Where are all the clues in the game fable. Fable: The Lost Chapters Walkthrough

Antipyretics for children are prescribed by a pediatrician. But there are emergency situations for fever when the child needs to be given medicine immediately. Then the parents take responsibility and use antipyretic drugs. What is allowed to give to infants? How can you bring down the temperature in older children? What medicines are the safest?

19. 11. 2005 07:29

Main quest: Birthday Gift.
Main task: Give your sister a birthday present.
Current task: Find a merchant and buy a gift from him for his sister.
Fulfillment: Watch a video in which the father of the protagonist will remind you of his sister's birthday. The gift for her is worth three gold coins. The father promises to thank you for every good deed with one gold coin. In the game, you can perform several good deeds with which you can earn the necessary amount of money:
1. Search for a teddy bear named Rosie.
On one of the streets of the city you will meet a little girl who will ask you to look for her toy (the location of the girl is very difficult to predict, since she never stands still). In order to complete this quest, you must first complete the "Hooligan" quest. Then find the girl and return the toy to her.
2. Barn.
As soon as you approach the barn, a man will run out to meet you and ask you to guard the goods instead of him while he, obeying the call of nature, moves around the corner. Wait a while near the barn until the watchman returns, then return to your father for a reward.
3 Hooligan.
Follow the green marker and you will see a bully bullying a toddler. Talk to the child and he will ask you to teach the bully a lesson. With a few kicks, convince him that children should not be bullied. As a token of gratitude, the kid will give you a teddy bear, necessary for completing the "Finding Rosie" quest. But if you have chosen the path of evil, you should beat the child and he will gladly give you the toy.
4. Treason.
Near one of the houses is a woman looking for her husband. She does not even assume that her husband is now in the arms of a rival. Telling her about the reason for the disappearance of her husband, you will receive a plus to the reputation.
You can also earn a ringing coin by completing tasks that lead to a loss of reputation:
1. Treason.
Behind one of the houses you can catch a couple in love, which is marked with a green marker on the map. Approach the young man, and he will offer you one gold for not disclosing the secret of his betrayal. By agreeing to its terms, you will lose your reputation
(-2).
2. Kid provocateur.
During the "Barn" quest, a child will contact you. He will offer to smash all nine wooden barrels in the barns to smithereens. Following his advice, you will find a coin in one of the barrels and get -2 reputation.
After completing all the tasks, return to your father for a reward. As a result, you will have six gold coins in your pocket - twice as much as you need. Go to the merchant and buy a box of chocolates from him. Then move to the city gates, near which there are fields of wheat. On one of them you will find the sister of the protagonist. Give her chocolate, thereby activating a short cutscene in which you will be shown that bandits have raided the village.
Current task: Go back to your house to find your family.
Fulfillment: As soon as the control of the main character passes directly into your hands, run to the place marked on the map. Over the bridge and down the street. Near your house you will find the body of your father.

Main Quest: Guild Training.
Main objective: Stay in the Guild and acquire the necessary skills to become a Hero.
Current task: Find the Guild Master to start training.
Execution: Go to the training field, and talk to the Guild Master. You need to hit the scarecrow several times with your fists, then with a stick. After that, only the sphere of experience will remain from him - pick it up.

Quest: Melee Combat Test.
Main objective: Exterminate the bugs that have infested the forests of the Guild.
Fulfillment: Go to the gate leading to the forest. Arm yourself with a stick and exterminate 10 bugs. Since they are quite weak, a few hits will be enough to destroy them.
Reward: Gold - 20;
Glory - 30;
Extra glory - 10;
Experience - 10.

Current Objective: Meet the Guild Master at the exit of the Guild Forest to continue training.
Fulfillment: After leaving the forest, approach the Guild Master and tell him that you are ready to become a student of the Guild.

Secondary quest: march.
Location: Garden of the Guild of Heroes.
Main objective: Break the record.
Fulfillment: In the garden you will meet two students arguing about which of them is the best runner. Talk to one of them and offer to beat his record. Now all you have to do is run to the Demon Door and back within 50 seconds.
Reward: 25 gold coins.

