Expanded Content Guide by Dave_lcd

Version: 1.00 | Updated: 11/22/05 | Printable Version


Version 1.00.

Nov 9th to 22nd 2005.

Written by: David Langstaff.
Copyright 2005 David Langstaff.


1  - Introduction.

2  - Darkwood Bordello.

3  - Bronze Quests.
                   3.1 The Sick Child.
                   3.2 The Book Collection.
                   3.3 Fishing Competition.
                   3.4 Chicken Kicking Competition.
                   3.5 Murder With a Twist.
                   3.6 Investigating The Mayor.
                   3.7 The Hidden Sword.

4  - Silver Quests.
                   4.1 Trader Massacre.
                   4.2 Trader Rescue.
                   4.3 Darkwood Disturbance.
                   4.4 The Ransom Victim.

5  - Gold Quests.
                   5.1 The Prophets of the Fire Heart.
                   5.2 The Ship of the Drowned.
                   5.3 The Oracle of Snowspire.
                   5.4 The Oracle's Knowledge.
                   5.5 The Souls of Heroes.
                   5.6 The Final Battle.

6  - Demon Doors.

7  - Silver Keys.

8  - Silver Chests.

9  - New Items.
                   9.1 Weapons.
                   9.2 Clothing.

10 - Legal.

11 - Credits.

                              1. Introduction.

This Guide is based solely on The Lost Chapters expanded content and as such
will be of little help to anyone seeking assistance with original quests. I
would advise these people to check out the original Fable FAQ list at Gamefaqs
which contains many in-depth and helpful guides. wherever the game requires
that an original quest be completed in order to receive the new one, I will
note which quest must be completed but not go into detail on how to complete
said quest. Each quest guide will be followed by a brief summary which will
outline the steps necessary for completion. I'll try to keep the number of
times I say quest in a sentence to a minimum, but no promises.
Before we begin there are a few general points I'd like to get out of the way:
many of the glitches from the original game have been removed for TLC. These
include, but are not limited to, the berserk glitch, the freezing time in an
area glitch, the slow time tavern game glitch and most significantly the Hero
save glitch. The latter can still be used to a certain extent but if you abuse
the glitch by hero saving more than 10 to 15 times the game will actually
corrupt your profile.
With that said I'll just give everyone the standard spoiler warning and begin.

                             2. Darkwood Bordello.

Darkwood Bordello is accessible after the Trader Escort quest and is located to
the West of Darkwood Lake.
The first time you enter the area you will meet Madame Minzche, who will give
you some background on the bordello and tell you of her plight at the hands of
the unscrupulous Mr. Grope, who has hidden the deeds which grant him ownership.
Talking with the Madame again and then Mr. Grope will lead to two possible ways
of uncovering the whereabouts of the elusive deeds.

The first, and most direct, way of achieving this is to simply buy six beers
from the barman and give them to Mr. Grope. In a drunken rant he will reveal
the location of the deeds.

The second method is more involved but offers unlimited rewards. During
conversation with the Madame, she will mention that if you know of any women
that might want work, to send them in a dress. She will also remark on her
poor eyesight. Now, simply putting on a dress won't cut it, You'll need to be
clean-shaved and also wearing a wig, and as dictated by Mr. Grope's fancy,
it'll have to be a redhead one. That's lucky because red is the only colour
that Albion wigmakers work with. If you have access to Snowspire Village you
can pick one up from the tailor there, If not you can find one in a cabinet
upstairs. To get upstairs however, you have to be in the company of a lady.
There's a few to choose from and the price for their company varies.

50 gold   - Get down and dirty with Polly.

100 gold  - Share carnal knowledge with Amelia.

200 gold  - Enjoy the exotic talents of Lucrecia.

1000 gold - Wallow in luxuriousness with Lady Sophia.

2000 gold - Rough it up with Mistress Hedwig.

Whoever you choose, be sure to get the wig from the cabinet before you head
back downstairs. Once your all woman, it's time to speak to Madame Minzche who
will send you on to Mr. Grope. You can now "agree to participate in the
intimate act of love" for 1000 gold. This can be repeated continually.
Afterwards, Grope will murmur the whereabouts of the deeds and you will forever
be known as a bi-sexual.

However you found out, you now know the deeds are buried under the old tree
down by the lake. The tree in question is just to the right of the exit and
digging directly in-front of the statue of Sylkana recovers the papers.
Once you have them, return to Madame Minzche and talk to her. Following this
conversation the ownership of the bordello passes to you.
Besides collecting rent from the property you also inherit it's occupants and
their services.
Talking to the Madame a second time gives you the option of turning the
bordello into a refuge for women, which will net you good alignment, but there
really isn't any rush, and besides, satisfying yourself ten times will satisfy
the Demon Door in this area.

NOTE. Lady Sophia can not be used as a substitute for Lady Grey to satisfy the
Grey House Demon Door.

                             3. Bronze Quests.

3.1 The Sick Child.

This quest becomes available in Bowerstone South directly after the Maze's
Information quest. It begins with a small child asking you to follow her.
She will lead you around behind the tavern where her mother will explain that
whilst on a family outing at the picnic area her son Aldy has consumed some
strange mushrooms. She tells you of a witch who can be found in Bowerstone Quay
that can cure him. We should head over there.
The witch can be found directly ahead of you as you enter the quay. She will
tell you that she requires 4 blue mushrooms to cook up an antidote. Talk to her
again and she will mention that the trader in Barrow Fields usually has them
and that you won't have any problems spotting anyone who has one as they'll be
a little "distracted". Indeed.

MUSHROOM 1 - As soon as you leave Bowerstone you'll notice two trader types
standing next to the statue in Lookout Point. They will tell you, amongst other
things, that the "mushroom of truth" can be found in the water next to the
Guild Demon Door. You'll need a fishing rod for this, head over to the Demon
Door where there will be a ripple in the water. Reel in our first mushroom.

