who will fight beside 
    you for 10 Gold an hour. This is also where you'll find the Card Pairs Table.
    
    --Items - Potions
     1. Health Potion: 80
     2. Will Potion: 70
    --Items - Gifts
     1. Chocolates: 10
    --Items - Produce
     1. Green Apple: 4
     2. Apple Pie: 15
     3. Fish (Orange): 12
     4. Carrot: 6
     5. Red Meat: 14
     6. Grain Sack: 25
     7. Flour Sack: 35
     8. Beer Keg: 46
     9. Beer 10
     10. Cider Crate: 52
    --Wanted
     1. Fish (Orange): 12
     2. Fish (Blue): 18
    
    -Card Pairs Mini-Game
     Location: Bowerstone South Tavern
     Reward: Briar Rose Hero Doll
    
    Talk to the man always seated at the table near the door to play this easy 
    mini-game. All you need to do is flip over the cards and make a pair. You can 
    also earn quick money by betting 1000 Gold each time. If you can beat the game 
    in less than 35 seconds, you'll be rewarded with a Briar Rose Hero Doll. A 
    young boy should then come up to you and tell you to collect the other five 
    dolls as part of a side quest.
    
    -Bowerstone Tavern Cellar
    Behind the Tavern you will find stairs leading down to the cellar. But thy will 
    always be locked during the day. Wait until the statue at Lookout Point points 
    toward Bowerstone (around midnight) to try to open the doors, which will now be 
    unlocked.
    
    There's really not all that much here, just a chest with a Leather Chest Piece. 
    The fact that that's all there is makes you wonder why they put in the whole 
    time-sensitive thing.
    
    -Bowerstone South Blacksmith
    Located outside the tavern is the outdoor blacksmith shop.
    
    --Weapons - Melee
     1. Iron Longsword: 150
     2. Iron Katana: 163
     3. Iron Cleaver: 138
     4. Iron Axe: 125
     5. Iron Mace: 113
     6. Iron Pickhammer: 100
     7. Iron Greathammer: 225
     8. Iron Greataxe: 200
     9. Iron Greatsword: 238
     10. Iron Greatmace: 213
     11. Steel Longsword: 450
     12. Steel Axe: 375
     13. Steel Mace: 338
     14. Steel Pickhammer: 300
     15. Obsidian Cleaver: 2145
     16. Obsidian Pickhammer: 1560
     17. Obsidian Greatsword: 3705
     18. Master Axe: 17438
     19. Master Pickhammer: 13950
    --Weapons - Ranged
     1. Yew Longbow: 150
     2. Yew Crossbow: 200
     3. Oak Longbow: 450
     4. Oak Crossbow: 550
     5. Ebony Longbow: 1820
    --Wanted
     1. Iron Longsword: 150
    
    Of course, feel free to walk into any house and steal things while no-one is 
    looking. You can find Gold, Hairstyle and Tattoo Cards, as well as a full Dark 
    Villager outfit in the house east of the house across from the Barber Shop.
    
    Bowerstone Quay
    ---------------
    
    There's not a lot to do in this small area, but you can fish off the docks once 
    you have a Fishing Rod.
    
    -Beardy Baldy Side Quest
     Location: Bowerstone South Quay
     Reward: Fire Monkey Tattoo Card
    
    Talk to the man sitting on the bench to learn about his picky daughter. He 
    wants to introduce you to her, but first you'll have to get your hair cut in 
    the style shown on the card he gives you (usually the Pudding Basin). Go to the 
    Barbershop (indicated on your map as the red building) and get the hairstyle. 
    Return to the man to receive the Mutton Chop Beard Card and after that the 
    Trader Style Moustache Card. When you talk to him a final time after getting 
    all the styles, he'll tell you that he actually has no daughter and only wanted 
    to make you look foolish. He'll then give you the Fire Monkey Tattoo Card and 
    run away. Which is good, because I was about to start beating him.
    
    A variation to this quest involves you talking to him for the first time with 
    your hair already cut in the Pudding Basin style. Since he can't give you the 
    same Hairstyle Card, he'll give you the Warrior Stripe instead.
    
    -Fist Fighters Gang: Round 1
     Location: Bowerstone South Quay
     Reward: 350 Gold, 50 Renown, Fist Fight Level 1 Passed
    
    During the night, head to the small ring at the Quay. If it's the right time, 
    you should find a group of men beating the hell out of each other there. Find 
    the leader (the big guy with the tattoo's and spiked hair) and pay him 50 Gold 
    to enter. There are four rounds of combat total, but the first three are very 
    easy. The fourth round pits you against the leader himself, but he isn't much 
    more difficult than the other fighters. Just either block their attacks or 
    sidestep them before hammering away on them with a combo or Flourish attack.
    
    Greatwood Entrance
    ------------------
    
    After accepting the next quest, you'll travel through this area to get to 
    Orchard Farm. There are a few wandering traders, barbers, and tattooists as 
    well as a few other places to go from the Greatwood Entrance. Also be on the 
    lookout for bandits and wasps that will attack you and any wanders in the area.
    
    Before you head off on the quest, there are a few items to be found in the 
    Greatwood Entrance. At the dead-end near the entrance to Orchard Farm in the 
    south you can find Health Potions, a Will Potion, and a Will Master's Elixir.
    
    There is also a hidden chest on Greatwood. As soon you enter from Lookout Point 
    you should notice a path on your left. Go down that path, and at around 12:00 
    noon you should see a chest sitting on a patch of dirt. Any other time during 
    the day the chest is not there.
    
    Fisher Creek
    ------------
    
    The northwest path in Greatwood Entrance leads to this small area. As soon as 
    you walk through into Fisher Creek, you will be attacked by a swarm of wasps. 
    Destroy them all to be given a Fishing Rod by the man who owns the house here.
    
    -Fishing Lessons Side Quest
     Location: Fisher Creek
     Reward: Golden Fish Trophy
    
    Once you are given the Rod, the man will teach you how to use it. To complete 
    this simple side quest, all you have to do is repeatedly fish off the pier next 
    to the man's house until you pull up the Golden Fish Trophy.
    
    After you have done that, the chest behind his house holds some Leather 
    Gauntlets. Also, if you fish from near the chest you can get 100 Gold, a 
    Moonfish, a Working Moustache Card, and a Silver Key.
    
    -Silver Key #3
     Location: Fisher Creek
     Method: Fish at the ripples in the water
     The ripples in bodies of water indicate that special items can be fished out
     from there. Repeatedly use your Fishing Rod at the ripples here until you pull
     up the third Silver Key, among other items.
    
    Orchard Farm
    ------------
    
    Head all the way south from Greatwood Entrance to find this area.
    
    -Mandatory Quest 6: Protect/Attack Orchard Farm
     Location: Orchard Farm
     Reward: 900 Gold, 400 Renown (Protect)/1000 Gold, 400 Renown (Attack),
     Whisper's Brooch
     Available Boasts:
    
    --Protect Orchard Farm
     1. No Protection
        Method: Do the quest naked
        Wager: 80
        Reward: 160
     2. Without a Scratch
        Method: Take no damage
        Wager: 100
        Reward: 400
     3. Fist Fighter
        Method: Use no weapons or offensive magic
        Wager: 100
        Reward: 300
     4. Protect Guards
        Method: Ensure no guards are killed
        Wager: 100
        Reward: 250
    
    --Attack Orchard Farm
     1. No Protection
        Method: Do the quest naked
        Wager: 80
        Reward: 160
     2. Without a Scratch
        Method: Take no damage
        Wager: 100
        Reward: 400
     3. Fist Fighter
        Method: Use no weapons or offensive magic
        Wager: 100
        Reward: 300
     4. No Healing
        Method: Use nothing to restore health
        Wager: 80
        Reward: 160
     5. Protect Bandits
        Method: Ensure no bandits are killed
        Wager: 100
        Reward: 275
    
    Taking either route through this quest will affect your alignment.
    
    Attack Orchard Farm: If you chose to attack the farm, you can head straight to 
    it from Greatwood Entrance. Just lead the bandits towards the barn, killing any 
    guards in the way. You can also protect the bandits if you boasted that none 
    would die. Once they begin to collect the crates, give them cover as waves of 
    guards will return. Once all the crates have been stolen, a duel with Whisper 
    will commence. Defeat her using blocks and Flourishes to gain Whisper's Brooch.
    
    Protect Orchard Farm: From Greatwood Entrance, players who choose to protect 
    the farm must head west to the Greatwood Lake area (more on that later). Once 
    there, take the east entrance to find another way into Orchard Farm. Once 
    inside the farm, hunt down all the bandits while simultaneously watching out 
    for your fellow guards (if you boasted that none would get killed). If any 
    bandit should pick up a crate, kill him. Once all bandits have been defeated, 
    Whisper will challenge you to a duel. If you defeat her by blocking her attacks 
    and scoring hits by dodging behind her or with Flourishes, you will receive 
    Whisper's Brooch.
    
    Once that quest is out of the way, you can search the farm for some items. 
    Behind the barn is a chest containing a Jet. The other chest, the one among the 
    trees, holds Treasure Clue #5. You will need that for the Hidden Booty Hunt 
    Quest, which will take you the rest of the game to finish. Out in front of the 
    farmhouse is a very small pond where you can fish an Elixir of Life. You can 
    also fish a Coron Visor Tattoo Card and a Silver Key from the two ripples in 
    the water to the east of the farm.
    
    -Silver Key #6
     Location: Orchard Farm
     Method: Fish at the ripples in the water
     The ripples in bodies of water indicate that special items can be fished out
     from there. Repeatedly use your Fishing Rod at the two ripples here until you
     pull up the sixth Silver Key or a Coron Visor tattoo Card.
    
    -Orchard Farm Escort Side Quest
     Location: Lookout Point/Orchard Farm
     Reward: 500 Gold
    
    After you have completed the Protect/Attack Orchard Farm Quest, head to Lookout 
    Point to find a wandering trader (marked on your map with a green dot). Talk to 
    him and he will ask you to escort him to Orchard Farm. If you decide to do so, 
    he'll pay you 125 Gold upfront and the other 375 when you reach the farm. Then 
    he just follows you on your way. If you can get him to the farm without him 
    taking any damage he may throw in an extra reward. Once you reach the farm you 
    can follow him into the farmhouse to grab a few items, since it'll be your only 
    chance to get inside. You can also repeat this quest as many times as you like.
    
    -Hobbe Killing Contest Side Quest
     Location: Orchard Farm
     Reward: 900 Gold, 200 Renown, Hobbe's Tooth Trophy
     Available Boasts:
    
     1. No Protection
        Method: Do the quest naked
        Wager: 200
        Reward: 400
     2. Without a Scratch
        Method: Take no damage
        Wager: 100
        Reward: 600
     3. Fist Fighter
        Method: Use no weapons or offensive magic
        Wager: 100
        Reward: 800
     4. Humble Whisper
        Method: Kill 10 or more Hobbes than Whisper
        Wager: 150
        Reward: 500
    
    Return to the Heroes' Guild after completing the Protect/Attack Orchard Farm 
    Quest to take this optional one. In it, you will be competing against Whisper 
    to see who can defeat the most Hobbes, which are attacking the farm. Try to 
    stay near Whisper to keep an eye on the damage she's dealing out. If it looks 
    like she may be finishing a Hobbe off, run in and take him out to steal her 
    kill. If you can both destroy all the Hobbes you will receive the Hobbe's Tooth 
    Trophy, but if Whisper defeats more Hobbes than you, you will have failed the 
    quest and will have to redo it.
    
    Greatwood Lake
    --------------
    
    This area to the southwest of Greatwood Entrance holds a few items and your 
    path to the rest of Albion.
    
    As soon as you enter, if you head along to the broken bridge at the north of 
    the area you'll find the fifth Silver Key. You can also fire arrows at the many 
    bandits in this area from that point. The first small island you come on in the 
    center of the area holds the first Silver Key Chest. Inside is an Elixir of 
    Life. This island is also where you'll always be attacked by an Earth Troll. 
    This area and Greatwood Caves are areas early on in the game where you can 
    count on an Earth Troll popping up. Also, there is a Health Potion behind the 
    boulder in the southern part of the area.
    
    -Silver Key #5
     Location: Greatwood Lake
     Method: Grab from end of broken bridge
     At the very north of the area is a broken bridge. Walk up it to grab the
     Silver Key at the end.
    
    -Silver Key Chest #1
     Location: Greatwood Lake
     Requirement: 5 Silver Keys
     Reward: Elixir of Life
    
    Greatwood Gorge
    ---------------
    
    This are is beyond the southwest boundaries of Greatwood Lake. As soon as you 
    enter it for the first time, you are given a quest.
    
    -Bandit Toll Side Quest
     Location: Greatwood Gorge
     Reward: 200 Gold, 150 Renown
    
    Basically the bandits have taken over the gorge and demand a toll for people to 
    cross. You can either pay them or run through the gorge, killing them all. Keep 
    in mind that if you kill their leader (he'll be the biggest guy you'll find) 
    the rest will scatter. At the north end you can find 500 Gold, a Flame 
    Augmentation, a Steel Pickhammer, and some potions.
    
    -Demon Door #2
     Location: Greatwood Gorge
     Method: Have a completely evil alignment bar/do evil deeds
     Reward: Wellow's Pickhammer
     Find this Demon Door near the entrance to the Greatwood Cullis Gate. If you
     are completely evil by the time you talk to it, it will open. Otherwise you'll
     have to perform evil deeds in front of it. Some good evil deeds to do are
     eating around ten Crunchy Chicks or getting four people to follow you to the
     door and then murdering them in front of it. Inside you'll find the Arboretum
     and a chest containing Wellow's Pickhammer.
    
    Greatwood Cullis Gate
    ---------------------
    
    Finding this Cullis Gate will allow you to warp to this area in the future, to 
    save time while traveling. I don't usually use them, because I like to walk 
    between areas because it gives me a chance to enjoy all the environments in the 
    game.
    
    There is a Moonfish available for fishing in the pond in this area, near the 
    two branching paths. The west path leads to the Rose Cottage, and the east 
    leads to Greatwood Caves. Each path has a quest tied in with them, and I'll 
    cover the Rose Cottage quest first since it involves going to the same area as 
    the Greatwood Caves.
    
    Rose Cottage
    ------------
    
    The only building of interest in this area is the cottage itself. Other than 
    that, there is a Silver Key buried in the patch of dirt lined by roses outside 
    the cottage and a chest containing 500 Gold behind some bushes that you can 
    hack down.
    
    -Silver Key #7
     Location: Rose Cottage
     Method: Dig out of ground
     Outside of the cottage, find the rose-lined patch of dirt. Stand in the center
     and use your Spade to dig up the Silver Key
    
    -Demon Door #2
     Location: Rose Cottage
     Method: Give the door a gift
     Reward: Bright Will User's Outfit
     All you need to do is give this door a gift, like Chocolates or a Red Rose.
     Once you do that you'll be allowed into the Secret Haven, where you can
     retrieve your full Bright Will User's Outfit from the chest inside.
    
    Note that, if you have accepted the Hobbe Cave Side Quest from the Heroes' 
    Guild, it will automatically start when you head into this section (more on 
    that in the Hobbe Cave Section).
    
    Greatwood Caves
    ---------------
    
    This small area has two passages, one to Darkwood, and the other to the Hobbe 
    Caves. Both of these are important parts of quests.
    
    -Demon Door #3
     Location: Greatwood Caves
     Method: Have a Combat Multiplier above 14
     Reward: Cutlass Bluetane
     If you reached this point early on in the game like I did, it may be hard to
     get a high enough multiplier. In order to do it, you NEED the Physical Shield
     spell. Don't try to be a bad-ass and do it without it because you're only
     going to waste your time and get pissed off. What I did was sprint back and
     forth between the Greatwood Caves and the Hobbe Caves, killing everything in
     sight. The Physical Shield spell made sure I didn't lose any Combat
     Multipliers when I got hit, which happened a lot because I ran right into the
     center of a group of them and starting slashing all of them. The main problem
     with this technique is that during the (frequent and heinous) load times, your
     Combat Multiplier decreases. This pissed me off to no end. It didn't seem fair
     at all. To raise the Multiplier, you need to be controlling your character and
     killing things. How can you do that when the game pauses the action so it can
     load the next area? It really doesn't seem fair at all. But you can still do
     it, as long as you're quick enough with the kills and running. You'll need a
     Multiplier of at least 20 or higher to even last you the run back to the Demon
     Door, at which point it might just barely be at 14 when you reach it. If you
     can do it, though, I think the prize is worth it. I got maybe around 690 kills
     with the Bluetane, just because it's so cool looking.
    
     But here's an incredibly easier and less frustrating way to do it brought to
     my attention by Justin Thibodeau. Basically what you do is wait until the part
     of the game where you have to the Arena. When you come to this area then there
     will be an Earth Troll. Pull out your bow, hide from it so it can't hit you or
     dodge its attacks, and hold down X for about two minutes. Once you let go and
     hit him with the arrow you should get a 25+ multiplier right there. I really
     wish I had known about that the first time I played this game.
    
    Hobbe Caves
    -----------
    
    Fable doesn't really have any dungeons like other RPG's. The Hobbe Caves will 
    show you the extent of Fable dungeons, basically.
    
    -Hobbe Cave Side Quest
     Location: Rose Cottage/Hobbe Cave
     Reward: 5500 Gold, 400 Renown, Hobbe Head Trophy
     Available Boasts:
    
     1. No Protection
        Do the quest naked
        Wager: 100
        Reward: 800
     2. Without A Scratch
        Take no damage
        Wager: 100
        Reward: 1800
     3. Fist Fighter
        Use no weapons or offensive magic
        Wager: 100
        Reward: 1400
     4. Cave Dweller
        Kill the inhabitant of the cave
        Wager: 200
        Reward: 500
     5. Sacrifice Innocent
        Sacrifice a new innocent
        Wager: 200
        Reward: 500
     6. Protect Boy
        Do not allow the boy to be harmed
        Wager: 200
        Reward: 900
    
    This quest really starts as soon as you enter the Rose Cottage area. The 
    grandmother there will have given you a Hexagon Key. Then back into the Hobbe 
    Cave area and get ready for the onslaught. In this area of the game, the 
    enemies will continue to spawn each time you leave the area.
    
    Cave Entrance
    -------------
    
    There's a whole bunch in this first part. There aren't many items to get, 
    except for the ones dropped by the Hobbes. Using a spell like Enflame or Force 
    Push is useful her because they will surround you at every chance they get.
    
    Cave Side Chamber
    -----------------
    
    In the first room you pass you'll find (besides a bunch of Hobbes) a lone 
    bandit near a cage. If you kill all of the Hobbes he'll offer to follow you and 
    fight by your side. He won't be much help, though. But if you took the 
    Sacrifice Innocent boast you'll need this guy for a later part of the quest.
    
    Cave Larder
    -----------
    
    In this next room you'll find even more Hobbes just waiting for you to smash 
    them. There's also a 5-key Silver Chest that holds a Will Master's Elixir.
    
    -Silver Key Chest #2
     Location: Cave Larder
     Requirement: 5 Silver Keys
     Reward: Will Master's Elixir
    
    Main Chamber
    ------------
    
    Your Bandit follower (if you took him with you) might not make it very far in 
    this part of the caves, so tell him to hang back near the door. Then go ahead 
    and take out all Hobbes like you would in any other section of the caves. Your 
    rewards in this room are 1000 Gold and a Flame Augmentation.
    
    Moonlit Tunnel
    --------------
    
    There are enemies in this section so you can lead your Bandit through the 
    tunnel without worry.
    
    Focus Chamber
    -------------
    
    In here you'll find the missing boy. The Nymph holding him captive will let you 
    have him if you can replace him as an offering. If you choose to lead the 
    Bandit into this room, you can give him to the Nymph and take the boy. This 
    will give you a big evil bonus and fulfill the Sacrifice Innocent boast (if you 
    took it). You could also refuse to switch sacrifices. Either way you'll have to 
    fight the Nymph. She will summon Hobbes to battle for her, so do your best to 
    take them out first before firing at the Nymph with arrows or spells. Once she 
    is defeated you can find a Silver Key buried in the dirt surrounded by 
    mushrooms in the north side of the chamber.
    
    -Silver Key #8
     Location: Hobbe Caves/Focus Chamber
     Method: Dig out of ground
     Find the ring of mushrooms in the north area of the room and dig in the center
     to uncover the Silver Key.
    
    Once your path's clear, head outside of the cave with the boy (and perhaps the 
    bandit, as well) in toe. Watch yourself, though, as there will be even more 
    Hobbes than before ready to take you out. Protect the kid at all costs; because 
    the quest will be over if he dies. If you make it out with all of your 
    followers alive, the Bandit will demand his share of the profits. Feel free to 
    do with him as you wish.
    
    Take the boy back to his grandmother at the Rose Cottage to get your rewards, 
    which are 5500 Gold, 400 Renown, and the Hobbe's Head trophy.
    
    Darkwood Entrance
    -----------------
    
    To progress any further into the world of Albion on foot, you'll have to pass 
    through Darkwood. But before you can do even that, you must complete a quest.
    
    -Mandatory Quest 7: Trader Escort Quest
     Location: Greatwood Caves
     Reward: 2000 Gold, 500 Renown, Trader's Feather Trophy
     Available Boasts:
    
     1. No Protection
        Do the quest naked
        Wager: 200
        Reward: 400
     2. Without A Scratch
        Take no damage
        Wager: 200
        Reward: 1000
     3. Protect Traders
        All traders must survive
        Wager: 100
        Reward: 400
    
    After accepting this Quest Card at the Heroes' Guild, meet the two traders at 
    the entrance to Darkwood Entrance at Greatwood Caves. They will follow you 
    through and you must insure that they do not die during your trek or else you 
    will fail the quest.
    
    Once you are on your way, a third trader will approach you. He'll ask to join 
    your party, but the risk is that he was attacked by a Balverine, and because of 
    that he may or may not be a were-Balverine. If you let him join you'll get a 
    good bonus; tell him to leave you'll get an evil bonus.
    
    Whether you take him or not, continue towards the next area. On your way you 
    will notice a path going off the beaten track. This path leads to a chest with 
    a Resurrection Phil. Before you enter the next area, leave your traders here 
    because if they follow you through, they'll get killed by the upcoming 
    Balverines.
    
    Darkwood Marshes
    ----------------
    
    As I said before, there will be Balverines in this part of Darkwood. Be 
    sure to dodge their attacks if you want to combat them with your melee 
    skills. Otherwise cast a spell like Slow Time to maneuver behind them 
    easily. You could also take the safe route and keep your distance from 
    them while attacking them with spells or arrows.
    
    -Demon Door #4
     Location: Darkwood Marshes
     Method: Defeat the summoned Hobbes
     Reward: Will User's Dark Robes
     This is probably one of the easiest Demon Doors to open. The only
     problem you may run into is if you try to open it while you're leading
     the traders through Darkwood. If you do that there's a chance they'll
     get slapped around. So it would be a safe bet to leave them in a far
     enough away area and then accept the Door's challenge. Defeat all the
     Hobbes it summoned to gain access to the Darkwood Sanctum, where you
     will find a chest containing a full set of Will User's Dark Robes.
    
    There is also a chest containing a Jet further down the path. Once you 
    get to the small pond near the end, be careful of the exploding 
    mushrooms. You can shoot the ones in your way with arrows or use the 
    Lightning Spell to destroy them all, since it auto-targets. After they 
    are clear bring your traders to this pond and leave them there while 
    you deal with the enemies in the next area.
    
    Darkwood Lake
    -------------
    
    You shouldn't bring the traders with you through this area the first 
    time because the bandits hiding will make quick work of them. Find all 
    the bandits and kill them before bringing the traders through here. On 
    you way through you can collect some items. There are chest containing 
    Leather Boots and 250 Gold. In the south you will find a vertical-
    standing rock with a hole at the top. Fire an arrow into this hole to 
    get a Silver Key
    
    -Silver Key #9
     Location: Darkwood Lake
     Method: Shot out of rock
     The south area of this section of Darkwood has a rock standing
     straight up. Firing an arrow into the hole at the top knocks lose the
     ninth Silver Key.
    
    -Silver Key Chest #3
     Location: Darkwood Lake
     Requirement: 15 Silver Keys
     Reward: Arken's Crossbow
    
    You won't have enough keys to open that chest later, but you can come 
    back to it.
    
    Darkwood Camp
    -------------
    
    This area is safe to bring the traders through because there are no 
    enemies, only traders. Stop here for awhile to stock up on items.
    
    -Darkwood Camp Traders
    The three traders here all offer different goods.
    
    --Armor - Hands
     1. Dark Villager Gloves: 24
     2. Dark Plate Gauntlets: 2020
     3. Leather Gauntlets: 127
     4. Dark Leather Gauntlets: 144
    --Armor - Torso
     1. Dark Villager Shirt: 92
     2. Assassin Shirt: 540
     3. Leather Chest Piece: 507
     4. Dark Leather Chest Piece: 535
    --Armor - Legs
     1. Dark Villager Trousers: 80
     2. Leather Leggings: 443
     3. Dark Leather Leggings: 460
    --Armor - Feet
     1. Dark Villager Boots: 12
     2. Leather Boots: 63
     3. Dark Leather Boots: 69
     4. Guard Boots: 52
    --Weapons - Melee
     1. Iron Katana: 163
     2. Iron Axe: 125
     3. Iron Greatsword: 238
     4. Steel Longsword: 450
     5. Steel Katana: 488
     6. Steel Cleaver: 413
     7. Steel Axe: 375
     8. Steel Mace: 338
     9. Steel Pickhammer: 300
     10. Steel Greathammer: 673
     11. Steel Greataxe: 600
     12. Obsidian Clever: 2145
     13. Obsidian Axe: 1950
     14. Obsidian Pickhammer: 1360
     15. Master Greataxe: 27900
    --Weapons - Ranged
     1. Yew Longbow: 150
     2. Yew Crossbow: 200
     3. Oak Longbow: 450
     4. Oak Crossbow: 550
     5. Ebony Longbow: 1820
     6. Ebony Crossbow: 2100
    --Items - Other
     1. Flame Augmentation: 1450
    --Items - Potions
     1. Health Potion: 80
     2. Will Potion: 70
     3. Resurrection Phial: 500
    --Items - Gifts
     1. Fake Wedding Ring: 200
     2. Emerald: 700
     3. Jet: 450
    --Items - Produce
     1. Green Apple: 4
     2. Apple Pie: 15
     3. Fish (Orange): 12
     4. Red Meat: 14
     5. Crunchy Chick: 35
     6. Beer Keg: 46
    --Wanted
     1. Green Apple: 4
     2. Fish (Orange): 12
     3. Fish (Blue): 18
     4. Moonfish: 160
     5. Cider Crate: 52
    
    Besides those items for sale, there is also a Steel Axe and 
    Resurrection Phial found in the chests in the area, and a Will Potion 
    and a Dark Vortex tattoo found in the barrels. There is also a 
    blackjack table here, but you can only win more Gold.
    
    The Chapel Of Skorm
    -------------------
    
    This area isn't necessary for this quest but you can come back later 
    and visit. In the chapel here you an offer up people following you to 
    the evil god Skorm. This will give you, over time, and in addition to 
    evil points, bonus and items.
    
    How much evil you gain depends on what kind of sacrifice you make. The 
    freelance adventures you can find in some towns are easy to get to the 
    chapel because they can warp with you. Otherwise you'll have to safely 
    lead normal people here from Oakvale or Barrow Fields.
    
    If you sacrifice enough people you will be rewarded by having your age 
    decreased by ten years, offer up even more to get the previously 
    unattainable title of Necromancer. But if you sacrifice even more 
    people, and at the right time (roughly 6:00 AM on the clock in the 
    corner of your Auto-Map), you will be rewarded with Skorm's Bow.
    
    Ancient Cullis Gate
    -------------------
    
    There's a big, inactive Cullis Gate, but you'll be able to use it later 
    on in the game.
    
    As you did before, leave your trades a safe distance away while you 
    deal with the enemies in this part of Darkwood. You can also find a 
    Resurrection Phial in a chest and a Silver Key in the water near the 
    last bridge.
    
    -Silver Key #10
     Location: Ancient Cullis Gate
     Method: Fished out of water
     Go to the bridge on the west side of the Ancient Cullis Gate and fish
     in the ripples to find this Silver Key.
    
    Darkwood Weir
    -------------
    
    If you took the third trader with you on your trek, he'll probably turn 
    into a Balverine in this area. Make sure you finish him off before he 
    can attack the other two traders.
    
    Further down the path you'll encounter an Earth Troll. Dodge the clumps 
    of earth it throws at you and fire back with spells or arrows. If you 
    follow the river running through the middle of Darkwood Weir, you will 
    find a chest containing a Lightning Augmentation and a barrel with a 
    Golden Carrot inside.
    
    Barrow Fields
    -------------
    
    Once you have stepped into this area with at least one trader intact, 
    you will have completed the quest! At this point you will be given a 
    new quest card and you can continue on to Oakvale, but you will want to 
    stop a while in Barrow Fields to check out the items for sale.
    
    -Barrow Fields Traders
    Visit each one of these traders to get some items.
    
    --Weapons - Melee
     1. Steel Longsword: 450
     2. Steel Katana: 488
     3. Steel Cleaver: 413
     4. Obsidian Cleaver: 2145
     5. Obsidian Axe: 1950
     6. Obsidian Pickhammer: 1560
    --Weapons - Ranged
     1. Oak Longbow: 450
     2. Oak Crossbow: 550
    --Items - Gifts
     1. Perfume: 120
     2. Red Rose: 20
     3. Chocolates:  10
    --Items - Produce
     1. Green Apple: 4
     2. Apple Pie: 15
     3. Fish (Orange): 12
     4. Tofu: 40
    --Wanted
     1. Beer Keg: 46
     2. Cider Crate: 52
    
    There are items to get for free, too. There is a rock-lined path of 
    dirt in the camp, dig there with your Spade to find a Golden Carrot. 
    There's also a Health Potion in one of the scarecrows in the area. You 
    can fish 500 Gold out of the river near the camp, a Moonfish in the 
    waters in the south, and a Coron Night Tattoo out of the water east of 
    the bridge leading to the camp. There are also some ruins in the south 
    that have a chest that houses a Sapphire.
    
    -Demon Door #5
     Location: Barrow Fields
     Method: Gain weight
     Reward: Will Master's Elixir
     Find this Demon Door in the south of Barrow Fields to be told that you
     need to be fat to enter. So you know what that means: go and eat lots
     of hocks of Red Meat and Apple Pies. You should eat until you can't
     possibly get any fatter in order to gain access to the Old Kingdom
     Spring. Inside you'll find a Will Master's Elixir. And don't worry if
     you don't want to be fat, you can always lose all your weight by
     remaining active in the game.
    
    The Grey House
    --------------
    
    You might as well stop by this area now, although it's not required. 
    But you're nearby, so why not?
    
    As you could guess from the name, this building was the home of Lady 
    Grey as a child. Outside the house itself are a few valuable items. 
    Beside the house stands a scarecrow, search it to find a Tallin Clan 
    Arm Tattoo Card. Also, to the north of the area, is a Demon Door next 
    to a small pond, fish in this pond to get a Silver Key.
    
    -Demon Door #6
     Location: The Grey House
     Method: Marry Lady Grey
     Reward: Ronok The Axe
     The Demon Door at the north end of the path at the Grey House will
     only open for one who has a "posh wife with a title." This means that
     no ordinary wife will do. You'll need to marry Lady Grey to get this
     door to grant you access to the Lost Garden. Once you have married her
     return here to claim your prize.
    
    -Silver Key #11
     Location: The Grey House
     Method: Fished out of water
     Go to the pond near the Demon Door in this area and fish this key out
     of the ripples you see in the water.
    
    Once you checked out the inside, head into the house to be ambushed by 
    legions of Undead Soldiers. They are strong, but slow enough for you to 
    be able to duck behind the, for some free shot opportunities. Keep in 
    mind that these enemies are also very vulnerable to fire 
    spells/attacks.
    
    If you kill the leader of the undead (it's the most powerful one) the 
    rest will crumble and leave you alone. The doors to the cellar outside 
    will also open. Before you go down there stop to get some items in the 
    house. In a chest you will find a Ruby, the cupboard holds an Ages of 
    Skill Potion, and a Dusty Notebook and Tallin Clan Leg Tattoo Card in 
    the bookcases. The second floor has a Normal Beard Hairstyle Card, Ages 
    of the Will Potion, and a Silver Key Chest.
    
    -Silver Key Chest #4
     Location: The Grey House
     Requirement: 10 Silver Keys
     Reward: Sharpening Augmentation
    
    Grey House Cellar
    -----------------
    
    There are no enemies here, just barrels, a chest holding a Will 
    Master's Elixir, and a corpse. Search the corpse to find a Scrawled 
    Parchment.
    
    Read that and the Dusty Notebook you found in the house to learn some 
    disturbing things about Lady Grey and her sibling. Not only is she 
    "posh with a title," but as it turns out she's also a murderer.
    
    Oakvale
    -------
    
    Your hometown has rebuilt itself since you were taken awhile after the 
    fire. There are two shops and plenty of buildings to purchase, if 
    you're okay with killing the current owners.
    
    -Mandatory Quest 8: Maze's New Information Quest
     Location: Oakvale
     Reward: ---
    
    All you really need to do for this quest is walk into Oakvale for the 
    first time and meet up with Maze. Afterwards he will direct you back to 
    the guild, but free to ignore that obligation for now.
    
    -Oakvale Item Shop
    This shop caries a good supply of Weddings Ring, in case you're looking 
    to get married and Bowerstone South doesn't get restocked enough.
    
    --Items - Potions
     1. Health Potion: 70
     2. Will Potion: 70
     3. Resurrection Phial: 500
    --Items - Gifts
     1. Perfume: 120
     2. Red Rose: 20
     3. Chocolates: 10
     4. Wedding Ring: 900
     5. Emerald: 700
     6. Ruby: 600
    --Items - Produce
     1. Green Apple: 4
     2. Apple Pie: 15
     3. Fish (Orange): 12
     4. Carrot: 6
     5. Red Meat: 14
     6. Tofu: 40
     7. Grain Sack: 25
     8. Flour Sack: 35
     9. Cider Crate: 52
    --Items - Other
     1. Fishing Rod: 50
     2. Spade: 200
     3. "The Sock Method": 200
     4. "Making Friends": 200
     5. "Windbreaker Rule Book": 200
     6. "You Are Not A Bad Person": 200
    --Wanted
     1. Diamond: 800
     2. Ruby: 600
     3. Sapphire: 550
     4. Jet: 450
     5. Tofu: 40
    
    -Oakvale Weapons/Armor Shop
    Right across from the Items Shop, this store carries a good range of 
    weapons and armor.
    
    --Weapons - Melee
     1. Iron Longsword: 150
     2. Iron Katana: 163
     3. Iron Pickhammer: 100
     4. Iron Greathammer: 225
     5. Iron Greatsword: 238
     6. Iron Greatmace: 213
     7. Steel Longsword: 450
     8. Steel Katana: 488
     9. Steel Cleaver: 413
     10. Steel Axe: 375
     11. Steel Mace: 338
     12. Steel Pickhammer: 300
     13. Steel Greathammer: 675
     14. Steel Greataxe: 600
     15. Steel Greatsword: 713
     16. Steel Greatmace: 638
     17. Obsidian Longsowrd: 2340
     18. Obsidian Katana: 2535
     19. Obsidian Cleaver: 2145
     20. Obsidian Axe: 1950
     21. Obsidian Mace: 1755
     22. Obsidian Pickhammer: 1560
     23. Obsidian Greataxe: 3120
     24. Obsidian Greatsword: 3705
    --Weapons - Ranged
     1. Yew Longbow: 150
     2. Yew Crossbow: 200
     3. Oak Longbow: 450
     4. Oak Crossbow: 550
     5. Ebony Longbow: 1820
     6. Ebony Crossbow: 2100
    --Wanted
     1. Sharpening Augmentation: 2600
     2. Piercing Augmentation: 2100
     3. Silver Augmentation: 1650
     4. Flame Augmentation: 1450
     5. Lightning Augmentation: 1550
    --Armor - Head
     1. Chainmail Helmet: 742
     2. Bright Chainmail Helmet: 790
    --Armor - Hands
     1. Villager Gloves: 21
     2. Bright Villager Gloves: 25
     3. Plate Gauntlets: 1980
     4. Will User's Gloves: 148
     5. Leather Gauntlets: 127
     6. Bright Leather Gauntlets: 150
     7. Chainmail Gauntlets: 742
     8. Bright Chainmail Gauntlets: 780
     9. Dress Gloves: 13
     10. Bright Dress Gloves: 15
    --Armor - Torso
     1. Villager Shirt: 84
     2. Bright Villager Shirt: 96
     3. Plate Chest Piece: 7920
     4. Will User's Upper Robe: 593
     5. Leather Chest Piece: 507
     6. Bright Leather Chest Piece: 545
     7. Chainmail Shirt: 2967
     8. Bright Chainmail Shirt: 3070
     9. Upper Dress: 50
     10. Bright Upper Dress: 54
    --Armor- Legs
     1. Villager Trousers: 74
     2. Bright Villager Trousers: 82
     3. Plate Leggings: 6930
     4. Will User's Lower Robes: 519
     5. Leather Leggings: 443
     6. Bright Leather Leggings: 465
     7. Chainmail Leggings: 2596
     8. Bright Chainmail Leggings: 2650
     9. Lower Dress: 44
     10. Bright Lower Dress: 50
    --Armor - Feet
     1. Villager Boots: 11
     2. Bright Villager Boots: 12
     3. Plate Boots: 990
     4. Will User's Boots: 74
     5. Leather Boots: 63
     6. Bright Leather Boots: 70
     7. Chainmail Boots: 371
     8. Bright Chainmail Boots: 395
    
    Those are all the items you can buy at Oakvale. But there are also some 
    you can get for free. There are Assassin Boots in a chest on the west 
    beach, an Oak Crossbow in a small building on the east beach, a 
    Resurrection Phial inside a chest in a small garden in the eastern part 
    of the town, and a chest containing 250 Gold behind the house where 
    that cheating man lived when you were younger. You can also find 
    yourself a Balverine Skull tattoo if you dig at one of the barns in the 
    southern section. Other tattoos available to you are a Firis Head 
    Tattoo Card in the tavern and a Spiral Dementia in the house all the 
    way in the west.
    