Secondary Quest: Apple Pie.
Location: Guild of Heroes Kitchen.
Main task: Find four apples.
Solution: The cook will ask you to find four ripe apples she needs to make an apple pie. Since apples are scattered in abundance throughout the Guild, it will not be difficult to collect the required amount of fruit.
Reward: Blueberry Pie.

Current task: Meet the Guild Master near the ring to continue training.
Fulfillment: Run for Whisper to the ring. The Guild Master will give you a sword and offer you to learn how to handle it in battle. Whisper will be the sparring partner. Use the hotkey "Q" to arm yourself with a sword and inflict a few blows on her, which she will try to parry. Then you will need to block her attacks. And finally, the last test, in which you need to defeat Whisper using a combination of attacks and blocks. Do not forget that if your sword starts to glow, then you have the opportunity to press the right mouse button and carry out a powerful blow that cannot be blocked.

Current Objective: Meet the Guild Master near the shooting range to start shooting practice.
Fulfillment: Run to the shooting range and take the bow from the Guild Master. With it, you need to hit three stationary targets. Then you should earn as many points as possible in a minute by hitting three types of targets. Hitting a close target will earn you three points, a mid-range target will earn you six, and a long-range target will earn you nine. Don't forget that the longer you draw the bow, the more damage you will deal. Also, while pulling the bowstring, you can press the right mouse button to manually aim. Use the mouse wheel to zoom in and out.

Current Objective: Meet the Guild Master on the island next to the waterfall to start Willpower training.
Fulfillment: Talk to the Guild Master, and he will tell you how to use magic. Then he will offer you to practice on mannequins. Hold the left "shift" and the left mouse button in order to hit the target with lightning.

Quest: Will Combat Test.
Primary Objective: Explore the Guild Forest with Whisper.
Fulfillment: Go to the gate and talk to Whisper. She will take you to the forest. There you will notice three bandits. Kill them using either magic or a bow. If you get hurt, Whisper will heal the injury.
Reward: No.

Current task: Meet the Guild Master near the library.
Fulfillment: Talk to the Guild Master and say that you are ready for the final test.

Secondary Quest: Melee Grade.
Location: Ring.

Fulfillment: Near the ring there is a student who will offer you a valuable prize if you earn 5+ in a duel with Whisper. The rules are the same as for melee training. Defeating her will reward you with a powerful weapon.
Reward: Katana.

Secondary quest: Marksmanship score.
Location: Tire.
Main objective: Get 5+.
Fulfillment: Near the shooting range there is a student who will offer you a valuable prize if you get 5+ in archery. The rules are the same as for shooting practice. Earn more than 150 points in one minute and get a valuable prize.
Reward: Crossbow.

Secondary quest: Evaluation on the use of magic.
Location: Island.
Main objective: Get 5+.
Fulfillment: There is a student on the bridge who will offer you a valuable prize if you get a 5+ in magic use. Hit 12 targets with lightning in 30 seconds.
Reward: Will Potion, Resurrection Phial.

Secondary quest: Hunting sparrows.
Location: Garden.
Main objective: Kill all the sparrows.
Fulfillment: One of the students will ask you to exterminate every sparrow that you find on the territory of the Guild. For each sparrow killed, he will pay five gold pieces. Examine the roofs and crowns of trees. It is in these places that you can usually find these birds. To complete this quest, you need to kill seven sparrows.
Reward: 35 gold coins.

Current task: Go to the forest to start the final test.
Fulfillment: In the forest you will meet Maze. To pass the final test, you need to try to hit Maze seven times with a sword, hit him with an arrow and use magic against him. Once you have successfully passed the last test, return to the Guild, where you will be awarded the Guild Seal. Then you can spend your experience to improve skills.

Reward for completing the main quest: Extra gold - 24;
Extra glory - 64;
Experience - 615;
Items: Resurrection Phial x 2, Lamp, Health Potion x 2, Will Potion, Apple Pie.