MUSHROOM 2 - For this one we will need to make our way to the Guild Woods. When
you enter the woods you will notice a green dot on your map, head to it to find
another of our distracted friends. This guy will tell you of a beautiful woman
he met from Oakvale, called Myra, well at least he thinks she's beautiful, but
it might just have been the mushrooms, (we've all been there). 
Regardless, he dispatches us to find Myra equipped with a love poem he's wrote.
Presumably he's been reading tea leaves on a Thursday too as he's been working
on the poem for weeks and only met Myra a few days ago... 
Myra, the maybe beautiful girl who likes to travel miles to attend parties in
the woods with druggies, can be found next to the well, behind a house towards
the Memorial Garden. We have a couple of choices when we give her the poem,
either tell her the poem is from Cyril or tell her it's from you, either way
she instantly falls in love with whoever you said and even extends to us a
pre-written reply, apparently she just carries this sort of thing around.
Return to Cyril in the Guild Woods and give him the reply. Giving it to him
earns you good or bad points depending on how you dealt with Myra. Keeping the
reply and then telling Cyril that Myra likes him works exactly the same way. In
either case you will net the second blue mushroom.

MUSHROOM 3 - Next we need to be at the Picnic Area, there we will find a woman
who is seemingly invulnerable to blue mushrooms. If you had a voice like this
you'd have trouble smiling too. We have a couple of options here, we can either
use our expressions to make the girl laugh three times or we can wipe the smile
from her face permanently. Either way we pocket our third mushroom.

MUSHROOM 4 - Barrow Fields and once again the person we need to see is shown by
a green dot on the map. Head over to him and notice the blue mushroom on the
table behind him. The trader will tell you about the people he's sold mushrooms
to, but we already know that. At this point we can either buy the mushroom for
1500 gold or simply walk over to the table and take it. This doesn't require
any skill training but you will always be caught, the guards will fine you 750
gold and you'll pick up some bad points.
Alternatively, if you wait until the Trader Massacre quest, you can get the
mushroom for nothing. In any case, that's the lot.

Now we should have enough for the witch to make her antidote, so head back to
Bowerstone Quay and deliver the, erm, fungus of our labor. At this point the
witch will remember that she had an antidote all along but agrees to look after
the mushrooms for us anyway, which is fine because for us the drugs definitely
don't work.
All that remains is for us to deliver the potion to Aldy's mother, so do that.
For completing the quest you'll receive 200 renown and 2000 gold.


*- Follow the child in Bowerstone South to her mother.
*- Go see the witch in Bowerstone Quay.
*- Fishing for mushrooms near the Guild Demon Door.
*- Soothe Cyril's aching heart in the Guild Woods.
*- Get the mushroom from the unhappy woman in the Picnic Area.
*- Acquire a mushroom from the trader in Barrow Fields.
*- Return to the witch.
*- Cure Aldy.

3.2 The Book Collection.

This quest requires a choice to be made very early in the game. That decision
is whether you want the bright or the dark wizards hat. The hat will be
rewarded after you donate 6 books to the Headmaster of the Bowerstone South
School and which hat you get depends on which books you donate first.
You don't get to choose which book you donate and the headmaster seems to
always pick books which will reward you with the bright wizard's hat. For that
reason the first part of this section will be split into two guides, one for
each hat. After that I will list where all the books can be found.

If you wanted the dark wizard hat, but have collected the books from the guild
already you're stuck. You can never get the dark hat if you already have these
books as contrary to popular belief you CAN NOT donate the books to the charity
shop in Snowspire. There are 6 books which can be traded or donated, but that
won't help you since 5 of those are bad. In short, if you ran around picking up
good books, your stuck with them.
Either load an earlier save or start again.

Bright Wizard Hat: This couldn't be easier, simply pick up all of the books
                   from the guild, including the library, the dorms, Maze's
                   quarters and the Demon Door. Once you have these head over
                   to the school, which is located at the far West side of 
                   Bowerstone South. The headmaster there will tell you that
                   Lady Grey has sold half of the school library and asks if
                   you could donate any suitable replacements. Not a problem.
                   Speak to him again to begin donating books and after the
                   first 6 good books you will be awarded with the bright
                   wizard's hat.

Dark Wizard Hat:   This is not hard at all, as long as you follow this simple
                   procedure. DO NOT pick up any books at the guild. Our first
                   stop is going to be Bowerstone, once there simply raid the
                   town. As long as you have not neglected any house or barrel
                   you should now have 6 books. Make your way to the far West
                   of the town to the school and speak to the headmaster to 
                   receive the quest. He'll ask you to donate any suitable
                   books, hmmm suitable. Talk to him again to begin donating
                   the books you have. Once you've done that you'll be awarded
                   the dark wizard's hat.

Once you get your desired hat, all that remains is to find and donate the rest.
There are almost 40 books in the game, but only 25 the headmaster will accept,
the following is a list of what they are and where they can be found.

1.  A Love Story             - Heroes Guild and Witchwood Cavern.

2.  Creatures of Albion I    - Heroes Guild and Witchwood Cavern.

3.  Creatures of Albion II   - Heroes Guild.

4.  Creatures of Albion III  - Heroes Guild.

5.  Eyes of a Killer         - Bowerstone.S and the Assassin Attacks quest. 

6.  Jack of Blades           - Heroes Guild.

7.  Making Friends           - Heroes Guild, Orchard Farm, Oakvale (house and

8.  The Arena                - Heroes Guild.

9.  The Balverine Slayer     - Knothole Glade.

10. The Dragons              - Heroes Guild and Hook Coast.

11. The Guild of Zeroes      - Bowerstone.S and barrel in Witchwood Cullis

12. The Northern Wastes      - Heroes Guild.

13. The Oakvale Raid         - Oakvale.

14. The Old Kingdom          - Heroes Guild.

15. The Other Land           - Heroes Guild.

16. The Pale Balverine       - Heroes Guild

17. The Repentant Alchemist  - Bowerstone.S.

18. The Sock Method          - Bowerstone.S, Oakvale (house and trader),
                               Witchwood Cavern, Hook Coast and trader in

19. The Tailor's Tragedy     - Bowerstone.N.

20. The Tale of Maxley       - Heroes Guild.

21. The Tale of Twinblade    - Heroes Guild.

22. The Trials of Aarkan     - Oakvale.

23. The Ugly Guide           - Oakvale and trader in Knothole Glade.

24. Windbreaker Rule Book    - Bowerstone.S, Oakvale (house and trader)

25. You Are Not a Bad Person - Bowerstone.S and traders in Oakvale, Darkwood
                               Camp and Bowerstone.N.