    But since this is the first town you will have visited that allows you 
    to wield weapons, you can also just go through and kill everybody to 
    empty our some property. Then, if you can afford them, but the empty 
    buildings and shops, wait a few days for the NPC's to re-spawn and 
    collect your money. Of course if you just kill everybody out in the 
    open the new NPC's will scream and run from you, but at least you can 
    get their money.
    
    -Coin Golf Mini-Game
    Make sure you take part in this mini-game (found in the tavern) if you 
    want to collect all the Hero Dolls. Here's a quick rundown of all the 
    stages of the mini-game.
    
    Hole 1: Bank a high powered shot off the glass in front of you line 
    yourself up right with the marker.
    
    Hole 2: If you bounce the coin off the mug to the right of the pitcher 
    you should be able to aim it clearly at the spot.
    
    Hole 3: All the way on the left is a wine glass. Aim the coin right at 
    the very right edge to get a high-powered shot to bounce off just 
    right.
    
    Hole 4: Fire it off at the wine glass to your right and take another 
    wine glass ricochet after that if the first one landed you in the right 
    spot.
    
    If you can win the game under par you'll get the Whisper Hero Doll.
    
    -Fist Fighters Gang: Round 2
     Location: Oakvale
     Reward: 450 Gold, 100 Renown, Fist Fight Level 2 Passed
    
    If you've beaten the gang members at Bowerstone South Quay, be prepared 
    for a considerable step up in competition here. There are more gang 
    members to go through, and these ones know enough to utilize their 
    blocking ability. But with precision and timing you should be able to 
    beat them all, just keep in mind that you can still whack them around 
    outside of the ring as long as you don't spend too much time there.
    
    -The Ghost Pirate
     Reward: 100 Gold, 150 Renown
    
    In the southeast section of the town you will meet a ghost standing 
    near a barn on the shore. Talk to him to have him ask you to dig up his 
    treasure and give it to his wife. His treasure is left of the pier on 
    the east beach, and his wife is the woman standing on the east beach, 
    looking out to sea.
    
    Good: Give her the 500 gold and return to the pirate to learn where he 
    buried an Obsidian Greataxe and a Silver Key in the Memorial Garden.
    
    Evil: Keep the 500 gold but dig up the treasure anyway.
    
    Memorial Garden
    ---------------
    
    You'll want to make a stop in this area to dig up a good number of 
    items. Go to the northwest section to dig up a Carrot, Health Potion, 
    and 500 Gold. You can also dig near the base of the axe-wielding statue 
    to unearth the rest of the Ghost Pirate's treasure: an Obsidian 
    Greataxe and a Silver Key.
    
    -Silver Key #12
     Location: The Memorial Garden
     Method: Dig from base of statue
     After completing the Ghost Pirate Side Quest, find the statue in the
     Memorial Garden holding an axe and dig at its base to claim you prize.
    
    The Clifftop Path
    -----------------
    
    In the south area of Oakvale on the west beach is a cave that leads you 
    to this new area.
    
    -Mandatory Quest 9: Find The Bandit Seeress
     Location: Clifftop Path
     Reward: 4500 Gold, 1000 Renown, Bandit Seal Trophy
     Available Boasts:
    
     1. Without A Scratch
        Take no damage
        Wager: 500
        Reward: 3000
     2. Spare Bandits
        Don't kill a single bandit
        Wager: 400
        Reward: 1200
     3. Bandit Blood
        Kill at least 24 bandits
        Wager: 200
        Reward: 400
    
    Accept this Quest Card as you would any other and return to Oakvale and 
    make you way through the cave on the west beach to get to the Clifftop 
    Path. There will be three bandits here, and you are to reach the gate 
    at the end of the path without being spotted. If you're playing as a 
    Hero with good ranged or magic abilities, you should be able to 
    eliminate all three guards from a safe distance away. Try to attack 
    them with melee combat and they'll alert the others.
    
    But if you're unable to kill them without being seen, take the stealth 
    route. Use the boulders and trees in the area to hide behind as you 
    creep (by holding down the left analog stick) past the guards and each 
    the gate. There are also some barrels along the way that hold a Harion 
    Shoulder Tattoo (which I think is really cool) and a Health Potion.
    
    Abandoned Road
    --------------
    
    When you reach this area you'll be down with sneaking around. Instead, 
    you'll need to collect a full set of bandit gear to pass as one of them 
    at the gates to Twinblade's Camp. The articles of clothing are inside 
    the chests you find along this road. Just be careful of all the bandits 
    in this area. In melee combat they can gang up on you and cause quite a 
    few problems.
    
    The first five chests you come across will have the clothes you need. 
    The sixth will have a Resurrection Phial inside. There are also barrels 
    that have an Ages of the Will Potion, an Ages of the Skill Potion, a 
    Will Potion, a Health Potion, and 250 Gold inside.
    
    -Demon Door #7
     Location: Abandoned Road
     Method: Dress up in three sets of clothes
     Reward: The Dollmaster's Mace
     This Demon Door has lost some of his vision, but still wants to see
     his old friends again, who are the gallant knight, the evil mage, and
     the rascally bandit. You'll already have collected the bandit gear
     from the chests on the road. So this means you'll have to get the full
     set of Will User's Dark Robes from the Demon Door in Darkwood Marshes,
     and a full set of Bright Plate Armor. At this point in the game you
     won't have this, but later one you'll be able to buy it from the
     Arena, Knothole Glade, and wandering traders in the Greatwood Area.
     Come back when you have all of these clothes and model each outfit for
     the door to gain access to the Bitter Shrine, where you can collect
     the Dollmaster's Mace.
    
    Twinblade's Camp
    ----------------
    
    Showing up at the gates dressed in full bandit gear will convince the 
    guard that you're one of them. He'll then let you in and you can stop 
    and rest for awhile in the camp.
    
    The main thing you're after here is a Bandit Camp Pass. There's two 
    ways you can get it: you can pay the bandit hiding behind a tree 1000 
    Gold for it (or you could also kill him), or you can win the Spot The 
    Addition Mini-Game and receive the pass as a prize.
    
    As far as loose items go, there is a Health Potion and 250 Gold in the 
    barrels underneath the pub tent, and several items on the others side 
    of the small pond in this area. Here you can find an Ages of the Will 
    Potion, a Health Potion, and 500 Gold inside the chests and barrels. 
    There is also a Silver Key buried here that you can dig up.
    
    -Silver Key #13
     Location: Twinblade's Camp
     Method: Dig out of the ground
     Walk across the small pond in the camp and dig in the center of the
     small piece of land (it's in the southwest corner) to get this key.
    
    -Twinblade Traders
    Go up to all these of these traders to find out what goods they offer
    
    --Weapons - Melee
     1. Iron Greataxe: 200
     2. Iron Greatsword: 238
     3. Steel Longsword: 450
     4. Steel Cleaver: 413
     5. Steel Axe: 375
     6. Steel Greatsword: 713
     7. Steel Greatmace: 638
     8. Obsidian Longsword: 2340
     9. Obsidian Katana: 2535
     10. Obsidian Cleaver: 2145
     11. Obsidian Axe: 1950
     12. Obsidian Mace: 1755
     13. Obsidian Pickhammer: 1560
     14. Obsidian Greathammer: 3510
     15. Obsidian Greataxe: 3120
     16. Obsidian Greatsword: 3705
     17. Obsidian Greatmace: 3315
    --Weapons - Ranged
     1. Yew Longbow: 150
     2. Oak Longbow: 450
     3. Ebony Longbow: 1820
     4. Ebony Crossbow: 2100
    --Armor - Head
     1. Dark Chainmail Helmet: 780
    --Armor - Hands
     1. Dark Villager Gloves: 24
     2. Assassin Gloves: 135
     3. Dark Plate Gauntlets: 2020
     4. Dark Leather Gauntlets: 144
     5. Guard Gloves: 105
     6. Dark Chainmail Gauntlets: 770
    --Armor - Torso
     1. Dark Villager Shirt: 92
     2. Assassin Shirt: 540
     3. Dark Plate Chest Piece: 7920
     4. Dark Leather Chest Piece: 593
     5. Dark Chainmail Shirt: 507
    --Armor - Legs
     1. Dark Villager Trousers: 80
     2. Assassin Trousers: 473
     3. Dark Plate Leggings: 8010
     4. Dark Leather Leggings: 535
     5. Dark Chainmail Leggings: 3050
    --Armor - Feet
     1. Dark Villager Boots: 12
     2. Assassin Boots: 68
     3. Dark Plate Boots: 1020
     4. Dark Leather Boots: 69
     5. Dark Chainmail Boots: 390
    --Items - Potions
     1. Health Potion: 80
     2. Will Potion: 70
     3. Resurrection phial: 500
    --Items - Gifts
     1. Red Rose: 20
     2. Chocolates: 10
     3. Fake Wedding Ring: 200
     4. Jet: 450
    --Items - Produce
     1. Green Apple: 4
     2. Apple Pie: 15
     3. Fish: 12
     4. Red Meat: 14
     5. Crunchy Chick: 35
     6. Grain Sack: 25
     7. Beer Keg: 46
     8. Cider Crate: 52
    --Items - Other
     1. Flame Augmentation: 1450
     2. Fishing Rod: 50
     3. Spade: 200
     4. "Eyes Of A Killer": 200
     5. "The Ugly Guide": 200
     6. "Windbreaker Rule Book": 200
    -- Wanted
     1. Fish (Orange): 12
     2. Fish (Blue): 18
     3. Cider Crate: 52
     4. Fishing Rod: 50
    
    -Spot The Addition Mini-Game
     Location: Twinblade's Camp
     Reward: Bandit Camp Pass. Twinblade Hero Doll
    
    Talk to the man at the table underneath the pub tent to play this game. 
    This game involves memorizes what items are set out on the table and 
    choosing which additional one was placed after they are uncovered 
    again. It can get kind of difficult, but an easy way to beat the game 
    is to cast Slow Time before you start. That way you can take your time 
    and beat it in less than 8 seconds. Winning once gets you the bandit 
    Camp Pass. Beating your time again gets you the Twinblade Hero Doll.
    
    Twinblade's Elite Camp
    ----------------------
    
    This is where Twinblade's elite bandits roam (duh). There are no 
    traders here, but you may be able to swipe some items left by the 
    bandits when they're not around. There is also 100 Gold, a Resurrection 
    Phial, Assassin Trousers, and an Ages of Might Potion inside the 
    barrels and chests scattered around.
    
    -Fist Fighters Gang: Round 3
     Location: Twinblade's Elite Camp
     Reward: 500 Gold, 150 Renown
    
    The same process as before. Now there are six men you have to go 
    through, but they're only slightly harder than the previous members.
    
    What you need to do in this area is gain access to Twinblade's Tent. 
    You can do this a few ways. If you find the bandits that are 
    highlighted on your Auto-Map as green dots, you can pay them 2000 Gold 
    to make a distraction. If you don't feel like paying, head down to the 
    southwest area and attack the guard near the cages. If you kill him you 
    will get the key to the cages. Free the prisoners and they will run 
    away, giving you a perfect opportunity to slip into Twinblade's Tent.
    
    Twinblade's Tent
    ----------------
    
    There's really noting here except for Twinblade himself. He's very 
    strong and a little on the slow side. He'll also block every hit you 
    try to get in on him. His attacks are easily dodged and he'll get his 
    swords stuck into the ground. As anyone can guess, Twinblade's weakness 
    is his back. So dodge until he immobilizes himself or circle around him 
    until you can get a clear shot at his unprotected back. Repeat this 
    until you defeat him. Just be careful to not wander too close to the 
    edge of the combat area, or else his bandits will swing at you.
    
    After he is defeated, you have a choice. You can kill him and gain a 
    +120 evil bonus, or spare him and get a +120 good bonus. If you decide 
    to kill him, he'll regain some health to fight again. But this time his 
    other bandits will swarm around you and help him. So if you want to 
    kill him it's best to take them out first.
    
    When you are done with him you are free to collect some items. There is 
    a Diamond in the chest at the end of the oath to the north, and a 
    Resurrection Phial, 500 Gold, and other potions inside the chest in his 
    tent.
    
    As soon as you leave the area you will have completed the quest. You 
    will have found the Bandit Seeress, who turns out to be your lost 
    sister. You are to then return to the Heroes' Guild to talk to Maze and 
    use the 10000 experience bonus given to you by your sister.
    
    Witchwood Cullis Gate
    ---------------------
    
    Now that you have finished the Bandit Seeress quest, head back to the 
    Heroes' Guild and talk to Maze to learn about your newest quest.
    
    -Mandatory Quest 10: Find The Archaeologist
     Location: Witchwood
     Reward: 1200 Gold
    
    After accepting the quest you will find that Witchwood is a new area 
    that you can warp to. Warping there is the only way to reach, as it is 
    not connected to the areas you've visited before. Warp there and chop 
    down the bushes near the Cullis gate to find a chest containing a 
    Resurrection Phial. You can also catch a Moonfish in the pond on the 
    other side of the nearby fence.
    
    Continue up the path to face a Rock Troll. These guys are tougher than 
    the Earth Trolls, but their attacks are pretty much the same. Just this 
    time you'll have to dodge more boulders before you get a chance to 
    attack. But basically the pattern you used to beat the Earth Trolls is 
    the same here. Behind him is a barrel that will have a book called "The 
    Guild Of Zeroes" inside. Next to it is a Will Potion and Ages of the 
    Will Potion. To the northeast is the entrance to the next area.
    
    Witchwood Stones
    ----------------
    
    Check out the lake to your left as you enter this area. Cast your 
    fishing pole in to snare a Silver Key. Across from that is the resident 
    Demon Door. He'll open if you spell out his names with the large stones 
    this area is named after. There's also an Obsidian Greathammer in a 
    chest surrounded by bushes and Chainmail Gauntlets in another chest to 
    the north.
    
    -Silver Key #14
     Location: Witchwood Stones
     Method: Fish out of the small pond
     Use your fishing rod in the small pond to the left of the entrance to
     get this Silver Key.
    
    -Demon Door #8
     Location: Witchwood Stones
     Method: Spell its name using the large stones
     Reward: 15-key Silver Key Chest containing Health Augmentation,
     Chainmail Leggings, Resurrection Phial, Howl Tattoo, Sapphire, and a
     Ruby
    
     In Witchwood Stones there are a group of large stones in the north
     part of the area. On each of them is a letter: I, H, T, and S. If you
     ask the man at the Temple of Avo he'll tell you the name of the Door
     in exchange for a Ruby. But it's really not all that hard to figure
     out on your own. But just incase you're lazy; the Demon Door's name is
     HITS. Hitting the stones in that order gives you access to the
     Witchwood Caverns and the treasures inside.
    
    -Silver Key Chest #5
     Location: Witchwood Stones
     Requirement: 15 Silver Keys
     Reward: Health Augmentation
    
    Once you open the Demon Door and go inside, you will have completed the 
    Find the Archeologist quest. Your next quest is waiting for you back at 
    the Heroes' Guild.
    
    -Mandatory Quest 11: The White Balverine
     Location: Knothole Glade
     Reward: 6200 Gold, 800 Renown, White Balverine Head Trophy
     Available Boasts:
    
     1. No Protection
        Do the quest naked
        Wager: 800
        Reward: 1800
     2. Without A Scratch
        Take no damage
        Wager: 500
        Reward: 2500
    
    For this quest you'll need to warp back to Witchwood from the Heroes' 
    Guild. Now on your second visit, one of two things will happen.
    
    Good Event: A man will meet you on the path and ask for your assistance 
    with saving his wife. Follow him to the large stones to be ambushed by 
    bandits. Take them all out and track down the man who lead you into (he 
    should be hiding in the north part of the paths). Spare his life and 
    he'll give you a Resurrection Phial.
    
    Bad Event: A man will meet you on the path and ask for your assistance 
    with assaulting a rich trader. Follow him to be lead into another 
    ambush, but this time guards will attack you. Kill them all with help 
    from any bandits nearby and find the man who lied to you (he'll be 
    hiding in the same spot as in the other event). If you talk to him 
    he'll give you a Resurrection Phial. Kill him I you want afterwards, 
    it'll net you 60 evil points.
    
    The Temple Of Avo
    -----------------
    
    No enemies here, but you'll need to walk through here to get to 
    Knothole Glade. The area is named after the Temple of Avo itself. Enter 
    it to give gold to the god of good in Albion, Avo. If you manage to 
    donate about 48000 Gold, you will be rewarded by having 5-10 years 
    subtracted from your age. Donate up to 64000 Gold and you'll be awarded 
    the Paladin title. Those donations can all be made over time but if you 
    want to be granted the Sentinus, you'll need to donate a large sum all 
    at once (around 32000 Gold will do nicely).
    
    Outside the Temple is a good mercenary for hire. He'll work for 30 Gold 
    upfront and 20 Gold per hour. Behind him is a chest that holds a 
    Resurrection Phial. Above the temple on the hill, a group of villagers 
    are trying to pull the Harbinger (which they call Huw's Sword) out of a 
    stone. Unless your Strength stats are maxed out the first time you try 
    it, you won't be able to get it your first try. The game will remember 
    where you stats were when you made your first attempt. In that case you 
    need to improve your Physique by 5, your Toughness by 3 and your Health 
    by 2 to be able to retrieve the sword.
    
    Witchwood Lake
    --------------
    
    Exit the previous area by the southeast route to get here. There are a 
    few items for you to get and several enemies later, but for now it 
    should be clear. Find the gargoyle statue that is bathed in a red light 
    and dig at the base of it to find another Silver Key. Take note of the 
    three bodies of water in this area. The largest one has a Will Master's 
    Elixir that you can fish out. There is also a Flame Augmentation in a 
    chest near the smaller (but not smallest) pond.
    
    -Silver Key #15
     Location: Witchwood Lake
     Method: Fish out of largest pond
     Find the largest body of water, which is the lake itself, and fish
     this key out of it with your rod.
    
    To continue your quest, go to the south exit into Knothole Glade. The 
    path to the north leads o the Arena, but you don't need to go there 
    yet.
    
    Knothole Glade
    --------------
    
    This is a pretty big town, and you'll notice once you step in that you 
    can wield your weapons inside. Which means you can kill everyone and 
    buy their property if you like.
    
    But you won't be able to access the city right away. If you're 
    currently on the White Balverine quest, you will see several villagers 
    being attacked by four normal Balverines in the area just outside the 
    town gates. Kill all of the beats to have the guards open the gate for 
    you. Soon afterwards the White Balverine will attack you and anybody 
    else nearby. You can't damage it right now, but hit it ten times to get 
    it to run off for a bit. Listen to the mayor's advice to know where the 
    White Balverine skimped off to. He'll also tell you to visit the house 
    of a local townswoman who was the wife of a Balverine hunter. Her house 
    is on the hill and will be marked for you on your Auto-Map, but as soon 
    as you get there you'll be attacked again. Just hit the White Balverine 
    ten times to fight it off and speak to the women to receive a Silver 
    Augmentation.
    
    Augment your weapon of choice with the Silver Augmentation and head 
    back to Witchwood Lake. This is where you'll have to defeat the 
    townswoman's husband, or at least what used to be her husband. The 
    White Balverine can summon other normal Balverines at will, so it would 
    be wise to just a spell like Summon or Ghost Sword to deal with them 
    while you take care of the White Balverine. Remember, only your Silver 
    Augmented weapon can effectively damage the White Balverine. Once you 
    have defeated him head back to Knothole Glade to collect your rewards.
    
    Now that the quest is taken care of, feel free to roam around the town. 
    There are a few shops and the mandatory tavern. There is also a Demon 
    Door and a chest outside the main gates. The chest is at the end of a 
    very thin path that branches off of the main path that leads to the 
    town. There is an Emerald inside.
    
    -Demon Door #9
     Location: Knothole Glade
     Method: Fire an arrow at it hard enough
     Reward: Elixir of Life
     Players who have been predominantly using their archery skills will
     probably not have a problem with having the proper equipment for
     unlocking this door. Other players may want to purchase a better bow
     or use a Multi Arrow spell. What you have to do is hit the Demon Door
     in the face with an arrow hard enough for it to open up to give you
     access to the Hidden Copse, where a chest containing an Elixir of Life
     awaits.
    
    That does it for items available outside the town, now to go back in.
    
    -Knothole Glade Blacksmith
    On your left as you pass through the gates is the local blacksmith. 
    Besides having these items for sale, there is also a chest containing 
    1000 Gold near his shop that you can open.
    
    --Armor - Torso
     1. Villager Shirt: 84
     2. Dark Villager Shirt: 92
     3. Plate Chest Piece: 7920
     4. Dark Plate Chest Piece: 8010
     5. Will Dark Upper Robe: 630
     6. Chainmail Shirt: 2967
     7. Dark Chainmail Shirt: 3050
     8. Dark Upper Dress: 54
    --Armor- Legs
     1. Villager Trousers: 74
     2. Dark Villager Trousers: 80
     3. Plate Leggings: 6930
     4. Dark Plate Leggings: 7020
     5. Bright Plate Leggings: 7040
     6. Will Dark Lower Robe: 530
     7. Guard Trousers: 366
     8. Chainmail Leggings: 2596
     9. Dark Chainmail Leggings: 2620
     10. Dark Lower Dress: 48
    --Armor - Feet
     1. Villager Boots: 11
     2. Dark Villager Boots: 12
     3. Plate Boots: 990
     4. Dark Plate Boots: 1020
     5. Bright plate Boots: 1025
     6. Will User's Dark Boots: 80
     7. Chainmail Boots: 371
     8. Dark Chainmail Boots: 390
    --Weapons - Melee
     1. Obsidian Longsword: 2340
     2. Obsidian Katana: 2535
     3. Obsidian Cleaver: 2145
     4. Obsidian Axe: 1950
     5. Obsidian Mace: 1755
     6. Obsidian Pickhammer: 1560
     7. Obsidian Greathammer: 3510
     8. Obsidian Greataxe: 3120
     9. Obsidian Greatsword: 3705
     10. Obsidian Greatmace: 3315
     11. Master Longsword: 20925
     12. Master Katana: 22669
     13. Master Axe: 17438
     14. Master Mace: 15694
     15. Master Pickhammer: 13950
     16. Master Greataxe: 27900
     17. Master Greatsword: 33131
    --Weapons - Ranged
     1. Ebony Longbow: 1820
     2. Ebony Crossbow: 2100
     3. Master Longbow: 23040
     4. Master Crossbow: 25600
    --Items - Other
     1. Sharpening Augmentation: 2600
     2. Flame Augmentation: 1450
     3. Lightning Augmentation: 1550
    
    Right next to him is a Tattoo Shop where you can purchase various body 
    art. Keep in mind that both shops have several items out for display 
    that you can steal if you are stealthy enough.
    
    There are three barn-like buildings down a path next to the Tattoo 
    Shop. Check them out to find a Ruby in a chest in one of them. Back up 
    in the main area of town is a hill where the tavern sits at the top. 
    Past that is a group of houses and a shop.
    
    -Silver Key #16
     Location: Knothole Glade
     Method: Dig out of dirt
     In the southwest part of the town, right outside one of the houses in
     that area, is a patch of dirt lined with plants. Dig in the center of
     this circle to unearth the Silver Key.
    
    -Card Sorting Mini-Game
     Location: Knothole Glade Tavern
     Reward: Scarlet Robe Hero Doll
    
    This game may be a little difficult if you don't cheat. Using the Slow 
    Time spell will easily allow you to set a new record and then beat it 
    afterwards in a matter of seconds.
    
    -Knothole Glade Tavern and Item Shop
    Here is a list of all the items you can buy from the local tavern and 
    the nearby Item Shop.
    
    --Items - Potions
     1. Health Potion: 80
     2. Will Potion: 70
     3. Resurrection Phial: 500
    --Items - Gifts
     1. Perfume: 120
     2. Red Rose: 20
     3. Chocolates: 10
     4. Wedding Ring: 900
     5. Fake Wedding Ring: 200
     6. Diamond: 800
     7. Ruby: 600
    --Items - Produce
     1. Apple pie: 15
     2. Fish (Orange): 12
     3. Carrot: 6
     4. Red Meat: 14
     5. Tofu: 40
     6. Crunchy Chick: 35
     7. Grain Sack: 25
     8. Beer Keg: 46
    --Items - Other
     1. Spade: 200
     2. "The Ugly Guide": 200
    --Wanted
     1. Wedding Ring: 900
     2. Green Apple: 4
     3. Apple Pie: 15
     4. Fish (Orange): 12
     5. Fish (Blue): 18
     6. Cider Crate: 52
    
    -Fist Fighters Gang: Round 4
     Location: Knothole Glade
     Reward: ??? Gold, ??? Renown (anybody know these?)
    
    Find the dirt ring near the tavern to take part in the final round of 
    the Fist Fighters Gang challenge. This one is tough, even for me after 
    I beat the game and maxed my character out. There are a total of seven 
    rounds, with the last one being the Mayor himself. He has like 1000 hit 
    points and can beat you in two hits, so prepare for a long battle. He's 
    a trick: Get a whole lot of local men to follow you, and then pay the 
    fee to enter the contest. The men following you will gang up on your 
    opponent for each round! This helps a lot when you're facing the Mayor 
    at the end.
    
    That pretty much wraps it up in Knothole Glade. But I'm sure you can 
    find plenty of other things to do while there. But for now I'll carry 
    on with the story.
    
    The Arena
    ---------
    
    You know how after you found out that your sister was the Bandit 
    Seeress, the Guild Master told you to go talk to Maze in his quarters? 
    And Maze mentioned something about the Arena? Well you should be able 
    to take that quest now.
    
    -Mandatory Quest 12: The Arena
     Location: Witchwood Lake/The Arena
     Reward: 0 Gold, 2000 Renown, Champion's Seal Trophy, King Scorpion
     Sting Trophy
     Available Boasts:
    
     1. No Protection
        Do the quest naked
        Wager: 500
        Reward: 4000
     2. Without A Scratch
        Take no damage
        Wager: 400
        Reward: 10000
     3. No Mercy
        Show no mercy; kill all you face
        Wager: 1000
        Reward: 2000
     4. Merciful Hero
        Have mercy on foes when possible
        Wager: 1000
        Reward: 2000
    
    Return to Witchwood Lake and take the north path to the Arena Entrance. 
    Here you'll find a bunch of villagers and another title vendor.
    
    -Arena Entrance Title Vendor
    This one has a few new titles for you to purchase.
    
    --Titles
     1. Reaper: 250
     2. Deathbringer: 350
     3. Pilgrim: 160
     4. Gladiator: 500
     5. Arrowdodger: 150
    
    Continue on to the gates to enter the Arena Waiting Area. In here there 
    is a vendor who can sell you items and armor. Best part about it is 
    that you can shoplift here without being arrested. You just have to 
    start over if you're spotted.
    
    -Arena Waiting Area Vendor
    Talk to this man to check out his steep prices...
    
    --Armor - Head
     1. Bright Chainmail Helmet: 790
     2. Dark Chainmail Helmet: 780
    --Armor - Hands
     1. Plate Gauntlets: 1980
     2. Dark Plate Gauntlets: 2020
     3. Bright plate Gauntlets: 2040
     5. Leather Gauntlets: 127
     6. Bright Chainmail Gauntlets: 780
     7. Dark Chainmail Gauntlets: 770
    --Armor - Torso
     1. Plate Chest Piece: 7920
     2. Dark Plate Chest Piece: 8010
     3. Bright plate Chest Piece: 8050
     4. Leather Chest Piece: 507
     5. Bright Chainmail Shirt: 3070
     6. Dark Chainmail Shirt: 3050
    --Armor - Legs
     1. Plate Leggings: 6930
     2. Dark Plate Leggings: 7020
     3. Bright Plate Leggings: 7040
     4. Leather Leggings: 443
     5. Bright Chainmail Leggings: 3070
     6. Dark Chainmail Leggings: 2620
    --Armor - Feet
     1. Plate Boots: 11
     2. Dark Plate Boots: 12
     3. Bright Plate Boots: 990
     4. Leather Boots: 1020
     5. Bright Chainmail Boots: 1025
     6. Dark Chainmail Boots: 80
    --Items - Potion
     1. Health Potion: 80
     2. Will Potion: 70
     3. Resurrection Phial: 500
    --Items - Produce
     1. Fish (Orange): 12
     2. Carrot: 6
     3. Red Meat: 14
     4. Crunchy Chick: 35
    --Wanted
     1. Elixir Of Life: 2600
    
    --Weapons - Melee
     1. Steel Longsword: 450
     2. Steel Katana: 488
     3. Steel Pickhammer: 300
     4. Steel Greathammer: 675
     5. Obsidian Longsword: 2340
     6. Obsidian Katana: 2535
     7. Obsidian Axe: 1950
     8. Obsidian Greatsword: 3705
     9. Master Katana: 22669
     10. Master Cleaver: 19181
     11. Master Axe: 17438
     12. Master Mace: 15694
     13. Master Greathammer: 31388
     14. Master Greataxe: 27900
    --Weapons - Ranged
     1. Oak Longbow: 450
     2. Ebony Longbow: 1820
     3. Ebony Crossbow: 2100
     4. Master Longbow: 23040
     5. Master Crossbow: 25600
    --Items - Other
     1. Sharpening Augmentation: 2600
     2. Piercing Augmentation: 2100
     3. Silver Augmentation: 1650
     4. Thunder Hero Doll: 200
    
    There's all the stuff you can buy here. Keep in mind that you can buy a 
    Thunder Hero Doll and the entire Bright Plate Mail set.
    
    Going into the Arena competition itself is what's next. There are eight 
    levels in it, and if you can get through all of them without having to 
    take a break you will earn 28600 Gold. Take a break during combat and 
    you'll earn a lot less. Showing off to the crowd is also a good way to 
    boost your loot.
    
    Beware of the blades surrounding the ring. They hurt you, but will also 
    hurt any enemies you manage to toss into them. Use that to your 
    advantage.
    
    First Round: Wasps
    The Arena competition eases you into fighting. Take these pesky Wasps 
    out in record time if you'd like.
    
    Second Round: Hobbes
    Again you're forced to swathe through these little guys. Make sure to 
    not let them surround you.
    
    Third Round: White & Brown Balverines
    This'll be a little tough if you don't have any Silver-Augmented 
    weapons anymore. It'll be easier if you have a good level of the Time 
    Slow spell handy.
    
    Forth Round: Undead
    You can pretty much take a short break while you smash these guys into 
    the dust. Take them out with Fire-Augmented weapons or keep your 
    distance safely with ranged attacks.
    
    Fifth Round: Bandits
    The normal bandits that swamp you at first will fall quickly to strong 
    melee attacks. But the ones wearing black clothes have a good chance at 
    beating your ass. Engage them with Will and ranged attacks instead of 
    trying to go toe-to-toe with them.
    
    Sixth Round: Earth Trolls
    Stay back and fire ranged attacks at theses foes to topple over.
    
    Seventh Round: Rock Trolls
    Use the same tactic from the previous tactic or just a Slow Time spell 
    and a good melee weapon to come in and hack them up.
    
    Eighth Round: Arachanox
    This here is the boss of the Arena. Try to keep your distance at first. 
    The thing is they don't do much damage. Often he will spread his claws 
    and start to charge up energy. When this happens, charge forward and 
    slash at his eye with your melee weapons. After you deal a good number 
    of damage he will burrow into the ground and send a small swarm of 
    smaller scorpions after you. Take them out and take the opportunity to 
    use either the Heal spell or regenerative potions/items.
    
    Final Round: Whisper
    Oh yeah, did I mentioned that she's fighting alongside you for the most 
    part of the Arena? Well I left her out because she's not much use 
    during the rounds. But you'll then have to fight her at the end. She's 
    not all that strong but will always block your attacks. Don't bother 
    with ranged attacks because they'll do nothing. Just dodge around her 
    and lay into her with melee attacks for an easy victory.
    
    After you have defeated her, you have the choice of letting her live or 
    killing her. If you kill her, Jack of Blades will give you a special 
    prize of 10000 Gold. But in addition to that are the normal rewards of 
    the Champion's Seal and King Scorpion Sting trophies.
    
    Soon afterwards you will be told to go to the Grey House to meet up 
    with your sister. But before you do that, talk to the people outside 
    the Arena to get a few items.
    
    -Mandatory Quest 13: Finding Theresa Again
     Location: Grey House
     Reward: Nothing
    
    Another quest that involves almost no work. Just warp to the Grey House 
    and meet your sister there. After you've done that you will have a few 
    choices on what to do next, as far as Quests go.
    
    -Ghost Granny Necklace Side Quest
     Location: Orchid Farms
     Reward: 500 Gold, 200 Renown
    
    This side quest will not appear at the Heroes' Guild, so activate it by 
    simply visiting the area. The farmer, Isaiah, will ask you to help him 
    put his mother's spirit to rest. Go behind his house and speak to the 
    ghost of his mother. She'll tell you about a bandit at Greatwood Lake. 
    Find him, then kill him, and take the Dead Lady's Heirloom that he 
    drops. Take the heirloom to Isaiah then visit his mother to say goodbye 
    and finish this simple quest.
    
    -Lost Trader Side Quest
     Location: Clifftop Path
     Reward: 2600 Gold, 150 Renown, Treasure Clue 2
    
    Accept this quest then warp to Oakvale (or walk if you want). Head up 
    to Clifftop Path and continue on to the Abandoned Road where you will 
    meet the trader in question. He needs your help in finding his brother. 
    Continue down the road and get rid of any bandit resistance. Once you 
    find his brother you'll be attacked by another wave of bandits. Take 
    them out and lead the trader safely back to his brother back at the 
    beginning of the Abandoned Road.
    
    -Break The Siege Side Quest
     Location: Knothole Glade
     Reward: 5000 Gold, 450 Renown
     Available Boasts:
    
     1. No Protection
        Do the quest naked
        Wager: 500
        Reward: 1300
     2. Without A Scratch
        Take no damage
        Wager: 400
        Reward: 1800
     3. Fist Fighter
        Us no weapons or offensive magic
        Wager: 400
        Reward: 1900
     4. Solo Mission
        Do without the assistance from guards
        Wager: 800
        Reward: 1600
     5. Kill Leader
        Kill the bandit siege leader
        Wager: 500
        Reward: 1200
    
    Accept this quest at the Heroes' Guild then warp to Knothole Glade. 
    Talk to the guard by the gate when you're ready to start the quest. 
    Once he opens the gates, a swarm of bandits will charge in. Your simple 
    task is to kill all of them.
    
    -Knothole Glade Archery Competition
    After completing the Break the Siege quest, revisit the area to find 
    that this mini-game is now open. Beating the high score of 220 gets you 
    the Treasure Clue 4. If you can then beat the new score (with which you 
    beat 220) then you will earn the Silver Arrow Trophy.
    
    Here's a warning. At this point of the game you may be attacked by 
    Twinblade's Assassins in Knothole Glade. There are five total, and all 
    will attack you in different locations. The first should be somewhere 
    in the town itself while there are others Witchwood Cullis Gate Area, 
    Windmill Hill, Prison Path, and Hook Coast. But those last few you can 
    worry about later. Killing all of these men is important to your game 
    and they may often drop valuable items, one of which being the Doll of 
    You.
    