Main quest: Wasp Menace.
Main task: Destroy all wasps.
Fulfillment: Go to the fork. A frightened peasant will run out to meet you, who will ask you to quickly follow him and save his friends. He will show you the way to the picnic area. Here you must destroy all the wasps. It is better to use magic against them. Once all the wasps are dead, their queen will appear. You should kill her as quickly as possible, as she constantly calls for reinforcements. Use all available means to deal effectively with it, but don't forget about the annoying little wasps it summons. Don't forget to collect all the items in this area.
Reward: Gold - 500;
Glory - 200;
Extra glory - 76;
Experience - 875;
Items: "Wasp Queen's Head" trophy.

Secondary quest: Bully and beggar.
Location: Fork.
Main task: Help either a beggar or a bully.
Fulfillment: Next to the statue you will see a hooligan joking with a beggar. They both ask you for help. If you want to help the bully, you should scare the beggar with a couple of punches and draw a sword. The terrified beggar will run away and you will earn 20 evil points. If you still want to do a good deed by scaring the bully away from the beggar, then you should use all the negative expressions available to you on the joker. The bully will leave and you will receive 20 kindness points.

Bowerstone South

Main quest: Maze's Information.
Main Objective: Maze is waiting for you outside the tavern in Bowerstone.
Fulfillment: From the fork, you should go north, where you will find the city of Bowerstone. Its inhabitants will tell you where the tavern is, next to which Maze is waiting for you. Talk to him, and he will please you with the fact that rumors are circulating around the city about your sister, who allegedly survived the attack of robbers. Now you should return to the Guild for a new quest.

Secondary quest: Book Collection.
Location: School.
Main task: Find suitable books.
Fulfillment: At school you will find a teacher who will ask you to donate some book to the school library. Each time you find another book, you can take it to the teacher and watch a video that will tell a summary of the book.
The main reward for completing this quest is a silver key. In order to get it, you need to give the school teacher 25 books scattered throughout Albion. Here are their locations:
1. Creatures of Albion Book I - Heroes' Guild;
2. Creatures of Albion Book II - Heroes' Guild;
3. Creatures of Albion Book III - Heroes' Guild;
4. The Old Kingdom - Heroes' Guild;
5. The Dragons - Heroes' Guild;
6. The Other Land - Heroes' Guild;
7. The Northern Wastes - Heroes' Guild;
8. The Tale of Twinblade - Heroes' Guild;
9. The Arena– Heroes' Guild;
10. A Love Story - Heroes' Guild;
11. The Pale Balverine - Heroes' Guild;
12. The Tale of Maxley - Heroes' Guild;
13. Jack of Blades - Heroes' Guild;
14. Making Friends - Heroes' Guild;
15. Windbreaker Rule Book - Bowerstone South;
16. The Repentant Alchemist - Bowerstone South;
17. Eyes of a Killer - Bowerstone South;
18. The Guild of Zeros - Bowerstone South;
19. You Are Not a Bad Person - Bowerstone South;
20. The Trials of Aarkan - Oakvale;
21. The Oakvale Raid - Oakvale;
22. The Sock Method – Oakvale;
23. The Ugly Guide - Oakvale;
24. The Balverine Slayer - Knothole Glade;
25. The Tailor's Tragedy - Bowerstone North.
Reward: Bright Wizard Hat, Silver Key.

Secondary quest: The Sick Child.
Location: Barracks.
Main task: Find four mushrooms.
Fulfillment: You do not need to look for NPCs to activate this quest - they will find you. Just walk the streets and a little girl will run up to you begging you to follow her. She will lead you to the barracks where the sick child is. For his treatment, his mother asks to visit the witch. The witch's house is located near the pier. The witch will say that in order to prepare medicine for the child, you need to find four mushrooms. The task is quite difficult, but well paid.
You can find the first mushroom in the Guild of Heroes. On the island near the demon doors on the water, you will see a splash. Take a fishing rod that you can buy in Bowerstone South and cast it into the water. Instead of a fish, you will catch a mushroom. You will get another one from the girl in the picnic area if you make her laugh three times. To do this, use all the expressions available. The third one you can buy from a merchant in Barrow Fields for 1500 gold coins. The latter you will get by completing the quest "Letter from Cyril".
Now return to the witch and give her all the collected mushrooms. From them, she will brew a potion that you need to deliver to the mother of a sick child. Give her the witch's potion and get your reward.
Award: Gold - 2000;
Glory - 200.