As you can see more than half the books you need are available in one place
and the rest are pretty much confined to the various towns. As long as you make
sure you check every house you should be fine. When you have them all, return
to Headmaster Gout for your reward, a shiny silver key.
You can either keep going back and donating whenever your in town or wait until
you have them all. I find it easier to wait as it can be hard to keep track of
which books you need and which you've already donated.

THERE IS NO NEUTRAL HAT. Without mods, there is no combination of books that
will get you a neutral wizard hat.


*- Decide early which hat you want.
*- Collect the appropriate books.
*- Go to see Headmaster Gout at the Bowerstone School.
*- Collect your bright / dark wizard's hat.
*- Collect and donate all 25 books to receive a silver key.

3.3 Fishing Competition.

This quest becomes available once you have completed the Fishing Lessons quest
at Fisher Creek, once you leave that location the quest can begin the next time
you enter the area.
Speak to the fisherman and he'll tell you about the competition. It's very
straight forward with prizes allotted to certain weights of fish. The prizes
and weights needed are as follows:

1st Prize - Fisherman Hat. A catch weighing over 50g will win you the hat.

2nd Prize - Silver Key. This is what we're really here for. 30g required.

3rd Prize - the Rod of Champions. 15g and you can wield your purple rod.

You don't need to enter the competition 3 times. If you weigh in on your first
visit with a fish over 50g you'll be awarded with all three prizes. Simply
talk to the fisherman when you want to enter a catch.


*- Finish the Fishing Lessons quest.
*- Leave and re-enter Fisher Creek.
*- Speak to the fisherman.
*- Catch a fish weighing more than 50g.
*- Get it weighed and get your prize.

3.4 Chicken Kicking Competition.

Upon exploring Oakvale for the first time, you'll encounter a gentleman with
some capital news. He needs you to head down to the East beach and take care of
a ghost for him. The specter in question is the one from the Treasure of the
Ghost Pirate quest. Finish dealing with that and return to the gentleman.
He'll thank you and invite you to drop in on him and his chickens down on the
beach. So begins one of the most bizarre side quests ever.
Once down there, a quick chat with our friend from before will confirm what
your eyes can't believe. For 50 gold you will have 5 attempts to punt poultry
into a grid in the hope of winning a prize. Nothing to crow about.

The grid is made up of 9 squares, with each square worth a certain number of
points. The far right and left squares are worth 100 points each, with mid
right and left scoring you 50 and the near right and left giving 25 points. The
center row of squares score 10 for the nearest and furthest and 25 for getting
your feathered friend into the middle.

The Prizes and the score required to attain them are:

1st Prize - Chicken Hat. This grand prize is yours with a score of 250.

2nd Prize - Silver Key. A prize worth crowing about. 150 required.

3rd Prize - Cock-A-Doodle-Do Expression. Continuing the feathery theme. 50 pts.

So, now we know how many points we need, all we need to know now is how to get
them. Well it both is and isn't as easy as it sounds. If you do the quest with
a mid-way character, it's incredibly easy to run at the chicken from an angle
and score a 50 with every kick. All you need to remember is not to cross the
white line, or do you...
Unlike the Fishing Competition this quest will require you to beat each tier to
win the respective prizes. The best way to do this is keep aiming for that 50
square and once you have the points you need, simply forfeit any remaining
turns by crossing the line. Simple.
This quest can get ugly however, if you come too soon, or worse, too late. A
puny weakling will have trouble getting the lead laden chicken past the first
row of squares, but you can always improve your physique and come back. The
worse case scenario is that you've been putting this off and are now a rippling
mass of muscle with maxed strength. Your in trouble and as much fun as it is to
see a chicken disappearing over the horizon, it'll soon dawn on you that
keeping the poultry in the points is going to be your biggest problem. All I
can suggest is taking absolutely no run-up and hope. 250 points won't be that
big a deal, 50 will be your test.


*- Find the American Gentleman in Oakvale.
*- Complete the Treasure of the Ghost Pirate quest.
*- Head down to the beach and kick some chickens.

3.5 Murder With a Twist.

You can take this quest after you complete the Find the Bandit Seeress main
quest. To receive it you will need to head to Oakvale and make your way to that
area behind the house where you caught the husband cheating during the Birthday
Gift quest. Once there you will be will meet three guards, one of which will
set you the task of avenging the murder of his brother by killing the assassin
responsible. He informs you that the assassin in question is hiding out in the
Twinblade's Tent area, so accept the quest and head there.
Upon arrival you'll see the assassin accompanied by two bandit friends. If you
approach with your weapon drawn the assassin will have you put it away. Talking
to the assassin reveals that he is in fact the guard's brother and the true
reason the guard wants him killed is to inherit his share of a will.
At this point you can go back to the guard but that doesn't lead to anything
other than what your about to do. Draw your weapon. If you didn't approach with
it drawn you'll get the line about him being jumpy, so draw it again.
The assassin will figure out that you've been sent by the guard and now you
have some choices, four to be precise.

Choice One - Good Alignment. 

For maximum good points you should refuse the assassin's first offer of double
what the guard is paying you and then refuse his second offer of 2500 as well.
This will lead to a fight between you and the assassin which, including the
points for killing his two bandit friends, will get you 44 good points in
total. With that done return to the guard with the assassination contract and
you'll receive your 1000 gold.

Choice Two - Bad Alignment.

For maximum bad points you will still want to refuse the initial offer, but
then accept the offer of 2500. Return to the guard and kill him and his two
companions for 100+ bad points.