    Bowerstone North
    ----------------
    
    Completing the Arena will grant you access to this small part of 
    Bowerstone. But there are a few important items (available through the 
    shop) and people you should meet while here. But first I'll get the 
    shop out of the way.
    
    -Bowerstone North Shop
    In the center of town, straight forward from the gates, is the only 
    shop in this part of town.
    
    --Armor - Hands
     1. Will User's Bright Gloves: 160
     2. Dress Gloves: 13
     3. Bright Dress Gloves: 15
     4. Dark Dress Gloves: 14
    --Armor - Torso
     1. Will Bright Upper Robe: 640
     2. Guard Shirt: 419
     3. Upper Dress: 50
     4. Bright Upper Dress: 55
     5. Dark Upper Dress: 54
    --Armor - Legs
     1. Will Bright Lower Robe: 535
     2. Lower Dress: 44
     3. Bright Lower Dress: 50
     4. Dark Lower Dress: 48
    --Armor - Feet
     1. Will User's Bright Boots: 82
    --Items - Potion
     1. Health Potion: 80
     2. Will Potion: 70
     3. Resurrection Phial: 500
    --Items - Gifts
     1. Perfume: 120
     2. Red Rose: 20
     3. Chocolates: 10
     4. Wedding Ring: 900
     5. Diamond: 800
     6. Emerald: 700
     7. Ruby: 600
     8. Sapphire: 550
     9. Black Rose: 300
    --Items - Produce
     1. Green Apple: 4
     2. Apple Pie: 15
     3. Fish (Orange: 12)
     4. Fish (Blue): 18
     5. Carrot: 6
     6. Red Meat: 14
     7. Tofu: 40
     8. Flour Sack: 35
    --Items - Other
     1. Fishing Rod: 50
     2. "The Sock Method": 200
     3. "Making Friends"": 200
     4. "You Are Not a Bad Person": 200
     5. Doll of You: 250
     6. Thunder Hero Doll: 200
     7. Health Augmentation: 45000
    --Wanted
     1. Wedding Ring: 900
     2. Emerald: 700
     3. Sapphire: 550
     4. Jet: 450
     5. Golden Carrot: 160
    
    --Weapons - Melee
     1. Obsidian Longsword: 2340
     2. Obsidian Katana: 2535
     3. Master Longsword: 20925
     4. Master Katana: 22669
     5. Master Cleaver: 19181
     6. Master Pickhammer: 13950
     7. Master Greatsword: 33131
     8. Solus Greatsword: 69825
    --Weapons - Ranged
     1. Master Longbow: 23040
     2. Master Crossbow: 25600
    
    The houses here will earn you the most Gold if you owned them. But 
    they're also expensive as hell. You could also start trying to woo Lady 
    Grey now, but it won't do you much good because you have to complete 
    the next mandatory quest first in order to complete her side quest.
    
    -Mandatory Quest 14: Find The Archaeologist
     Location: Bowerstone Jail
     Reward: 7000 Gold, 500 Renown, Minion's Helmet Trophy
     Available Boasts:
    
     1. No Protection
        Do the quest naked
        Wager: 1000
        Reward: 2000
     2. Without A Scratch
        Take no damage
        Wager: 1000
        Reward: 8000
     3. Fist Fighter
        Use no weapons or offensive magic
        Wager: 1000
        Reward: 7000
    
    This second part of the quest will be a lot tougher than the first. 
    After accepting the quest, head to Bowerstone North and than through 
    the north gate to Bowerstone Jail.
    
    Bowerstone Jail
    ---------------
    
    Here is where you'll first run into the Minions. Fighting these 
    monsters with melee attacks is possible, but difficult. They are very 
    prone to blocking, so you'll have to use spells like Slow Time or 
    Assassin Strike to get around their defense. The easiest way to kill 
    them is to use ranged will attacks or a bow with the Multi-Arrow spell. 
    You will also notice the guards in the area. If you can keep them from 
    being killed by the Minions and heal them with your Heal Life spell, 
    they will help you out later on when you get outnumbered. Or, kill them 
    all if you don't care.
    
    The blue Minions are the ones who will sit back and hurl magical 
    attacks at you. Run around the red melee fighting Minions and try to 
    take out the blue ones first. There's only one way to go, so continue 
    on north, cutting down any Minions you see.
    
    There are some items in this area, too. Right outside the gates to the 
    right is a cell that has barrels with recovery items in them. There is 
    a chest with a Piercing Augmentation in it across the bridge. There is 
    also a second chest further down the path with an Ebony Longbow inside.
    
    Windmill Hill
    -------------
    
    There is a gold marker on you auto-map when you enter this area. It 
    shows which blue Minion is responsible for the barrier blocking your 
    path to the Gibbet Woods. To expel that barrier all you have to do is 
    chase down the Minion who made it and kill it. Not that you weren't 
    going to do that, anyway.
    
    As for items, there is a Trader Style Moustache card on the scarecrow 
    to your left as you enter, and across from it is a small pond with a 
    Wedding Ring at the bottom. Near the farm house is a small field with a 
    Silver Key buried in the dirt surrounded by flowers.
    
    Inside the windmill are barrels with potions in them, one of them being 
    an Ages of Might Potion. On the roof is a Resurrection Phial. As soon 
    as you leave the windmill, though, another one of the Assassins will 
    attack you. Go around the side of the windmill to find another mound 
    where you can dig up a Silver Key and find a chest containing Treasure 
    Clue 6.
    
    -Silver Key #17
     Location: Windmill Hill
     Method: Dig out of dirt
     There is a small farm house in the west section of this area. Go into
     the small fields next to it and dig in the flower-lined patch of dirt
     to get this key.
    
    -Silver Key #18
     Location: Windmill Hill
     Method: Dig out of dirt
     Behind the windmill is another noticeable mound of dirt which you can
     dig this key out of.
    
    Gibbet Woods
    ------------
    
    When you enter this area one of the Minions will summon a Rock Troll to 
    slow you down. Dispatch it and make sure the guards following you, if 
    there are any, are in good health by healing them. You won't be able to 
    progress to the left, but you can continue right and gain more guard 
    allies if you help them fight off the attackers. Continue on this path 
    until you reach the next area.
    
    Prison Path
    -----------
    
    This is where the Minions have taken the Archaeologist. So your task 
    now is to kill all Minions in sight and make sure that the 
    Archaeologist gets out alive. You're going to be timed for this part, 
    so waste no time in using flourish attacks or healing the guards, just 
    push straight forward until you reach the docks. Eight more Minions 
    will appear, so you use your melee weapons and attacks to destroy them 
    and save the Archaeologist.
    
    On your way back, be sure to break all the barrels you find to find 
    potions and an Emerald. In a chest on the pier is a Silver Augmentation 
    and you can expect to be ambushed by another assassin here.
    
    Headsman's Hill
    ---------------
    
    The left path in the Gibbet Woods leads you to this desolate area.
    
    -Execution Tree/Execution Tree Rescue Side Quests
     Location: Headman's Hill
     Reward: 4600 Gold, 400 Renown
     Available Boasts:
    
    --Execute Version
     1. No Protection
        Do the quest naked
        Wager: 400
        Reward: 1000
     2. Without A Scratch
        Take no damage
        Wager: 500
        Reward: 1500
     3. Fist Fighter
        Use no weapons or offensive magic
        Wager: 500
        Reward: 1500
     4. Protect Guards
        Ensure no guards are killed
        Wager: 500
        Reward: 1500
    
    --Rescue Version
     1. No Protection
        Do the quest naked
        Wager: 400
        Reward: 1000
     2. Without A Scratch
        Take no damage
        Wager: 500
        Reward: 1500
     3. Fist Fighter
        Use no weapons or offensive magic
        Wager: 500
        Reward: 1500
     4. Protect Bandits
        Ensure no bandits are killed
        Wager: 500
        Reward: 1500
    
    Execute Version (Good): In the good version you'll need to stay right 
    at the captured bandit's side. The other bandits will attack from 
    either high up or come straight at you. Slow Time helps, but make sure 
    you don't use any magic that could potentially hurt or kill the 
    captured bandit or guards.
    
    Rescue Version (Evil): in this one all you have to do is get to 
    Headsman's Hill and kill the executioner. You have 3:45 to do this. 
    Protecting your fellow bandits or killing all the guards is entirely up 
    to you.
    
    -Lady Grey's Invitational Side Quest
     Location: Bowerstone North
     Reward: 15000 Gold, Katana Hiryu
    
    So after you've completed the Arena challenge, you will be able to 
    visit Lady Grey in Bowerstone North. If you are successful in courting 
    her you may get to marry her, the benefits of which I will discuss 
    later.
    
    The first thing you'll need to do is talk to the lady in the northwest 
    part of town. She'll clue you in on a certain gift that you could buy 
    Lady Grey. So go the store in Bowerstone North and buy a Black Rose. 
    This is the only store in Albion that sells them, and since Lady Grey 
    is evil herself, she is the only woman in Albion who enjoys them.
    
    Next she'll demand that you buy a house. Why? I don't know. All you 
    have to do is buy a vacant house anywhere. If you already own any 
    number of houses already, sell one of them and buy it right back.
    
    The third step is performing a heroic deed. She'll tell you to retrieve 
    her necklace. On your auto-map you will see a few green dots pop up. 
    Talk to each person represented by a green dot to gain information 
    about the necklace. You'll learn that it is in Oakvale. Head there and 
    enter the Memorial Graveyard again. There will be two grave robbers 
    here. Hold down the left analog stick to sneak quietly up to the stone 
    wall where they are talking. You'll overhear their conversation. In 
    doing so you'll learn exactly where the necklace is. Incase you're 
    lazy; it's between two boats on the west beach in Oakvale. When you 
    find the two boats a Spade icon won't appear. So you'll have to just 
    keep using the Spade through your inventory to find the right spot. 
    Once you get the necklace, take it back to Lady Grey to get your next 
    order.
    
    You'll have to meet Thunder at Bowerstone Prison, where he will 
    challenge you to a duel at Headsman's Hill. Go back to the Gibbet Woods 
    and take the left path to enter Headsman's Hill again. You'll need to 
    fight Thunder in the same way you fought Twinblade. Don't bother trying 
    to block his attacks too much, just get behind him by either rolling or 
    using the Assassin Rush spell.
    
    After doing a certain amount of damage the two of you will fall down a 
    hill and land on a smaller piece of land to continue the fight. Keep 
    wailing on his back to make him run into a nearby cave. Enter the cave 
    after him and simply beat his ass. Not much of a strategy for this, 
    just keep doing what you've been doing before.
    
    Once he's defeated, you'll earn Thunder's Helmet trophy and a 15-key 
    Silver Chest in the cave, containing a Mana Augmentation. There's also 
    a small pond outside the cave where you can fish out a Silver Key the 
    nearby Demon Door opens only when it sees you have defeated a Hero. So 
    beating Thunder will cause it to open, leading you back to the Gibbet 
    Woods.
    
    -Silver Key #19
     Location: Headsman's Hill
     Method: Fish out of pond
     After falling down the hill during the battle with Thunder, you'll see
     a cave entrance and a small pond near it. After you've beaten Thunder
     enough to make him seek refuge in the cave, use your rod to fish the
     key out of the little pond nearby.
    
    -Silver Key Chest #6
     Location: Cave in Headsman's Hill
     Requirement: 15 Silver Keys
     Reward: Mana Augmentation
    
    With Thunder defeated, Lady Grey should agree to marry you. You won't 
    need a ring for this, and you'll get a sweet dowry of 15000 Gold. 
    You'll also be able to get inside Bowerstone Manor. In Lady Grey's 
    bedroom you'll find a Silver Key on her bed and a 15-key Silver Key 
    Chest. Also with Lady Grey now as your wife, you can claim your prize 
    at the Demon Door at the Grey House (check back in the Grey House area 
    of the guide for the details).
    
    -Silver Key #20
     Location: Lady Grey's Bedroom
     Method: Pick it up off the bed
     This one isn't so hard. Just search the bed to find this key.
    
    -Silver Key Chest #7
     Location: Lady Grey's Bedroom
     Requirement: 15 Silver Keys
     Reward: Katana Hiryu
    
    Lychfield Graveyard
    -------------------
    
    Take the path through the Gibbet Woods to get to Headsman's Hill. Then 
    head north to enter Lychfield Graveyard, the site of your next 
    mandatory quest. First there is a Flame Augmentation a chest in the 
    area. Talk to the Demon Door in this area and head over to the grave 
    keeper's hut. Then talk to the man himself to start your quest.
    
    -Mandatory Quest 15: The Graveyard Path
     Location: Lychfield Graveyard
     Reward: 1500 Gold, 200 Renown, Undead Hand Trophy
    
    The first thing you'll need to do is collect the four pieces of 
    Nostro's Armor. You'll also need to take care of any Undead in your 
    path, because if you let the grave keeper go out in front he'll end up 
    getting himself killed. There will be a gold dot on your auto-map, 
    pointing you towards the crypt. This is where you'll lean more from 
    Nostro and then learn the locations of his pieces of armor.
    
    Nostro's Helmet is right in the grave keeper's house. It's on his 
    shelf. There's also an Ages of Skill Potion in his cabinet. A little 
    west of his little house is a grave that hold's Nostro's Sword. There 
    will be green bubbles floating over which grave it's in. Use your Spade 
    to dig it up. Nostro's Shield can be fished out of the river with the 
    yellow bubbles, and Nostro's Armor is in one of the crypts marked on 
    your auto-map with a green dot. Take them all back to Nostro's Crypt to 
    get the Demon Door to open for you.
    
    But before you go in, take a few minutes to collect some items that are 
    scattered throughout the graveyard. There are three Silver Keys all 
    together. In the fenced-off area to the right of the entrance are 
    Karian Wing and Howl Tattoo cards that can be dug up from the graves 
    there.
    
    -Silver Key #21
     Location: Lychfield Graveyard
     Method: Find in mausoleum
     Towards the south section of the graveyard is a mausoleum that you can
     enter to find this key.
    
    -Silver Key #22
     Location: Lychfield Graveyard
     Method: Dig out of grave
     Right outside the mausoleum you found the 21st key in, you can dig the
     22nd out of one of the graves nearby.
    
    -Silver Key #23
     Location: Lychfield Graveyard
     Method: Fish out of water
     There is a small stream to the west of the grave keeper's shack that
     you can fish this key out of using your fishing rod.
    
    Old Graveyard Path
    ------------------
    
    Through the Demon Door entrance will be this area. Be prepared for a 
    nonstop attack by the Undead here. Fortunately they're laughably weak 
    to Fire-Augmented weapons or spells. So equip any kind of those and lay 
    waste to them while you push your way forward, the only possible route.
    
    Near the end is a large door that will only open once you kill the 
    Undead General nearby. There is also a chest near the door that holds a 
    Silver Augmentation.
    
    Circle Of The Dead
    ------------------
    
    Step into the stone circle here to be attacked again by a large number 
    of Undead. You can only attack them while they are inside the ring, so 
    stay in the center and wait for them to come to you.
    
    Just keep killing all that come to you until three Undead Lieutenants 
    appear. As you can probably guess, you're supposed to kill all of them, 
    too. One you do this the quest will be completed.
    
    -Silver Key Chest #8
     Location: Circle of the Dead
     Requirement: 10 Silver Keys
     Reward: Piercing Augmentation
    
    You can grab that nearby chest, but that's pretty much all you can do 
    here now.
    
    There's a door that leads to the Underground Chamber ahead, but make 
    sure al of your business is taken care of before entering it. Once you 
    do you'll be thrust into another quest.
    
    Underground Chamber
    -------------------
    
    -Mandatory Quest 16: Rescue Scarlet Rose
     Location: Torture Chamber
     Reward: ---
    
    In the center of this area is a large, water-filled pit with an enemy 
    in the middle. Of course, it is submerged, so you won't have to face it 
    until later. Continue forward into the Underground Tunnel.
    
    Underground Tunnel
    ------------------
    
    Again you'll be mobbed by the Undead here. Your progress will even be 
    held back until you defeat a number of them in some areas. There is a 
    barrel with an Ages of the Will potion in this area as well as a chest 
    at the end of the north pathway (the one that leads to a dead end) that 
    contains a Resurrection Phial. As you continue in the east tunnel 
    you'll be attacked by progressively harder foes until you reach the 
    door that leads to the Cliffside Path.
    
    Cliffside Path
    --------------
    
    This area doesn't have a lot of enemies, so it's something of a nice 
    break. To the north is a little hill, where a chest containing a 
    Lighting Augmentation sits, as well as a patch of dirt where a Silver 
    Key is buried.
    
    There is a small island in the center of the small pond in this area. 
    On that little island is a Sharpening Augmentation, but as soon as you 
    open the chest that contains it you'll be attacked by the Undead.
    
    In the south area are some Dark Chainmail Leggings, as well as a chest 
    containing a Resurrection Phial. That chest is a little south of the 
    door to the next area. As soon as you try to enter the next area, 
    you'll be attacked again by a group of Undead, so be prepared.
    
    -Silver Key #24
     Location: Cliffside Path
     Method: Dig out of ground
     Past the entrance to the Underground Tunnel there is a spot in the
     dirt that you can dig this key out of.
    
    Underground Passage
    -------------------
    
    This is a good area to sneak around and snipe out the guards using a 
    bow and decked out in Assassin Gear (if you have it). You won't be able 
    to avoid them completely, but you can definitely take them out before 
    they can reach you.
    
    Take the left path, the one that leads to a dead end to find a 
    Resurrection Phial in a chest along with two Health Potions on a desk. 
    The large room at the end holds a whole bunch of potions. Other than 
    them, there is an Ages of Might Potion, Dark Leather Shirt, and an 
    Obsidian Katana.
    
    There are lots of guards here, so you can take them out from a safe 
    distance away or run right at them. Beyond the door at the top of the 
    stairs is the room where your mother is being kept. But trying to lead 
    her out gets you captured.
    
    Bargate Prison Courtyard
    ------------------------
    
    Now you'll only have one chance per year to escape incarceration. This 
    chance comes in the form of the warden's yearly footrace. Your best is 
    to just sprint as fast as you can to the end of the track. There is a 
    shortcut available if you need it. Right before entering one of the 
    corridors the guard points to you'll be able to turn down and run 
    across a catwalk that will cut off a big section of the race.
    
    Winning the race will gain you the opportunity to listen to one of the 
    warden's poems. When you are in his room, wait until he turns his back 
    to you and begins to recite one of his works. Slowly creep behind him 
    and inspect the glittering piece of paper on the wall. On it is the 
    combination you nee to unlock the books on his desk. Unlock the books 
    on his desk to get the Prison Cell Key. There is also a Somrune Tattoo 
    card on his bookcase.
    
    Use the key to unlock your cell after you've been locked in again. You 
    can also unlock all of the other inmates' cells so that they can aid 
    you later on. Make your way into the courtyard to see a yellow icon 
    show up on your auto-map. This will lead you to the Torture Chamber, 
    but you can't free your mother without all of your weapons you've 
    assembled. Head left and go up the stairs to the second level. On your 
    way, Cell Block Two and Three hold a few items. In Cell Block Two you 
    can find a Small Moustache Card, and in Cell Block Three you can find 
    Plate Boots and a Health Potion.
    
    Enter the Guard Barracks on the second floor to find a full suit of 
    Guard Clothes and a bag containing all of your items. The bookcases in 
    this room hold a Harion Shoulder and Arm Tattoo Cards. In a barrel near 
    the door is an Ages of Might Potion. Head into the Torture Chamber once 
    you're ready to help your mother escape.
    
    -Mandatory Quest 17: Prison Escape
     Location: Torture Chamber
     Reward: Kraken's Tooth Trophy
    
    Now with her behind her, make your way back to the Underground Chamber. 
    But this time you must make sure to protect your mother from the guards 
    who will swarm around you.
    
    Once you make it back to the Underground Chamber, you will be attacked 
    by the Kraken. Avoid its tentacles and strike them when they miss you. 
    Once you have dealt enough damage to the tentacles, pull out a ranged 
    weapon and prepare to get a chance to attack the head. The Kraken head 
    has an energy beam attack, so avoid it and fire away. Once you have 
    battered the head around enough, the tentacles will reappear.
    
    Once you have defeated it and are back to safety with your mother, she 
    will reward you with 40,000 Experience Points.
    
    -The Bounty Hunt Side Quest
     Location: Greatwood
     Reward: 5400 Gold, 400 Renown, Treasure Clue 1
     Available Boasts:
    
     1. No Protection
        Method: Do the quest naked
        Wager: 600
        Reward: 1500
     2. Without a Scratch
        Method: Take no damage
        Wager: 500
        Reward: 2500
     3. Perform Quickly
        Method: Complete the quest within the time limit
        Wager: 1000
        Reward: 2200
     4. Behead Leader
        Method: Decapitate the bandit leader
        Wager: 600
        Reward: 2000
    
    This quest may appear before you have to go to Bargate Prison, but I 
    added it afterwards as to not interrupt the story too much. Head back 
    to the Heroes' Guild to take up this quest. Then head to Greatwood to 
    be told to go to Fisher Creek. On your way there you'll be attacked by 
    a lot of tough bandits, so be prepared. These guys are a lot more 
    aggressive than the normal type of bandit. After finding the brother at 
    Fisher Creek, head to Greatwood Lake. The bandit leader will be 
    standing at the end of the broken bridge with the trader's sister. But 
    get too close and he'll kill her. So take out any loose bandits in the 
    area then shoot him right in the face with an arrow. After he is dead 
    the sister will give you the long-awaited Treasure Clue 1.
    
    Hook Coast
    ----------
    
    Once your mother has been freed, you should be able to take on the 
    Gateway to Hook Coast Quest.
    
    -Mandatory Quest 18: Gateway To Hook Coast
     Location: Darkwood Weir
     Reward: 4200 Gold, 500 Renown
    
    Warp to Barrow Fields after you have accepted the quest and head north 
    to Darkwood Weir. Here you will find the Ancient Cullis Gate, where the 
    quest officially starts. To activate the Cullis Gate, you need to fill 
    up the energy bar that shows up by killing all of the Undead that swarm 
    around it. Be quick about it as well, since the bar does slowly fade. 
    Once you have filled the bar you will be able to walk into the Cullis 
    gate and be warped to Hook Coast.
    
    Once there, head northwest to an abbey. It's decrepit and the door is 
    blocked by a magical barriers. Once you have found this, teleport back 
    to the Heroes' Guild and speak to Maze. You will need to grab the 
    Arban's Thaumaturgica off of Maze's desk to complete this small quest.
    
    After this you will be sent on another quest but make sure you complete 
    any unfinished side quests before you undertake the latest quest, 
    because you won't be able to go back and do them later.
    
    -Silver Key Chest #9
     Location: Hook Coast Lighthouse
     Requirement: 15 Silver Keys
     Reward: Murren Greataxe
    
    -Silver Key #25
     Location: Hook Coast
     Method: Retrieve from cabinet
     Kick in the door of the lighthouse and search the cabinet on the
     ground floor to find this key.
    
    Here's the list of shops in Hook Coast.
    
    -Hook Coast Item Shop
    Check out this place for any items you might need.
    
    --Items - Potion
     1. Health Potion: 80
     2. Will Potion: 70
     3. Resurrection phial: 500
    --Items - Gifts
     1. Perfume: 120
     2. Chocolates: 10
     3. Wedding Ring: 900
     4. Emerald: 700
     5. Sapphire: 550
     6. Jet: 450
    --Items- Produce
     1. Apple Pie: 15
     2. Fish (Blue): 18
     3. Carrot: 6
     4. Red Meat: 14
     5. Grain Sack: 25
     6. Flour Sack: 35
    --Items - Other
     1. Fishing Rod: 50
     2. Spade: 200
     3. "The Sock Method": 200
     4. "Making Friends": 200
     5. "Eyes Of A Killer": 200
     6. "The Ugly Guide": 200
     7. "Windbreaker Rule Book": 200
     8. "You Are Not A Bad person": 200
    --Wanted
     1. Health Potion: 80
     2. Red Rose: 20
     3. Green Apple: 4
     4. Fish: 12
     5. Carrot: 6
    
    -Hook Coast Weapon Shop
    This place is good; you can buy every Master weapon as well as a bunch 
    of rare Augmentations.
    
    --Weapons - Melee
     1. Master Longsword: 20925
     2. Master Katana: 22669
     3. Master Cleaver: 19181
     4. Master Axe: 17438
     5. Master Mace: 15694
     4. Master Pickhammer: 13950
     5. Master Greathammer: 31388
     6. Master Greataxe: 27900
     7. Master Greatsword: 33131
     8. Master Greatmace: 29644
    --Weapons - Ranged
     1. Master Longbow: 23040
     2. Master Crossbow: 25600
    --Items - Other
     1. Sharpening Augmentation: 2600
     2. Piercing Augmentation: 2100
     3. Silver Augmentation: 1650
     4. Lightning Augmentation: 1550
     5. Experience Augmentation: 50000
     6. Mana Augmentation: 45000
    --Wanted
     1. Flame Augmentation: 1450
     2. Health Augmentation: 45000
    --Armor - Head
     1. Guard Hat: 105
    --Armor - Hands
     1. Villager Gloves: 21
     2. Bright Villager Gloves: 25
     3. Plate Gauntlets: 1980
     4. Dark Plate Gauntlets: 2020
     5. Will User's Gloves: 148
     6. Dark Will User's Gloves: 155
    --Armor - Torso
     1. Villager Shirt: 84
     2. Bright Villager Shirt: 96
     3. Plate Chest Piece: 7920
     4. Dark Plate Chest Piece: 8010
     5. Will User's Upper Robe: 593
     6. Dark Will User's Upper Robe: 630
    --Armor - Legs
     1. Villager Trousers: 74
     2. Plate Leggings: 6930
     3. Dark Plate Leggings: 7020
     4. Will User's Lower Robe: 519
     5. Will User's Dark Lower Robe: 530
    --Armor - Feet
     1. Villager Boots: 11
     2. Bright Villager Boots: 12
     3. Dark Villager Boots: 12
     4. Plate Boots: 990
     5. Dark Plate Boots: 1020
     6. Will User's Boots: 74
     7. Will User's Dark Boots: 80
    
    -The Bandit Spy Extraction Side Quest
     Location: Bowerstone Jail
     Reward: Sharpening Augmentation, Trader's Head Trophy
     Available Boasts:
    
     1. No Protection
         Method: Do the quest naked
         Wager: 400
         Reward: 1000
      2. Without a Scratch
         Method: Take no damage
         Wager: 400
         Reward: 1600
      3. Fist Fighter
         Method: Use no weapons or offensive magic
         Wager: 400
         Reward: 1100
      4. Guard Massacre
         Method: Kill all the guards
         Wager: 500
         Reward: 1000
      5. Trader Massacre
         Method: Kill all the traders
         Wager: 500
         Reward: 1200
      6. Pacifist
         Method: Kill no one
         Wager: 500
         Reward: 1400
      7. Solo Mission
         Method: Hire no bandit allies
         Wager: 400
         Reward: 800
    
    This is basically an evil quest, since most of the available boasts 
    will boost your evil rating. After you accept the quest, head through 
    the north gate at Bowerstone North to meet Tanya. She'll send you up 
    ahead where you can hire a few bandits to fight beside you for 100 Gold 
    each.
    
    Up ahead at Windmill Hill is the trader you need to track. If you want 
    to do this quest the easy way, find the trader but don't talk to him 
    until you've killed every guard and trader around him. That way, when 
    they learn he's a spy, they won't be able to attack him since they'll 
    be dead. After you speak to the trader lead him back south to 
    Bowerstone Jail to complete the quest.
    
    -Mandatory Quest 19: Return To Hook Quest
     Location: Hook Coast
     Reward: 16000 Gold, 1500 Renown
    
    Once you accept the task of returning to Hook Coast, be prepared for 
    the number of Screamers that have taken over the town. These enemies 
    are resistant to physical attacks, so it would help if you had some 
    magic abilities. Otherwise you can use weapons with Flame or Lighting 
    augmentations.
    
    Soon Maze himself will reveal himself to you and challenge you to a 
    fight. If you're into magic using, Assassin Rush is a good spell in 
    this scenario. This way you'll be able to get him behind him quickly 
    and wail on his back.
    
    You could also engage him in ranged combat. Stand far enough away from 
    him and he'll begin to lob magic spells at you, which you would respond 
    with ranged magic attacks or arrows.
    
    The more damage you do to Maze, the farther into town he will run. This 
    will leave you open to Screamer attacks while you chase him. In the 
    end, he'll end up at the lighthouse, where you will need to bash down 
    the door and attack him with melee attacks because of the small 
    interior.
    
    Also, at this point in the game you may find yourself under attack from 
    the fifth and final Assassin. He usually shows up after you have come 
    close to the large bell in Hook Coast. Killing him, assuming you have 
    also defeated the previous four, will complete the Assassin Attacks 
    side quest. Your reward for killing him will be the final treasure 
    clue, Treasure Clue 3.
    
    As for that treasure itself, following all of the clues will lead you 
    to Orchard Farm. Once there you will need to dig in the dirt between 
    the barn and the large tree to uncover a hidden weapon: the Frying Pan. 
    The fact that it has four augmentation slots is one of its advantages.
    
    -Mandatory Quest 20: Try to Stop Jack Of Blades
     Location: Everywhere
     Reward: 5500 Gold, 100 Renown
    
    After talking to the Guildmaster, you will be ordered to warp to all of 
    the Focus Sites around Albion (you'll be told where each one is). Every 
    place you go you will see guards, Heroes' Guild trainees and a few 
    other Heroes you have met in your quests locked in combat with Jack of 
    Blade's minions. Since they will be doing much of the fighting, feel 
    free to rush past any enemies and get to the Focus Sites to stop Jack.
    
    -Mandatory Quest #21: Battle Jack of Blades
    Location: Chamber of Fate
    Reward: 26000 Gold, 20000 Renown
    
    Now Jack has set the Guild on fire and has run into the Chamber of 
    Fate. Follow him in and defeat his minions before gaining a chance to 
    battle him directly. At first you will get a chance to fight him with 
    melee attacks. He is good at blocking, so save the Flourishes you 
    earned from killing the Minions and use them on him. He can fire 
    lighting from his sword, so be ready to roll under it and attack.
    
    After you do enough damage to him on the ground he will begin to fly 
    around the room. He has a few ranged attacks that cause lots of damage, 
    and most of them are impossible to block. But the good news is you can 
    hide behind the large rocks in the room and charge your magic or bow 
    and wait until he has finished attacking. Then just step out and fire 
    away at him. After you have done more damage he will summon more 
    Minions to attack you. It is in your best interest to take them out 
    from behind the safety of the rock.
    
    After you have defeated Jack you will be given a choice to keep the 
    Sword of Aeons or not. Then you will see one of four endings, which 
    depend on your morality and choice of what to do with the sword. Watch 
    the credits and you'll be able to continue playing the game with your 
    current character. If you skipped them you wouldn't be able to do this.
    
    And there you go, you just completed Fable. I hope you enjoyed it like 
    I did. I guess you could say it was lacking in a few areas, but that's 
    mostly if you listen to Peter M.'s hype. If you play the game with no 
    expectations, you'll be really surprised.
    
    
    ===============================================================================
    VI. EXPRESSIONS
    ===============================================================================
    
    Here are all the details involving all of the expressions used to communicate 
    in the game.
    
    Social Expressions
    ------------------
    
    These expressions can either make friends or unmake them.
    
    -Fart
    Description: Better out than in? Only if you want to be repulsive. 
    Exposing one's flatulence in public won't win you any friends.
    
    -Belch
    Description: Burping. It's there if you want it. But don't expect 
    anyone to find it attractive.
    
    -Giggle
    Description: You won't earn much Heroic respect by tittering like a 
    schoolgirl all day long, but at least you'll be happy.
    
    -Follow
    Description: Invite someone to join you as a Follower. Some will, some 
    won't. With renown, you'll find it easier to convince people to join 
    you, and you'll be able to amass a large party. All people following 
    you have the Follow icon above their head.
    
    -Wait
    Description: Tell a member of your party to stop following. Useful to 
    avoid leading them into danger or if you grow tired of their dog-like 
    behavior.
    
    Renown Expressions
    ------------------
    
    Expressions acquired through Renown increases can be either attractive 
    or scary. Use your power and status as you see fit.
    
    -Flirt
    Description: Embark on a career as a heartbreaker with some choice 
    pick-up lines. But try not to bore those you are attempting to woe - a 
    bit of variety never hurt anyone.
    
    -Sneer
    Description: Intimidate people you dislike with a venomous growl.
    
    -Manly Arm Pump
    Description: The gentleman's way to celebrate a triumph, and not 
    unpopular with the ladies.
    
    -Scary Laugh
    Description: Announce your plans for world domination and send shivers 
    down everyone's spines with this maniacal cackle. Cat-stroking 
    optional.
    
    -Sexy Hero Pose
    Description: You're a studmuffin, and you know it. Let the world know 
    just how heroic you are. Takes flirting to a whole new level...
    
    -Bloodlust Roar
    Description: A classic way to enter a battle, and guaranteed to cause 
    soiling in foes and bystanders.
    
    Alignment Expressions
    ---------------------
    
    Expressions acquired with change in alignment. Good ones for those 
    friendly and agreeable, and Evil ones for those offensive and rude. 
    Which are you?
    
    -Middle Finger
    Description: Sometimes words aren't enough to let people know what you 
    think of them. The classic insult, for everyday offending.
    
    -Apologize
    Description: An apology is often the best way to try to right a wrong, 
    whether you want to say sorry for causing offense or are starting to 
    regret committing a crime to "see what happens."
    
    -Thanks
    Description: Politeness is always welcome in the towns of Albion. Show 
    the world just how friendly you are.
    
    -Insult
    Description: If you don't like somebody, you might as well tell them.
    
    -Vulgar Thrust
    Description: Rude, puerile, and disgusting - exactly what you need.
    
    Stealth Expressions
    -------------------
    
    Stealth Expressions are acquired with increased Guile, and provide the 
    basic skills for any would-be thieves.
    
    -Steal
    Description: Use this on an item in a shop to initiate stealing, but 
    make sure you aren't being watched. Check the stealing bar as you hold 
    down the button. The longer you do this, the greater the chance of 
    successfully stealing the item. But you could be seen at any time.
    
    -Lockpick
    Description: Use this on a locked door to initiate lock-picking. Watch 
    the lock-picking bar as you hold down the button. The longer you do 
    this, the greater the chance of successfully picking the door's lock.
    
    
    ===============================================================================
    VII. ITEMS
    ===============================================================================
    
    As you can probably guess, there are a whole lot of items in Fable. Here's a 
    list with values and where to buy them.
    
    Potions
    -------
    
    Drink these to recover Health, Mana, or other attributes
    
    -Health Potion
    Value: 80
    Description: A powerful health-restorative
    Sold At: Heroes' Guild
             Bowerstone South
             Darkwood Camp
             Oakvale
             Twinblade's Camp
             Knothole Glade
             The Arena
             Bowerstone North
             Hook Coast
    
    -Will Potion
    Value: 70
    Description: A mind-expanding Will boost.
    Sold At: Heroes' Guild
             Bowerstone South
             Darkwood Camp
             Oakvale
             Twinblade's Camp
             Knothole Glade
             The Arena
             Bowerstone North
             Hook Coast
    
    -Ages of Skill Potion
    Value: 300
    Description: This potion will increase your Skill experience.
    Sold at: ---
    
    -Ages of Will Potion
    Value: 300
    Description: This potion will increase your Will experience.
    Sold At: ---
    
    -Ages of Might Potion
    Value: 300
    Description: Drinking from this beverage will increase your Strength 
    experience.
    Sold At: ---
    
    -Resurrection Phial
    Value: 500
    Description: Death need not be the end. Resurrection is possible with 
    this.
    Sol At: Heroes' Guild
            Bowerstone South
            Darkwood Camp
            Oakvale
            Twinblade's Camp
            Knothole Glade
            The Arena
            Bowerstone North
            Hook Coast
    
    -Will Master's Elixir
    Value: 2600
    Description: Boost the powers of the arcane, expanding your capacity to 
    store magic energy. A most valuable find for any Will user.
    Sold At: ---
    
    -Elixir of Life
    Value: 2600
    Description: A rare herbal health potion, with extraordinary health 
    boosting powers. Become more healthy than you have ever been before!
    Sold At: ---
    
    Gifts
    -----
    
    Give these to NPC's to make them like you a bit more. But don't try to 
    pass off the Fake Wedding Ring as the real thing, it won't work.
    