Secondary quest: Fist Fight Level 1.
Location: Berth.

Fulfillment: Every night, lovers of fisticuffs gather near the barn. In order to take part in them, you need to talk to the organizer of the battles. Submission of the application will cost 50 gold. In the ring, you need to defeat all four fighters, including the organizer himself.
Reward: 250 gold coins.

Secondary quest: Beardy Baldy.
Location: Berth.
Main task: Change the appearance.
Fulfillment: On the pier you will find a man who will offer you to meet his daughter. However, in order for her to like you, you first need to change the hair like on the map "The Pudding Basin", then grow a beard "Mutton Chop Beard" and finally a mustache "Trader Style Moustache". Return to the pier, where a not entirely pleasant surprise awaits you.
Reward: Gold -100;
Glory - 100;
Items: Tattoo card "Fire Monkey".

Main quest: Defend Orchard Farm (Attack Orchard Farm).
Main task: Protect the farm from bandits attack (Together with the bandits, attack the farm).
Fulfillment: In the guild, two quests will be available to you, differing from each other only in the way they are completed. To earn kindness points, choose the defense of the farm. However, if you have chosen the path of evil, it will be more profitable for you to attack the farm along with the bandits. Don't forget to use the Boast feature. With it, you can earn more money and respect. Also, don't forget to bring someone with you to the company.
Travel to Greatwood and go south to the farm. But the side entrance to the farm is closed, so you'll have to take a detour. Go west. Along the way, you will meet merchants who have been attacked by wasps. Protect them and they will offer you low prices for their products. Once on the lake, you will find bandits. Kill them and go east following the signs. However, this path is only open for completing the quest to protect the farm. To protect her, you need to exterminate every bandit who encroached on farm supplies. The guard will help you with this.
If you still decide to attack the farm, then you need to return to the side entrance and meet the bandits there. Once they blow up the barricaded entrance, three guards will appear. Kill them and lead the bandits to the barn. There, each of them will take a box and carry them to the exit. At this time, you need to fight off the constantly arriving guards.
Once you complete one of these tasks, Whisper will appear. She doesn't care if you attack the farm or guard it. Either way, you'll have to fight her. On it you can learn how to use "strong blow". Defeat her and get your reward. But most importantly - do not forget to open the chest located near the entrance to the garden, in which you will find "Treasure Clue 5".
Reward: Gold - 750 (1000);
Extra gold - 465 (if you used "bragging");
Glory - 400;
Extra glory - 50;
Experience - 1000;
Items: "Whisper's Brooch" trophy.

Secondary quest: Hobbe Killing Contest.

Main objective: Win the competition.
Fulfillment: A lot of dwarfs have divorced on the farm, eating crops and fruit crops. The farmer asks you and Whisper to kill all the dwarfs. However, you need to kill more of them than Whisper in a few minutes. Try to finish off the half-dead opponents that Whisper has already managed to injure as quickly as possible. Thus, you can easily surpass its result.
Reward: Gold - 900;
Extra gold - 500 (considering the use of "bragging");
Glory - 200;
Extra glory - 150;
Experience - 700;
Items: "Hobbe Tooth" trophy.

Secondary quest: Orchard Farm Escort.
Location: Lookout Point.
Main task: Take the merchant to the farm.
Fulfillment: Near the exit from the Guild, a merchant will be waiting for you, who will ask you to take him to the farm safe and sound. He will pay 125 gold as an advance. Tell him to follow you using the expression "follow". You can also stop it with the "stand" statement. At the end of the journey, he will give another 375 coins.
Reward: Gold - 500;
Glory - 100.