Choice Three - The Money Option.

For the most gold you will want to accept the assassin's second offer but then
attack him. Once he's dead return to the guard and collect the 1000 reward.
With the 2500 you took from the assassin you should net 3500 gold and still
come out with 24 good points.

Choice Four - The Experience Option.

For the most experience you will want to accept the second assassin offer and
then attack him. Kill him and his friends and then return to the guard.
DO NOT SPEAK TO THE GUARD just walk up and whack him, if you speak to him
you'll get the gold, but you won't be able to kill him afterwards, so just
take him out and his friends too. Neither of the brothers' respective friends
are worth much but the brothers themselves are. You'll also end up with 2500
gold and around 75+ bad points.

NOTE. Remember to put away your weapon before you teleport back to Oakvale.
The assassination contract does not lead to any further quests. It is purely
the means by which the guard will know you completed your mission.

My own advise would be to avoid the good and bad paths and go for the money if
your playing a good hero and the experience if your playing evil. Up to you.


*- Complete the Find the Bandit Seeress quest.
*- Talk to the guard in Oakvale.
*- Talk to the assassin in the Twinblade's Tent area
*- Take the gold or Kill the assassin or Both.
*- Take the gold or Kill the guard.

3.6 Investigating The Mayor.

Because of the multiple choices involved with this, and the alternate Mayor's
Invitation quest, I will first walk you through completing the Investigation.
Before you do this you should read further and decide which course of action
will best suit your hero.

The Investigation.

This quest is available once you gain access to Bowerstone North. When you
first enter the area the first thing you will notice is a new character in the
form of a Guard Captain. speak to him to learn of a deranged prisoner being
held in a cell in the North West part of the town.
When you speak to this prisoner, amongst his other ramblings, you will learn
his name is Gethyn and he suspects Lady Grey of murdering her sister Amanda. He
does have a plan however, that is for you to speak to the ghost of the dead
girl and find some evidence which will bring the Mayor's crimes to light and
save his neck. He suggests you travel to Barrow Fields and find a man, named
Rhodri, who may be able to help us summon Amanda's spirit.
When you meet Rhodri he will tell you that he did indeed know Amanda and that
the two were in love. He will tell you that they used to meet in secret in the
Grey House Cellar and he'd signal her by flashing his lantern three times in
the stables.
When you enter the Grey House area, the stables are on your right. As Rhodri
says, flash the lantern the three times and afterwards you will see a cut scene
of Amanda going to the cellar doors. Once you follow her down there and hear
her story you will see a number of items around. One of these, the parchment on
the floor, will trigger another cut scene and the arrival of Lady Grey.
You will now have the choice to either expose her or agree to cover up the
murder and marry her.

The Good Hero Guide.
For the truly noble hero, you will want to progress the Mayor's Invitation
quest to the point that you have defeated Thunder. This will allow you to get
the Silver Key and the mana augmentation from the area that is only accessible
during that fight. After the battle you can then proceed to complete the
This course of action will mean you miss out on the 15,000 gold Lady Grey
wedding dowry and Ronok the Axe from the Grey House Demon Door.

The Evil Hero Guide.
For the wicked among us, you can proceed straight to the investigation and when
given the opportunity, choose to cover up the murder and marry Lady Grey. She
will tell you that to claim her hand you must defeat her other suitor, thus
placing you at the Thunder battle point of the Mayor's Invitation quest. From
there proceed to complete that quest as normal.
This course of action will net you all of the benefits of both quests and
access to Ronok the Axe from behind the Grey House Demon Door.

The Noble Collectors Guide.
For good heroes that want to collect all the Legendary Weapons, you will first
want to speak to Gethyn. With that done you should now proceed to complete the
Mayor's Invitation quest. Once married to Lady Grey you can now continue with
the investigation. At the point when Lady Grey enters the cellar you will not
have the choice of exposing her but, you will also not be put in the position
of having to cover for her either. You will now be able to satisfy the Grey
House Demon Door safe in the knowledge you didn't know what your new wife was
really like when you married her. (Just like every other man).
This course of action will also net you all of the benefits of both quests.

Unless you really like walking and have no intention of finishing all of the
available quests, you should not defeat Thunder and THEN agree to cover up the
murder and marry Lady Grey, doing so will de-activate your guild seal and all
teleport pads.
This course of action will probably wreck your game.


*- Talk to Gethyn in the cell in Bowerstone North.
*- Talk to Rhodri in Barrow Fields to find out how to entice Amanda's ghost.
*- Use your lantern 3 times at the Grey House stables.
*- Meet Amanda's ghost in the Grey House Cellar.
*- Cover for and marry or expose Lady Grey.

3.7 The Hidden Sword.

This quest will become available after The Prophets of the Fire Heart quest,
only if you chose to destroy the Sword of Aeons following your battle with
Jack of Blades.
A conversation with Briar Rose and The Guildmaster will reveal the existence
of a Legendary Weapon with power to match that of the Sword of Aeons. The
Guildmaster will tell you that Maze was searching for this weapon and that his
study might be a good place to search for clues. Searching the bookcase a
number of times there will reveal that there is indeed a weapon, Avo's Tear,
that one need only be judged worthy by a collection of past heroes to receive.
Head to the empty grave, right near Maze's quarters to be judged. By virtue of
the fact you destroyed the Sword of Aeons you will be awarded this devastating
light weapon.


*- Head to Maze's quarters and search the bookcase
*- Approach the empty grave to be judged and receive Avo's Tear.

                                4. Silver Quests.

4.1 Trader Massacre.

This quest is available from the Guild after the Find the Bandit Seeress quest.
The quest details say it all, kill all the guards and traders in Barrow Fields,
25 of them to be precise.
Unlike most quests, where there is either a choice between two conflicting
sides or there is an alignment decision within the quest itself, this is almost
entirely evil. There is a minor choice at the end as to whether you personally
execute the final trader or not, but other than that, this is bad alignment all
the way. Good aligned heroes might want to save this one until the Bandit Spy
Extraction quest comes along and use both together for a Skorm / Avo alignment
NOTE. When the dust settles, and if you haven't already got it, the blue
mushroom trader will be here and he'll be alone, meaning you can kill him
without anyone reporting the crime and claim the mushroom for free.