    -Chocolates
    Value: 10
    Description: Who can resist such sweetmeats?
    Sold At: Heroes' Guild
             Bowerstone South
             Barrow Fields
             Oakvale
             Twinblade's Camp
             Knothole Glade
             Bowerstone North
             Hook Coast
    
    -Red Rose
    Description: Albion's symbol of love.
    Value: 20
    Sold At: Bowerstone South
             Barrow Fields
             Oakvale
             Twinblade's Camp
             Knothole Glade
             Bowerstone North
    
    -Perfume
    Value: 120
    Description: A romantic gift, perhaps. Smells like a flower.
    Sold At: Bowerstone South
             Barrow Fields
             Oakvale
             Knothole Glade
             Bowerstone North
             Hook Coast
    
    -Fake Wedding Ring
    Value: 200
    Description: A cheap copy.
    Sold At: Bowerstone South
             Darkwood Camp
             Twinblade's Camp
             Knothole Glade
    
    -Black Rose
    Value: 300
    Description: Despite their startling qualities, most people find black 
    flowers distasteful. Only someone with a heart as dark as its petals 
    would truly appreciate it.
    Sold At: Bowerstone North
    
    -Jet
    Value: 450
    Description: A piece of purest black Jet. A perfect present.
    Sold At: Darkwood Camp
             Twinblade's Camp
             Hook Coast
    
    -Sapphire
    Value: 550
    Description: A gorgeous sapphire, which most would love to have/
    Sold At: Bowerstone North
             Hook Coast
    
    -Ruby
    Value: 600
    Description: A red, red ruby. Coveted by many.
    Sold At: Oakvale
             Knothole Glade
             Bowerstone North
    
    -Emerald
    Value: 700
    Description: A lovely green emerald anyone would be delighted to own.
    Sold At: Darkwood Camp
             Oakvale
             Bowerstone North
             Hook Coast
    
    -Diamond
    Value: 800
    Description: A beautiful, valuable diamond. The perfect gift.
    Sold At: Knothole Glade
             Bowerstone North
    
    -Wedding Ring
    Value: 900
    Description: You'll need this symbol of everlasting love if you plan to 
    marry. Keep in mind that "everlasting" is a subjective term in Albion 
    marriage law.
    Sold At: Bowerstone South
             Oakvale
             Knothole Glade
             Bowerstone North
             Hook Coast
    
    Produce
    -------
    
    Eat these items to regain set amounts of health.
    
    -Green Apple
    Value: 4
    Description: A tasty, healthy fruit
    Sold At: Heroes' Guild
             Bowerstone South
             Darkwood Camp
             Oakvale
             Twinblade's Camp
             Bowerstone North
    
    -Carrot
    Value: 6
    Description: The carrot has mystery.
    Sold At: Heroes' Guild
             Bowerstone South
             Oakvale
             Knothole Glade
             The Arena
    
    -Beer
    Value: 10
    Description: A skin full of foaming beer. Share with friends, or drink 
    alone - either way you're guaranteed to enjoy yourself!
    Sold At: Heroes' Guild
             Bowerstone South
             
    
    -Fish (Orange)
    Value: 12
    Description: Freshly caught fish.
    Sold At: Heroes' Guild
             Bowerstone South
             Darkwood Camp
             Oakvale
             Twinblade's Camp
             Knothole Glade
             The Arena
             Bowerstone North
    
    -Red Meat
    Value: 14
    Description: Protein-rich food for growing Heroes.
    Sold At: Heroes' Guild
             Bowerstone South
             Darkwood Camp
             Oakvale
             Twinblade's Camp
             Knothole Glade
             The Arena
             Bowerstone North
             Hook Coast
    
    -Apple Pie
    Value: 15
    Description: There are definite health benefits to eating an apple pie.
    Sold At: Heroes' Guild 
             Bowerstone South
             Darkwood Camp
             Oakvale
             Twinblade's Camp
             Knothole Glade
             Hook Coast
    
    -Fish (Blue)
    Value: 18
    Description: Freshly caught fish.
    Sold At: Bowerstone North
             Hook Coast
    
    -Grain Sack
    Value: 25
    Description: The value of grain sacks, like other Trade items, varies 
    from town to town. Buying and selling from different shopkeepers and 
    wandering traders is a good way to make a profit.
    Sold At: Heroes' Guild
             Bowerstone South
             Oakvale
             Twinblade's Camp
             Knothole Glade
             Hook Coast
    
    -Flour Sack
    Value: 35
    Description: The value of flour sacks, like other Trade items, varies 
    from town to town. Buying and selling from different shopkeepers and 
    wandering traders is a good way to make a profit.
    Sold At: Heroes' Guild
             Bowerstone South
             Oakvale
             Bowerstone North
             Hook Coast
    
    -Crunchy Chick
    Value: 35
    Description: It's the bones that make these crunchy.
    Sold At: Darkwood Camp
             Twinblade's Camp
             Knothole Glade
             The Arena
    
    -Tofu
    Value: 40
    Description: Vile-tasting but undeniably good for you.
    Sold At: Oakvale
             Knothole Glade
             Bowerstone North
    
    -Beer Keg
    Value: 46
    Description: The value of beer kegs, like other Trade items, varies 
    from town to town. Buying and selling from different shopkeepers and 
    wandering traders is a good way to make a profit.
    Sold At: Darkwood Camp
             Oakvale
             Twinblade's Camp
             Knothole Glade
    
    -Cider Crate
    Value: 52
    Description: The value of cider crates, like other Trade items, varies 
    from town to town. Buying and selling from different shopkeepers and 
    wandering traders is a good way to make a profit.
    Sold At: Bowerstone South
             Oakvale
             Twinblade's Camp
             
    
    -Moonfish
    Value: 160
    Description: This extremely rare species was once thought to be nothing 
    but a myth. Eating it will turn day into night. Not surprisingly, the 
    taste is most peculiar.
    Sold At: ---
    
    -Golden Carrot
    Value: 160
    Description: You hold in your hands a mystical root vegetable. Eating 
    it will chase away night's darkness and bring daylight into the world.
    Sold At: ---
    
    Trophies
    --------
    
    These are some of your rewards for completing quests.
    
    -Wasp Queen's Head
    Value: 100
    Description: The slain Wasp Queen.
    Acquired By: Completing the Wasp Menace Quest
    
    -Golden Fish
    Value: 100
    Description: The fisherman's golden fish.
    Acquired By: Completing the Fishing Lessons Quest
    
    -Silver Arrow Trophy
    Value: 300
    Description: The prize for winning the Knothole Glade Archery 
    Competition.
    Acquired By: Beating your own best score twice
    
    -Trader's Feather
    Value: 300
    Description: The traditional feather of the Traders of Albion, given 
    out of thanks by the Barrow Fields Traders.
    Acquired By: Completing the Trader Escort Quest
    
    -Hobbe Head
    Value: 300
    Description: There appears to be some sort of disgusting insect life 
    crawling through it.
    Acquired By: Completing the Hobbe Caves Quest
    
    -Hobbe Tooth Trophy
    Value: 300
    Description: A Hobbe's tooth, coated with gold, on a chain
    Acquired By: Completing the Hobbe Killing Contest Quest
    
    -Whisper's Brooch
    Value: 300
    Description: An heirloom that's been in her family for generations, and 
    surrendered with a scowl.
    Acquired By: Completing the Protect/Attack Orchard Farm Quest
    
    White Balverine Head
    Value: 800
    Description: The blood soaked head of a White Balverine.
    Acquired By: Completing the White Balverine Quest
    
    -Undead Hand
    Value: 800
    Description: The severed hand of an Undead Warrior. Slightly soft to 
    the touch, but beginning to disintegrate. Smells rancid.
    Acquired By: Completing the Graveyard Path Quest
    
    -Minion's Helmet
    Value: 900
    Description: The rotting helmet of a mysterious beast.
    Acquired By: Completing the second part of the Finding the 
    Archaeologist Quest
    
    -Thunder's Helmet
    Value: 1000
    Description: Taken fro, the proud warrior after a duel over Lady Grey.
    Acquired By: Defeating Thunder at Headman's Hill during the Mayor 
    Invitation Quest
    
    -Bandit Seal
    Value: 1000
    Description: Twinblade's Crest, with the Bandit Camp emblem.
    Acquired By: Defeating Twinblade
    
    -King Scorpion Seal
    Value: 1000
    Description: The tip of the King Scorpion's sting, still stained with 
    venom
    Acquired By: Defeating the King Scorpion
    
    -Fist Fighters Trophy
    Value: 1000
    Description: The Prize for winning the Knothole Glade Fist Fighters 
    Gang.
    Acquired By: Defeating the mayor in the combat at Knothole Glade
    
    -Maze's Clasp
    Value: 1400
    Description: A decorative clasp, commemorating a now forgotten victory, 
    is all that remains of the traitor.
    Acquired By: Defeating Maze at Hook Coast
    
    -Kraken Tooth
    Value: 1500
    Description: A fang from the sea creature's mandibles.
    Acquired By: Rescuing your mother from Bargate Prison
    
    -Champion's Seal
    Value: 2000
    Description: The Arena Champion's Seal is a respected symbol across all 
    of Albion. Only the most powerful of Heroes and brave warriors have 
    earned the right to carry it.
    Acquired By: Completing the Arena Quest
    
    -Jack's Mask
    Value: 2500
    Description: A sinister mask worn by Jack of Blades, all that remained 
    after his defeat. The mask is fashioned from a strange material, and is 
    unnaturally cold.
    Acquired By: Defeating Jack of Blades and watching the credits.
    
    Augmentations
    -------------
    
    Augmentations are special stones that imbue your weapons with added 
    attributes. They are permanent, though, so make sure you will be happy 
    with the results.
    
    -Experience
    Value: 50000
    Description: Gives extra experience when the augmented weapon is 
    assigned as your melee or ranged weapon.
    Sold At: Hook Coast
    
    -Flame
    Value: 1450
    Description: Inflicts additional damage to creatures harmed by fire.
    Sold At: Darkwood Camp
             Twinblade's Camp
    
    -Health
    Value: 45000
    Description: Regenerates health continuously while the augmented weapon 
    is assigned as your melee or ranged weapon.
    Sold At: Bowerstone North
    
    -Lightning
    Value: 1550
    Description: Increases the damage caused to foes harmed by storms or 
    lightning.
    Sold At: Hook Coast
    
    -Mana
    Value: 45000
    Description: Regenerates Mana continuously while the augmented weapon 
    is assigned as your melee or ranged weapon.
    Sold At: Hook Coast
    
    -Piercing
    Value: 2100
    Description: Reduces the effectiveness of enemy armor.
    Sold At: Oakvale
             Knothole Glade
             Hook Coast
    
    -Sharpening
    Value: 2600
    Description: Increases the damage a weapon inflicts.
    Sold At: Knothole Glade
             Hook Coast
    
    -Silver
    Value: 1650
    Description: Inflicts additional damage to creatures harmed by silver, 
    such as Balverines and Undead.
    Sold At: Knothole Glade
             Hook Coast
    
    Other
    -----
    
    These are all the other miscellaneous items in Fable.
    
    -Bandit Camp Pass
    Value: 0
    Sold At: Nowhere (Given as prize for beating past record in Spot the 
    Addition at Twinblade's Camp, or bought off bandit at Twinblade's Camp 
    for 1000 Gold)
    
    -Lamp
    Value: 10
    Description: A source of wondrous light.
    Sold At: Nowhere (Given upon graduation from Heroes' Guild)
    
    -Money Bag
    Value: 10
    Description: A purse to contain gold.
    Sold At: Nowhere (Starting equipment)
    
    -Silver Key
    Value: 10
    Description: Open chests with these.
    Sold At: Nowhere (Check the Silver Keys Section)
    
    -Fishing Rod
    Value: 27
    Description: A stout fishing rod. Where there is water, there is fish.
    Sold At: Bowerstone South
             Oakvale
             Twinblade's Camp
             Bowerstone North
             Hook Coast
    
    -Spade
    Value: 86
    Description: Perfect for burying or excavating.
    Sold At: Bowerstone South
             Oakvale
             Twinblade's Camp
             Knothole Glade
             Hook Coast
    
    -Briar Rose Hero Doll
    Value: 100
    Description: A doll of the beautiful Briar Rose.
    Sold At: Nowhere (Given as prize for completing Card Pairs at 
    Bowerstone South in under 35 seconds)
    
    -Twinblade Hero Doll
    Value: 120
    Description: Twinblade Doll.
    Sold At: Nowhere (Given as prize for beating a past record in Spot the 
    Addition at Twinblade's Camp)
    
    -Whisper Hero Doll
    Value: 150
    Description: A Whisper doll.
    Sold At: Nowhere (Given as prize for completing Coin Golf at Oakvale in 
    under 13 strokes)
    
    -Fist Fighter Level 1 Passed
    Value: 150
    Sold At: Nowhere (Given as prize for defeating Fist Fighters Gang at 
    Bowerstone Quay)
    
    -Fist Fighter Level 2 Passed
    Value: 180
    Sold At: Nowhere (Given as prize for defeating Fist Fighters Gang at 
    Oakvale)
    
    -Fist Fighter Level 3 Passed
    Value: 200
    Sold At: Nowhere (Given as prize for defeating Fist Fighters Gang at 
    Twinblade's Camp)
    
    -Thunder Hero Doll
    Value: 200
    Description: A Thunder action figure.
    Sold At: The Arena
             Bowerstone North
    
    -Doll of You
    Value: 250
    Description: A doll of you.
    Sold At: Bowerstone North
    
    -Scarlet Robe Hero Doll
    Value: 300
    Description: A Scarlet Robe, Slayer of Balverines doll.
    Sold At: Nowhere (Given as prize for beating a past record in Card 
    Sorting at Knothole Glade)
    
    -Treasure Clue 1
    Value: 300
    Description: "To begin your quest, go to the region where scrumping 
    Hobbes were discovered in legion."
    Sold By: Nowhere (Given as reward for completing Bounty Hunt Quest)
    
    -Treasure Clue 2
    Value: 330
    Description: "Your hunt for the treasure can only come good if you 
    start your search where fruit lies in wood."
    Sold At: Nowhere (Given as reward for completing the Lost Trader Quest)
    
    -Treasure Clue 3
    Value: 340
    Description: "With your back to the Lake, walk into the light. Proceed 
    no further when it's no longer in sight."
    Sold At: Nowhere (Given as reward for defeating all Assassins)
    
    -Treasure Clue 4
    Value: 350
    Description: "The nearest construction points with is limb. Follow its 
    direction, but don't stop on a whim."
    Sold At: Nowhere (Given as prize for beating the score of 220 at 
    Archery Competition in Knothole Glade)
    
    -Treasure Clue 5
    Value: 360
    Description: "You're not going in circles, but riddle me this: repeat 
    the last clue and you won't go amiss."
    Sold At: Nowhere (Found in chest at Orchard Farm)
    
    -Treasure Clue 6
    Value: 370
    Description: "Your reward is buried at the end of your trail. Proceed 
    as directed, 'till you're 'twixt wood and bale."
    Sold At: Nowhere (Found in chest at Windmill Hill)
    
    -Maze Hero Doll
    Value: 400
    Description: A doll of the old warrior Maze.
    Sold At: Nowhere Given as prize for beating a past record at Shove 
    Ha'penny at Hook Coast)
    
    -Guild Seal
    Value: 2000
    Description: This magical device provides the user with a link to the 
    Guild, enabling communication and teleportation.
    Sold At: Nowhere (Given upon graduation from Heroes' Guild)
    
    -Jack Hero Doll
    Value: 2400
    Description: A fearsome likeness of Jack of Blades.
    Sold At: Nowhere (Gained by trading the other dolls to the Bowerstone 
    school teacher)
    
    
    ===============================================================================
    VIII. HAIRSTYLES AND TATTOOS
    ===============================================================================
    
    This is one of the main ways to ensure that you character has a very unique 
    look. Maybe not a very flattering look, but one that differs from what other 
    players can produce.
    
    Hairstyles
    ----------
    
    Obtain Hairstyle cards by either stealing them or buying them to get 
    your hair modeled in the style depicted.
    
    -Bald
    Cost: 44
    Alignment: 0
    Attractiveness: +50
    Scariness: -50
    Type: Hair
    Description: A sign of wisdom, work-related stress, and androgenetic 
    alopecia.
    Sold At/By: Bowerstone South Barbershop
                Wandering barbers
    
    -Big Beard
    Cost: 58
    Alignment: 0
    Attractiveness: +48
    Scariness: -48
    Type: Beard
    Description: For those with booming voices and big weapons.
    Sold At/By: Wandering barbers
    
    -Buzz
    Cost: 40
    Alignment: 0
    Attractiveness: -50
    Scariness: 0
    Type: Hair
    Description: Intimidate the young and the elderly with this style.
    Sold At/By: Bowerstone South Barbershop
                Stolen from grave keeper's home in Lychfield
    
    -Chin Beard
    Cost: 45
    Alignment: 0
    Attractiveness: +24
    Scariness: -24
    Type: Beard
    Description: Interesting and perhaps ahead of its time.
    Sold At/By: Stolen from house on west side of Bowerstone South
                Fish from pond at Headman's Hill
    
    -Clean Shave
    Cost: 40
    Alignment: 0
    Attractiveness: 0
    Scariness: 0
    Type: Beard/Moustache
    Description: Remove your beard and moustache. For those who want a 
    fresh start, or those with a morbid fear of facial hair.
    Sold At/By: Bowerstone South Barbershop
                Wandering barbers
    
    -Foreign Moustache
    Cost: 47
    Alignment: 0
    Attractiveness: -49
    Scariness: +49
    Type: Moustache
    Description: Visitors from other lands have introduced this inscrutable 
    facial topiary.
    Sold At/By: Stolen from house on west side of Bowerstone North
                Wandering barbers
    
    -Long Beard
    Cost: 60
    Alignment: 0
    Attractiveness: -48
    Scariness: +48
    Type: Beard
    Description: A beard you could hide a bandit in.
    Sold At/By: Bowerstone South Barbershop
    
    -Mutton Chop Beard
    Cost: 62
    Alignment: 0
    Attractiveness: +48
    Scariness: 0
    Type: Beard
    Description: Imposing and eccentric.
    Sold At/By: Stolen from home in northwest part of Bowerstone North
                Wandering barbers
    
    -Normal Beard
    Cost: 82
    Alignment: 0
    Attractiveness: +48
    Scariness: +48
    Type: Beard
    Description: An unremarkable beard type. 
    Sold At/By: Bowerstone South Barbershop
                Found upstairs in Grey House
    
    -Normal Haircut
    Cost: 85
    Alignment: 0
    Attractiveness: +50
    Scariness: +50
    Type: Hair
    Description: You won't stand out with this traditional style.
    Sold At/By: Bowerstone South Barbershop
                Stolen from easternmost house in Bowerstone South
    
    -Plaits
    Cost: 44
    Alignment: 0
    Attractiveness: -50
    Scariness: -50
    Type: Hair
    Description: Favored by ancient warriors from distant lands. And small 
    girls.
    Sold At/By: Stolen from tavern in Hook Coast
    
    -Ponytail
    Cost: 66
    Alignment: 0
    Attractiveness: 0
    Scariness: +50
    Type: Hair
    Description: An elegant style favored by swordsmen and wizards.
    Sold At/By: Wandering barbers
                Stolen from Bowerstone South Barbershop (Upstairs)
    
    -Power Moustache
    Cost: 67
    Alignment: 0
    Attractiveness: +49
    Scariness: -49
    Type: Moustache
    Description: A moustache to bolster the confidence and scare the dim.
    Sold At/By: Found in barrel at Witchwood Lake
    
    -Pudding Basin
    Cost: 42
    Alignment: 0
    Attractiveness: 0
    Scariness: -50
    Type: Hair
    Description: The bore's cut of choice. Much favored by scholars.
    Sold At/By: Bowerstone South Barbershop
                Found in barrel in Underground Tunnels
    
    -Regular Beard
    Cost: 64
    Alignment: 0
    Attractiveness: +48
    Scariness: 0
    Type: Beard
    Description: A usual sort of beard.
    Sold At/By: Stolen from easternmost house in Bowerstone South
    
    -Sheriff Moustache
    Cost: 88
    Alignment: 0
    Attractiveness: +49
    Scariness: +49
    Type: Moustache
    Description: Worn by those in authority, this moustache says "obey me."
    Sold At/By: Bowerstone South Barbershop
                Found in Bowerstone Jail
    
    -Short Hair
    Cost: 65
    Alignment: 0
    Attractiveness: +50
    Scariness: 0
    Type: Hair
    Description: Blend in with the crowd with this hairstyle.
    Sold At/By: Stolen from home on west side of Oakvale
    
    -Small Moustache
    Cost: 54
    Alignment: 0
    Attractiveness: 0
    Scariness: +49
    Type: Moustache
    Description: Says more about you than a dozen books.
    Sold At/By: Found in Cell Block Two of Bargate Prison
    
    -Standard Beard
    Cost: 30
    Alignment: 0
    Attractiveness: -48
    Scariness: -48
    Type: Beard
    Description: A standard beard style.
    Sold At/By: Bowerstone South Barbershop
                Wandering barbers
                Found in Picnic Area
    
    -Strip Beard
    Cost: 63
    Alignment: 0
    Attractiveness: 0
    Scariness: +48
    Type: Beard
    Description: They say that those in the far cities wear this.
    Sold At/By: Stolen from home in northwest part of Bowerstone North
    
    -Trader Style Moustache
    Cost: 25
    Alignment: 0
    Attractiveness: -49
    Scariness: -49
    Type: Moustache
    Description: The facial hair of the wandering merchants of Albion.
    Sold At/By: Wandering barbers
                Found in scarecrow on Windmill Hill
    
    -Tramp Beard
    Cost: 24
    Alignment: 0
    Attractiveness: -48
    Scariness: 0
    Type: Beard
    Description: More of a dropout lifestyle than a beard.
    Sold At/By: Wandering barbers
                Stolen from home in north row of Hook Coast
    
    -Warrior Stripe
    Cost: 85
    Alignment: 0
    Attractiveness: -50
    Scariness: +50
    Type: Hair
    Description: Turn your hair into a battle cry.
    Sold At/By: Wandering barbers
    
    -Working Moustache
    Cost: 39
    Alignment: 0
    Attractiveness: 0
    Scariness: -49
    Type: Moustache
    Description: The choice of those who do heavy manual labor.
    Sold At/By: Fish from Fisher Creek
    
    -Younger Style
    Cost: 50
    Alignment: 0
    Attractiveness: 0
    Scariness: 0
    Type: Hair
    Description: The hair that most small fry go for.
    Sold At/By: Wandering barbers
                Stolen from home on east side of Oakvale
    
    Tattoo's
    --------
    
    Get Tattoo Cards the same way you would hairstyles Cards. There are a 
    more Tattoo choices than there are Hairstyle choices.
    
    -Arrowhead
    Cost: 46
    Alignment: 0
    Attractiveness: +12
    Scariness: -12
    Body Part: Face
    Description: Worn by the Old Kingdom archers, the symbol was supposed 
    to focus their eyesight into total perfection.
    Sold At/By: Stolen from home in north row of Hook Coast
    
    -Arrow Tongue
    Cost: 46
    Alignment: 0
    Attractiveness: +12
    Scariness: -12
    Body Part: Face
    Description: A distortion of an Old Kingdom tattoo used by archers, 
    this is the symbol of Hook Coast demagogues.
    Sold At/By: Greatwood tattooist
    
    -Balverine Skull
    Cost: 38
    Alignment: -10
    Attractiveness: -10
    Scariness: +10
    Body Part: Chest
    Description: This symbol was once used by a Balverine-worshipping cult.
    Sold At/By: Dig up in barn at Oakvale
    
    -Coron Birth
    Cost: 38
    Alignment: 0
    Attractiveness: +5
    Scariness: 0
    Body Part: Stomach
    Description: One of the many decorative images created by the Hook 
    Coast artist Ekken Coron.
    Sold At/By: Stolen from home in north row in Hook Coast
    
    -Coron Dawn
    Cost: 33
    Alignment: 0
    Attractiveness: 0
    Scariness: 0
    Body Part: Back
    Description: One of the many decorative images created by the Hook 
    Coast artist Ekken Coron.
    Sold At/By: Wandering tattooists
    
    -Coron Dusk
    Cost: 30
    Alignment: 0
    Attractiveness: 0
    Scariness: 0
    Body Part: Back
    Description: One of the many decorative images created by the Hook 
    Coast artist Ekken Coron.
    Sold At/By: Wandering tattooists
    
    -Coron Mask
    Cost: 50
    Alignment: 0
    Attractiveness: 0
    Scariness: +25
    Body Part: Face
    Description: One of the many decorative images created by the Hook 
    Coast artist Ekken Coron.
    Sold At/By: Wandering tattooists
    
    -Coron Night
    Cost: 33
    Alignment: 0
    Attractiveness: 0
    Scariness: 0
    Body Part: Back
    Description: One of the many decorative images created by the Hook 
    Coast artist Ekken Coron.
    Sold At/By: Wandering tattooists
                Fish from rive in Barrows Fields
    
    -Coron Visor
    Cost: 32
    Alignment: 0
    Attractiveness: 0
    Scariness: 0
    Body Part: Face
    Description: One of the many decorative images created by the Hook 
    Coast artist Ekken Coron.
    Sold At/By: Wandering tattooists
                Fish from off pier at Orchard Farm
    
    -Coron Wave
    Cost: 30
    Alignment: 0
    Attractiveness: 0
    Scariness: 0
    Body Part: Torso
    Description: One of the many decorative images created by the Hook 
    Coast artist Ekken Coron.
    Sold At/By: Wandering tattooists
    
    -Dark Vortex
    Cost: 46
    Alignment: -10
    Attractiveness: 0
    Scariness: +10
    Body Part: Chest
    Description: It is said that staring into this spindly image can drive 
    enemy warriors insane.
    Sold At/By: Found in barrel in Darkwood Camp
    
    -Dorgon
    Cost: 49
    Alignment: 
    Attractiveness: +15
    Scariness: +15
    Body Part: Back
    Description: In Knothole Glade legend, the Dorgon is the dragon-like 
    creature who devoured its offspring. Unable to digest it, the Dorgon 
    exploded and gave birth to the world.
    Sold At/By: Knothole Glade Tattoo Shop
    
    -Doublearrow
    Cost: 44
    Alignment: 0
    Attractiveness: +12
    Scariness: -12
    Body Part: Face
    Description: Worn by the Old Kingdom archers, the symbol was supposed 
    to focus their eyesight into total perfection.
    Sold At/By: Wandering tattooists
    
    -The Eyes of Avo
    Cost: 46
    Alignment: +10
    Attractiveness: 0
    Scariness: +10
    Body Part: Back
    Description: The upper eye keeps watch on the good deeds of the world 
    and readies their reward. The lower eye is watchful of evil deeds and 
    readies their punishment.
    Sold At/By: Stolen from home in north row in Hook Coast
    
    -The Eyes Of Skorm
    Cost: 48
    Alignment: -10
    Attractiveness: 0
    Scariness: +10
    Body Part: Back
    Description: The upper eye seeks all goodness and vows to destroy it. 
    The lower eye welcomes all who practice evil and rewards them with 
    riches.
    Sold At/By: Knothole Glade Tattoo Shop
    
    -Fire Monkey
    Cost: 69
    Alignment: +15
    Attractiveness: +15
    Scariness: 0
    Body Part: Back
    Description: The Fire Monkeys were once the revered as gods by the old 
    mountain tribes.
    Sold At/By: Wandering tattooists
    
    -Firis Head
    Cost: 48
    Alignment: -10
    Attractiveness: 0
    Scariness: +10
    Body Part: Back
    Description: Used in old rituals that have now fallen into disuse, this 
    was supposed to summon the evil god Firis from the realm.
    Sold At/By: Wandering tattooists
                Stolen from Oakvale Tavern
    
    -Four Spades
    Cost: 37
    Alignment: 0
    Attractiveness: +5
    Scariness: 0
    Body Part: Back
    Description: A favorite among gamblers, this is considered a symbol of 
    good fortune in card games.
    Sold At/By: Wandering tattooists
    
    -Froydian
    Cost: 34
    Alignment: +10
    Attractiveness: +10
    Scariness: 0
    Body Part: Torso
    Description: Very popular among the Bowerstone high classes, this is 
    considered a symbol of virility.
    Sold At/By: Wandering tattooists
    
    -Golden Harvest
    Cost: 64
    Alignment: +35
    Attractiveness: +35
    Scariness: 0
    Body Part: Back
    Description: The central circle represents the earth, while the 10 
    extremities symbolize growth and the 10 harvest seasons. The golden 
    incarnation of this image celebrates a particularly good crop.
    Sold At/By: Fund in barrel outside school in Bowerstone South
    
    -Gryphon
    Cost: 51
    Alignment: 0
    Attractiveness: +15
    Scariness: +15
    Body Part: Chest
    Description: The Gryphons were said to exist in the times before the 
    Old Kingdom, though most consider them mythical creatures.
    Sold At/By: Knothole Glade Tattoo Shop
                Wandering tattooists
    
    -Harion Arm
    Cost: 46
    Alignment: 0
    Attractiveness: +10
    Scariness: 0
    Body Part: Arm
    Description: This pattern is modeled on the skin of the little-seen 
    Harion lizards.
    Sold At/By:  Found in barracks of Bargate Prison
    
    -Harion Shoulder
    Cost: 45
    Alignment: 0
    Attractiveness: +10
    Scariness: 0
    Body Part: Shoulder
    Description: This pattern is modeled on the skin of the little-seen 
    Harion lizards.
    Sold At/By: Wandering tattooists
                Found in barrel on Clifftop Path
                Found in barracks of Bargate Prison
    
    -Harvest
    Cost: 52
    Alignment: +15
    Attractiveness: +15
    Scariness: 0
    Body Part: Back
    Description: The central circle represents the earth, while the 10 
    extremities symbolize growth and the 10 harvest seasons.
    Sold At/By: Stolen from narrel in Bowerstone South, near blacksmith 
    shop
    
    -Howl
    Cost: 46
    Alignment: -15
    Attractiveness: +15
    Scariness: +15
    Body Part: Face
    Description: Ancient Knothole Glade warriors underwent a terrible 
    initiation which required them to hunt Balverines unarmed, and painted 
    in their likeness. Some were said to be so absorbed by its fierceness 
    that they lost all trace of humanity.
    Sold At/By: Knothole Glade Tattoo Shop
                In bookcase in Heroes' Guild Demon Door
                In bookcase in Witchwood Stones Demon Door
                Dug up in Lychfield Cemetery
    
    -Karlan Wings
    Cost: 41
    Alignment: 0
    Attractiveness: +10
    Scariness: 0
    Body Part: Shoulder
    Description: Though now extinct, the Karlan eagle is considered a 
    symbol of truth and power.
    Sold At/By: Dig up near entrance to Lychfield Cemetery
    
    -Kryndon
    Cost: 43
    Alignment: +10
    Attractiveness: +10
    Scariness: -10
    Body Part: Chest
    Description: The Kryndons are an old order of assassins who live normal 
    lives by day.
    Sold At/By: Greatwood tattooists
                Found in bookcase un upper story of Heroes' Guild
    
    -Lopion
    Cost: 35
    Alignment: +10
    Attractiveness: +10
    Scariness: 0
    Body Part: Chest
    Description: This is a symbol of birth and fertility
    Sold At/By: Wandering tattooists
    
    -Poison Web
    Cost: 45
    Alignment: 0
    Attractiveness: +10
    Scariness: +10
    Body Part: Leg
    Description: The webbing of the Red Widow spider, native to Witchwood, 
    was once used by the Knothole Glade warrior to create traps and 
    clothes.
    Sold At/By: Knothole Glade Tattoo Shop
    
    -Red Widow
    Cost: 44
    Alignment: 0
    Attractiveness: +10
    Scariness: +10
    Body Part: Arm
    Description: The Red Widow is a highly venomous spider native to 
    Witchwood. Knothole Glade warriors of old dipped their weapons in its 
    poison, for it was said to be highly effective against Balverines.
    Sold At/By: Stolen from home in southwest Knothole Glade
    
    -Remove
    Cost: 200
    Alignment: 0
    Attractiveness: 0
    Scariness: 0
    Body Part: All
    Description: In the hands of a skilled tattooist, removing all your 
    tattoos is a quick and painless process.
    Sold At/By: All tattooists
    
    -Ruon Peak
    Cost: 40
    Alignment: +10
    Attractiveness: +10
    Scariness: 0
    Body Part: Torso
    Description: Representing Ruon, Albion's highest mountain, this image 
    is associated with success and ambition.
    Sold At/By: Wandering tattooists
    
    -Seachaos Arm
    Cost: 34
    Alignment: -5
    Attractiveness: -5
    Scariness: +5
    Body Part: Arm
    Description: The Seachaos tattoos are a favorite among pirates.
    Sold At/By: Stolen from building across from Bowerstone Barbershop
    
    -Seachaos Leg
    Cost: 39
    Alignment: -5
    Attractiveness: -5
    Scariness: +5
    Body Part: Leg
    Description: The Seachaos tattoos are a favorite among pirates
    Sold At/By: Wandering tattooists
                Stolen from home in west Knothole Glade
    
    -Seacorpse
    Cost: 47
    Alignment: -25
    Attractiveness: -25
    Scariness: +25
    Body Part: Face
    Description: Hook Coast sea merchants once feared this image above all 
    others, for it was worn by the most fierce and unfeeling pirates Albion 
    has ever known.
    Sold At/By: Knothole Glade
    
    -Somrune
    Cost: 58
    Alignment: 0
    Attractiveness: +20
    Scariness: 0
    Body Part: Face
    Description: Designed by Somrune himself, this design became popular 
    among all students of arcane texts associated with the Old Kingdom.
    Sold At/By: Found in Bargate Prison's warden's office
    
    -Spiral Dimentia
    Cost: 57
    Alignment: -20
    Attractiveness: 0
    Scariness: +20
    Body Part: Face
    Description: This pattern is used in parts of Albion to mark mental 
    patients that are considered lost causes.
    Sold At/By: Stolen from farthest-west home in Oakvale
    
    -Tallin Clan Arm
    Cost: 38
    Alignment: -5
    Attractiveness: 0
    Scariness: +5
    Body Part: Arm
    Description": The Tallin Clan perfected unarmed combat to an art form. 
    Their tattoos reflect their knowledge of the body's inner workings.
    Sold At/By: Wandering tattooists
                Found in scarecrow near Grey House
    
    -Tallin Clan Leg
    Cost: 36
    Alignment: -5
    Attractiveness: 0
    Scariness: +5
    Body Part: Leg
    Description: The Tallin Clan perfected unarmed combat to an art form. 
    Their tattoos reflect their knowledge of the body's inner workings
    Sold At/By: Wandering tattooists
                Found in bookcase in Grey House
    
    -Valiance
    Cost: 45
    Alignment: +10
    Attractiveness: +10
    Scariness: +10
    Body Part: Chest
    Description: Though small in size, only the greatest warriors of the 
    Old Kingdom were awarded this pattern. Unlike medals, the award 
    disappeared with the person who won it.
    Sold At/By: Wandering tattooists
    
    -Vambrace
    Cost: 32
    Alignment: +5
    Attractiveness: 0
    Scariness: 0
    Body Part: Arm
    Description: Warriors who consider real armor a weakness sometimes like 
    to simulate it on their flesh; for them their skin is their armor.
    
    
    ===============================================================================
    IX. ARMOR
    ===============================================================================
    
    You might find that compared to other games, Fable's line of armor is not all 
    that varied. It doesn't matter all that much, since you are given all the 
    variations you need.
    
    Head
    ----
    
    The game does not have a varied selection of headgear.
    
    -Bandit Bandana
    Armor: 52
    Alignment: -18
    Value: 71
    Attractiveness: -18
    Scariness: +18
    Description: The chosen headgear of a certified villain.
    Sold At: Nowhere (Find on Abandoned Road)
    
    -Guard Hat
    Armor: 58
    Alignment: 0
    Value: 105
    Attractiveness: 0
    Scariness: -26
    Description: The headwear Guards opt to wear to prevent cold winds 
    causing chilblains.
    Sold At: Hook Coast
    
    -Chainmail Helmet
    Armor: 83
    Alignment: 0
    Value: 742
    Attractiveness: -10
    Scariness: +10
    Description: Strong, protective headwear.
    Sold At: Bowerstone South
             Oakvale
             Knothole Glade
    
    -Bright Chainmail Helmet
    Armor: 83
    Alignment: +12
    Value: 790
    Attractiveness: 0
    Scariness: +10
    Description: The headgear of the truly just.
    Sold At: Oakvale
             The Arena
    
    -Dark Chainmail Helmet
    Armor: 83
    Alignment: -12
    Value: 780
    Attractiveness: -10
    Scariness: +20
    Description: The protection an evil mind requires.
    Sold At: Twinblade's Camp
             Knothole Glade
             The Arena
    
    Hands
    -----
    
    These items cover your hands/forearms.
    