Secondary quest: Fishing Lesson.
Location: Fisher Creek.
Primary Objective: Learn how to fish.
Fulfillment: Entering the territory of Greatwood, iditol to the north into Fisher Creek. The fisherman living there will ask to be rid of the invasion of wasps that interfere with fishing. Exterminate all insects, and he will offer you to practice catching fish using a fishing rod of his own making. He will point to splashes on the water - that is where you need to throw the fishing rod. As soon as you see a bite, click the left mouse button once. As soon as the fish stops unwinding the line, you need to press the button as quickly as possible. However, do not overdo it, as the stretch line may break.
Reward: "Golden Fish" trophy, Silver Key.

Secondary quest: Hobbe Cave.
Location: Guild of Heroes.
Main Objective: An elderly woman from Greatwood asks you to find her grandson.
Fulfillment: To begin with, you should visit an elderly woman in Rose cottage. Following the signs, you will come to her house. Knock on the door and talk to her. She will say that the grandson may have gone down into the caves to search for treasure. As a load, she will give "Hexagon Key" - the last thing left of her grandson.
Make your way to Greatwood Caves and go inside the cave. Kill the inhabitants of the cave and enter the first door. Here is a bandit who is guarded by dwarfs. Kill the guards and free the robber. He will offer to accompany you. Better agree, because it will still come in handy. Move on. Behind the next door are some dwarfs guarding a chest that requires five silver keys to open. Now head to the throne room, collect all the treasures hidden in the chests, and go to the door leading to the tunnel. It is to open it that you will need the aforementioned "Hexagon Key". After going through the tunnel, you will see a boy who is being held in an energy field. Approach him, and a cutscene will appear on the screen, in which a certain flying creature will offer you to exchange the boy for any other person. Is the bandit still alive? Good! You can change the child to him. If he has been dead for a long time, you can return to the nearest city and bring another person. But if you decide to fight, do not waste a minute - attack. As soon as you hit the creature, dwarfs will start descending the stairs from above. If you have one of the most powerful spells in the game ("Infernal wrath" for example), then you have nothing to fear. If not, use a fireball or lightning bolt to kill the flying creature, as it will always call for reinforcements consisting of dwarfs.
Now it is necessary to bring the grandson safe and sound to his grandmother. Order him to follow you and break through to the exit from the cave. It is also worth constantly monitoring the health of the child, since his death will mean restarting the quest. After getting out of the caves, just take him to the grandmother and talk to her.
Reward: Gold - 5500;
Extra gold - 2800;
Glory - 400;
Extra glory - 1000;
Experience - 18000;
Items: "Hobbe Head" trophy.

Secondary quest: Ghost Granny Necklace.
Location: Orchard Farm.
Main objective: Find the necklace.
Fulfillment: Go to Orchard Farm, and the farmer will ask you to visit the grave of his deceased mother. Approaching the tombstone, you will see the ghost of an elderly woman. The deceased will ask you to take away from the bandit who took her life, a necklace that belongs to her family and passes from generation to generation.
Go to the lake, and a ghost will appear again to point you to the killer. Eliminate him, and take the necklace that you find in his pockets to the farmer. He will reward you for your good deed.
Reward: Gold - 500;
Glory - 200.