*- Go to Barrow Fields and kill everyone.

4.2 Trader Rescue.

Along with the Trader Massacre quest, the Guild will offer you this job once
you have dealt with Twinblade. Surprisingly, taking one of these quests does
not eliminate the other and you can complete them both.
The quest itself requires that you rescue three traders being held captive in
Twinblade's Camp.
Once you get there you will be met by a rather inexperienced guard who, after
giving you some information regarding the traders whereabouts, will pretty much
leave you to it.
The first trader can be found in this area, with the other two held in the 
Twinblade's Elite Camp area. To liberate a trader simply talk to him, you'll
want to have cleared the area first, and keep him close as once you release him
more bandits will appear. In the Elite Camp it's probably a good idea to have
the first trader wait near the entrance while you clear the area, if you do
have him wait be sure to collect him again before freeing the second captive.
Dispose of the hostiles who suddenly appear and proceed to the third and final
hostage. Once again, keep the traders close and eliminate any new threats
before making your way back to the previous area. There will be a few more
enemies here to deal with before you can lead the captives to safety.
Nothing too difficult there as long as you remember to keep the traders close.


*- Rescue the first trader in Twinblade's Camp.
*- Liberate the second and third captive from Twinblade's Elite Camp.
*- Lead all three to the safety of the Twinblade Camp teleport pad.

4.3 Darkwood Disturbance.

With the Archaeologist rescued you can take this silver quest from the Guild.
The quest calls for you to investigate a disturbance in Darkwood Lake. Upon
arrival you will be met by Briar Rose who will tell you that Minions are using
an ancient shrine in some "wacked out ceremony" to summon something.
Luckily, Briar knows an incantation that will close the portal, providing you
provide cover and keep the Minions off her while she recites it. Un-luckily,
she'll need to recite it in old kingdom speak, which apparently contains very
few words but lots of long pauses. Enflame works well here.
Once she's done the portal will close and "whatever the hell that was"
will be vanquished.


*- Talk to Briar Rose in Darkwood Lake.
*- Hold back the Minions while Briar closes the portal.

4.4 The Ransom Victim.

Available following your victory over Jack of Blades, this quest asks that you
return the Knothole Glade Chief's son who is being held for ransom. Outside his
hut in Knothole Glade the Chief will tell you kidnappers are holding his
youngest son in a cave in Witchwood and are demanding 7500 gold. The Chief will
give you the money, telling you to either pay the bandits or kill them all.
Immediately following this the Chief's elder son will approach you and offer
you some serious gold in exchange for the boy.
The cave in question is the Witchwood Cavern, where we found the Archaeologist.
Once there the bandit leader will demand the ransom. If you refuse and kill
him you will have to fight your way through a series of bandits on your return
to the village. If you pay the demands then you'll have to fight your way
through a host of enemies consisting of Balverines, Nymphs and Trolls.
The latter is by far the tougher challenge, especially with the boy in tow,
so pocket the 7500, kill the bandit leader and make your way back to
Knothole Glade. 
There is now the matter of who to return the boy to. The elder son can be
found up the secluded path, opposite the Demon Door, with some bandit friends,
though the serious gold he mentioned never seems to materialize.
If you return the boy to his father you will get the option of revealing the
elder son's plan, but it doesn't make any difference to the rewards.


*- Speak to the Chief in Knothole Glade
*- Travel to the Witchwood Cavern.
*- Pay or kill the bandit leader.
*- Fight your way back to the village.
*- Deliver the boy to his father or his elder brother.

                                 5. Gold Quests

5.1 The Prophets of the Fire Heart.

This is where the main bulk of the extended content begins. Following your
victory over jack, you'll find yourself in the Memorial Garden near Oakvale.
The Guildmaster will contact you and tell you that Scythe has a message that
you should hear and will instruct you to meet him at the boasting platform
outside of the Guild. Once there Scythe will tell you of a disturbance and
the appearance of Summoners. He'll mention his mission and request help from
the Heroes Guild before being interrupted by a menacing looking new enemy.
In order to reach him, someone needs to retrieve the Fire Heart, call forth the
Ship of the Drowned and travel to the Northern Wastes.
To claim the Fire Heart you must pass through the Primal Demon Door, something
Briar Rose and even the Guildmaster have been found unworthy of doing.
Approach the door and it will recognize Jack's Mask and allow you entry.
Once through you will meet The Prophets and learn how to free the Heart. You
will notice a series of tiles in front of you, made up of suns and moons.
The game will switch to an over-head view and you will have to traverse the
tiles, turning them all into suns or moons. Turning all the tiles into suns
will release a prophet whilst turning them all into moons will release one in
a more sinister way. Although the puzzle itself isn't too difficult this is a
timed event and failure to change all of the tiles in the allotted time will
result in a loss of health and having to start over.

Here are the solutions for the 5 puzzles for both suns and moons:

U=up, D=down, L=left and R=right.

Puzzle 1. 

Suns.   U U U R R R D L R L L D D L R U

Moons.  R U R D R U U L

Puzzle 2.

Suns.   U R R U L L U R D R U R

Moons.  U D U R D R R U U L L D

Puzzle 3.

Suns.   U D R R R U U L U L D L R R

Moons.  R U U U L R R R L D D D L R

Puzzle 4.

Suns.   U D R R R U U U L L D R D D L U L

Moons.  U U U R D D D R U U U L D D R U U

Puzzle 5.

Suns.   R L U U U R R D D D R U U U D D
Moons.  R U U R D D L R U U R D

With the puzzle solved, you will claim your prize and the next quest will
automatically begin.


*- Travel to Lookout Point.
*- Pass through the Primal Demon Door.
*- Solve the 5 puzzles.
*- Receive the Fire Heart.