    -Dress Gloves
    Armor: 41
    Alignment: 0
    Value: 13
    Attractiveness: 0
    Scariness: -5
    Description: Women's gloves to stop their little hands getting cold.
    Sold At: Bowertone South
             Oakvale
             Bowerstone North
    
    -Bright Dress Gloves
    Armor: 41
    Alignment: +3
    Value: 15
    Attractiveness: +2
    Scariness: -5
    Description: Made of decent hide for a lady.
    Sold At: Oakvale
             Bowerstone North
    
    -Dark Dress Gloves
    Armor: 41
    Alignment: -3
    Value: 14
    Attractiveness: +2
    Scariness: -2
    Description: So the wearer doesn't have to touch others.
    Sold At: Knothole Glade
             Bowerstone North
    
    -Apprentice Gloves
    Armor: 50
    Alignment: 0
    Value: 105
    Attractiveness: 0
    Scariness: 0
    Description: Trainee gloves.
    Sold At: Nowhere (Starting equipment)
    
    -Villager Gloves
    Armor: 50
    Alignment: 0
    Value: 21
    Attractiveness: 0
    Scariness: 0
    Description: Strong, comfortable gloves.
    Sold At: Heroes' Guild
             Bowerstone South
             Oakvale
             Knothole Glade
    
    -Bright Villager Gloves
    Armor: 50
    Alignment: +1
    Value: 25
    Attractiveness: +2
    Scariness: 0
    Description: Tough, everyday gloves.
    Sold At: Oakvale
             Hook Coast
    
    -Dark Villager Gloves
    Armor: 50
    Alignment: -1
    Value: 24
    Attractiveness: 0
    Scariness: +2
    Description: Slightly frightening gloves.
    Sold At: Bowerstone South
             Twinblade's Camp
             Knothole Glade
    
    -Will User's Gloves
    Armor: 50
    Alignment: 0
    Value: 148
    Attractiveness: +2
    Scariness: +2
    Description: Specially designed to channel your Will powers.
    Sold At: Oakvale
             Hook Coast
    
    -Will User's Bright Gloves
    Armor: 50
    Alignment: +4
    Value: 160
    Attractiveness: +5
    Scariness: 0
    Description: Gloves for those inclined towards good.
    Sold At: Bowerstone North
    
    -Will User's Dark Gloves
    Armor: 50
    Alignment: -4
    Value: 155
    Attractiveness: 0
    Scariness: +5
    Description: Gloves for the evil hands of the Willmaster.
    Sold At: Knothole Glade
             Hook Coast
    
    -Assassin Gloves
    Armor: 50
    Alignment: -2
    Value: 135
    Attractiveness: 0
    Scariness: +5
    Description: Sensitive, thin gloves for precise killing work.
    Sold At: Heroes' Guild
             Twinblade's Camp
    
    -Bandit Gloves
    Armor: 52
    Alignment: -5
    Value: 71
    Attractiveness: -5
    Scariness: +5
    Description: Handwear for the criminal underclass.
    Sold At: Nowhere (Find on Abandoned Road)
    
    -Guard Gloves
    Armor: 58
    Alignment: 0
    Value: 105
    Attractiveness: -7
    Scariness: -7
    Description: The long arm of the law needs to be kept warm at all 
    times.
    Sold At: Twinblade's Camp
    
    -Leather Gauntlets
    Armor: 66
    Alignment: 0
    Value: 127
    Attractiveness: -5
    Scariness: 0
    Description: Handmade leather gloves.
    Sold At: Heroes' Guild
             Bowerstone South
             Oakvale
             The Arena
    
    -Bright Leather Gauntlets
    Armor: 66
    Alignment: +2
    Value: 150
    Attractiveness: -2
    Scariness: 0
    Description: Heavy duty leather gloves.
    Sold At: Bowerstone South
             Oakvale
    
    -Dark Leather Gauntlets
    Armor: 66
    Alignment: -2
    Value: 144
    Attractiveness: -2
    Scariness: +2
    Description: Nasty gloves, drenched with blood.
    Sold At: Bowerstone South
             Darkwood Camp
             Twinblade's Camp
    
    -Chainmail Gauntlets
    Armor: 83
    Alignment: 0
    Value: 742
    Attractiveness: -2
    Scariness: +2
    Description: Decent hand protection for the battle-roughened.
    Sold At: Heroes' Guild
             Bowerstone South
             Oakvale
             Knothole Glade
    
    -Bright Chainmail Gauntlets
    Armor: 83
    Alignment: +3
    Value: 780
    Attractiveness: 0
    Scariness: +2
    Description: Strong and flexible and good in battle.
    Sold At: Oakvale
             The Arena
    
    -Dark Chainmail Gauntlets
    Armor: 83
    Alignment: -3
    Value: 770
    Attractiveness: -2
    Scariness: +5
    Description: Hands that do wrong are safely encased in these.
    Sold At: Twinblade's Camp
             Knothole Glade
             The Arena
    
    -Plate Gauntlets
    Armor: 100
    Alignment: 0
    Value: 1980
    Attractiveness: +5
    Scariness: +5
    Description: Strong, long-lasting gloves.
    Sold At: Heroes' Guild
             Bowerstone South
             Oakvale
             Knothole Glade
             The Arena
             Hook Coast
    
    -Bright Plate Gauntlets
    Armor: 100
    Alignment: +5
    Value: 2060
    Attractiveness: +5
    Scariness: +2
    Description: Good for hand protection in melee.
    Sold At: The Arena
             Wandering traders
    
    -Dark Plate Gauntlets
    Armor: 100
    Alignment: -5
    Value: 2020
    Attractiveness: +2
    Scariness: +5
    Description: Gloves. Good for hurting others.
    Sold At: Darkwood Camp
             Twinblade's Camp
             Knothole Glade
             Hook Coast
    
    Upper Body
    ----------
    
    Wear these over your torso. Or, be a bad-ass like me and not wear a 
    shirt.
    
    -Upper Dress
    Armor: 166
    Alignment: 0
    Value: 50
    Attractiveness: 0
    Scariness: -31
    Description: The upper section of a normal, everyday dress.
    Sold At: Bowerstone South
             Oakvale
             Bowerstone North
    
    -Bright Upper Dress
    Armor: 166
    Alignment: +21
    Value: 55
    Attractiveness: +15
    Scariness: -31
    Description: Top of a nice, well-made dress.
    Sold At: Oakvale
             Bowerstone North
    
    -Dark Upper Dress
    Armor: 166
    Alignment: -21
    Value: 54
    Attractiveness: +15
    Scariness: -15
    Description: The upper part of a dress ideal for widowmakers.
    Sold At: Knothole Glade
             Bowerstone North
    
    -Apprentice Upper Robe
    Armor: 200
    Alignment: 0
    Value: 105
    Attractiveness: -7
    Scariness: -7
    Description: The Guild standard Robe top.
    Sold At: Nowhere (Starting equipment)
    
    -Villager Shirt
    Armor: 200
    Alignment: 0
    Value: 84
    Attractiveness: 0
    Scariness: 0
    Description: A reasonably tough shirt.
    Sold At: Heroes' Guild
             Bowerstone South
             Oakvale
             Knothole Glade
             Hook Coast
    
    -Bright Villager Shirt
    Armor: 200
    Alignment: +7
    Value: 96
    Attractiveness: +13
    Scariness: 0
    Description: A bright shirt.
    Sold At: Oakvale
             Hook Coast
    
    -Dark Villager Shirt
    Armor: 200
    Alignment: -7
    Value: 92
    Attractiveness: 0
    Scariness: +13
    Description: Darker, sinister shirt.
    Sold At: Bowerstone South
             Twinblade's Camp
             Knothole Glade
    
    -Will User's Upper Robe
    Armor: 200
    Alignment: 0
    Value: 593
    Attractiveness: +13
    Scariness: +13
    Description: Standard Upper Robe section for a Will user.
    Sold At: Oakvale
             Hook Coast
    
    -Bright Will User's Upper Robe
    Armor: 200
    Alignment: +20
    Value: 640
    Attractiveness: +26
    Scariness: 0
    Description: Upper part of a Will user's robe for those pure of heart.
    Sold At: Bowerstone North
    
    -Dark Will User's Upper Robe
    Armor: 200
    Alignment: -20
    Value: 630
    Attractiveness: 0
    Scariness: +26
    Description: A top-robe worn by those dark masters of the will.
    Sold At: Knothole Glade
             Hook Coast
    
    -Assassin Shirt
    Armor: 200
    Alignment: -13
    Value: 540
    Attractiveness: 0
    Scariness: +26
    Description: A stealthy, low visibility shirt.
    Sold At: Darkwood Camp
             Twinblade's Camp
    
    -Bandit Shirt
    Armor: 210
    Alignment: -18
    Value: 282
    Attractiveness: -18
    Scariness: +18
    Description: Those of an illegal bent often wear shirts of this style.
    Sold At: Nowhere (Find on Abandoned Road)
    
    -Guard Shirt
    Armor: 235
    Alignment: 0
    Value: 419
    Attractiveness: -7
    Scariness: -7
    Description: What Guards choose to wear on their torsos.
    Sold At: Bowerstone North
    
    -Leather Chest Piece
    Armor: 266
    Alignment: 0
    Value: 507
    Attractiveness: -26
    Scariness: 0
    Description: Good quality hide. Not as protective as armor.
    Sold At: Heroes' Guild
             Bowerstone South
             Oakvale
    
    -Bright Leather Chest Piece
    Armor: 266
    Alignment: +10
    Value: 545
    Attractiveness: -13
    Scariness: 0
    Description: Tough leather chest protection.
    Sold At: Bowerstone South
             Oakvale
    
    -Dark Leather Chest Piece
    Armor: 266
    Alignment: -10
    Value: 535
    Attractiveness: -13
    Scariness: +13
    Description: Fire-blackened leather chest protector.
    Sold At: Bowerstone South
             Darkwood Camp
             Twinblade's Camp
    
    -Chainmail Shirt
    Armor: 333
    Alignment: 0
    Value: 2967
    Attractiveness: -5
    Scariness: +5
    Description: A rugged shirt, able to turn blades and arrows, with a bit 
    of luck.
    Sold At: Bowerstone South
             Oakvale
             Knothole Glade
    
    -Bright Chainmail Shirt
    Armor: 333
    Alignment: +6
    Value: 3070
    Attractiveness: 0
    Scariness: +5
    Description: A lighter, more stylish alternative to plate armor. Not as 
    strong, though.
    Sold At: Oakvale
             The Arena
    
    -Dark Chainmail Shirt
    Armor: 333
    Alignment: -6
    Value: 3050
    Attractiveness: -5
    Scariness: +10
    Description: Keeps a blackened heart safe under steel.
    Sold At: Twinblade's Camp
             Knothole Glade
             The Arena
    
    -Plate Chest Piece
    Armor: 400
    Alignment: 0
    Value: 7920
    Attractiveness: +26
    Scariness: +26
    Description: Chest armor of the strongest variety.
    Sold At: Bowerstone South
             Oakvale
             Knothole Glade
             Hook Coast
    
    -Bright Chest Piece
    Armor: 400
    Alignment: +26
    Value: 8050
    Attractiveness: +26
    Scariness: +13
    Description: Bright chest armor to protect the purest of hearts.
    Sold At: The Arena
             Wandering traders
    
    -Dark Chest Piece
    Armor: 400
    Alignment: -26
    Value: 8010
    Attractiveness: +13
    Scariness: +26
    Description: Dark-forged chest armor for the soul-blackened.
    Sold At: Twinblade's Camp
             Knothole Glade
             The Arena
             Hook Coast
    
    Lower Body
    ----------
    
    You don't have to wear any pants, but you'd look goofy if you didn't.
    
    -Lower Dress
    Armor: 145
    Alignment: 0
    Value: 44
    Attractiveness: 0
    Scariness: -15
    Description: The lower bit of a traditional town dress.
    Sold At: Bowerstone South
             Oakvale
             Bowerstone North
    
    -Bright Lower Dress
    Armor: 145
    Alignment: +10
    Value: 50
    Attractiveness: +7
    Scariness: -15
    Description: The lower portion of a lovely villager's dress.
    Sold At: Oakvale
             Bowerstone North
    
    -Dark Lower Dress
    Armor: 145
    Alignment: -10
    Value: 48
    Attractiveness: +7
    Scariness: -7
    Description: A skirt designed to cover extremely hairy legs.
    Sold At: Knothole Glade
             Bowerstone North
    
    -Apprentice Lower Robe
    Armor: 175
    Alignment: 0
    Value: 74
    Attractiveness: 0
    Scariness: 0
    Description: The lower section of a Guild Robe.
    Sold At: Nowhere (Starting equipment)
    
    -Villager Trousers
    Armor: 175
    Alignment: 0
    Value: 74
    Attractiveness: 0
    Scariness: 0
    Description: Thornproof trousers.
    Sold At: Heroes' Guild
             Bowerstone South
             Oakvale
             Knothole Glade
    
    -Bright Villager Trousers
    Armor: 175
    Alignment: +4
    Value: 82
    Attractiveness: +7
    Scariness: 0
    Description: Sturdy, sensible work trousers.
    Sold At: Oakvale
    
    -Dark Villager Trousers
    Armor: 175
    Alignment: -4
    Value: 80
    Attractiveness: 0
    Scariness: +7
    Description: Slightly scary trousers.
    Sold At: Bowerstone South
             Twinblade's Camp
             Knothole Glade
    
    -Will User's Lower Robe
    Armor: 175
    Alignment: 0
    Value: 519
    Attractiveness: +7
    Scariness: +7
    Description: Lower section of Will user's robe.
    Sold At: Oakvale
             Hook Coast
    
    -Will User's Bright Lower Robe
    Armor: 175
    Alignment: +12
    Value: 535
    Attractiveness: +15
    Scariness: 0
    Description: Lower part of a serene robe.
    Sold At: Bowerstone North
    
    -Will User's Dark Lower Robe
    Armor: 175
    Alignment: -12
    Value: 530
    Attractiveness: 0
    Scariness: +15
    Description: Used by dark wizards to cover their pasty, veiny legs.
    Sold At: Knothole Glade
             Hook Coast
    
    -Assassin Trousers
    Armor: 175
    Alignment: -7
    Value: 473
    Attractiveness: 0
    Scariness: +15
    Description: Leggings designed to blend in the shadows.
    Sold At: Twinblade's Camp
    
    -Bandit Trousers
    Armor: 184
    Alignment: -5
    Value: 247
    Attractiveness: -5
    Scariness: +5
    Description: The breeches of those outside the law.
    Sold At: Nowhere (Find on Abandoned Road)
    
    -Guard Trousers
    Armor: 205
    Alignment: 0
    Value: 366
    Attractiveness: -7
    Scariness: -7
    Description: Special Guard pants.
    Sold At: Knothole Glade
    
    -Leather Leggings
    Armor: 233
    Alignment: 0
    Value: 443
    Attractiveness: -15
    Scariness: 0
    Description: Well stitched hide breeches.
    Sold At: Heroes' Guild
             Bowerstone South
             Oakvale
    
    -Bright Leather Leggings
    Armor: 233
    Alignment: +6
    Value: 465
    Attractiveness: -7
    Scariness: 0
    Description: Flexible, strong leather leggings.
    Sold At: Bowerstone South
             Oakvale
    
    -Dark Leather Leggings
    Armor: 233
    Alignment: -6
    Value: 460
    Attractiveness: -7
    Scariness: +7
    Description: Cut from living animals, these leggings are of the 
    strongest leather.
    Sold At: Bowerstone South
             Darkwood Camp
             Twinblade's Camp
    
    -Chainmail Leggings
    Armor: 291
    Alignment: 0
    Value: 2596
    Attractiveness: -5
    Scariness: +5
    Description: Not as tough as plate, but lighter and more flexible.
    Sold At: Heroes' Guild
             Bowerstone South
             Oakvale
             Knothole Glade
    
    -Bright Chainmail Leggings
    Armor: 291
    Alignment: +6
    Value: 2650
    Attractiveness: 0
    Scariness: +5
    Description: High quality leg protection for those who fight the good 
    fight.
    Sold At: Oakvale
             The Arena
    
    -Dark Chainmail Leggings
    Armor: 291
    Alignment: -6
    Value: 2620
    Attractiveness: 0
    Scariness: +5
    Description: Metal protection for the legs of the unjust.
    Sold At: Twinblade's Camp
             Knothole Glade
             The Arena
    
    -Plate Leggings
    Armor: 350
    Alignment: 0
    Value: 6930
    Attractiveness: +15
    Scariness: +15
    Description: Male breeches offering very good protection.
    Sold At: Heroes' Guild
             Bowerstone South
             Oakvale
             Knothole Glade
             Hook Coast
    
    -Bright Plate Leggings
    Armor: 350
    Alignment: +15
    Value: 7040
    Attractiveness: +15
    Scariness: +7
    Description: Highest quality metal leggings for the serious warrior.
    Sold At: Knothole Glade
             The Arena
    
    -Dark Plate Leggings
    Armor: 350
    Alignment: -15
    Value: 7020
    Attractiveness: +7
    Scariness: +15
    Description: Leggings for those twisted by hatred.
    Sold At: Twinblade's Camp
             Knothole Glade
             Hook Coast
             The Arena
    
    Feet
    ----
    
    Shoes are optional. If you have any leg tattoos, they might also cover 
    them up.
    
    -Apprentice Boots
    Armor: 25
    Alignment: 0
    Value: 11
    Attractiveness: 0
    Scariness: 0
    Description: The boots worn by most Guild Apprentices.
    Sold At: Nowhere (Starting equipment)
    
    -Villager Boots
    Armor: 25
    Alignment: 0
    Value: 11
    Attractiveness: 0
    Scariness: 0
    Description: Decent, hard-wearing boots.
    Sold At: Heroes' Guild
             Bowerstone South
             Oakvale
             Knothole Glade
             Hook Coast
    
    -Bright Villager Boots
    Armor: 25
    Alignment: +1
    Value: 12
    Attractiveness: +2
    Scariness: 0
    Description: Strongish boots for outdoor work.
    Sold At: Oakvale
             Hook Coast
    
    -Dark Villager Boots
    Armor: 25
    Alignment: -1
    Value: 12
    Attractiveness: 0
    Scariness: +2
    Description: Designed by the dark cobblers.
    Sold At: Bowerstone South
             Twinblade's Camp
             Knothole Glade
             Hook Coast
    
    -Will User's Boots
    Armor: 25
    Alignment: 0
    Value: 74
    Attractiveness: +2
    Scariness: +2
    Description: Boots, traditionally worn by those with the Will.
    Sold At: Heroes' Guild
             Oakvale
             Hook Coast
    
    -Will User's Bright Boots
    Armor: 25
    Alignment: +4
    Value: 82
    Attractiveness: +5
    Scariness: 0
    Description: Boots for those on a noble adventure.
    Sold At: Bowerstone North
    
    -Will User's Dark Boots
    Armor: 25
    Alignment: -4
    Value: 80
    Attractiveness: 0
    Scariness: +5
    Description: Boots to leave footprints of the damned.
    Sold At: Knothole Glade
             Hook Coast
    
    -Assassin Boots
    Armor: 25
    Alignment: -2
    Value: 68
    Attractiveness: 0
    Scariness: +5
    Description: Padded boots for silent movement.
    Sold At: Bowerstone South
             Twinblade's Camp
    
    -Bandit Boots
    Armor: 26
    Alignment: -5
    Value: 35
    Attractiveness: -5
    Scariness: +5
    Description: What the well-dressed felon has on his feet.
    Sold At: Nowhere (Find on Abandoned Road)
    
    -Guard Boots
    Armor: 29
    Alignment: 0
    Value: 52
    Attractiveness: -2
    Scariness: -2
    Description: Perfect for stepping on criminals' throats.
    Sold At: Darkwood Camp 
    
    -Leather Boots
    Armor: 33
    Alignment: 0
    Value: 63
    Attractiveness: -5
    Scariness: 0
    Description: Reasonably useful leather boots.
    Sold At: Heroes' Guild
             Bowerstone South
             Oakvale
    
    -Bright Leather Boots
    Armor: 33
    Alignment: +2
    Value: 70
    Attractiveness: -2
    Scariness: 0
    Description: Comfortable leather footwear.
    Sold At: Bowerstone South
             Oakvale
    
    -Dark Leather Boots
    Armor: 33
    Alignment: -2
    Value: 69
    Attractiveness: -2
    Scariness: +2
    Description: Boots for crushing flowers underfoot.
    Sold At: Bowerstone South
             Twinblade's Camp
    
    -Chainmail Boots
    Armor: 41
    Alignment: 0
    Value: 371
    Attractiveness: -2
    Scariness: +2
    Description: Sturfy metal shoes, perfect for the warrior.
    Sold At: Heroes' Guild
             Bowerstone South
             Oakvale
             Knothole Glade
    
    -Bright Chainmail Boots
    Armor: 41
    Alignment: +3
    Value: 395
    Attractiveness: 0
    Scariness: +2
    Description: Well made footwear for the battle-hardened.
    Sold At: Oakvale
             The Arena
    
    -Dark Chainmail Boots
    Armor: 41
    Alignment: -3
    Value: 390
    Attractiveness: -2
    Scariness: +5
    Description: With plenty of room, to wriggle one's evil toes.
    Sold At: Twinblade's Camp
             Knothole Glade
             The Arena
    
    -Plate Boots
    Armor: 50
    Alignment: 0
    Value: 990
    Attractiveness: +5
    Scariness: +5
    Description: Hard-wearing boots for kicking and walking.
    Sold At: Heroes' Guild
             Bowerstone South
             Oakvale
             Knothole Glade
             The Arena
    
    -Bright Plate Boots
    Armor: 50
    Alignment: +5
    Value: 1025
    Attractiveness: +5
    Scariness: +2
    Description: The toughest footwear available, although not overly 
    flexible.
    Sold At: Knothole Glade
             The Arena
    
    -Dark Plate Boots
    Armor: 50
    Alignment: -5
    Value: 1020
    Attractiveness: +2
    Scariness: +5
    Description: Ideal for trampling old ladies.
    Sold At: Twinblade's Camp
             Knothole Glade
             The Arena
             Hook Coast
    
    
    ===============================================================================
    X. WEAPONS
    ===============================================================================
    
    Fable has a pretty good, balanced set of weapons. The inclusion of the twelve 
    legendary weapons was also a nice touch.
    
    Melee Weapons
    -------------
    
    These are your second choice (the first being using your fists) for up-
    close combat. Some players prefer getting right into the action with 
    these than going at the situation through other means.
    
    -Pickhammers
    These are the weakest weapon available in Fable (unless if you count 
    the stick). Plus, they're not even cool looking.
    
    --Iron Pickhammer
     Damage: 30
     Value: 100
     Weight: Light
     Description: This solid iron item is unusually ornate for a simple
     weapon, its curved fluid shaft reminiscent of the waves and flows of
     the ocean. Given such a watery embellishment, it's unsurprising that
     these weapons are almost always crafted in distant Hook Coast, where
     they are nicknamed 'sea-hammers.'
     Augmentation Spaces: 0
     Sold At: Heroes' Guild
              Bowerstone South
              Oakvale
    
    --Steel Pickhammer
     Damage: 30
     Value: 300
     Weight: Light
     Description: Despite the distinguished steel and gold craftsmanship,
     this fine weapon has still seen much practical use. The blade is
     covered in scratches and the hilt is weathered and salt-stained,
     indicating it probably belonged to a sea captain.
     Augmentation Spaces: 1
     Sold At: Heroes' Guild
              Bowerstone South
              Oakvale
              The Arena
    
    --Obsidian Pickhammer
     Damage: 60
     Value: 1560
     Weight: Light
     Description: The Obsidian Forging process has left this Pickhammer
     ugly and oddly crooked. Just looking at its curves and etchings is
     enough to hurt the eyes. It is inordinately sharp and deadly, with a
     spike capable of punching through iron as if it were paper.
     Augmentation Spaces: 2
     Sold At: Bowerstone South
              Oakvale
              Twinblade's Camp
              Knothole Glade
    
    --Master Pickhammer
     Damage: 90
     Value: 13950
     Weight: Light
     Description: This graceful deathbringer is light and yet easily able
     to pierce armor with even the most delicate of taps. Like all Master
     Forged weapons, its head and shaft are beautifully inlaid and wrapped
     with unknown types of jewels, curious metals and exotic hides.
     Augmentation Spaces: 3
     Sold At: Bowerstone South
              Knothole Glade
              Bowerstone North
              Hook Coast
    
    --Legendary Pickhammer (Wellow's Pickhammer)
     Damage: 120
     Value: 29400
     Weight: Light
     Description: Wellow ruled the northern ridges of the Old Kingdom, and
     his warlords carried Pickhammers said to be forged from a strong but
     extremely light metal in hidden mines. This one belonged to Wellow
     himself.
     Augmentation Spaces: 2 (Already taken by two Piercing)
     Sold At: Nowhere (Find inside Greatwood Gorge Demon Door)
    
    -Maces
    A little better than Pickhammers, but whether they look cooler or not 
    is up to you.
    
    --Iron Mace
     Damage: 30
     Value: 113
     Weight: Light
     Description: One of the more popular club-like weapons in Albion and
     often favored by town Guards and other peacekeepers. While not as
     glamorous as the Greatswords, the mace's head shows a well thought-out
     and carefully constructed form that is ideal for even the roughest of
     combat.
     Augmentation Spaces: 0
     Sold At: Heroes' Guild
              Bowerstone South
    
    --Steel Mace
     Damage: 34
     Value: 338
     Weight: Light
     Description: Perhaps the former weapon of an officer or knight, this
     Mace has been lovingly hand crafted. Beautiful inlaid patterns are
     embossed in into its metal, while the wooden shaft is made from the
     stoutest of oak.
     Augmentation Spaces: 1
     Sold At: Heroes' Guild
              Bowerstone South
              Darkwood Camp
              Oakvale
              Twinblade's Camp
    
    --Obsidian Mace
     Damage: 68
     Value: 1755
     Weight: Light
     Description: This Mace is blackened, its surface shifting softly in
     the light and its wood infused with a greasy shine. Like all Obsidian
     weapons it feels cold to the touch.
     Augmentation Spaces: 2
     Sold At: Heroes' Guild
              Oakvale
              Twinblade's Camp
              Knothole Glade
    
    --Master Mace
     Damage: 102
     Value: 15694
     Weight: Light
     Description: This mace is so beautiful crafted and ornate that it
     seems more like the sceptre of a king or high priest. Of all the Old
     Kingdom weapons, the maces are often the most intact, reflecting their
     adoption as symbols of power, when used in combat they are terrible
     indeed.
     Augmentation Spaces: 3
     Sold At: Knothole Glade
              Hook Coast
    
    --Legendary Mace (The Dollmaster's Mace)
     Damage: 135
     Value: 33075
     Weight: Light
     Description: Quick fingers and en eye for detail were the Dollmaster's
     trademarks. But only once did he use his skills to create a weapon.
     This was the result, as colossal as his dolls were delicate.
     Augmentation Spaces: 1 (Already taken by Mana)
     Sold At: Nowhere (Find inside Abandoned Road Demon Door)
    
    -Axes
    An improvement over the Maces, but only slightly.
    
    --Iron Axe
     Damage: 30
     Value: 125
     Weight: Light
     Description: A popular hand weapon among the people of Knothole Glade,
     the hand axe can be used in combat and also as a tool - something that
     has made it a favorite with wandering Heroes of a more practical
     nature.
     Augmentation Spaces: 0
     Sold At: Heroes' Guild
              Bowerstone South
    
    --Steel Axe
     Damage: 38
     Value: 375
     Weight: Light
     Description: This shows evidence of the Knothole Glade design in the
     knot-work patterns that twist geometrically up and down its head. Such
     designs mark this out as being above common warriors.
     Augmentation Spaces: 1
     Sold At: Heroes' Guild
              Bowerstone South
              Oakvale
              Twinblade's Camp
    
    --Obsidian Axe
     Damage: 75
     Value: 1950
     Weight: Light
     Description: While this axe head still bares the typical swirls and
     patterns common to Knothole Glade the forging seems to have twisted
     and distorted them, increasing the blade's sharpness and power.
     Augmentation Spaces: 2
     Sold At: Oakvale
              Twinblade's Camp
              Knothole Glade
    
    --Master Axe
     Damage: 113
     Value: 14996
     Weight: Light
     Description: This axe is quite different in design to its lesser
     cousins, reflecting its ancient origins. Gone is the knot-work and
     traditional tribal patterns, replaced with the unbreakable metal,
     jewels, and worked form of the Old Kingdom. In comparison to the other
     weapons from that era, however, these axes are often scarred and
     scratched. Some believe they were used during some titanic and now
     forgotten battle.
     Augmentation Spaces: 3
     Sold At: Knothole Glade
              Bowerstone South
              Hook Coast
    
    --Legendary Axe (Ronok the Axe)
     Damage: 165
     Value: 36750
     Weight: Light
     Description: Axes have short, brutal lives. But Ronok has survived
     centuries of combat, and is still as sharp as the day it was forged by
     the Old Kingdom foresters.
     Augmentation Spaces: 2 (Already taken by Sharpening and Silver)
     Sold At: Nowhere (Find inside Grey House Demon Door)
    
    -Cleavers
    These are better than Axes and cooler looking.
    
    --Iron Cleaver
     Damage: 30
     Value: 138
     Weight: Light
     Description: A crude, heavy and exceptionally brutal weapon, the
     cleaver is the sword for those who value strength and raw power over
     skill. As such, its frame is covered in nicks and cuts, the remainders
     of countless vicious battles.
     Augmentation Spaces: 0
     Sold At: Heroes' Guild
              Bowerstone South
    
    --Steel Cleaver
     Damage: 42
     Value: 413
     Weight: Light
     Description: A more elaborate handle and blade fails to disguise the
     fact that this cleaver is still built for savage combat. Given its
     cost the sword was probably commissioned by a warlord or bandit
     chief.
     Augmentation Spaces: 1
     Sold At: Oakvale
              Darkwood Camp
              Twinblade's Camp
    
    --Obsidian Cleaver
     Damage: 83
     Value: 2145
     Weight: Light
     Description: The Obsidian Forging process has made this heavy sword
     even more terrifying and damaging, darkening the blade and tainting
     the metal with an odd coldness that remains on even the warmest of
     days.
     Augmentation Spaces: 2
     Sold At: Darkwood Camp
              Oakvale
              Twinblade's Camp
              Knothole Glade
    
    --Master Cleaver
     Damage: 124
     Value: 19181
     Weight: Light
     Description: Despite their reputation as magicians and skilled
     wonderworkers, it seems the people of the Old Kingdom were no
     strangers to violence if the appearance of this blade is anything to
     go by. Both beautiful yet oddly cruel in design, this sword is capable
     of cleaving through opponents' amour and weapons.
     Augmentation Spaces: 3
     Sold At: Hook Coast
              Bowerstone North
    
    --Legendary Cleaver (The Cutlass Bluetane)
     Damage: 165
     Value: 40425
     Weight: Light
     Description: Though cutlasses were the weapon of choice for the old
     shipmasters around Hook Coast, Bluetane was part of a legendary
     treasure and was never used in combat. Its hunger for blood is
     palpable.
     Augmentation Spaces: 1 (Already taken by Lightning)
     Sold At: Nowhere (Find inside Greatwood Caves Demon Door)
    
    -Longswords
    These here are pretty much your basic melee weapon in Fable and 
    countless other RPG's.
    
    --Iron Longsword
     Damage: 30
     Value: 150
     Weight: Light
     Description: A functional, if weathered, sword wrapped in simple
     leather bindings and undecorated. The Longsword is equally effective
     in defense and attack and has been a mainstay of Heroes throughout
     Albion's long history.
     Augmentation Spaces: 0
     Sold At: Bowerstone South
              Oakvale
    
    --Steel Longsword
     Damage: 45
     Value: 450
     Weight: Light
     Description: An ornate sword gilded with traditional Albion rune and
     patterns. Such enhancements are expensive, and marked it as having
     belonged to a minor Hero or noble.
     Augmentation Spaces: 1
     Sold At: Bowerstone South
              Oakvale
              Darkwood Camp
              Twinblade's Camp
    
    --Obsidian Longsword
     Damage: 90
     Value: 2340
     Weight: Light
     Description: This blackened and heavy sword feels both cold to the
     touch and curiously slick, as if it were covered in a sheen of oil.
     While not inherently evil, Obsidian weapons have a reputation for
     being used in murder, treachery, and kin-slaying.
     Augmentation Spaces: 2
     Sold At: Heroes' Guild
              Oakvale
              Twinblade's Camp
              Knothole Glade
              Bowerstone North
    
    --Master Longsword
     Damage: 135
     Value: 20925
     Weight: Light
     Description: One of the last few surviving blades forged eons ago in
     the Old Kingdom. Seemingly made of simple brass, these swords are
     always sharp, unbreakable, and inherently magical. Its golden surface
     never tarnishes and the runes along the blade hint at now forgotten
     legends and lost lore.
     Augmentation Spaces: 3
     Sold At: Heroes' Guild
              Knothole Glade
              Bowerstone North
              Hook Coast
    
    --Legendary Longsword (The Harbinger)
     Damage: 198
     Value: 44100
     Weight: Light
     Description: This Longsword was forged by the twins Elda and Essa.
     After its creation, they used it to cut off each other's hands,
     ensuring the world would never see another weapon like it.
     Augmentation Spaces: 2 (Already taken by Sharpening and Piercing)
     Sold At: Nowhere (Gain as reward for Sword in the Stone Quest)
    
    -Katanas
    These weapons are a bit more powerful than Longswords, but don't look 
    much cooler.
    
    --Iron Katana
     Damage: 33
     Value: 163
     Weight: Light
     Description: This simple but lethal sword is one of several imported
     into Albion from the western lands. Following the fall of the Old
     Kingdom, the trade route collapsed, leaving this an exotic, deadly
     weapon.
     Augmentation Spaces: 0
     Sold At: Heroes' Guild
              Bowerstone South
              Oakvale
    
    --Steel Katana
     Damage: 49
     Value: 488
     Weight: Light
     Description: This is an inlaid and older version of the standard
     Katana. Its hilt is marked with clan symbols and its blade shows
     little signs of use, indicating it may have been a ceremonial weapon.
     Still, for a weapon built for display, it is particularly well suited
     to combat.
     Augmentation Spaces: 1
     Sold At: Oakvale
              Darkwood Camp
    
    --Obsidian Katana
     Damage: 98
     Value: 2535
     Weight: Light
     Description: At some point a swordsmith has been persuaded to re-forge
     this weapon, a process which seems to have cracked and burnt the
     katana's blade, ruining its appearance but making it even sharper and
     sleeker than before.
     Augmentation Spaces: 2
     Sold At: Oakvale
              Twinblade's Camp
              Knothole Glade
              Bowerstone North
    
    --Master Katana
     Damage: 147
     Value: 22669
     Weight: Light
     Description: Like all Master Forged weapons this blade is unbreakable
     and magically sharpened. Its foreign appearance merely adds strength
     to legends that the Master Forgers stretched out over the entire
     world.
     Augmentation Spaces: 3
     Sold At: Knothole Glade
              Bowerstone North
              Hook Coast
    
    --Legendary Katana (The Katana Hiryu)
     Damage: 215
     Value: 47775
     Weight: Light
     Description: Folded metal is only so strong. The monks of the far
     hills used ancient supernatural skills to turn Hiryu into something
     special. Its secret died with them.
     Augmentation Spaces: 2 (Already taken by Sharpening and Flame)
     Sold At: Nowhere (Find inside Bowerstone North Manor)
    
    -Greataxes
    Although they are the advanced form, they are still the weakest Great 
    weapons available.
    