Main quest: Trader Escort.
Primary Objective: Escort the merchants to Barrow Fields safe and sound.
Fulfillment: Having taken this quest in the Guild, go to Greatwood, guided by the signs. When you get to Greatwood Gorge, be careful, because there is a bandit camp here. You can pass this camp without problems by paying one of the bandits. But it is advisable to kill them all, because you will find a lot of valuable things from them. You don't have to kill all the robbers. It is enough to kill the leader, the rest will scatter in horror.
In Darkwood you will meet two merchants - it is them that you need to escort to Barrow Fields. Order them to follow you and lead them to Darkwood Marshes. Along the way you will meet a lone wounded merchant who will ask permission to join your company. You should not succumb to his persuasion, as he has been infected and may soon turn into a terrible beast. Either way, lead the merchants through Darkwood Marshes to Darkwood Lake. Here the road to the east leads to Darkwood Bordello, but for technical reasons this path is closed to you. But soon you will be able to visit this place and indulge in love pleasures. On this lake, you will also meet several bandits and explosive mushrooms, which it is advisable to hit with an arrow from a distance so that they do not detonate next to you, thereby causing you significant damage.
Arriving at Darkwood Camp, you can relax, as there is not a single enemy here, as well as stock up on provisions from the local merchants. At this time, your companions will be able to restore their vitality. You can also visit the Chapel of Skorm, where the priests of this chapel, performing ritual sacrifices, will give you evil points as a reward.
Having gathered your strength, go to the Ancient Cullis Gate - this is where the third merchant will turn into a beast. Kill him and the rest of the enemies and go to Darkwood Weir, where you will meet the Earth Troll for the first time on your way. The funniest thing in the fight against this opponent is the fact that you can beat off the boulders launched by him with a sword directly at the Troll, thereby causing him huge damage. To more effectively beat off stones, use the "Slow Time" magic and any sword with a light weight.
Now all you have to do is deliver the merchants to their destination in Barrow Fields and collect your reward.
Award: Gold - 2000;
Extra gold - 3700;
Glory - 500;
Extra glory - 300;
Experience - 1100;
Items: "Trader's Feather" trophy.

Secondary quest: Chapel of Skorm.
Location: Chapel of Skorm in Darkwood.
Main task: Sacrifice.
Fulfillment: If you have chosen the path of evil, visit this chapel. Here you can bring people to the priests for ritual sacrifices and get evil points for this. Of the potential victims, priests prefer women. And the best options are bodyguards from the city of Oakvale, Temple of Avo and Twinblade's Camp. It is advisable to bring them to the chapel at midnight, since at this time of the day the priests are most supportive of generous gifts. For all three bodyguards, you will get the opportunity to rejuvenate by eight years and get the title "Necromancer". However, the main prize for effort is Skorm's Bow. This bow is a very valuable acquisition (the cost of the bow is 54720 gold coins, the damage is 264).
Reward: Skorm's Bow.
Oakvale

Main quest: Maze's New Information.
Main Objective: Meet Maze outside the tavern in Oakvale.
Fulfillment: Maze has some good news for you. Perhaps the local leader of the bandits will tell you about the fate of the protagonist's sister. Return to the Guild of Heroes and receive a new quest.

Main quest: Find the Bandit Seeress.
Main task: Find a blind seer who has information about the protagonist's sister.
Fulfillment: From the city of Oakvale you need to get to the Clifftop Path, from which the main quest will begin. But in order to get into the bandit camp, you first need to go through the guards and enter the gate. In order to get through security unnoticed, you need to enter "stealth" mode ("caps lock" by default). Hide from the bandits behind trees and rocks, otherwise, if they see you, the gate will close and you will have to wait for a while. After passing the gate, you will find yourself on an abandoned road. Now, in order to get to the robbers' camp, you need their clothes, consisting of five parts, which is located in the chests. Search all five chests and change clothes. Now that you look like a bandit, head to the camp, talk to the guard, and he will open the gate for you.
Here you are in the bandit camp. But in order to complete the quest, you need to get to the elite camp of the leader of the robbers. However, there is no way to go there without a pass. You can either buy a pass for 1000 gold coins from the bandit standing to the left of the stairs leading to the elite camp, or win it from the gambler located in the tavern. The game is pretty simple. In order to win, you need to win in 35 seconds in each of the five rounds, remembering the pieces that are on the table and discarding the extra ones.
Now that you have a pass in your pocket, present it to the guard and enter. Go to the next gate leading to the tent of Twinblade - the leader of the bandits. However, you will not be able to get to his reception, as he is celebrating some event. In order to open the gate, you need to choose between killing all the bandits in the camp, bribing mercenaries to commit sabotage (2000 coins), or freeing the hostages (for this you have to kill the guard and pick up the only key). Either way, go through the open gate and face Twinblade. You need to deprive him of at least half of his life force. Then watch a video in which you will find out what happened to the protagonist's sister. Now you have to decide what to do with Twinblade. You can either finish him off or leave him alive.
Reward: Gold - 4500;
Extra gold - 1500;
Glory - 1000;
Extra glory - 500;
Experience - 1800;
Items: "Bandit's Seal" trophy.