5.2 Ship of the Drowned.

With the Fire Heart in hand, you must travel to Hook Coast and activate the
lighthouse by placing the heart at the top of it to summon the ghost ship.
With the heart in place, Briar Rose will make an appearance and as luck would
have it, just as she's telling you how straight forward the process is, things
suddenly become more complicated. A Summoner appears and attempts to destroy
the Heart as it powers itself. The Summoners use potent magic as well as
wielding powerful weapons and have an area attack which not only makes them
invulnerable whilst it charges but will damage you if you try to attack them.
Ranged attacks work well and physical shield will prove useful in melee. For
non-magic users, just keep moving and get in close when you can.
Once the Summoner is dealt with more of his kin will appear. It is up to you
and Briar Rose to keep them and their Minions at bay until the heart is
charged. The new area spell works well here, especially if fully advanced.
With the enemies vanquished, the heart will call forth the Ship of the Drowned
and you will automatically begin the voyage to the Northern Wastes. One year
later you will encounter Scythe, or at least a vision of him, and receive the
next quest.


*- Travel to Hook Coast.
*- Place the Fire Heart at the top of the Lighthouse.
*- Defend the Fire Heart from Summoners
*- Travel to the Northern Wastes.

5.3 The Oracle of Snowspire.

Looking decidedly disheveled, you arrive in The Lost Bay and embark from the
ghost ship. You are immediately greeted by a vision of Scythe where you will
learn more of the situation regarding Summoners and be encouraged to hasten
yourself to the village of Snowspire, in the far North of The Northern Wastes.
After exploring the area, take the steps Northwards. Once you reach the top
be prepared to face another new enemy, The Ice Troll.
The Ice Troll fights in much the same way as the Rock Troll, though with some
nasty surprises. It has a new ranged attack, where shards of ice will come
splitting from the ground, and in close melee will swing wildly at you. Keeping
ready to roll out of the way of the sudden rows of ice, you should be able to
defeat this foe in much the same way as his boulder tossing brethren.
With the troll put on ice, It's time to move on to the next area and see what
awaits us in the Northern Foothills.
The first thing you will notice when you enter this area is the number of red
dots on your mini-map. You can avoid the majority of these enemies by taking
the Northern path when you come to it, which will pass a large door we can't go
through yet. As in the previous area you will want to keep an eye out for
any items lying around or fishing and digging spots as well as chests. Whether
you take on the hordes or sneak round the back-way, you'll be heading for the
Eastern exit and on to Archon's Shrine.
Making your way around, you'll want to take note of the shrine itself and any
hidden paths that might lead to treasures. Especially of interest will be the
large and rather ominous looking doors to the North. Thankfully, we won't be
heading here just yet. Once your done exploring and you've spoken briefly to
Briar Rose, proceed to the Western exit to Snowspire Village.
Snowspire itself, has very much the same fare as previous villages with the
addition of two market traders, one a tattooist and the other a general
merchant, and a charity shop, which can be used to gain positive alignment in
exchange for goods. You will also find a coin golf game in the tavern, where a
score of 9 or better will win you the new Scythe doll, required for the Collect
the Hero Dolls quest. Most importantly you will also find Scythe.
Scythe will tell us that we must consult the Oracle of Snowspire and to do this
we must awaken it using the Glyphs of Inquiry. Theses four glyphs can be found
in the Necropolis, which is through those large doors to the North of the
Northern Foothills, which Scythe will now grant us access to.
On your way back through Archon's Shrine you'll encounter the third new enemy,
the Wraith. These are exactly like the Undead and as such can be tackled in
exactly the same way. The higher HP simply means you'll be slashing away at
their backs that little while longer.
Continue back-tracking all the way to that large door, where you'll meet two
guards. One of which will lead you through to the Necropolis.
As well as the various ghosts drifting around this deserted town and the
occasional Wraith or White Balverine you will notice several green dots on your
map. In this area the dots correspond with the numerous grave sites. Some of
these will contain treasures, but most will contain a tablet. Four of these are
our glyphs, the remainder will call forth enemies consisting of Minions and
Summoners. You will notice that one of the grave sites is suspiciously barred
by an all too familiar red barrier. Upon recovering the first three glyphs the
barrier will disappear, which is good. It'll be replaced by an Ice Troll
however, which isn't so good, and upon defeating said Troll the barrier will
re-activate behind you accompanied by two Summoners and two Minions, which is
not good in the slightest. Again, the new spell works wonders here, especially
along with slow-time and physical shield. With the enemies defeated your free
to dig up the last glyph and complete this quest.


*- Meet Scythe in Snowspire Village.
*- Travel to the Necropolis.
*- Retrieve the Glyphs of Inquiry.

5.4 The Oracle's Knowledge.

As soon as you re-enter Snowspire Village the Oracle will awaken and tell you
that Jack of Blades lives and that he is the one behind the reappearance of the
summoners. It will also tell you that you can use Jack's mask to feed the
Archon Shrine and confront Jack of Blades once and for all.

You can also learn a lot from the Oracle by using the glyphs you found. To talk
to the Oracle you must stand in the center of the raised platform and use one
of the new glyph expressions. The knowledge you will receive depends on which
expression you make.

Yeron  - People of Albion.

Moryk  - Legends of the World.

Calran - Lore of Beasts and Fiends.

Avisto - The History of the Land.

There is a lot of back story and updates relating to most of the characters
as well as a lot of other interesting information, which is a lot more than the
few raised eyebrows you'd usually get for performing the YMCA dance in public.


*- Return to Snowspire Village.
*- Receive the Oracle's knowledge.

5.5 The Souls of Heroes.

In Archon's Shrine, Briar Rose will reappear and confide that she has learned
from the inscriptions that Jack himself , though in a new form, is behind the
large bronze gate to the North. To open it and face him in Archon's Folly you
will need to use his mask to feed the shrine the souls of three heroes.

The King of The Arena.