    --Iron Greataxe
     Damage: 40
     Value: 200
     Weight: Heavy
     Description: A heavier and deadlier version of the Knothole hand axe;
     simple in design and yet brutally efficient. Before the warrior streak
     deserted Knothole Glade, this was the weapon favored by its
     mercenaries and bodyguards.
     Augmentation Spaces: 0
     Sold At: Heroes' Guild
              Bowerstone South
              Twinblade's Camp
    
    --Steel Greataxe
     Damage: 60
     Value: 600
     Weight: Heavy
     Description: This heavy axe has been refined, reinforcing the hilt and
     marking the blades with ancient curving patterns and gold leaf. A
     steel rod has been inserted into the wooden shaft, allowing its
     wielder a greater chance to block and parry incoming blows. They are
     prized possessions to their owners, and often the property of Knothole
     headmen and the greatest of their warriors.
     Augmentation Spaces: 1
     Sold At: Oakvale
              Darkwood Camp
    
    --Obsidian Greataxe
     Damage: 120
     Value: 3120
     Weight: Heavy
     Description: These Greataxes are covered with an unpleasant damp soot
     that never wears off, and veins of black metal that shoot through the
     shaft's wooden hilt. This treatment has also reinforced its edge,
     making it almost unblockable and capable of cleaving through flesh and
     bone with ease.
     Augmentation Spaces: 2
     Sold At: Oakvale
              Twinblade's Camp
              Knothole Glade
    
    --Master Greataxe
     Damage: 180
     Value: 27900
     Weight: Heavy
     Description: This huge weapon should be unwieldy and almost impossible
     to swing easily, but it sits easily in its owner's hands as if it was
     created specifically for them. Like all the Master Forged weaponry it
     is both unbreakable and ever sharp.
     Augmentation Spaces: 3
     Sold At: Darkwood Camp
              Knothole Glade
              Hook Coast
    
    --Legendary Greataxe (The Murren Greataxe)
     Damage: 240
     Value: 58800
     Weight: Heavy
     Description: Little is known of the godlike warrior from whose dead
     hands this Greataxe was prized. Its deadly blade almost glows with a
     divine quality.
     Augmentation Spaces: 1 (Already taken by Piercing)
     Sold At: Nowhere (Find inside Hook Coast Lighthouse)
    
    -Greatmaces
    The advanced maces are better than the advanced axes, which is odd 
    because with the standard forms it was the opposite.
    
    --Iron Greatmace
     Damage: 43
     Value: 213
     Weight: Heavy
     Description: Like the Katana, the Greatmace isn't native to Albion's
     shores. It was imported in ages past from the Northern lands, where
     they were often wielded by religious guards. Made of solid iron and
     almost the height of a man, these weapons are perhaps the heaviest one
     can find.
     Augmentation Spaces: 0
     Sold At: Bowerstone South
              Oakvale
    
    --Steel Greatmace
     Damage: 64
     Value: 638
     Weight: Heavy
     Description: This Greatmace has been enhanced by the addition of small
     gold patterns - mainly the prayer runes and luck charms so popular in
     the northern kingdoms. They were often bestowed the most devout
     acolytes and priests. While the blessings and prayers of foreign
     priests seems to have little practical effect on the weapon's power,
     they scarcely need to. Once strike from this steel bar could kill an
     ox.
     Augmentation Spaces: 1
     Sold At: Oakvale
              Twinblade's Camp
    
    --Obsidian Greatmace
     Damage: 128
     Value: 3315
     Weight: Heavy
     Description: These are incredibly rare, as few of the Northerners who
     make them would willingly defile their sacred weapons. The few
     Northern travelers who see these blackened maces pronounce them
     cursed, and point out how the blessing wards and prayers seem to have
     changed their meaning into something blasphemous.
     Augmentation Spaces: 2
     Sold At: Heroes' Guild
              Twinblade's Camp
              Knothole Glade
    
    --Master Greatmace
     Damage: 2192
     Value: 29644
     Weight: Heavy
     Description: Even the legendary light brass used in the forging of
     these ancient weapons has failed to lighten these maces. Instead it
     has made them some of the deadliest weapons ever created, reputedly
     wielded by the war mages of that lost empire.
     Augmentation Spaces: 3
     Sold At: Heroes' Guild
              Hook Coast
    
    --Legendary Greatmace (The Sentinus)
     Damage: 255
     Value: 62475
     Weight: Heavy
     Description: Said to belong to the bodyguard of Archon, first ruler of
     the Old Kingdom, this Greatmace is a majestic as any scepter, and
     powerful enough to bring empires to their knees.
     Augmentation Spaces: 2 (Already taken by Piercing and Silver)
     Sold At: Nowhere (Awarded by god Avo)
    
    -Greathammers
    These are the advanced forms of Pickhammers, which is good because the 
    original Pickhammers sucked.
    
    --Iron Greathammer
     Damage: 45
     Value: 225
     Weight: Heavy
     Description: A remarkably heavy hammer made of out reinforced ore.
     While comparatively slow, it can hit with enough force to bend armor
     and crush bone. Traditionally these great hammers have been the
     weapons of Oakvale woodsmen and loggers.
     Augmentation Spaces: 0
     Sold At: Heroes' Guild
              Bowerstone South
              Oakvale
    
    --Steel Greathammer
     Damage: 68
     Value: 675
     Weight: Heavy
     Description: A reinforced hammer that shows some signs of being 
    ornamented,
     albeit in a simple, rustic manner. Made of the finest room and metal 
    this
     hammer was built by a village craftsman rather than a town dweller, 
    perhaps as
     a reward for a local Hero or visiting traveler.
     Augmentation Spaces: 1
     Sold At: Oakvale
              Darkwood Camp
    
    --Obsidian Greathammer
     Damage: 135
     Value: 3510
     Weight: Heavy
     Description: What little metal there is on this hammer has been warped
     and burnt, while its wooden bulk is partially rolled, and feels soft
     and slightly fungal to the touch. This softness doesn't detract from
     the terrible damage it is capable of inflicting, and one blow from it
     is normally enough to fell the stoutest warrior.
     Augmentation Spaces: 2
     Sold At: Twinblade's Camp
              Knothole Glade
    
    --Master Greathammer
     Damage: 203
     Value: 31388
     Weight: Heavy
     Description: Unlike its lesser variants this great hammer has been
     made from solid metal and yet, despite its vast size, is both easy to
     swing and incredibly damaging. Curiously, all the hammers of this form
     that have been discovered have borne an identical symbol, resembling
     burning teeth, on the flat of their heads. This shows they were made
     for a particular clan.
     Augmentation Spaces: 3
     Sold At: Hook Coast
    
    --Legendary Greathammer (The Murren Greathammer)
     Damage: 270
     Value: 66150
     Weight: Heavy
     Description: The Murren graves were robbed during the collapse of the
     Old Kingdom. This Greathammer and a Greataxe were never recovered.
     Both are said to be forged by the wills of the gods themselves.
     Augmentation Spaces: 2 (Already taken by Piercing and Experience)
     Sold At: Nowhere (Find inside Heroes' Guild Silver Key Chest)
    
    -Greatswords
    These don't look so much like swords as they do giant clubs.
    
    --Iron Greatsword
     Damage: 48
     Value: 238
     Weight: Heavy
     Description: Perhaps more than any other weapon, this type of sword is
     the embodiment of the classic warrior hero. Though sharp and well
     balanced, wielders can often rely on its vast weight to cut right
     through an opponent.
     Examples of these blades can be found throughout Albion.
     Augmentation Spaces: 0
     Sold At: Heroes' Guild
              Bowerstone South
              Oakvale
              Twinblade's Camp
    
    --Steel Greatsword
     Damage: 72
     Value: 713
     Weight: Heavy
     Description: An ornamented weapon, it is marked with the symbols and
     patterns that single out as belonging to a now forgotten Hero. Its
     well oiled and polished blade bears evidence of numerous sharpenings,
     indicating it was used frequently, and handle with meticulous care.
     Augmentation Spaces: 1
     Sold At: Oakvale
              Twinblade's Camp
    
    --Obsidian Greatsword
     Damage: 143
     Value: 3705
     Weight: Heavy
     Description: The re-forging of this weapon has left it almost ruined,
     its surface pitted and marked. The coldness of these weapons seems
     particularly pronounced here. Its taint chills the very blood of its
     user, and brings swift death and destruction on all who stand in its
     way.
     Augmentation Spaces: 2
     Sold At: Bowerstone South
              Oakvale
              Twinblade's Camp
              Knothole Glade
    
    --Master Greatsword
     Damage: 214
     Value: 33131
     Weight: Heavy
     Description: The rarest of all weapons and honored in more tales,
     stories and legends than any others. These golden and black swords are
     warm to the touch, as if left out in the afternoon sun, and seem to
     almost sing as they cut through the air. Like all Old kingdom weapons,
     they are unbreakable and deadly.
     Augmentation Spaces: 3
     Sold At: Heroes' Guild
              Knothole Glade
              Bowerstone North
              Hook Coast
    
    --Legendary Greatsword (Solus Greatsword)
     Damage: 314
     Value: 69825
     Weight: Heavy
     Description: The legendary Solus of the mystical Dragonfighters, this
     weapon is held in awe by swordmasters and combatanats of Albion alike.
     Augmentation Spaces: 3 (Already taken by Sharpening, Health and Flame)
     Sold At: Bowerstone North
    
    Ranged Weapons
    --------------
    
    Instead of going straight at your opponents, with these weapons you can 
    hang back and take a slightly slower pace to battles. Of course within 
    that pace there are two other types. Using the Longbow allows players 
    to fire off repeated shots, while the Crossbow is much slower and is 
    better for a few shots with melee attacks in-between.
    
    -Longbows
    These are the basic forms of bows.
    
    --Yew Longbow
     Damage: 60
     Value: 150
     Description: The weapon of archers in large armies, a Yew Longbow is
     long, resilient and powerful.
     Augmentation Spaces: 0
     Sold At: Bowerstone South
              Darkwod Camp
              Oakvale
              Twinblade's Camp
    
    --Oak Longbow
     Damage: 90
     Value 450
     Description: Oak is geld to be better than Yew for bows. It's tougher,
     provides more power and lasts longer.
     Augmentation Spaces: 1
     Sold At: Heroes' Guild
              Bowerstone South
              Oakvale
              Twinblade's Camp
    
    --Ebony Longbow
     Damage: 130
     Value: 1820
     Description: The suppleness and strength of ebony make this a very
     accurate, powerful weapon.
     Augmentation Spaces: 2
     Sold At: Heroes' Guild
              Bowerstone South
              Oakvale
              Twinblade's Camp
    
    --Master Longbow
     Damage: 180
     Value: 23040
     Description: The wood's sheen reveals this as a Master weapon. One of
     the best.
     Augmentation Spaces: 3
     Sold At: Heroes' Guild
              Knothole Glade
              Bowerstone North
              Hook Coast
    
    --Legendary Longbow (Skorm's Bow)
     Damage: 264
     Value: 54720
     Description: Fabled weapon of the Overberg, this longbow carries dark
     and terrible secrets that seem to propel arrows with a unique power.
     Augmentation Spaces: 2 (Already taken by Lightning and Sharpening)
     Sold At: Nowhere (Awarded by god Skorm)
    
    -Crossbows
    These bows deal out more damage than Longbows, but have a much smaller 
    rate of fire.
    
    --Yew Crossbow
     Damage: 80
     Value: 200
     Description: The flexibility of yew makes it a good wood for Crossbows
     as well as Longbows.
     Augmentation Spaces: 0
     Sold At: Heroes' Guild
              Bowerstone South
              Oakvale
    
    --Oak Crossbow
     Damage: 110
     Value: 550
     Description: Oak Crossbows are heavy devices, sturdy enough for the
     toughest battles.
     Augmentation Spaces: 1
     Sold At: Heroes' Guild
              Bowerstone South
              Oakvale
    
    --Ebony Crossbow
     Damage: 150
     Value: 2100
     Description: Although hugely powerful, the Ebony Crossbow must be
     looked after if its properties are to be retained.
     Augmentation Spaces: 2
     Sold At: Heroes' Guild
              Oakvale
              Twinblade's Camp
              Knothole Glade
    
    --Master Crossbow
     Damage: 200
     Value: 25600
     Description: Light, strong and very precise, this is a perfect example
     of why Master weapons are so good.
     Augmentation Spaces: 3
     Sold At: Knothole Glade
              Bowerstone North
              Hook Coast
    
    --Legendary Crossbow (Arken's Crossbow)
     Damage: 220
     Value: 50160
     Description: In the massacre of Olagan, Arken was left for dead among
     the rest of the fallen army after it succumbed to a surprise attack.
     He put together this crossbow from pieces scattered throughout the
     battlefield and used it to hunt down every last one of the ambushers.
     Augmentation Spaces: 3 (Already taken by Silver, Flame, and Piercing)
     Sold At: Nowhere (Find in Silver Key Chest in Darkwood Marshes)
    
    Other Weapons
    -------------
    
    These are a few that you won't use much because you probably wouldn't 
    want to.
    
    -Stick
    Damage: 20
    Value: 5
    Weight: Light
    Augmentation Spaces: 0
    Sold At: Nowhere (Given at Heroes' Guild and found at Bargate Prison)
    
    -Frying Pan
    Damage: 100
    Value: 20
    Weight: Heavy
    Augmentation Spaces: 4
    Sold At: Nowhere (Find at end of Hidden Booty Hunt Quest)
    
    -Sword Of Aeons
    Damage: 550
    Value: 126250
    Weight: Light
    Description: The eldest of all the weapons. The Sword of Aeons was 
    bloodforged long before the Old Kingdom. Once unlocked, its power is 
    the power of all Albion.
    Augmentation Spaces: 4 (Already taken by Health, Mana, Experience, and 
    Sharpening)
    Sold At: Nowhere (Defeat Jack of Blades)
    
    
    ===============================================================================
    XI. SPELLS
    ===============================================================================
    
    And if you don't even like using weapons, you can always turn to your Will 
    Power. The selection of spells in Fable is diverse and good enough to suit any 
    magic maniac. That name might seem really stupid, if so good because that's how 
    I wanted it to sound.
    
    -Good and Evil Spells
    Just like the clothes, there are also good and evil spells in Fable. There is 
    three of each. Good spells include Heal Life, Physical Shield, and Summon. Evil 
    Spells include Berserk, Drain Life, and Turncoat. For Good players, they will 
    receive a discount on the experience cost to upgrade good spells at a number 
    equal to how much their alignment leans towards Good. But they must also pay an 
    extra cost of that same amount if they want to upgrade Evil spells. They also 
    will not be able to achieve the forth level of an Evil spell unless they turn 
    their ways and become evil themselves. The opposite is also true for Evil 
    players.
    
    -Attack Spells
    These are, obviously, the main spells you can use for attacks.
    
    --Enflame
     Level 1
      Experience: 3500
      Damage: 80
     Level 2
      Experience: 8100
      Damage: 180
     Level 3
      Experience: 22000
      Damage: 300
     Level 4
      Experience: 58000
      Damage: 500
     Description: Blast the area surrounding the caster with a wave of fire. Higher
     levels spread fire across a much larger area, causing much more devastation.
    
    --Multi Strike
     Level 1
      Experience: 1200
      Damage: 1xHit
     Level 2
      Experience: 4680
      Damage: 2xHit
     Level 3
      Experience: 15700
      Damage: 3xHit
     Level 4
      Experience: 43500
      Damage: 4xHit
     Description: This spell imbues the user's blade with the ability to
     strike four times with a single blow. Combined with other spells, this
     little trick is devastating.
    
    --Lightning
     Level 1
      Experience: 0
      Damage: 18
     Level 2
      Experience: 5760
      Damage: 30
     Level 3
      Experience: 18200
      Damage: 40
     Level 4
      Experience: 48000
      Damage: 60
     Description: This spell creates an arc of pure energy which leaps from
     the fingertips of the caster to the target. Higher levels can strike
     more than one foe at a time.
    
    --Battle Charge
     Level 1
      Experience: 750
      Damage: 100
     Level 2
      Experience: 5400
      Damage: 170
     Level 3
      Experience: 17500
      Damage: 300
     Level 4
      Experience:  52000
      Damage: 500
     Description: The Battle Charge propels the caster forward at a great
     speed, smashing into anything in his path, and blasting all nearby
     aside. Higher levels are much more powerful.
    
    --Fireball
     Level 1
      Experience: 500
      Damage: 80
     Level 2
      Experience: 4500
      Damage: 180
     Level 3
      Experience: 17800
      Damage: 350
     Level 4
      Experience: 54000
      Damage: 700
     Description: The Mage's favorite! This creates a ball of fire in the
     palm of the caster's hand which flies towards the target when
     released. High levels allow the caster to charge up an extremely
     powerful fireball that deals a devastating explosive force on impact.
    
    -Physical Spells
    These spells increase certain attributes of your character.
    
    --Physical Shield
     Level 1
      Experience: 900
      Damage: ---
     Level 2
      Experience: 5350
      Damage: ---
     Level 3
      Experience: 17700
      Damage: ---
     Level 4
      Experience: 45500
      Damage: ---
     Description: Surrounds the caster with a protective sphere of energy
     that will absorb all damage at the expense of Mana, until the caster
     has no Mana remaining. The shield will be removed if the spell is cast
     again. Higher levels allow for absorption of more damages.
    
    --Berserk
     Level 1
      Experience: 1600
      Damage: 25%
     Level 2
      Experience: 6210
      Damage: 50%
     Level 3
      Experience: 20500
      Damage: 75%
     Level 4
      Experience: 51000
      Damage: 100%
     Description: This spells sends the caster into a hulking frenzy,
     increasing speed and strength, while conversely decreasing reason and
     civilized manners. Higher levels allow the caster to become even more
     powerful, and to maintain this state for longer.
    
    --Assassin Rush
     Level 1
      Experience: 400
      Damage: ---
     Level 2
      Experience: 2700
      Damage: ---
     Level 3
      Experience: 8100
      Damage: ---
     Level 4
      Experience: 20000
      Damage: --
     Description: This spell propels the caster through space in the blink
     of an eye. If a victim is targeted, the spell enables the caster to
     move behind this unfortunate instantaneously. Higher levels propel the
     caster even further!
    
    --Heal Life
     Level 1
      Experience: 2300
      Damage: ---
     Level 2
      Experience: 5850
      Damage: ---
     Level 3
      Experience: 15900
      Damage: ---
     Level 4
      Experience: 49000
      Damage: ---
     Description: This allows the caster to trade in his magical energy for
     health. Health can also be passed on to non-hostile entities in the
     vicinity. Higher levels provide more health with each use. Only the
     virtuous can master this spell.
    
    --Ghost Sword
     Level 1
      Experience: 2500
      Damage: ---
     Level 2
      Experience: 6300
      Damage: ---
     Level 3
      Experience: 17200
      Damage: ---
     Level 4
      Experience: 51500
      Damage: ---
     Description: Summons one ethereal blade per level from the netherworld
     to do battle on behalf of the caster.
    
    --Multi Arrow
     Level 1
      Experience: 1000
      Arrows: 3
     Level 2
      Experience: 5140
      Arrows: 4
     Level 3
      Experience: 19500
      Damage: 6
      Arrows: 5
     Level 4
      Experience: 47000
      Damage: 7
      Arrows: 6
     Description: Once this spell is cast, each arrow fired is magically
     transformed into a multitude of lethal projectiles, causing much
     greater damage. Higher levels generate even more arrows.
    
    -Surround Spells
    These spells affect enemies (and sometimes allies) within a surrounding 
    area of the caster.
    
    --Force Push
     Level 1
      Experience: 600
      Damage: ---
     Level 2
      Experience: 3600
      Damage: ---
     Level 3
      Experience: 12600
      Damage: ---
     Level 4
      Experience: 40000
      Damage: ---
     Description: This spell creates a powerful blast of energy which
     radiates out from the caster, sending nearby enemies sprawling. Useful
     when greatly outnumbered. Higher levels of the spell create a more
     damaging force.
    
    --Slow Time
     Level 1
      Experience: 2000
      Damage: ---
     Level 2
      Experience: 6580
      Damage: ---
     Level 3
      Experience: 18800
      Damage: ---
     Level 4
      Experience: 47500
      Damage: ---
     Description: This spells affects the very fabric of time itself:
     slowing everything around you to a crawl while leaving the user or
     caster immune. Higher levels allow the caster to maintain this state
     for longer, and bring the world nearly to a standstill.
    
    --Turncoat
     Level 1
      Experience: 3200
      Damage: --
     Level 2
      Experience: 6500
      Damage: ---
     Level 3
      Experience: 16000
      Damage: ---
     Level 4
      Experience: 45000
      Damage: --
     Description: This insidious spell manipulates the enemy's mind whilst
     the caster is close enough, gradually turning the target into an
     unwitting ally. Higher levels allow control of the victim's mind for
     longer.
    
    --Drain Life
     Level 1
      Experience: 2800
      Damage: 20
     Level 2
      Experience: 6750
      Damage: 40
     Level 3
      Experience: 16500
      Damage: 60
     Level 4
      Experience: 44000
      Damage: 80
     Description: A singularly unpleasant spell, Drain Life allows the
     caster to heal himself by sapping the life force of his enemies.
     Higher levels can drain more from the victim with each use. Only the
     evil can master this spell.
    
    --Summon
     Level 1
      Experience: 1800
      Damage: ---
     Level 2
      Experience: 5030
      Damage: ---
     Level 3
      Experience: 14400
      Damage: ---
     Level 4
      Experience: 45000
      Damage: ---
     Description: Summon wrenches a creature's soul from the netherworld to
     help the caster. If this creature kills another, it is replaced by the
     soul of the newly fallen victim. Higher levels allow the caster to
     keep the creature summoned for longer.
    
    
    ===============================================================================
    XII. SHOPS
    ===============================================================================
    
    The information for the shops below can also be found within the walkthrough, 
    but this is a reprint of the whole list for easier searching. Remember, I can 
    only provide a list of values since the prices vary.
    
    Heroes' Guild
    -------------
    There are two locations within the heroes' Guild where you can buy 
    items. The Heroes' Guild Shop is one (located in the right wing behind 
    the Map Room), and the Tavern is the other (located straight back 
    behind the map Room).
    
    -The Heroes' Guild Shop
    --Armor - Hands
     1. Villager Gloves: 21
     2. Assassin Gloves: 135
     3. Plate Gauntlets: 1980
     4. Leather Gauntlets: 127
     5. Chainmail Gauntlets: 742
    --Armor - Upper Body
     1. Villager Shirt:  84
     2. Leather Chest Piece: 507
    --Armor - Lower Body
     1. Villager Trousers: 74
     2. Plate Leggings: 6930
     3. Leather Leggings: 443
     4. Chainmail Leggings: 2596
    --Armor - Feet
     1. Villager Boots: 11
     2. Plate Boots: 990
     3. Will User's Boots: 74
     4. Leather Boots: 63
     5. Chainmail Boots: 371
    --Weapons - Melee
     1. Iron Katana: 163
     2. Iron Cleaver: 138
     3. Iron Axe: 125
     4. Iron Mace: 113
     5. Iron Pickhammer: 100
     6. Iron Greathammer: 225
     7. Iron Greataxe: 200
     8. Iron Greatsword: 238
     9. Iron Greatmace: 213
     10. Steel Axe: 375
     11. Steel Mace: 338
     12. Steel Pickhammer: 300
     13. Obsidian Longsword: 2340
     14. Obsidian Mace: 1755
     15. Obsidian Greatmace: 3315
     16. Master Longsword: 20925
     17. Master Greatsword: 33131
     18. Master Greatmace: 29644
    --Weapons - Ranged
     1. Yew Crossbow: 200
     2. Oak Longbow: 450
     3. Oak Crossbow: 550
     4. Ebony Longbow: 1820
     5. Ebony Crossbow: 2100
     6. Master Longbow: 23040
    --Items - Potions
     1. Health Potion: 80
     2. Will Potion: 70
     3. Resurrection Phial: 500
    --Items - Gifts
     1. Chocolates: 10
    --Items - Produce
     1. Apple Pie: 15
     2. Red Meat: 14
     3. Grain Sack: 25
     4. Flour Sack:  35
     5. Green Apple: 4
     6. Fish (Orange): 12
     7. Carrot: 6
    --Wanted
     1. Resurrection Phial: 500
     2. Cooking Apple: 300
    
    -The Heroes' Guild Tavern
    --Items - Gifts
     1. Chocolates: 10
    --Items - Produce
     1. Green Apple: 4
     2. Red Meat: 14
     3. Apple Pie: 15
     4. Beer: 10
     5. Beer Keg: 46
     6. Cider Case: 52
    
    Lookout Point
    -------------
    There is only one "store" (if you can call it that) where you can 
    purchase goods at Lookout Point.
    
    -Lookout Point Title Vendor
    --Titles
     1. Maleficus: 600
     2. Assassin: 280
     3. Avatar: 1000
     4. Liberator: 600
     5. Druid: 200
     6. Ranger: 260
     7. Runemaster: 450
     8. Hood: 200
     9. Sabre: 250
     10. Piemaster: 100
     11. Chicken Chaser: 40
     12. Arseface: 60
    
    Bowerstone South
    ----------------
    There are a few stores in the first town you visit, and they have a 
    good selection.
    
    -Bowerstone South Item Shop
    --Items - Potions
     1. Health Potion: 80
     2. Will Potion: 70
     3. Resurrection Phial: 500
    --Items - Gifts
     1. Perfrume: 120
     2. Red Rose: 20
     3. Chocolates: 10
     4. Wedding Ring: 900
     5. Fake Wedding Ring: 200
    --Items - Other
     1. Fishing Rod: 50
     2. Spade: 200
    --Wanted
     1. Wedding Ring: 900
     2. Fishing Rod: 50
    
    -Bowerstone South Clothing Shop
    --Armor - Head
     1. Chainmail Helmet: 742
    --Armor - Hands
     1. Villager Gloves: 21
     2. Plate Gauntlets: 1980
     3. Leather Gauntlets: 127
     4. Bright Leather Gauntlets: 150
     5. Dark Leather Gauntlets: 144
     6. Chainmail Gauntlets: 742
     7. Dress Gloves: 13
    --Armor - Torso
     1. Villager Shirt: 84
     2. Plate Chest Piece: 7920
     3. Leather Chest Piece: 507
     4. Bright Leather Chest Piece: 545
     5. Dark Leather Chest Piece: 535
     6. Chainmail Shirt: 2967
     7. Upper Dress: 50
    --Armor - Kegs
     1. Villager Trousers: 74
     2. Plate Leggings: 6930
     3. Leather Leggings: 443
     4. Bright Leather Leggings: 465
     5. Dark Leather Leggings: 460
     6. Chainmail Leggings: 2596
     7. Lower Dress: 44
    --Armor - Feet
     1. Villager Boots: 11
     2. Assassin Boots: 68
     3. Plate Boots: 990
     4. Leather Boots: 63
     5. Bright Leather Boots: 70
     6. Dark Leather Bots: 69
     7. Chainmail Boots: 371
    
    -Bowerstone South Tavern
    --Items - Potions
     1. Health Potion: 80
     2. Will Potion: 70
    --Items - Gifts
     1. Chocolates: 10
    --Items - Produce
     1. Green Apple: 4
     2. Apple Pie: 15
     3. Fish (Orange): 12
     4. Carrot: 6
     5. Red Meat: 14
     6. Grain Sack: 25
     7. Flour Sack: 35
     8. Beer Keg: 46
     9. Beer 10
     10. Cider Crate: 52
    --Wanted
     1. Fish (Orange): 12
     2. Fish (Blue): 18
    
    -Bowerstone South Blacksmith
    --Weapons - Melee
     1. Iron Longsword: 150
     2. Iron Katana: 163
     3. Iron Cleaver: 138
     4. Iron Axe: 125
     5. Iron Mace: 113
     6. Iron Pickhammer: 100
     7. Iron Greathammer: 225
     8. Iron Greataxe: 200
     9. Iron Greatsword: 238
     10. Iron Greatmace: 213
     11. Steel Longsword: 450
     12. Steel Axe: 375
     13. Steel Mace: 338
     14. Steel Pickhammer: 300
     15. Obsidian Cleaver: 2145
     16. Obsidian Pickhammer: 1560
     17. Obsidian Greatsword: 3705
     18. Master Axe: 17438
     19. Master Pickhammer: 13950
    --Weapons - Ranged
     1. Yew Longbow: 150
     2. Yew Crossbow: 200
     3. Oak Longbow: 450
     4. Oak Crossbow: 550
     5. Ebony Longbow: 1820
    --Wanted: Iron Longsword: 150
    
    Darkwood Camp
    -------------
    Another area that doesn't necessarily have a "store" but you can still 
    purchase goods here.
    
    -Darkwood Camp Traders
    --Armor - Hands
     1. Dark Villager Gloves: 24
     2. Dark Plate Gauntlets: 2020
     3. Leather Gauntlets: 127
     4. Dark Leather Gauntlets: 144
    --Armor - Torso
     1. Dark Villager Shirt: 92
     2. Assassin Shirt: 540
     3. Leather Chest Piece: 507
     4. Dark Leather Chest Piece: 535
    --Armor - Legs
     1. Dark Villager Trousers: 80
     2. Leather Leggings: 443
     3. Dark Leather Leggings: 460
    --Armor - Feet
     1. Dark Villager Boots: 12
     2. Leather Boots: 63
     3. Dark Leather Boots: 69
     4. Guard Boots: 52
    --Weapons - Melee
     1. Iron Katana: 163
     2. Iron Axe: 125
     3. Iron Greatsword: 238
     4. Steel Longsword: 450
     5. Steel Katana: 488
     6. Steel Cleaver: 413
     7. Steel Axe: 375
     8. Steel Mace: 338
     9. Steel Pickhammer: 300
     10. Steel Greathammer: 673
     11. Steel Greataxe: 600
     12. Obsidian Clever: 2145
     13. Obsidian Axe: 1950
     14. Obsidian Pickhammer: 1360
     15. Master Greataxe: 27900
    --Weapons - Ranged
     1. Yew Longbow: 150
     2. Yew Crossbow: 200
     3. Oak Longbow: 450
     4. Oak Crossbow: 550
     5. Ebony Longbow: 1820
     6. Ebony Crossbow: 2100
    --Items - Other
     1. Flame Augmentation: 1450
    --Items - Potions
     1. Health Potion: 80
     2. Will Potion: 70
     3. Resurrection Phial: 500
    --Items - Gifts
     1. Fake Wedding Ring: 200
     2. Emerald: 700
     3. Jet: 450
    --Items - Produce
     1. Green Apple: 4
     2. Apple Pie: 15
     3. Fish (Orange): 12
     4. Red Meat: 14
     5. Crunchy Chick: 35
     6. Beer Keg: 46
    --Wanted
     1. Green Apple: 4
     2. Fish (Orange): 12
     3. Fish (Blue): 18
     4. Moonfish: 160
     5. Cider Crate: 52
    
    Barrow Fields
    -------------
    Even more loose traders.
    
    -Barrow Fields Traders
    --Weapons - Melee
     1. Steel Longsword: 450
     2. Steel Katana: 488
     3. Steel Cleaver: 413
     4. Obsidian Cleaver: 2145
     5. Obsidian Axe: 1950
     6. Obsidian Pickhammer: 1560
    --Weapons - Ranged
     1. Oak Longbow: 450
     2. Oak Crossbow: 550
    --Items - Gifts
     1. Perfume: 120
     2. Red Rose: 20
     3. Chocolates:  10
    --Items - Produce
     1. Green Apple: 4
     2. Apple Pie: 15
     3. Fish (Orange): 12
     4. Tofu: 40
    --Wanted
     1. Beer Keg: 46
     2. Cider Crate: 52
    
    Oakvale
    -------
    The two shops here will have pretty much everything you need.
    
    -Oakvale Item Shop
    --Items - Potions
     1. Health Potion: 70
     2. Will Potion: 70
     3. Resurrection Phial: 500
    --Items - Gifts
     1. Perfume: 120
     2. Red Rose: 20
     3. Chocolates: 10
     4. Wedding Ring: 900
     5. Emerald: 700
     6. Ruby: 600
    --Items - Produce
     1. Green Apple: 4
     2. Apple Pie: 15
     3. Fish (Orange): 12
     4. Carrot: 6
     5. Red Meat: 14
     6. Tofu: 40
     7. Grain Sack: 25
     8. Flour Sack: 35
     9. Cider Crate: 52
    --Items - Other
     1. Fishing Rod: 50
     2. Spade: 200
     3. "The Sock Method": 200
     4. "Making Friends": 200
     5. "Windbreaker Rule Book": 200
     6. "You Are Not A Bad Person": 200
    --Wanted
     1. Diamond: 800
     2. Ruby: 600
     3. Sapphire: 550
     4. Jet: 450
     5. Tofu: 40
    
    -Oakvale Weapons/Armor Shop
    --Weapons - Melee
     1. Iron Longsword: 150
     2. Iron Katana: 163
     3. Iron Pickhammer: 100
     4. Iron Greathammer: 225
     5. Iron Greatsword: 238
     6. Iron Greatmace: 213
     7. Steel Longsword: 450
     8. Steel Katana: 488
     9. Steel Cleaver: 413
     10. Steel Axe: 375
     11. Steel Mace: 338
     12. Steel Pickhammer: 300
     13. Steel Greathammer: 675
     14. Steel Greataxe: 600
     15. Steel Greatsword: 713
     16. Steel Greatmace: 638
     17. Obsidian Longsowrd: 2340
     18. Obsidian Katana: 2535
     19. Obsidian Cleaver: 2145
     20. Obsidian Axe: 1950
     21. Obsidian Mace: 1755
     22. Obsidian Pickhammer: 1560
     23. Obsidian Greataxe: 3120
     24. Obsidian Greatsword: 3705
    --Weapons - Ranged
     1. Yew Longbow: 150
     2. Yew Crossbow: 200
     3. Oak Longbow: 450
     4. Oak Crossbow: 550
     5. Ebony Longbow: 1820
     6. Ebony Crossbow: 2100
    --Wanted
     1. Sharpening Augmentation: 2600
     2. Piercing Augmentation: 2100
     3. Silver Augmentation: 1650
     4. Flame Augmentation: 1450
     5. Lightning Augmentation: 1550
    --Armor - Head
     1. Chainmail Helmet: 742
     2. Bright Chainmail Helmet: 790
    --Armor - Hands
     1. Villager Gloves: 21
     2. Bright Villager Gloves: 25
     3. Plate Gauntlets: 1980
     4. Will User's Gloves: 148
     5. Leather Gauntlets: 127
     6. Bright Leather Gauntlets: 150
     7. Chainmail Gauntlets: 742
     8. Bright Chainmail Gauntlets: 780
     9. Dress Gloves: 13
     10. Bright Dress Gloves: 15
    --Armor - Torso
     1. Villager Shirt: 84
     2. Bright Villager Shirt: 96
     3. Plate Chest Piece: 7920
     4. Will User's Upper Robe: 593
     5. Leather Chest Piece: 507
     6. Bright Leather Chest Piece: 545
     7. Chainmail Shirt: 2967
     8. Bright Chainmail Shirt: 3070
     9. Upper Dress: 50
     10. Bright Upper Dress: 54
    --Armor- Legs
     1. Villager Trousers: 74
     2. Bright Villager Trousers: 82
     3. Plate Leggings: 6930
     4. Will User's Lower Robes: 519
     5. Leather Leggings: 443
     6. Bright Leather Leggings: 465
     7. Chainmail Leggings: 2596
     8. Bright Chainmail Leggings: 2650
     9. Lower Dress: 44
     10. Bright Lower Dress: 50
    --Armor - Feet
     1. Villager Boots: 11
     2. Bright Villager Boots: 12
     3. Plate Boots: 990
     4. Will User's Boots: 74
     5. Leather Boots: 63
     6. Bright Leather Boots: 70
     7. Chainmail Boots: 371
     8. Bright Chainmail Boots: 395
    
    Twinblade's Camp
    ----------------
    Like in the Darkwood Camp, the three traders here have lots of goods.
    
    -Twinblade Traders
    Go up to all these of these traders to find out what goods they offer
    
    --Weapons - Melee
     1. Iron Greataxe: 200
     2. Iron Greatsword: 238
     3. Steel Longsword: 450
     4. Steel Cleaver: 413
     5. Steel Axe: 375
     6. Steel Greatsword: 713
     7. Steel Greatmace: 638
     8. Obsidian Longsword: 2340
     9. Obsidian Katana: 2535
     10. Obsidian Cleaver: 2145
     11. Obsidian Axe: 1950
     12. Obsidian Mace: 1755
     13. Obsidian Pickhammer: 1560
     14. Obsidian Greathammer: 3510
     15. Obsidian Greataxe: 3120
     16. Obsidian Greatsword: 3705
     17. Obsidian Greatmace: 3315
    --Weapons - Ranged
     1. Yew Longbow: 150
     2. Oak Longbow: 450
     3. Ebony Longbow: 1820
     4. Ebony Crossbow: 2100
    --Armor - Head
     1. Dark Chainmail Helmet: 780
    --Armor - Hands
     1. Dark Villager Gloves: 24
     2. Assassin Gloves: 135
     3. Dark Plate Gauntlets: 2020
     4. Dark Leather Gauntlets: 144
     5. Guard Gloves: 105
     6. Dark Chainmail Gauntlets: 770
    --Armor - Torso
     1. Dark Villager Shirt: 92
     2. Assassin Shirt: 540
     3. Dark Plate Chest Piece: 7920
     4. Dark Leather Chest Piece: 593
     5. Dark Chainmail Shirt: 507
    --Armor - Legs
     1. Dark Villager Trousers: 80
     2. Assassin Trousers: 473
     3. Dark Plate Leggings: 8010
     4. Dark Leather Leggings: 535
     5. Dark Chainmail Leggings: 3050
    --Armor - Feet
     1. Dark Villager Boots: 12
     2. Assassin Boots: 68
     3. Dark Plate Boots: 1020
     4. Dark Leather Boots: 69
     5. Dark Chainmail Boots: 390
    --Items - Potions
     1. Health Potion: 80
     2. Will Potion: 70
     3. Resurrection phial: 500
    --Items - Gifts
     1. Red Rose: 20
     2. Chocolates: 10
     3. Fake Wedding Ring: 200
     4. Jet: 450
    --Items - Produce
     1. Green Apple: 4
     2. Apple Pie: 15
     3. Fish: 12
     4. Red Meat: 14
     5. Crunchy Chick: 35
     6. Grain Sack: 25
     7. Beer keg: 46
     8. Cider Crate: 52
    --Items - Other
     1. Flame Augmentation: 1450
     2. Fishing Rod: 50
     3. Spade: 200
     4. "Eyes Of A Killer": 200
     5. "The Ugly Guide": 200
     6. "Windbreaker Rule Book": 200
    --Wanted
     1. Fish (Orange): 12
     2. Fish (Blue): 18
     3. Cider Crate: 52
     4. Fishing Rod: 50
    
    Knothole Glade
    --------------
    There are three items shops here.
    