Main quest: Maze's Request.
Main Objective: Maze wants you to visit him at the Guild of Heroes.
Fulfillment: Using the teleporter, go to the Guild and talk to Maze, who is marked on the map with a gold marker. He will ask you to look for his missing Archaeologist friend.

Secondary quest: Fist Fight Level 2.
Location: Arena in Oakvale.
Primary Objective: Win fistfights.
Fulfillment: Every night, fans of fisticuffs gather in the arena near the barns. In order to take part in them, you need to talk to the organizer of the battles. Submission of the application will cost 50 gold. In the ring, you need to defeat all five fighters, including the organizer himself.
Reward: Gold - 400;
Glory - 100.

Secondary quest: Fist Fight Level 3.
Location: Arena in Twinblade Elite's Camp.
Primary Objective: Win fistfights.
Fulfillment: Every night in the arena in the camp of bandits fisticuffs are arranged. The rules are the same as in the previous battles, but this time it is necessary to defeat six rather strong fighters.
Reward: Gold - 600;
Glory - 200.

Secondary quest: Letter from Cyril.
Location: Well.
Main task: Bring the letter.
Fulfillment: In order to sign up as a postman, you first need to talk with the girl Myra, who is standing at the well in the eastern part of the city. She will say that while walking at a party in the forests of the Guild, she met a handsome guy. Now she wants to know if he has a similar liking for her.
Go to the Guild of Heroes and look for Cyril in the forest. He will ask you to give the letter to his beloved Myra. Give her a love message and get Myra's Answer plus 20 kindness points from her. Return to Cyril and he will reward you for your efforts with the mushroom you need to complete the quest "The Sick Child".
However, if you follow the path of evil, you can give Maira the "Letter of Cyril" on your behalf, thereby making her fall in love with you. And you can tell Cyril himself that his beloved is already taken. You will receive evil points and a mushroom to boot.
Reward: Mushroom.

Secondary quest: Chicken Kicking Competition.
Location: Eastern part of the city.
Main task: Get rid of the ghost that frightens the participants of the competition.
Solution: The organizer of the chicken throwing competition will ask you to rid the east coast of an annoying ghost that scares away the participants in the competition. But in order to drive him away, you first need to complete the quest "Treasure of the ghost pirate". After completing it, you will be able to participate in competitions.
Before you launch the chicken into flight, pay attention to the pier. It is divided into several parts, which determine how many points the participant will earn when the chicken hits a certain zone. 50 points will reward you with a rather funny "Cock-A-Doodle-Do" expression, 150 points will reward you with a silver key, and 250 points will reward you with a funny "Chicken Hat". After you win all valuable items, you will receive cash rewards as a prize. 50, 100 and 250 respectively.
Reward: Depending on the result.

Secondary quest: Treasure of the Ghost Pirate.
Location: East coast.
Primary Objective: Help the ghost find peace.
Fulfillment: Go to the coast. There you will see the ghost of a pirate who will ask you to help him find peace. To do this, you need to dig up his treasures and give them to his widow. Treasures are buried on the southwest coast to the left of the pier. Arm yourself with a shovel and dig up the treasure (500 gold), then give the money to the widow. Then return to the ghost, and he will tell you where his treasures are buried. Go to the city cemetery and to the left of the statue with an ax dig up the treasure.
Reward: Gold - 100;
Glory - 150;
Items: Golden Key, Obsidian Greataxe.