The first soul you will need is that of an Arena Champion. Briar can't help,
but she knows a man who can. Thunder can be found in Knothole Glade.
At this point you can either defeat Thunder and claim his soul or as he
suggests, head to the Arena and claim the soul of champions who dwell there

Killing Thunder:

Fighting Thunder is by far the quickest and easiest way, with the
fight itself relatively simple. He uses exactly the same attacks and strategy
as in your first bout, with the only difference being your increased
superiority. Deal with the relic and teach him what becomes of buffoons that
refer to 65 year old men as "boy" and claim his soul.

Collecting an Arena Soul:

Before hitting the Arena, check your inventory and make sure you've got LOTS of
healing potions, or will potions for physical shield.
Upon entering the Hall of Heroes you'll be confronted by two summoners. Defeat
these and head to the Anteroom where everyone is dead. Note that you can steal
the shop items here but will still get bad points.
Take a deep breath and enter the Arena. Jack is going to have you face four
rounds of enemies which makes your previous visit here seem like an afternoon
in The Picnic Area.

Round One   - An Earth Troll, a Rock Troll and two Minions.

Round Two   - Two Rock Trolls, two Minions and two Minion Summoners.

Round Three - Three Minions and three Balverines followed by three Minion
              Summoners and three Balverines.

Round Four  - Four Minion Summoners and a Summoner followed by another four
              Minion Summoners and two Summoners.

Either way, once you have the soul teleport back to Archon's Shrine to learn
of the next soul.

The Heroine.

For our next trick, we'll be collecting the soul of a heroine, again we are
faced with two choices. One of which is standing right in front of us and the
other is our not long since dead mother. Neither option seems all that noble,
yet that is the decision we have to make.

Killing Briar Rose:

Striking down Briar is our quick and easy option and is extremely tempting
for even the most noble. This part-time hero will use force push, which can be
rendered useless with physical shield, and also has the impressive ability to
disappear and re-appear with five clones. Destroying the duplicates earns you
XP but after you dispose of a couple the rest will evaporate, leaving the real
Briar exposed. She doesn't really have much else to offer and claiming her soul
should be a formality.

Collecting Your Mother's Soul:

Teleport to Oakvale and proceed to the Memorial Garden, here you will be
confronted by several Screamers, You should be able to hack your way through
them with relative ease, as long as you remain alert to their ranged attack.
At the first sign of a glowing string of energy you need to follow it to it's
source as while attached this energy will deplete your health, even with
physical shield, so severing it quickly is essential. Once you have overcome
the enemy your mother will talk to you and ease your conscience before
sacrificing her soul.

Depending on how you collected the second soul you'll either be instructed by
Jack or Briar as to how to satisfy the shrine for the final time.

The Oldest Soul.

The final soul we must collect is that of the oldest hero. There is no quick
and easy option here, just a choice between good and evil. You must either
overthrow the Guildmaster or lay Nostro's soul to rest.

Killing the Guildmaster:

Teleporting to the Heroes Guild, a guard will tell you that the Guildmaster has
retreated to the Guild Woods. Upon approaching the entrance to which you'll be
confronted by a quartet of guards. Dispose of these insignificant puppets and
proceed. Inside the woods you'll be made to battle scores of guards, with the
Guildmaster aiding them with an assortment of magic, including heal-life and
physical shields. With the fall of the final guard the Guildmaster offers you
one last chance of redemption. Agree and you'll be transported to Lychfield
Graveyard. Disagree and you'll be treated to probably the most hilarious moment
of the entire game.

Collecting Nostro's Soul:

Teleport to Lychfield Graveyard, where two sentry guards will tell you of
events beyond the Demon Door. Nostro's ghost has risen and along with an army
of Undead is battling Minions. Entering the Old Grayeyard Path will confirm
this and leave you to battle your way through both sides to reach the Circle of
the Dead. Here you will find Nostro and he will agree to give you his soul only
if you can send him to the other side with honour, by defeating him in battle.
Nostro informs you that he has a number of sworn protectors who will fight at
his side and such is his bond to them that you must defeat them first in order
to harm him. That won't stop him from swiping at you while your doing it
however. You'll want to stay relatively close to Nostro, not so close as he's
continually hitting you though, and dispose of enough of his protectors that he
becomes solid. Once you see him change you'll want to focus on him until he
becomes translucent again. At this point return to his protectors and so on.
With Nostro beaten the third and final soul is yours.

However you acquired it, head back to Archon's Shrine with the oldest soul and
use it to open the Bronze Doors and your way to The Final Battle.


*- Learn how to use Archon's Shrine to face Jack.
*- Retrieve the king of the Arena's soul.
*- Retrieve the heroine's soul.
*- Retrieve the oldest soul.

5.6 The Final Battle.

When your ready, head through the Bronze Doors and face Jack in his new form.
If you've been anywhere near a Fable message board, you won't be surprised to
learn that Jack is a dragon, and dragon Jack has numerous ways to kill you.

Jack's Attacks:

Jack has the ability to summon Minions and Summoners to aid him, whilst they
are intended to distract you, they can cause vital damage if left un-checked.

Jack's ranged attack is a fire-ball that he will spit at you from a hovering
position. The position he takes before releasing it looks exactly the same as
the one he takes before his vulnerable moment, so be prepared to evade before
you go rushing in.

Jack's area attack comes in the form of a devastating blast of dragon breath
that, unless you pay close attention to his movements, can cause serious
damage. His tendency to use this in conjuncture with summoning can be painful.

Jack's melee attack is his most damaging. It consists of him lunging forwards
and a full set of dragon teeth snapping shut around your hero, furthermore it
will come when he is at his most vulnerable.

Slaying the dragon:

As mentioned, the method for dealing with Jack depends on your hero's ability.
Most people will have a well-rounded character and for those people this is the
order of the day. Once the battle begins Jack will be in his vulnerable
position, that being grounded on the edge of the area in front of you.
Immediately cast slow time, physical shield, berserk and multi strike. Top up
your will power and hack away at the dragon's head with your most powerful
weapon. Have enflame ready as you can use it to avoid Jack's melee attack and
you should be able to defeat your nemesis without any problems. If Jack is
still breathing following this initial attack, make sure you follow his
movements closely. Again enflame will save you from ranged or area attacks if
timed correctly. Once Jack lands again, repeat your attack.
For those who have gone through the game as a pure warrior, archer or mage,
I'll assume you've done so for the extra challenge, so Iíll leave you to it.