    -Knothole Glade Blacksmith
    On your left as you pass through the gates is the local blacksmith. 
    Besides having these items for sale, there is also a chest containing 
    1000 Gold near his shop that you can open.
    
    --Armor - Torso
     1. Villager Shirt: 84
     2. Dark Villager Shirt: 92
     3. Plate Chest Piece: 7920
     4. Dark Plate Chest Piece: 8010
     5. Will Dark Upper Robe: 630
     6. Chainmail Shirt: 2967
     7. Dark Chainmail Shirt: 3050
     8. Dark Upper Dress: 54
    --Armor- Legs
     1. Villager Trousers: 74
     2. Dark Villager Trousers: 80
     3. Plate Leggings: 6930
     4. Dark Plate Leggings: 7020
     5. Bright Plate Leggings: 7040
     6. Will Dark Lower Robe: 530
     7. Guard Trousers: 366
     8. Chainmail Leggings: 2596
     9. Dark Chainmail Leggings: 2620
     10. Dark Lower Dress: 48
    --Armor - Feet
     1. Villager Boots: 11
     2. Dark Villager Boots: 12
     3. Plate Boots: 990
     4. Dark Plate Boots: 1020
     5. Bright plate Boots: 1025
     6. Will User's Dark Boots: 80
     7. Chainmail Boots: 371
     8. Dark Chainmail Boots: 390
    --Weapons - Melee
     1. Obsidian Longsword: 2340
     2. Obsidian Katana: 2535
     3. Obsidian Cleaver: 2145
     4. Obsidian Axe: 1950
     5. Obsidian Mace: 1755
     6. Obsidian Pickhammer: 1560
     7. Obsidian Greathammer: 3510
     8. Obsidian Greataxe: 3120
     9. Obsidian Greatsword: 3705
     10. Obsidian Greatmace: 3315
     11. Master Longsword: 20925
     12. Master Katana: 22669
     13. Master Axe: 17438
     14. Master Mace: 15694
     15. Master Pickhammer: 13950
     16. Master Greataxe: 27900
     17. Master Greatsword: 33131
    --Weapons - Ranged
     1. Ebony Longbow: 1820
     2. Ebony Crossbow: 2100
     3. Master Longbow: 23040
     4. Master Crossbow: 25600
    --Items - Other
     1. Sharpening Augmentation: 2600
     2. Flame Augmentation: 1450
     3. Lightning Augmentation: 1550
    
    -Knothole Glade Tavern and Item Shop
    Here is a list of all the items you can buy from the local tavern and 
    the nearby Item Shop.
    
    --Items - Potions
     1. Health Potion: 80
     2. Will Potion: 70
     3. Resurrection Phial: 500
    --Items - Gifts
     1. Perfume: 120
     2. Red Rose: 20
     3. Chocolates: 10
     4. Wedding Ring: 900
     5. Fake Wedding Ring: 200
     6. Diamond: 800
     7. Ruby: 600
    --Items - Produce
     1. Apple pie: 15
     2. Fish (Orange): 12
     3. Carrot: 6
     4. Red Meat: 14
     5. Tofu: 40
     6. Crunchy Chick: 35
     7. Grain Sack: 25
     8. Beer Keg: 46
    --Items - Other
     1. Spade: 200
     2. "The Ugly Guide": 200
    --Wanted
     1. Wedding Ring: 900
     2. Green Apple: 4
     3. Apple Pie: 15
     4. Fish (Orange): 12
     5. Fish (Blue): 18
     6. Cider Crate: 52
    
    The Arena
    ---------
    There is one vendor outside and one inside this area.
    
    -Arena Entrance Title Vendor
    This one has a few new titles for you to purchase.
    
    --Titles
     1. Reaper: 250
     2. Deathbringer: 350
     3. Pilgrim: 160
     4. Gladiator: 500
     5. Arrowdodger: 150
    
    -Arena Waiting Area Vendor
    Talk to this man to check out his steep prices...
    
    --Armor - Head
     1. Bright Chainmail Helmet: 790
     2. Dark Chainmail Helmet: 780
    --Armor - Hands
     1. Plate Gauntlets: 1980
     2. Dark Plate Gauntlets: 2020
     3. Bright plate Gauntlets: 2040
     5. Leather Gauntlets: 127
     6. Bright Chainmail Gauntlets: 780
     7. Dark Chainmail Gauntlets: 770
    --Armor - Torso
     1. Plate Chest Piece: 7920
     2. Dark Plate Chest Piece: 8010
     3. Bright plate Chest Piece: 8050
     4. Leather Chest Piece: 507
     5. Bright Chainmail Shirt: 3070
     6. Dark Chainmail Shirt: 3050
    --Armor - Legs
     1. Plate Leggings: 6930
     2. Dark Plate Leggings: 7020
     3. Bright Plate Leggings: 7040
     4. Leather Leggings: 443
     5. Bright Chainmail Leggings: 3070
     6. Dark Chainmail Leggings: 2620
    --Armor - Feet
     1. Plate Boots: 11
     2. Dark Plate Boots: 12
     3. Bright Plate Boots: 990
     4. Leather Boots: 1020
     5. Bright Chainmail Boots: 1025
     6. Dark Chainmail Boots: 80
    --Items - Potion
     1. Health Potion: 80
     2. Will Potion: 70
     3. Resurrection Phial: 500
    --Items - Produce
     1. Fish (Orange): 12
     2. Carrot: 6
     3. Red Meat: 14
     4. Crunchy Chick: 35
    --Wanted
     1. Elixir Of Life: 2600
    
    --Weapons - Melee
     1. Steel Longsword: 450
     2. Steel Katana: 488
     3. Steel Pickhammer: 300
     4. Steel Greathammer: 675
     5. Obsidian Longsword: 2340
     6. Obsidian Katana: 2535
     7. Obsidian Axe: 1950
     8. Obsidian Greatsword: 3705
     9. Master Katana: 22669
     10. Master Cleaver: 19181
     11. Master Axe: 17438
     12. Master Mace: 15694
     13. Master Greathammer: 31388
     14. Master Greataxe: 27900
    --Weapons - Ranged
     1. Oak Longbow: 450
     2. Ebony Longbow: 1820
     3. Ebony Crossbow: 2100
     4. Master Longbow: 23040
     5. Master Crossbow: 25600
    --Items - Other
     1. Sharpening Augmentation: 2600
     2. Piercing Augmentation: 2100
     3. Silver Augmentation: 1650
     4. Thunder Hero Doll: 200
    
    Bowerstone North
    ----------------
    Instead of having multiple shops, this area has one big shop.
    
    -Bowerstone North Shop
    In the center of town, straight forward from the gates, is the only 
    shop in this part of town.
    
    --Armor - Hands
     1. Will User's Bright Gloves: 160
     2. Dress Gloves: 13
     3. Bright Dress Gloves: 15
     4. Dark Dress Gloves: 14
    --Armor - Torso
     1. Will Bright Upper Robe: 640
     2. Guard Shirt: 419
     3. Upper Dress: 50
     4. Bright Upper Dress: 55
     5. Dark Upper Dress: 54
    --Armor - Legs
     1. Will Bright Lower Robe: 535
     2. Lower Dress: 44
     3. Bright Lower Dress: 50
     4. Dark Lower Dress: 48
    --Armor - Feet
     1. Will User's Bright Boots: 82
    --Items - Potion
     1. Health Potion: 80
     2. Will Potion: 70
     3. Resurrection Phial: 500
    --Items - Gifts
     1. Perfume: 120
     2. Red Rose: 20
     3. Chocolates: 10
     4. Wedding Ring: 900
     5. Diamond: 800
     6. Emerald: 700
     7. Ruby: 600
     8. Sapphire: 550
     9. Black Rose: 300
    --Items - Produce
     1. Green Apple: 4
     2. Apple Pie: 15
     3. Fish (Orange: 12)
     4. Fish (Blue): 18
     5. Carrot: 6
     6. Red Meat: 14
     7. Tofu: 40
     8. Flour Sack: 35
    --Items - Other
     1. Fishing Rod: 50
     2. "The Sock Method": 200
     3. "Making Friends"": 200
     4. "You Are Not a Bad Person": 200
     5. Doll of You: 250
     6. Thunder Hero Doll: 200
     7. Health Augmentation: 45000
    --Wanted
     1. Wedding Ring: 900
     2. Emerald: 700
     3. Sapphire: 550
     4. Jet: 450
     5. Golden Carrot: 160
    
    --Weapons - Melee
     1. Obsidian Longsword: 2340
     2. Obsidian Katana: 2535
     3. Master Longsword: 20925
     4. Master Katana: 22669
     5. Master Cleaver: 19181
     6. Master Pickhammer: 13950
     7. Master Greatsword: 33131
     8. Solus Greatsword: 69825
    --Weapons - Ranged
     1. Master Longbow: 23040
     2. Master Crossbow: 25600
    
    Hook Coast
    ----------
    There a few good shops here.
    
    --Items - Potion
     1. Health Potion: 80
     2. Will Potion: 70
     3. Resurrection phial: 500
    --Items - Gifts
     1. Perfume: 120
     2. Chocolates: 10
     3. Wedding Ring: 900
     4. Emerald: 700
     5. Sapphire: 550
     6. Jet: 450
    --Items- Produce
     1. Apple Pie: 15
     2. Fish (Blue): 18
     3. Carrot: 6
     4. Red Meat: 14
     5. Grain Sack: 25
     6. Flour Sack: 35
    --Items - Other
     1. Fishing Rod: 50
     2. Spade: 200
     3. "The Sock Method": 200
     4. "Making Friends": 200
     5. "Eyes Of A Killer": 200
     6. "The Ugly Guide": 200
     7. "Windbreaker Rule Book": 200
     8. "you Are Not A Bad person": 200
    --Wanted
     1. Health Potion: 80
     2. Red Rose: 20
     3. Green Apple: 4
     4. Fish: 12
     5. Carrot: 6
    
    -Hook Coast Weapon Shop
    This place is good; you can buy every Master weapon as well as a bunch 
    of rare Augmentations.
    
    --Weapons - Melee
     1. Master Longsword: 20925
     2. Master Katana: 22669
     3. Master Cleaver: 19181
     4. Master Axe: 17438
     5. Master Mace: 15694
     4. Master Pickhammer: 13950
     5. Master Greathammer: 31388
     6. Master Greataxe: 27900
     7. Master Greatsword: 33131
     8. Master Greatmace: 29644
    --Weapons - Ranged
     1. Master Longbow: 23040
     2. Master Crossbow: 25600
    --Items - Other
     1. Sharpening Augmentation: 2600
     2. Piercing Augmentation: 2100
     3. Silver Augmentation: 1650
     4. Lightning Augmentation: 1550
     5. Experience Augmentation: 50000
     6. Mana Augmentation: 45000
    --Wanted
     1. Flame Augmentation: 1450
     2. Health Augmentation: 45000
    --Armor - Head
     1. Guard Hat: 105
    --Armor - Hands
     1. Villager Gloves: 21
     2. Bright Villager Gloves: 25
     3. Plate Gauntlets: 1980
     4. Dark Plate Gauntlets: 2020
     5. Will User's Gloves: 148
     6. Dark Will User's Gloves: 155
    --Armor - Torso
     1. Villager Shirt: 84
     2. Bright Villager Shirt: 96
     3. Plate Chest Piece: 7920
     4. Dark Plate Chest Piece: 8010
     5. Will User's Upper Robe: 593
     6. Dark Will User's Upper Robe: 630
    --Armor - Legs
     1. Villager Trousers: 74
     2. Plate Leggings: 6930
     3. Dark Plate Leggings: 7020
     4. Will User's Lower Robe: 519
     5. Will User's Dark Lower Robe: 530
    --Armor - Feet
     1. Villager Boots: 11
     2. Bright Villager Boots: 12
     3. Dark Villager Boots: 12
     4. Plate Boots: 990
     5. Dark Plate Boots: 1020
     6. Will User's Boots: 74
     7. Will User's Dark Boots: 80
    
    
    ===============================================================================
    XIII. ENEMIES
    ===============================================================================
    
    The enemies you face in Fable will get tougher as you progress into the game, 
    as could be expected. Some are hell even with supped up armor and weapons. Some 
    of the higher level ones block a lot, too, with always gets on my nerves 
    because I want to swath right through them all. You might not always have to 
    fight them all, either. In most cases you could just run away.
    
    Insects
    -------
    
    These are the first enemies you face in the game. As you can probably 
    guess they either fly or crawl around, and may or may not say "buzz, 
    buzz." They're very weak and come in a few varieties.
    
    -Small Wasp
    These will give no you no problem at all. You can wait until they get 
    near you to simply tap them and defeat them. Or shoot an arrow or throw 
    fireball/cast lightning.
    Health: 20
    Experience Gained: 5
    Renown Gained: 2
    Weakness: Sharpening Augmentation, Lightning Augmentation
    Resistance: ---
    Attacks(s): Sting - 10 Damage
    Location: These ones can be found in Greatwood Entrance, and also are 
    the wasps summoned by the Wasp Queen during the Wasp Queen Menace 
    Quest.
    
    -Blue Wasp
    The fact that they are blue does not mean they'll do any more damage. 
    Use any one of your three combat styles to kill them.
    Health: 30
    Experience Gained: 8
    Renown Gained: 3
    Weakness: Sharpening Augmentation, Lightning Augmentation
    Resistance: ---
    Attacks(s): Sting - 10 Damage
    Location: I've encountered theses in Greatwood Lake.
    
    -Red Wasp
    Again, these guys won't give you any more trouble than the others. 
    Their color just denotes how much health they have instead of them 
    being radically different or upgraded enemies. Just smash them or do 
    what you like.
    Health: 50
    Experience Gained: 12
    Renown Gained: 4
    Weakness: Sharpening Augmentation, Lightning Augmentation
    Resistance: ---
    Attacks(s): Sting - 10 Damage
    Location: Like the Small Wasps, you can find these in the Greatwood 
    Entrance Area. Unlike the Small Wasps, they are red.
    
    -Black Scorpion
    These do some more damage than the wasps, but usually won't be found in 
    enough numbers to significantly gang up on you.
    Health: 100
    Experience Gained: 12
    Renown Gained: 3
    Weakness: Sharpening Augmentation, Piercing Augmentation
    Resistance: ---
    Attacks(s): Sting - 70 Damage
    Location: These can be summoned by Nymphs. Otherwise, you'll only see 
    them in the Arena while battling Arachanox.
    
    -Stag Beetle
    Even less of a worry than the wasps, these beetles are pretty much 
    jokes.
    Health: 10
    Experience Gained: 1
    Renown Gained: 1
    Weakness: Sharpening Augmentation, Piercing Augmentation
    Resistance: ---
    Attacks(s): Bite - 10 Damage
    Location: You'll only have to amuse yourself with these in the Guild 
    Woods at the very beginning of the game.
    
    -Stag Beetle Queen
    A slightly less funny attempt at an enemy. But it's to be expected 
    since you only fight these during the Guild Training when you're just 
    starting the game.
    Health: 200
    Experience Gained: 10
    Renown Gained: 3
    Weakness: Sharpening Augmentation, Piercing Augmentation
    Resistance: ---
    Attacks(s): Bite - 30 Damage
    Location: The Guild Woods during your melee training.
    
    Bandits
    -------
    
    Chances are these are the enemies you'll fight most in the game. Mainly 
    because they pop up everywhere, whether you want or expect them to. 
    Early on these guys will be weak, but later in the game they start to 
    really get on my nerves. Especially since they'll just tear the hell 
    out of any wandering traders they see.
    
    -Bandit
    I love cutting the heads off of these guys. With a good weapon (you can 
    do it easily with some of the better iron weapons), hit them normally 
    three times to stun them, then follow it up with a Flourish Attack to 
    lob off their head. If you're not going for that, be aware that they 
    may occasionally block and take advantage of your missed attack, but 
    they're still nothing to be afraid of if you happen upon one one-on-
    one.
    Health: 200
    Experience Gained: 12
    Renown Gained: 6
    Weakness: Sharpening Augmentation
    Resistance: ---
    Weapon(s): Steel Melee Weapon - 20-30 Damage
    Location: Almost everywhere in the game. Greatwood, Darkwood, 
    Witchwood, any paths between towns. Anywhere in the game that you think 
    you will encounter enemies, they will probably be the bandits.
    
    -Bandit Archer
    These guys are even weaker than the regular bandits. The other 
    difference is that they will switch from ranged combat to melee when 
    you get close enough.
    Health: 150
    Experience Gained: 6
    Renown Gained: 11
    Weakness: Sharpening Augmentation
    Resistance: ---
    Weapon(s): Bandit Crossbow - 20 Damage
    Location: It's a safe bet that you can find these guys firing shots at 
    you while you're trying to dispatch the rest of the group.
    
    -Bandit Fire Archer
    A step up from the run of the mill archer, mainly because they'll fire 
    flaming arrows at you.
    Health: 200
    Experience Gained: 6
    Renown Gained: 11
    Weakness: Sharpening Augmentation
    Resistance: ---
    Weapon(s): Bandit Fire Crossbow - 80 Damage
    Location: These particular Archers while replace the standard ones once 
    you start to face the more powerful groups of bandits. You may also see 
    them mixed in with normal Archers.
    
    -Bandit Lieutenant
    These guys are tougher than the rest that'll be around them. You can 
    identify them by the fact that they're taller and have a large red 
    kite-looking thing strapped to their back. They utilize block a lot, so 
    be prepared to dodge behind them or switch to another combat style.
    Health: 400
    Experience Gained: 42
    Renown Gained: 20
    Weakness: Sharpening Augmentation
    Resistance: ---
    Weapon(s): Steel Katana - 80 Damage
    Location: At the back of any Bandit grouping. Since they're the 
    toughest, you should fight them last so you don't have the rest of them 
    swinging at you while you're trying to beat their leader.
    
    -Twinblade Bandit
    Advanced form of the regular Bandit, better in all categories.
    Health: 700
    Experience Gained: 24
    Renown Gained: 10
    Weakness: Sharpening Augmentation
    Resistance: ---
    Weapon(s): Obsidian Melee Weapon - 75-90 Damage
    Location: Found in and near Twinblade's Camp (Near as in the route 
    leading to it).
    
    -Twinblade Bandit Archer
    They hate you just as much as the normal kind.
    Health: 300
    Experience Gained: 18
    Renown Gained: 10
    Weakness: Sharpening Augmentation
    Resistance: ---
    Weapon(s): Large Bandit Crossbow - 100 Damage
    Location: Always out of your swinging range, one of the bandits in the 
    Twinblade Bandit groups.
    
    -Twinblade Bandit Fire Archer
    You can have cool shot-outs with these guys if the others aren't 
    smacking you around. You should kill them first.
    Health: 350
    Experience Gained: 18
    Renown Gained: 12
    Weakness: Sharpening Augmentation
    Resistance: ---
    Weapon(s): Bandit Fire Crossbow - 80 Damage
    Location: The Twinblade Bandits follow the same procedures as the rest 
    of the bandits. So you'll find these guys off in the back of the groups 
    of tougher Twinblade Bandits (of which there are few).
    
    -Twinblade Bandit Lieutenant
    The even more bad-ass kite-wearer.
    Health: 1000
    Experience Gained: 58
    Renown Gained: 28
    Weakness: Sharpening Augmentation
    Resistance: ---
    Weapon(s): Bandit Lieutenant Longsword - 100 Damage
    Location: Usually standing behind his lackeys, holding his sword up 
    into the air and hollering.
    
    -Assassin Bandit
    They're pissed off and want to kill you. Just imagine the Twinblade's 
    Bandit but even more advanced. As bandits go, this group is the 
    toughest.
    Health: 1500
    Experience Gained: 36
    Renown Gained: 14
    Weakness: Sharpening Augmentation
    Resistance: ---
    Weapon(s): Master Melee Weapon - 90-146 Damage
    Location: You will encounter these guys after you gotten past the point 
    in the game where you visit Twinblade's Camp. You will also see themin 
    Greatwood Lake during the same timeframe.
    
    -Assassin Bandit Archer
    Try to avoid their ranged attacks since you can't block them.
    Health: 600
    Experience Gained: 32
    Renown Gained: 14
    Weakness: Sharpening Augmentation
    Resistance: ---
    Weapon(s): Large Bandit Crossbow - 100 Damage
    Location: Right where you don't want them to be. Like the bandits 
    before them, the Assassin type shows up in later stages of the game at 
    almost every opportunity.
    
    -Assassin Bandit Fire Archer
    Fire arrows burns as well as pierce!
    Health: 650
    Experience Gained: 32
    Renown Gained: 16
    Weakness: Sharpening Augmentation
    Resistance: ---
    Weapon(s): Bandit Fire Crossbow - 80 Damage
    Location: Mixed in with the rest of the group. Almost never seen alone.
    
    -Assassin Bandit Lieutenant
    The leaders of the toughest group of common enemies.
    Health: 1600
    Experience Gained: 76
    Renown Gained: 36
    Weakness: Sharpening Augmentation
    Resistance: ---
    Weapon(s): Master Bandit Lieutenant Longsword - 170 Damage
    Location: Same as the others above. He's in the back, but won't 
    hesitate in charging you with the rest.
    
    Guards
    ------
    
    Although you shouldn't attack these guys unless you want to be evil or 
    don't mind an infinite supply of enemies (if you're in a city), you can 
    still kill them as you see fit. These enemies have both melee and 
    ranged attacks.
    
    -Blue Guard
    They're not completely blue, but they have predominantly blue clothes.
    Health: 400
    Experience Gained: 16
    Renown Gained: 10
    Weakness: Sharpening Augmentation
    Resistance: ---
    Weapon(s): Iron Longsword - 30 Damage
               Guard Crossbow - 50 Damage
    Location: Any town early in the game (i.e.: Oakvale, Bowerstone South).
    
    -Red Guard
    These are tougher versions of the Blue Guards.
    Health: 700
    Experience Gained: 32
    Renown Gained: 15
    Weakness: Sharpening Augmentation
    Resistance: ---
    Weapon(s): Obsidian Longsword - 90 Damage
               Large Guard Crossbow - 100 Damage
    Location: You find these guys in town like Oakvale and Knothole Glade 
    alter on in the game. They may also come to aid Blue Guards if they are 
    under attack.
    
    -Black Guard
    These guys are the toughest, and come in few numbers outside of their 
    usual areas.
    Health: 1000
    Experience Gained: 48
    Renown Gained: 20
    Weakness: Sharpening Augmentation
    Resistance: ---
    Weapon(s): Master Longsword - 135 Damage
               Large Guard Crossbow - 100 Damage
    Location: You'll see these in Bowerstone Jail, Bargate Prison, and Hook 
    Coast.
    
    -Sheriff
    Not as tough as the Black Guards and only show up rarely.
    Health: 1000
    Experience Gained: 25
    Renown Gained: 19
    Weakness: Sharpening Augmentation
    Resistance: ---
    Weapon(s): Obsidian Longsword - 90 Damage
    Location: In Bargate Prison and along the Prison Path/Headman's Hill.
    
    -Executioner
    This guy is rare seeing as you'll only see him once.
    Health: 1500
    Experience Gained: 15
    Renown Gained: 15
    Weakness: Sharpening Augmentation
    Resistance: ---
    Weapon(s): Executioner Axe - 15 Damage
    Location: At Headman's Hill. You'll only get to see him during the 
    Execution Tree Quests.
    
    Hobbes
    ------
    
    These guys can be a pain since they almost always gang up on you. 
    There's also only one type that can do a ranged attack, and they're 
    always going to be hiding behind the rest will they fire at you. So 
    they're pretty much a lot like the bandits.
    
    -Hobbe
    These dudes will wobble all around you, swinging the whole time.
    Health: 600
    Experience Gained: 18
    Renown Gained: 10
    Weakness: Sharpening Augmentation, Lightning Augmentation/Spell, Fire 
    Augmentation/Spells
    Resistance: ---
    Attacks(s): Hobbe Axe Swing - 60-70 Damage
    Location: Hobbe Caves and Darkwood Areas mostly. The forerunners of the 
    Hobbe groups.
    
    -Hobbe Lieutenant
    Okay, I did have to look at the prima Guide for what to call these 
    guys. I was going to go with 'Bigger Hobbe' but I didn't think that 
    sounded too official.
    Health: 900
    Experience Gained: 26
    Renown Gained: 14
    Weakness: Sharpening Augmentation, Lightning Augmentation/Spell, Fire 
    Augmentation/Spells
    Resistance: ---
    Attacks(s): Hobbe Hammer Smash - 90 Damage
    Location: Anywhere in Darkwood (except the Chapel of Skorm and Darkwood 
    Camp, obviously). In combat they'll be fighting you right alongside the 
    normal Hobbes.
    
    -Hobbe Spellcaster
    These guys really get on my nerve. If you can keep on eye on hem while 
    you're engaged with the rest of the Hobbes, try to doge the arcs of 
    their spell blasts.
    Health: 300
    Experience Gained: 22
    Renown Gained: 12
    Weakness: Sharpening Augmentation, Lightning Augmentation/Spell, Fire 
    Augmentation/Spells
    Resistance: ---
    Attacks(s): Hobbe Staff Whack - 80 Damage
                Spell Blast - 80 Damage
    Location: Hobbe Caves/Darkwood Paths, all the way in the back of the 
    grouping.
    
    -Small Hobbe
    These little dudes only appear when summoned by Lake Nymphs.
    Health: 120
    Experience Gained: 12
    Renown Gained: 6
    Weakness: Sharpening Augmentation, Lightning Augmentation/Spell, Fire 
    Augmentation/Spells
    Resistance: ---
    Attacks(s): Hobbe Weapon Hit - 20 Damage
    Location: Spawned by a Lake Nymph, so wherever you find them you can 
    expect top find these guys soon.
    
    -Small Hobbe Spellcaster
    Smaller annoyances, but still annoyances.
    Health: 100
    Experience Gained: 16
    Renown Gained: 8
    Weakness: Sharpening Augmentation, Lightning Augmentation/Spell, Fire 
    Augmentation/Spells
    Resistance: ---
    Weapon(s): Hobbe Staff Whack - 50 Damage
               Spell Blast - 50 Damage
    Location: These are spawned by the Lake Nymphs.
    
    Balverines
    ----------
    
    These guys can do some damage if there's a group of them. But in a one-
    on-one confrontation, you should be able to take them out pretty 
    easily. They are weak to Silver weapons, but you don't necessarily need 
    one to kill them. If you don't have a Silver-augmented weapon, just 
    keep bashing them without whatever you have until they die.
    
    -Balverine
    The workhorse of the group. These ones will lead the attack on anything 
    moving.
    Health: 500
    Experience Gained: 20
    Renown Gained: 12
    Weakness: Sharpening Augmentation, Silver Augmentation
    Resistance: Lighting, Drain Life, explosions
    Attack(s): Claw Swipe - 50 Damage
    Location: Witchwood Paths, The Arena
    
    -Weak Balverine
    Each group of enemies needs one weaker enemy that just gets in the way. 
    These are the Balverines' version.
    Health: 250
    Experience Gained: 20
    Renown Gained: 12
    Weakness: Sharpening Augmentation, Silver Augmentation
    Resistance: Lighting, Drain Life, explosions
    Attack(s): Claw Swipe - 20 Damage
    Location: Witchwood Paths, The Arena
    
    -White Balverine
    These are the toughest wild Balverines, but only show up twice in the 
    game.
    Health: 3000
    Experience Gained: 120
    Renown Gained: 100
    Weakness: Sharpening Augmentation, Silver Augmentation
    Resistance: Lighting, Drain Life, Fire Spells, explosions, melee 
    attacks, projectiles
    Attack(s): Claw Swipe - 100 Damage
    Location: Knothole Glade (as part of the Hunting the White Balverine 
    Quest), The Arena
    
    Undead
    ------
    
    These guys are Albion's equivalent to zombies. They often come in 
    numbers, but since they're so slow and weak you shouldn't have any 
    problem while destroying them.
    
    -Undead Soldier
    The weakest of the bunch. A steady combo should destroy these ones.
    Health: 400
    Experience Gained: 10
    Renown Gained: 10
    Weakness: Sharpening Augmentation, Silver Augmentation, Fire Spells, 
    projectiles
    Resistance: Lightning, Drain Life, explosions
    Attack(s): Undead Sword/Axe Swipe - 80 Damage
                Undead Sword/Axe Slash - 80 Damage
    Location: Grey House, Windmill Hill, Lychfield Graveyard
    
    -Undead Lieutenants
    Now these guys can take a steady combo with a Flourish Attack tacked on 
    at the end. Tougher, but not by much.
    Health: 1000
    Experience Gained: 14
    Renown Gained: 14
    Weakness: Sharpening Augmentation, Silver Augmentation, Fire Spells, 
    projectiles
    Resistance: Lightning, Drain Life, explosions
    Attack(s): Undead Lieutenant Sword/Axe Swipe - 100 Damage
               Undead Lieutenant Sword/Axe Slash - 90 Damage
    Location: Grey House, Windmill Hill, Lychfield Graveyard
    
    -Undead General
    These guys are the leaders of the Undead. They not only block 
    frequently, but also summon Undead Soldiers.
    Health: 2000
    Experience Gained: 38
    Renown Gained: 36
    Weakness: Sharpening Augmentation, Silver Augmentation, Fire Spells, 
    projectiles
    Resistance: Lightning, Drain Life, explosions
    Attack(s): Undead General Sword Slash - 150 Damage
               Undead General Axe Swipe - 140 Damage
    Location: Grey House, Windmill Hill, Lychfield Graveyard, YOUR 
    NIGHMARES (sorry about that one)
    
    Nymphs
    ------
    
    These will get on your nerves fast since they hover all around and can 
    summon other enemies. Use your bow to shoot them when their bodies 
    appear since you won't be able to reach them with a melee attack.
    
    -Wood Nymph
    You could also call these Fire Nymphs, I guess. Because they look like 
    they fly around in a ball of fire.
    Health: 250
    Experience Gained: 30
    Renown Gained: 18
    Weakness: Sharpening Augmentation, Lightning Augmentation/Spell, Fire 
    Augmentation/Spells
    Resistance: ---
    Attack(s): Thorn Spell - 50 Damage
    Location: Areas in Greatwood.
    
    -Lake Nymph
    These are the ones who summon other enemies to fight while they fly 
    around and giggle.
    Health: 500
    Experience Gained: 40
    Renown Gained: 26
    Weakness: Sharpening Augmentation, Lighting Augmentation/Spell, Fire 
    Augmentation/Spells
    Resistance: ---
    Attack(s): Ice Spell - 80 Damage
               Summon
    Location: Areas in Darkwood
    
    -Succubus Nymph
    These ones are tougher and appear in shades of red.
    Health: 500
    Experience Gained: 50
    Renown Gained: 34
    Weakness: Sharpening Augmentation, Lightning Augmentation/Spell, Fire 
    Augmentation/Spells
    Resistance: ---
    Attack(s): Succubus Spell - 120 Damage
    Location: Areas in the game as you make your way to Hook Coast
    
    Trolls
    ------
    
    Although being some of the games strongest enemies, these guys are 
    surprisingly easy to kill. Their attacks follow a simple pattern, which 
    you can dodge quickly and fire back with arrows or spells. Or you could 
    also charge them with melee attacks and dodge their ground pound 
    attacks.
    
    -Earth Troll
    These mounds of dirt are pretty easy to defeat.
    Health: 2000
    Experience Gained: 120
    Renown Gained: 90
    Weakness: Sharpening Augmentation, Piercing Augmentation
    Resistance: Lighting, Fire Spells, Drain life, melee attacks, 
    projectiles
    Attack(s): Earth Chunks - 100 Damage
               Ground Pound - 200 Damage
    Location: Greatwood Lake, Greatwood Caves, Ancient Cullis Gate
    
    -Rock Troll
    These guys remind me of Graveller from Pokemon. Is that how it's 
    spelled?
    Health: 5000
    Experience Gained: 160
    Renown Gained: 113
    Weakness: Sharpening Augmentation, Piercing Augmentation
    Resistance: Lightning, Fire Spells, Drain Life, melee attacks, 
    projectiles
    Attacks(s): Boulders - 150 Damage
               Ground Pound - 400 Damage
    Location: Witchwood Cullis Gate
    
    Minions
    -------
    
    The melee forms of theses enemies are some of the best fighters in the 
    game. But this doesn't mean you can't go toe-to-toe with them. Just 
    make sure you're strong enough.
    
    -Minion Dreadwing
    These are like any other enemy equipped with ranged attacks, as in they 
    will most likely stay in the back.
    Health: 2000
    Experience Gained: 90
    Renown Gained: 50
    Weakness: Sharpening Augmentation, Piercing Augmentation, Lighting, 
    Fire Spells
    Resistance: Drain Life
    Attacks(s): Minion Dreadwing Staff Swipe - 100 Damage
                Minion Spell Blast - 100 Damage
    Location: Witchwood Stones, Prison Path
    
    -Minion Wardog
    These guys are different than the Dreadwings, they'll get right in your 
    face.
    Health: 1800
    Experience Gained: 80
    Renown Gained: 40
    Weakness: Sharpening Augmentation, Piercing Augmentation, Lightning, 
    Fire Spells
    Resistance: Drain Life
    Attacks(s): Minion Duel Sword Slice - 120 Damage
    Location: Witchwood Stones, Prison Path
    
    Screamers
    ---------
    
    Normal weapons won't do much against these foes, but augmentations and 
    spells (check the information below) can really tear them up. Of 
    course, if you're strong enough, you won't need any special weapons, 
    either.
    
    -Screamer
    These guys will chase after you and, well, scream. Not much to worry 
    about though, since they have no melee attacks.
    Health: 400
    Experience Gained: 80
    Renown Gained: 32
    Weakness: All magic and augmentations
    Resistance: All melee and projectiles
    Weapon(s): Drain Life
    Location: Hook Coast
    
    Bosses
    ------
    
    Here is the information for and ways to defeat the bosses in Fable.
    
    -Wasp Queen
    Health: 400
    Experience Gained: 0
    Renown Gained: 50
    Weakness: Sharpening Augmentation, melee attacks
    Resistance: ---
    Weapon(s): Strike - 30 Damage
               Wasp Summon
    
    -Whisper
    Health: 15000
    Experience Gained: 0
    Renown Gained: 0
    Weakness: sharpening Augmentation
    Resistance: ---
    Weapon(s): Whisper's Staff - 120 Damage
    
    -Twinblade
    Health: 3000
    Experience Gained: 100
    Renown Gained: 120
    Weakness: Sharpening Augmentation, attacks while his blades are stuck 
    in the ground
    Resistance: All attacks when blades are free
    Weapon(s): Twinblade's Sword - 120 Damage
               Twinblade's Sword (Ranged) - 120 Damage
    
    -Scorpion King
    Health: 7000
    Experience Gained: 200
    Renown Gained: 300
    Weakness: Sharpening Augmentation, Piercing Augmentation
    Resistance: Everything except Weaknesses
    Weapon(s): Tail Strike - 500 Damage
               Claws - 300 Damage
    
    -Thunder
    Health: 3000
    Experience Gained: 1000
    Renown Gained: 0
    Weakness: Sharpening Augmentation, Piercing Augmentation
    Resistance: Everything except Weaknesses
    Weapon(s): Thunder's Sword - 200 Damage
               Lightning Strike - 200 Damage
    
    -Kraken Tentacle
    Health: 700
    Experience Gained: 20
    Renown Gained: 15
    Weakness: Sharpening Augmentation, Fire Augmentation/Spells
    Resistance: Everything except Weaknesses
    Weapon(s): Kraken Tentacle Strike - 550 Damage
    
    -Kraken Head
    Health: 5000
    Experience Gained: 150
    Renown Gained: 75
    Weakness: Sharpening Augmentation, Fire Augmentation/Spells
    Resistance: Everything except Weaknesses
    Weapon(s): Kraken Fire Blast - 350 Damage
    
    -Jack Of Blades
    Health: 10000
    Experience Gained: 5000
    Renown Gained: 20000
    Weakness: Sharpening Augmentation
    Resistance: Everything but Weakness
    Weapon(s): Sword Of Aeons - 500 Damage
    
    
    ===============================================================================
    XIV. BOOK INDEX
    ===============================================================================
    
    I thought this might be a nice inclusion to the guide. Below is a transcription 
    off all the books, plus where to find them (just in case maybe you missed some 
    and want to go back). I don't know when this will be finished but there are 
    really not a whole lot of books in Fable so it shouldn't take too long.
    