NOTE. Once Jack is defeated you will have the option of throwing away his mask,
thus destroying him forever. If you do not do this in time your hero will
automatically put it on. FOREVER.


*- Enter Archon's Folly through the Bronze Doors.
*- Defeat Dragon Jack.
*- Destroy or bind yourself to Jack forever.

                                6. Demon Doors.

Darkwood Bordello - This Demon Door requires that you have sex 10 times. With
                    the bordello in the same area this should be easy enough.

Lookout Point     - This door will only appear as part of the expanded main
                    quest, once you've completed the Battle Jack quest, and
                    will open automatically for you, by virtue of the fact
                    you've reached that point in the game.

Necropolis        - This Demon Door wants to be a Silver Chest and to satisfy
                    it you must give it all of your Silver Keys. Whether you
                    have one or all thirty the door will take what you have and
                    let you through, but you'll never get them back. You should
                    ensure that you have opened ALL 12 of the Silver Chests
                    before you do this.

                                7. Silver Keys.

Bowerstone South - You are awarded this key in return for donating all 25 books
                   the Headmaster of the Bowerstone School wants.

Fisher Creek     - You will win this key for placing second in the Fishing
                   Competition. A catch weighing 30g or more is required.

Oakvale          - This key is yours for placing second in the Chicken Kicking
                   Competition. To attain second position you must score 150

The Lost Bay     - You can find this key by digging up the grave near the
                   abandoned house.

Necropolis       - This key can be found by fishing over the ripple in the
                   water, near the Demon Door.

                              8. Silver Chests.

The Lost Bay - This Silver Chest requires 30 keys to open it. Inside you will
               find The Avenger, plus one of each of the precious stones in the

Necropolis   - This chest contains Archon's Battle Armour. To get inside you
               will need 25 Silver Keys.

                                  9. New Items.

9.1 Weapons.

Avo's Tear:

This Sword was imbued with extraordinary power when the Guild Mage Solcius used
it in a spell to close a large vortex. For a long time, it has existed only as
a myth among acolytes. It's strength rivals even the Sword of Aeons.

Orkon's Club:

Often mistaken for a Hobbe, and sometimes a baby Troll, Orkon was a diminutive
warrior who shunned society and lived in the mountains. Enemies would sometimes
laugh as they saw his small form charging towards them with this club in his
hand. It was usually the last thing they did.

The Avenger:

This mystical weapon belonged to Wheldon, a Hero whose family and home were
ripped to pieces by demonic creatures. Wheldon made a bargain with a
necromancer: he would trade his life for a Sword strong enough to kill every
last one of those beings. The Hero's heart was placed in the center of the
blade, and when his revenge was complete it became part of the steel, as
Wheldon's lifeless body fell to the ground.

The Bereaver:

The origins of this broadsword are soaked in mystery, as well as blood. Though
it is thought to have been wielded by one of the Guild's most evil Heroes, no
record has been found of his name. Some say it belonged not to a man but to a
demon, and that is why it gleams with the fires of hell.

9.2 Clothing.

Bright Wizard Hat:

Some say wizard hats are specially designed to channel the mental energies of
the Will. Others say they are specially designed to look stupid. This one is
commonly worn by benevolent magic users.

Dark Wizard Hat:

Some say wizard hats are specially designed to channel the mental energies of
the Will. Others say they are specially designed to look stupid. This one is
commonly worn by evil magic users.

Fisherman Hat:

A strong aroma of dead fish permeates this hat, decorated as it is with the
hooks of great fishermen of the past.

Chicken Hat:

Once used in the three-day ritual of the worshippers of the chicken god Eggtor,
it is now more commonly seen on the heads of cheats and cowards as they are
driven out of towns, pelted with tofu sandwiches by angry villagers.

Pimp Hat:

Although they have fallen into disuse and are considered tacky by the majority
of the population, these hats are still synonymous with cocky attitudes,
chauvinism and a unique approach to bordello management.

Redhead Wig:

The art of prostitution is littered with an odd cornucopia of props. This is
one of the least insalubrious, used to please carrot-top fanciers.

Holy Warrior Helm:

Two hundred years ago, a war broke out between the temples of Avo and Skorm.
The Holy Warriors flew the banner of their righteous god, and mirrored the
demonic look of the Skorm soldiers in order to strike fear into their enemies.

Daemon Warrior Helm:

Two hundred years ago, a war broke out between the temples of Avo and Skorm.
The Daemon Warriors flew the banner of their evil deity, and terrorised all
that came in their way with their infernal, beastly visage.

Archon's Battle Armour:

Worn by the legendary king of Archon in his youth as he led battles against all
of Albion's enemies. The armour's pieces are made out of the remains of the
last Platinum Troll to walk the land before becoming extinct, and is still the
hardest substance known to man.

Fire Assassin Outfit:

The Fire Assassins were members of a Dragon cult outlawed by the Old Kingdom.
They burned the blood of their victims in dark rituals intended to gain favor
with the Dragons of the North.

                                   10. Legal.

This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.
Everything in this guide is covered by the above, with exception to section 9.
New Items, as this was taken directly from the game and therefore is not my
Fable The Lost Chapters is copyright of Lionhead Studios Limited 2005.

                                  11. Credits.

I'd like to thank Lionhead Studios for finishing what they started.
I'd like to thank Billy and Charlie Biggles for their patience.
I'd like to extend special thanks to Roy Keane for 12 magnificent years of
service to Manchester United and I'd like to thank John Lennon for trying on
our behalf, Happy Birthday John.

If you REALLY need to contact me you can at dave_lcd@hotmail.com but any
questions are more likely to be answered by the boards and any criticism
most likely to be ignored.