    Heroes' Guild
    -------------
    
    -A Love Story
    Location: Heroes' Guild bookshelf (upper floor)
    Text:
    
          Ralf was a hero who fought bravely and well. But his face showed
          the scars of battle and frankly, no woman would look at him. In
          his despair, he robbed the ancient trader barons of Greatwood
          and bought a house and a pile of presents to give out. Women
          fell at his feet and eventually he chose a gorgeous one to\
          marry. But too late, he realized that the type of female who is
          impressed by gifts and houses is too shallow to make a good
          bride. So Ralf decapitated her and waved her lovely head about
          in triumph. And the phrase 'Trophy Wife' was born.
    
    -Creatures of Albion Book I
    Location: Heroes' Guild bookshelf (lower floor)
    Text:
    
           NYMPHS
           Nymphs are ethereal, yet dangerous creatures. There are three
           known types. The Water Nymph, The Wood Nymph and the very
           powerful Succubus Nymph. All will be eager to send you to an
           early death if you stray across their path.
    
           MINIONS
           Mindless, attacking animals bred by the old Kingdom wall-guards
           for attacking intruders, minions are keen to rip the flesh of
           anything in their way. The only thing they fear are their
           masters and the bigger, more powerful minions known as
           Dreadwings.
    
           SCORPIONS
           Born of the fires of ancient Bolewood, scorpions are armored
           beasts with evil hearts. Hushed voices tell of larger scorpions,
           bred in captivity for fighting.
    
           SCREAMERS
           Horrific entities caught in the netherworlds. Screamers have
           long struck fear into the population at night. They roam the
           land and are dangerous in their attacks."
    
    -Creatures of Albion Book II
    Location: Heroes' Guild bookshelf (lower floor)
    Text:
    
          WASPS
          The Wasps have stings that more than match their size. They are
          aggressive and can kill if enough venom is injected into their
          foes. Their aerial antics make them tough to hit, and weary
          travelers should especially fear the Wasp Queen, leader of the
          hive.
    
          BEETLES
          The Beetles of Albion's woods are tough, dangerous foes when they
          attack en masse. Those skilled at weaponry are required to defeat
          them. Villagers, even armed, strong ones risk great harm if they
          take on a nest of Beetles.
    
          TROLLS
          Born from beneath the ground of Albion, trolls are ancient,
          powerful beings. The Earth Trolls are single-minded and extremely
          dangerous, but the mighty Rock Trolls inspire awe and fear in all
          who behold them, Lumbering hulks they may be, but they make
          mighty foes and demand respect from even the most powerful
          heroes.
    
          UNDEAD
          The Undead are unthinking and impervious to what mortals consider
          pain. Wave upon wave will keep advancing until they overpower
          their victims, so the only way to stop them is with extreme
          force.
    
    -Creatures of Albion Book III
    Location: Heroes' Guild bookshelf (lower floor)
    Text:
    
          BALVERINES
          The wolf-people of the forests, Balverines are strong, cunning
          and fast. They are evil through and through, but especially so
          are the stronger, more cunning White Balverines born of a full
          moon. These are said to be the result of those bitten who
          resisted the poison and, instead of dying, became one with the
          clan. The Old Kingdom tells of silver weapons built especially to
          kill these White Balverines.
    
          HOBBES
          The under-race of the dells and hollows, the Hobbes are short and
          squat half-people whose genetics are entwined with the mud and
          slime of the deep country. Often dim but always aggressive,
          Hobbes are led by tougher leaders. The brainiest can even learn
          to use spells, some say.
    
          KRAKEN
          Albion is surrounded by nine seas, and the Krakens rule them all.
          These aquatic creatures were here long before the Kingdoms of
          Old, yet few have ever seen one. And not even the most boastful
          Heroes claim to have defeated a Kraken in combat.
    
          DRAGON
          What more can be said about these fiery creatures who own the
          mountains? A race in decline, they were once revered, but now
          they are just an ancient, albeit powerful and dangerous relic of
          the Old Kingdom.
    
    -Making Friends
    Location: Inside the Demon Door at the Guild
    Text:
    
          Among the gems of wisdom contained in this book are these: "It is
          generally considered ill-mannered to hit people. Albion is a
          materialistic place: shower people with gifts and they'll love
          you for it" and "Performing good deeds will make everyone
          appreciate you much more.
    
    -The Arena
    Location: Heroes' Guild bookshelf (lower floor)
    Text:
    
          Heroes left the Guild and made their choices, good or evil, in
          Albion. But, with the freedom to do as they chose, they often
          clashed. Sometimes they fought to the death. These bouts were
          often arranged in advance and people traveled from miles around
          to see them. Eventually the Arena was built, and the bouts became
          bigger and more spectacular. Creatures from across Albion were
          captured and brought there for Heroes to kill. One rule remained
          from the olden days, though. Should either combatant so choose,
          the battles could be to the death.
    
    -The Hierarchy of Weapons
    Location: Heroes' Guild bookshelf (lower floor)
    Text:
    
          The close range weapons of Albion are broadly divided into four
          types based on their materials and process of manufacture. The
          first and lowliest weapons are made of Iron, usually forged by
          blacksmiths. Better are the steel weapons. These are stronger,
          lighter and sharper. Only the Steelmasters can create these. Next
          are the Obsidian Items. This secret, magical material is still
          not understood, but it's believed to be dark and evil. The
          weapons are often blackened and twisted, but very light, strong
          and powerful. Then there are the Master Weapons. Blessed, worked
          to a high degree and anointed, these are the best a combatant can
          get, apart from the Legendary Weapons. These have names and are
          unique. Very few have seen them, and fewer still have ever
          wielded one.
    
    -The Dragons
    Location: Heroes' Guild bookshelf (lower floor)
    Text:
    
          Many Dragons lived in Albion, but the Old Kingdom huntsmen killed
          them for sport. The survivors fled to the mountains and the
          Northern Wastes and overtime they grew less powerful, and their
          fiery breath less dangerous. Without man they had no natural
          enemies. But a dragon is a dragon and to this day when an Albion
          child has an accident in his underpants it's known as "Seeing a
          Dragon". Although sometimes it's just known as "pooing yourself,
          you dirty little boy."
    
    -The Northern Wastes
    Location: Heroes' Guild bookshelf (lower floor)
    Text:
    
          The nine seas surround Albion, but to the North is the Wasteland.
          Some say there's nothing, and others that it is Jack of Blade's
          true home. The old Scribes say that it was once a mighty empire
          before the glaciers came. Libraries of arcane knowledge still
          exist beneath the ice, and those who once lived there sleep
          deeply beneath the cold blanket, ready to reawaken when the time
          comes and Albion is ruled again by one man.
    
    -The Old Kingdom
    Location: Heroes' Guild bookshelf (lower floor)
    Text:
    
          Long ago the kingdom of Archon ruled every corner of Albion. The
          World was peaceful and in perfect order, though many wondered if
          the force that held it altogether was not corrupt. For Archon had
          in his possession a sword of vast and mysterious power, and
          Albion's elders wrote of gradual changes overcoming their leader.
          These changes spread to the kingdom itself. Strange structures
          were erected round the world, and huge armoured figures were seen
          guarding four hubs of energy and Archon's Castle itself. Every
          living thing was touched by the Swords influence, and soon foul
          creatures the world had never seen before darkened the people's
          lives. And yet no record exists of what caused the fall of the
          Kingdom. So suddenly, so irrevocably. Archon and the Sword
          disappeared, but the darkness remained.
    
    -The Other Land
    Location: Heroes' Guild bookshelf (lower floor)
    Text:
    
          During the Old Kingdom, people fled the hatred, the pain within
          Albion in their masses. Boats sped from the shores in every
          direction. And one group of emigrants pitched up in paradise.
          Warm seas, palm trees and coral sands beckoned. And the
          inhabitants welcomed the visitors with food, comfort and grace.
          But the people of Albion had headcolds and when they passed these
          onto the islanders, almost all of them died. And the Albion
          Settlers, not knowing how to farm the weird fruits, catch fish or
          hunt the wild pigs and chickens, died too. But the few islanders
          who survived buried the dead and rebuilt their paradise. With
          new, impenetrable beach defenses.
    
    -The Pale Balverine
    Location: Heroes' Guild bookshelf (lower floor)
    Text:
    
          There was an Archer who believed he was the best in the land. He
          was also a lord, but had fallen out of favour with his people and
          had been imprisoned for lying. Determined to prove himself on his
          release, he set off to battle fearsome Balverines. He was bitten
          but did not die. Instead he changed and over time became a
          powerful, evil Balverine. Normal weapons hardly hurt him. So
          thick was his skin. But he hadn't counted on a red-robed woman's
          solid silver arrow of truth which pierced him and killed him.
    
    -The Tale of Maxley
    Location: Heores' Guild bookshelf (upper floor)
    Text:
    
          As everyone knows, Hobbes are stupid creatures. But every so
          often a clever one comes along. Maxley was one such Hobbe, and
          tired of eating raw flesh and sleeping in streams, he left to
          seek his fortune in the world of humans. He murdered a nobleman
          and stole his clothes, dressed up and walked tall on the road to
          Bowerstone. When he arrived people complimented him on his
          appearance. When he answered, his Hobbe grunting gave him away.
          The guards killed Maxley and put his head on a spike. It is
          better to keep quiet and be thought an idiot then to open one's
          mouth and prove it.
    
    -The Tale of Twinblade
    Location: Heroes' Guild bookshelf (lower floor)
    Text:
    
          Heroes, good or evil, need self-discipline. And Twinblade, a
          young, powerful swordsman, was no different. After graduation, he
          stopped taking Quests at the Guild when he realized he could take
          what he wanted from anyone. His love of gold and growing
          resentment of other Heroes drove him to live in the woods as a
          thief. His strength and ruthlessness led him to face and kill
          other Bandit Clan Leaders and he united the Forest Clans and
          became King of the Bandits. But deep inside him, Twinblade never
          lost the code of honour and respect the Guild had instilled in
          him.
    
    -Three Haikus by Miko the Bard
    Location: Heroes' Guild bookshelf (upper floor)
    Text:
    
          Terrible beauty, Buildings scream in agony, Oakvale is burning.
          Warrior or Mage, choose evil or choose goodness, a beard or
          moustache. Sword of Albion, sleeping until the true blood, flows
          red on its blade."
    
    Bowerstone
    ----------
    
    -Eyes of a Killer
    Location: Inside the house next to the barbershop
    Text:
    
          This handbook gives some tips on making yourself scarier to other
          people. Performing acts of great evil, have certain tattoos
          applied to your body and mastering a really nasty laugh are all
          considered winners.
    
    -The Guild of Zeroes
    Location: Inside the house next to Bowerstone Quay
    Text:
    
          This satirical pamphlet purports to be a journal of a Zero in
          training, and is a thinly veiled attack on the Guild, the self
          claimed superiority of its members and the cult of celebrity that
          surrounds them. The author disappeared shortly after its
          publication.
    
    -The Repentant Alchemist
    Location: Inside the Clothes Store (upper floor)
    Text:
    
          This is a play by Philip Morley, Albion's most celebrated
          dramatist. It is the story of a Bowerstone innkeeper who
          discovers his wife is cheating on him with every man in town. As
          revenge, he concocts a new ale with the peculiar properties of
          making anyone who drinks it die horribly if they should have
          indulged relations with the innkeeper's unfaithful wife. He soon
          finds himself without living customers and decides to partake of
          his malevolent beverage himself.
    
    -Windbreaker Rule Book
    Location: Inside house across from Clothes Shop
    Text:
    
          This guide to making yourself obnoxious, includes the following
          tips: learn to swear and do it whenever you please, hit people
          for no reason at all, and break wind with wild abandon.
    
    -You Are Not a Bad Person
    Location: Inside the house next to Bowerstone Quay
    Text:
    
          Originally written to help reformed Bandits and serial killers to
          become accepted members of society, this book teaches you how to
          appear less scary to impressionable villagers. It seems not
          waving your weapons about, avoiding dark clothes and evil-looking
          tattoos, and letting out the odd giggle all work a treat.
    
    Greatwood
    ---------
    
    -A Hero's Journey I
    Location: Inside the fisherman's hut at Fisher Creek
    Text:
    
          Page 126, "You stand before a rocky mountain and look up to the
          ragged clouds cloaking it's peak. Suddenly, you feel a cold wind
          on your face. It seems to come from a cavern straight ahead. It's
          black mouth wails to engulf you as you move closer. If you choose
          to enter the cave, go to page 241. If you would rather take the
          path west of the mountain, to page 37."
    
    -A Hero's Journey II
    Location: In the bookshelf at the Rose Cottage
    Text:
    
          Page 241. "The cavern sends a chill down your spine as you are
          swallowed into it's shadow. The stench of rotting flesh is
          overpowering. You light your torch and its flickering flame
          illuminates a terrible collection of bones, half-chewed limbs,
          and thick gore. You notice a hand protruding limply from a mass
          of tissue, the glint of emerald on one of its fingers. As you
          bend down to pick it up, a huge roar echoes from behind you. You
          turn around to see a Undead horned Bear, its face a nightmarish
          contortion of teeth, saliva, and scars. You face it ready to
          attack. If you rush towards it with your sword, go to page 112.
          If you try to direct an arrow into one of its eyes, go to page
          294. If you decide to cast a fireball, go to page 89."
    
    -The Rotten Apple
    Location: Inside the house at Orchard Farm
    Text:
    
          This classic political treaty uses the first metaphor to provide
          a theoretical solution to all of society's problems.  The most
          controversial of these ideas involves the abolishment of the
          Heroes Guild (symbolized by a rare breed of crop-destroying
          Insect immune to most pesticides).  By an extraordinary
          coincidence, when taken literally, most of the advice is also
          extremely effective in actual fruit farming.
    
    Oakvale
    -------
    
    -A Hero's Journey III
    Location: Inside the house where you found the man cheating on his wife (they 
    were behind it)
    Text:
    
          Page 167, "The wasp-headed creature at the door is fooled by the
          pass you took from Koroln's corpse and lets you in. The dark
          robes you wear as a disguise can't quite disguise your corpulent
          appearance, but the tavern's patrons pay little attention to you.
          The lack of windows in this underground chamber, the black
          curtains hanging raggedly from the walls and small number of
          torches, make it hard to see anyone clearly. In one corner is a
          group of assassins, hunched over a table and whispering. Near the
          door, two lizard-men, a woman of great beauty but evil red eyes
          and a large man, whose hirsute face gives him away as infected
          with a Balverine's bite, are playing a card game. To their left,
          the bar man scowls as he pours a thick, black liquid into a
          skull. If you order a drink, go to page 15. If you would rather
          join the card game, go to page 101. If you wish to sit close to
          the assassins and maybe try to listen in on their conversation,
          go to page 76."
    
    -Sister's Diary
    Location: Inside your house when you first start the game
    Text:
    
          Harvest, Day 15 - Mother is away again.  She never tells us
          where. I think father is a little sad when she goes.
          Harvest, Day 18 - I had that nightmare again last night. There's
          a big room, and right in the middle of it there's a big swooshing
          light that feels like it's going to suck me in. I still couldn't
          see what was in the middle of it. I don't think I ever want to.
          Harvest, Day 19 - I had another dream. I was opening birthday
          presents and I was so happy. Then something happened, and it was
          so horrible it woke me up. I think that part was only a dream
          though.
          Harvest, Day 21 - It's my birthday today! I bet my brother
          forgets again, but at least mother will be back. I got up early
          to look out over the sea, and now I'm going to play in the top
          field.
    
    -The Sock Method
    Location: Inside house all the way to the east
    Text:
    
          Subtitled "How to Make Yourself Sexier in Ten Days", this guide
          advises its readers to master really Heroic poses, learn to
          flirt, wear stylish clothes and avoid bad haircuts.
    
    -The Trials of Aarkan
    Location: Inside the house next to yours
    Text:
    
          This epic poem was once taught in every school, but its themes
          were regurgitated so often by lesser verse makers it lost all its
          power and is now virtually forgotten. It tells the story of a
          young boy whose village is destroyed by a band of savages.
          Orphaned, he is taken in by an old warrior who teaches him the
          ways of the sword. As a grown man, he slays an ancient evil and
          restores order to his world.
    
    -The Ugly Guide
    Location: Inside house all the way to the east
    Text:
    
          Though admittedly writing for a small market, the author of this
          manual has many handy tips on making yourself less attractive.
          Among the chief ideas are: eating plenty of fattening pies,
          releasing that uncomfortable build-up of bowel gases and making
          rude gestures to your would-be admirers.
    
    -Windbreaker Rule Book
    Location: Inside house all the way to the east
    Text:
    
          This guide to making yourself obnoxious, includes the following
          tips: learn to swear and do it whenever you please, hit people
          for no reason at all, and break wind with wild abandon.
    
    Grey House
    ----------
    
    -Dusty Notebook
    Location: In on of the book shelves
    Text:
    
          The book says: "I, Elvira Grey - known from this day forth as
          Lady Grey - have come of age and, finally, to the power I have so
          longed for. This day marks a turning point for the Grey family;
          an end to weakness, indecision and regret. As I look back on my
          past, my only dissatisfaction lies in wasted time. I wish that
          the masked messenger, whose words made the world so clear to me,
          had arrived earlier in my life. Tonight I take my leave of this
          house, and begin anew. Bowerstone will find it's new leader a
          formidable woman..."
    
    -Scrawled Parchment
    Location: On the floor of the Grey House Cellar
    Text:
    
          The fragment reads: "The air is running out and I have hardly the
          strength to scratch the words on this letter. The lamp was
          extinguished hours ago, and my life cannot be long in following
          it. Now that I've resigned to my fate, however, I am concerned
          solely with my duty as the eldest of the Grey children, rightful
          heir to the office of the Bowerstone Mayoralty. I can only hope
          that these words are one day found, and the truth they speak
          become known to all. I die at the hand of my sister, Elvira. The
          new Lady Grey is a murderess. I grow weary now... Sleep is upon
          me and..." The final scrawl is illegible.
    
    -The Bloodline
    Location: Given to you by Theresa outside the Grey House
    Text:
    
          Though the Old Kingdom vanished centuries ago, pieces of it
          remain scattered throughout Albion. The Guild in its magnificent
          glory, ruined architectural corpses, dark and unholy secrets
          throbbing beneath the earth. But more survives than stone and
          magic. For there is still among us the living legacy of the
          Kingdom itself. A lineage that is connected with all that made
          the Kingdom great and somehow ended up destroying it. Whether
          they are descendants of Archon himself, or of the makers of the
          sword, or perhaps of those who managed to extinguish its power,
          it is not known. Though generations separate them from the days
          of the fall, their walk today survivors of this bloodline, and an
          ancient power courses through their veins. They may live as
          Heroes or they may hide among the masses, but their link to the
          sword wielded by Archon himself, the sword of Aeons, is confirmed
          in all the documents I have unearthed. If I can find the living
          descendants of this Bloodline, I may be able to uncover what
          happened to the sword, and perhaps the days of the Old Kingdom
          can be restored. There is one to whom all the signs direct me.
          Though she lives a quiet life now, she has done much to mark her
          as the one. And now the bloodline continues through her children.
          A son and a daughter. And the power that lives in her will be
          passed on to them one day.
    
    -Theresa's Letter
    Location: Given to you by Theresa outside the Grey House
    Text:
    
          Dear Brother, I have always known we were special, and now I have
          found proof. This book tells of a bloodline from the days of the
          Old Kingdom, and its connection to a sword powerful enough to
          rule the world. A bloodline mother belonged to, I am certain. A
          bloodline you and I belong to as well. Perhaps with your eyes you
          will understand it better than I do. I speak to the pages, but
          they don't speak back. Theresa.
    
    
    ===============================================================================
    XV. DEMON DOORS
    ===============================================================================
    
    Demon Doors are another bonus in Fable. Behind them are very pretty, usually 
    one-room areas that hold secret items. You will need to pass certain 
    requirements to pass through the doors, all of which are listed below. I've 
    listed them here as well as in the body of the FAQ for any of those out there 
    who are too lazy to read through the walkthrough and find the information.
    
    -Demon Door #1
    Location: Heroes' Guild
    Method: Use your Lamp in front of it
    Reward: Elixir of Life, Howl Tattoo, various books
    Return to the Demon Door south of the small magic testing island in the Heroes' 
    Guild. Use your Lamp in front of it to gain access to the Library Arcanum. 
    Inside you'll find an Elixir of Life (it doubles your health bar), a Howl 
    Tattoo, and several books in the bookcases.
    
    -Demon Door #2
    Location: Greatwood Gorge
    Method: Have a completely evil alignment bar/do evil deeds
    Reward: Wellow's Pickhammer
    Find this Demon Door near the entrance to the Greatwood Cullis Gate. If you are 
    completely evil by the time you talk to it, it will open. Otherwise you'll have 
    to perform evil deeds in front of it. Some good evil deeds to do are eating 
    around ten Crunchy Chicks or getting four people to follow you to the door and 
    then murdering them in front of it. Inside you'll find the Arboretum and a 
    chest containing Wellow's Pickhammer.
    
    -Demon Door #3
    Location: Rose Cottage
    Method: Give the door a gift
    Reward: Bright Will User's Outfit
    All you need to do is give this door a gift, like Chocolates or a Red Rose 
    (which can be bought from nearly any item store). Once you do that you'll be 
    allowed into the Secret Haven, where you can retrieve your full Bright Will 
    User's Outfit from the chest inside.
    
    -Demon Door #4
    Location: Greatwood Caves
    Method: Have a Combat Multiplier above 14
    Reward: Cutlass Bluetane
    If you reached this point early on in the game like I did, it may be hard to 
    get a high enough multiplier. In order to do it, you NEED the Physical Shield 
    spell. Don't try to be a bad-ass and do it without it because you're only going 
    to waste your time and get pissed off. What I did was sprint back and forth 
    between the Greatwood Caves and the Hobbe Caves, killing everything in sight. 
    The Physical Shield spell made sure I didn't lose any Combat Multipliers when I 
    got hit, which happened a lot because I ran right into the center of a group of 
    them and starting slashing all of them. The main problem with this technique is 
    that during the (frequent and heinous) load times, your Combat Multiplier 
    decreases. This pissed me off to no end. It didn't seem fair at all. To raise 
    the Multiplier, you need to be controlling your character and killing things. 
    How can you do that when the game pauses the action so it can load the next 
    area? It doesn't seem fair at all. But you can still do it, as long as you're 
    quick enough with the kills and running. You'll need a Multiplier of at least 
    20 or higher to even last you the run back to the Demon Door, at which point it 
    might just barely be at 14 when you reach it. If you can do it, though, I think 
    the prize is worthless. I got maybe around 690 kills with the Bluetane, just 
    because it's so cool looking.
    
    I got an email from Sylver who told me about a much easier way to get your 
    Combat Multiplier high enough, which is cool except I wish I'd heard of it 
    sooner to maybe save myself from having to run back and forth between areas. 
    Here's what he said:
    
    "Get into a good spot where an enemy you see can't see you, preferably alone so 
    you don't have to deal with other enemies after you do this. Pull out your bow, 
    and lock onto him (either through zooming in or holding L, but zooming in will 
    be easier on your hands). Now, hold down X for a few minutes. Yes, literally 
    minutes. At least two minutes I think should suffice. Now, shoot your opponent. 
    He will die instantly and your combat multiplier will be HUGE. Now, just go to 
    the Demon Door and walk on in.
    
    One really good idea I found is, if you want to wait for a bit later in the 
    game, Witchwood Lake (I think) has a Rock Troll that is always there, and he is 
    the only enemy in the area. Above him (where you probably fought he White 
    Balverine for the last time), is a perfect spot to shoot him. Go to the Demon 
    Door, and teleport to Knothole Glade, and then walk to this spot at the hole in 
    the wall next to the path. Zoom in, and hold down X for like... Five minutes. 
    When you let go, you should do around 5000 damage and your combat multiplier 
    should be 61, possibly depending on the bow (I did it with an Ebony Longbow). 
    Then teleport back (should be on Recall), and open the Demon Door. This is also 
    the best time to use Ages of Might, Ages of Skill, and Ages of Will potions, as 
    each one will give you 6100 experience."
    
    -Demon Door #5
    Location: Darkwood Marshes
    Method: Defeat the summoned Hobbes
    Reward: Will User's Dark Robes
    This is probably one of the easiest Demon Doors to open. The only problem you 
    may run into is if you try to open it while you're leading the traders through 
    Darkwood. If you do that there's a chance they'll get slapped around. So it 
    would be a safe bet to leave them in a far enough away area and then accept the 
    Door's challenge. Defeat all the Hobbes it summoned to gain access to the 
    Darkwood Sanctum, where you will find a chest containing a full set of Will 
    User's Dark Robes.
    
    -Demon Door #6
    Location: Barrow Fields
    Method: Gain weight
    Reward: Will Master's Elixir
    Find this Demon Door in the south of Barrow Fields to be told that you need to 
    be fat to enter. So you know what that means: go and eat lots of hocks of Red 
    Meat and Apple Pies. You should eat until you can't possibly get any fatter in 
    order to gain access to the Old Kingdom Spring. Inside you'll find a Will 
    Master's Elixir. And don't worry if you don't want to be fat, you can always 
    lose all your weight by remaining active in the game.
    
    -Demon Door #6
    Location: The Grey House
    Method: Marry Lady Grey
    Reward: Ronok The Axe
    The Demon Door at the north end of the path at the Grey House will only open 
    for one who has a "posh wife with a title." This means that no ordinary wife 
    will do. You'll need to marry Lady Grey to get this door to grant you access to 
    the Lost Garden. Once you have married her return here to claim your prize.
    
    -Demon Door #7
    Location: Abandoned Road
    Method: Dress up in three sets of clothes
    Reward: The Dollmaster's Mace
    This Demon Door has lost some of his vision, but still wants to see his old 
    friends again, who are the gallant knight, the evil mage, and the rascally 
    bandit. You'll already have collected the bandit gear from the chests on the 
    road. So this means you'll have to get the full set of Will User's Dark Robes 
    from the Demon Door in Darkwood Marshes, and a full set of Bright Plate Armor. 
    At this point in the game you won't have this, but later one you'll be able to 
    buy it from the Arena, Knothole Glade, and wandering traders in the Greatwood 
    Area. Come back when you have all of these clothes and model each outfit for 
    the door to gain access to the Bitter Shrine, where you can collect the 
    Dollmaster's mace.
    
    -Demon Door #8
    Location: Witchwood Stones
    Method: Spell its name using the large stones
    Reward: 15-key Silver Key Chest containing Health Augmentation, Chainmail 
    Leggings, Resurrection Phial, Howl Tattoo, Sapphire, and Ruby
    In Witchwood Stones there are a group of large stones in the north part of the 
    area. On each of them is a letter: I, H, T, and S. If you ask the man at the 
    Temple of Avo he'll tell you the name of the Door in exchange for a Ruby. But 
    it's really not all that hard to figure out on your own. But just incase you're 
    lazy; the Demon Door's name is HITS. Hitting the stones in that order gives you 
    access to the Witchwood Caverns and the treasures inside.
    
    -Demon Door #9
    Location: Knothole Glade
    Method: Fire an arrow at it hard enough
    Reward: Elixir of Life
    Players who have been predominantly using their archery skills will probably 
    not have a problem with having the proper equipment for unlocking this door. 
    Other players may want to purchase a better bow or use a Multi Arrow spell. 
    What you have to do is hit the Demon Door in the face with an arrow hard enough 
    for it to open up to give you access to the Hidden Copse, where a chest 
    containing an Elixir of Life awaits.
    
    
    ===============================================================================
    XVI. SILVER KEY LOCATIONS/SILVER KEY CHESTS
    ===============================================================================
    
    Here is the reprinting of the list of locations of the Silver Keys, as well as 
    the locations of the Silver Key Chests and what they hold inside.
    
    Silver Key Locations
    --------------------
    
    -Silver Key #1
    Location: Lookout Point
    Method: Slash bushes blocking path
    Near the main junction of all the roads, target and slash the bushes to 
    find a path leading to the first Silver Key.
    
    -Silver Key #2
    Location: Balcony of Clothing Shop
    Method: Climb the stairs and go outside.
    Right near the gates where you enter is the Clothing Shop. Head 
    upstairs and out to the balcony to grab the second Silver Key.
    
    -Silver Key #3
    Location: Fisher Creek
    Method: Fish at the ripples in the water
    The ripples in bodies of water indicate that special items can be 
    fished out from there. Repeatedly use your Fishing Rod at the ripples 
    here until you pull up the third Silver Key, among other items.
    
    -Silver Key #4
    Location: Guild Woods
    Method: Fish at the ripples in the stream
    The ripples in bodies of water indicate that special items can be 
    fished out from there. Repeatedly use your Fishing Rod at the ripples 
    here until you pull up the forth Silver Key.
    
    -Silver Key #5
    Location: Greatwood Lake
    Method: Grab from end of broken bridge
    At the very north of the area is a broken bridge. Walk up it to grab 
    the Silver Key at the end.
    
    -Silver Key #6
    Location: Orchard Farm
    Method: Fish at the ripples in the water
    The ripples in bodies of water indicate that special items can be 
    fished out from there. Repeatedly use your Fishing Rod at the two 
    ripples here until you pull up the sixth Silver Key or a Coron Visor 
    tattoo Card.
    
    -Silver Key #7
    Location: Rose Cottage
    Method: Dig out of ground
    Outside of the cottage, find the rose-lined patch of dirt. Stand in the 
    center and use your Spade to dig up the Silver Key.
    
    -Silver Key #8
    Location: Hobbe Caves/Focus Chamber
    Method: Dig out of ground
    Find the ring of mushrooms in the north area of the room and dig in the 
    center to uncover the Silver Key.
    
    -Silver Key #9
    Location: Darkwood Lake
    Method: Shot out of rock
    The south area of this section of Darkwood has a rock standing straight 
    up. Firing an arrow into the hole at the top knocks lose the ninth 
    Silver Key.
    
    -Silver Key #10
    Location: Ancient Cullis Gate
    Method: Fished out of water
    Go to the bridge on the west side of the Ancient Cullis Gate and fish 
    in the ripples to find this Silver Key.
    
    -Silver Key #11
    Location: The Grey House
    Method: Fished out of water
    Go to the pond near the Demon Door in this area and fish this key out 
    of the ripples you see in the water.
    
    -Silver Key #12
    Location: The Memorial Garden
    Method: Dig from base of statue
    After completing the Ghost Pirate Side Quest, find the statue in the 
    Memorial Garden holding an axe and dig at its base to claim you prize.
    
    -Silver Key #13
    Location: Twinblade's Camp
    Method: Dig out of the ground
    Walk across the small pond in the camp and dig in the center of the 
    small piece of land (it's in the southwest corner) to get this key.
    
    -Silver Key #14
    Location: Witchwood Stones
    Method: Fish out of the small pond
    Use your fishing rod in the small pond to the left of the entrance to 
    get this Silver Key.
    
    -Silver Key #15
    Location: Witchwood Lake
    Method: Fish out of largest pond
    Find the largest body of water, which is the lake itself, and fish this 
    key out of it with your rod.
    
    -Silver Key #16
    Location: Knothole Glade
    Method: Dig out of dirt
    In the southwest part of the town, right outside one of the houses in 
    that area, is a patch of dirt lined with plants. Dig in the center of 
    this circle to unearth the Silver Key.
    
    -Silver Key #17
    Location: Windmill Hill
    Method: Dig out of dirt
    There is a small farm house in the west section of this area. Go into 
    the small fields next to it and dig in the flower-lined patch of dirt 
    to get this key.
    
    -Silver Key #18
    Location: Windmill Hill
    Method: Dig out of dirt
    Behind the windmill is another noticeable mound of dirt which you can 
    dig this key out of.
    
    -Silver Key #19
    Location: Headsman's Hill
    Method: Fish out of pond
    After falling down the hill during the battle with Thunder, you'll see 
    a cave entrance and a small pond near it. After you've beaten Thunder 
    enough to make him seek refuge in the cave, use your rod to fish the 
    key out of the little pond nearby.
    
    -Silver Key #20
    Location: Lady Grey's Bedroom
    Method: Pick it up off the bed
    This one isn't so hard. Just search the bed to find this key.
    
    -Silver Key #21
    Location: Lychfield Graveyard
    Method: Find in mausoleum
    Towards the south section of the graveyard is a mausoleum that you can 
    enter to find this key.
    
    -Silver Key #22
    Location: Lychfield Graveyard
    Method: Dig out of grave
    Right outside the mausoleum you found the 21st key in, you can dig the 
    22nd out of one of the graves nearby.
    
    -Silver Key #23
    Location: Lychfield Graveyard
    Method: Fish out of water
    There is a small stream to the west of the grave keeper's shack that 
    you can fish this key out of using your fishing rod.
    
    -Silver Key #24
    Location: Cliffside Path
    Method: Dig out of ground
    Past the entrance to the Underground Tunnel there is a spot in the dirt 
    that you can dig this key out of.
    
    -Silver Key #25
    Location: Hook Coast
    Method: Retrieve from cabinet
    Kick in the door of the lighthouse and search the cabinet on the ground 
    floor to find this key.
    
    Silver Key Chests
    -----------------
    
    -Silver Key Chest #1
    Location: Greatwood Lake
    Requirement: 5 Silver Keys
    Reward: Elixir of Life
    
    -Silver Key Chest #2
    Location: Cave Larder
    Requirement: 5 Silver Keys
    Reward: Will Master's Elixir
    
    -Silver Key Chest #3
    Location: Darkwood Lake
    Requirement: 15 Silver Keys
    Reward: Arken's Crossbow
    
    -Silver Key Chest #4
    Location: The Grey House
    Requirement: 10 Silver Keys
    Reward: Sharpening Augmentation
    
    -Silver Key Chest #5
    Location: Witchwood Stones
    Requirement: 15 Silver Keys
    Reward: Health Augmentation
    
    -Silver Key Chest #6
    Location: Cave in Headsman's Hill
    Requirement: 15 Silver Keys
    Reward: Mana Augmentation
    
    -Silver Key Chest #7
    Location: Lady Grey's Bedroom
    Requirement: 15 Silver Keys
    Reward: Katana Hiryu
    
    -Silver Key Chest #8
    Location: Circle of the Dead
    Requirement: 10 Silver Keys
    Reward: Piercing Augmentation
    
    -Silver Key Chest #9
    Location: Hook Coast Lighthouse
    Requirement: 15 Silver Keys
    Reward: Murren Greataxe
    
    -Silver Key Chest #10
    Location: Heroes' Guild
    Requirement: 20 Silver Keys
    Reward: Murren Greathammer
    
    
    ===============================================================================
    XVII. CREDITS
    ===============================================================================
    
    Pretty much everything you've read in this guide is copyrighted to me because I 
    sat my ass down long enough to type it all out. The game this is written about 
    is copyrighted to Microsoft and Big Blue Box and everybody else who made this 
    game.
    
    On a side note, there WAS a site at www.fablemod.com that had a very talented 
    team doing some pretty cool stuff with the game. What they've done is mod the 
    game and come up with some pretty great scenarios with lots of weapons 
    previously unavailable to the player (like weapons wielded by the enemies or 
    weapons but into the game but locked at the last minute before release).
    
    Some of the weapons include a good number of different swords, "grenade" type 
    weapons that cast spells when thrown, and a few special repeater crossbows.
    
    All of their work is available for download. If you have an Action Replay you 
    can copy all of their stuff onto your memory card and load the saves off that.
    
    ...But, since the Lost Chapters came out I think they have all but abandoned 
    the original game. They can be found at http://fabletlcmod.com/forum/ now, so 
    if you have the Lost Chapters you might want to check them out. Maybe you can 
    still find the files for the original game, too.
    
    Looks like that's all for now.