Secondary quest: Trader Rescue.
Location: Guild of Heroes.
Primary Objective: Rescue three merchants who are being held captive by bandits.
Fulfillment: After receiving this quest in the Guild of Heroes, go to the bandit camp using the teleporter. A guard will meet you at the entrance and explain the situation. Now go down, destroying the robbers along the way. The first merchant is marked on the map with a green marker. Talk to him and order him to follow you. Now head to the elite camp, as the remaining merchants are located there. Release both and order them to follow you. Now it remains to bring them out of the camp safe and sound.
Reward: Gold - 5000;
Glory - 400.

Secondary quest: Trader Massacre.
Location: Guild of Heroes.
Primary Objective: Kill all guards and merchants.
Fulfillment: After receiving this quest in the Guild of Heroes, go to Barrow Fields using the teleporter. At the entrance you will be met by a bandit who will explain the situation. Quickly cross the bridge and kill all the guards that will come across on your way. There are approximately 25 of them. Then, when the deed is done, the bandits will catch the merchant and offer you to kill him. However, you can refuse, earning good points in the process.
Reward: Gold - 5000;
Glory - 400.

Secondary quest: Murder with a Twist.
Location: East side of Oakvale.
Main task: Eliminate the killer.
Fulfillment: In the eastern part of the city behind the house there are three guards. The Sheriff will ask you to find and finish off the killer. Go to the bandit camp and find the right killer. Then eliminate him along with his bodyguards, take the contract to kill and return to the guards for a reward (1000 gold).
However, there is another scenario. You can succumb to the persuasion of the killer and eliminate his pursuers for 2000 coins (you can bargain and increase the amount to 2500 gold). In this case, return to Oakvale and kill the guards who gave you this task. This way you will earn more money and evil points.
Reward: Gold - 1000 (2500);
Glory - 150.

Main Quest: Find the Archaeologist.
Main task: Find the missing Archaeologist.
Fulfillment: In the Guild of Heroes, go to the teleporter and move to Witchwood. Once in the forest, you need to cut your way through the thickets and come face to face with the Mountain Troll. After killing him, continue your way north to the Witchwood Stones. Here you will find a door that will only open to those who know its name. You can get the name from the guy in the Temple of Avo, but you will need to give something valuable for him. Better go back to the door and not far from it you will find four stones on which the letters (H, T, I, S) are written. The first thing that comes to mind for most players is the word "SHIT", but don't say that name out loud, as the door, offended by your ignorance, will unleash its guards on you. Her name is actually pronounced "HITS". In order to pronounce it, you need to hit the stones in the correct sequence with something heavy - a sword for example. Then return to the open door and go inside. After a short cutscene that ends the quest, don't forget to search the cave well and use the 15 silver keys to open the chest, where you will find "Health Augmentation".
Reward: Gold - 1200;
Extra gold - 100;
Glory - 0;
Extra glory - 250;
Experience - 5000;
Items: All found in the cave.

Main quest: White Balverine.
Primary Objective: Protect the citizens of Knotehole Glade.
Fulfillment: After completing the quest "Find the Archaeologist", return to the Guild of Heroes for this task. For a good fee, you will be asked to protect the settlers from the attack of creepy creatures. Use the teleporter to return to Witchwood and, following the signs, look for the settlement of Knotehole Glade. In front of the city gates, you will see one of these creatures eating the remains of some poor fellow. Kill this creature and the other five that will appear after its death. Try to keep them away from the settlers trying to open the gate, as their death will mean the mission fails. Once all creatures have been eliminated, enter the gate and watch a short cutscene. In it you will see the White Balverin, who attacked the city. As soon as the cutscene ends, get ready to defend yourself, as the creature is quite fast and dangerous. Give him about ten powerful blows and Balverin will run away. Now you need to return to the headman of the village and talk to him. He will tell you that one great hunter tried to hunt down and kill the White Balverin, but in the battle with him he died a heroic death. Perhaps his widow knows how to kill the beast. Wait a bit until the beast attacks again, hit it 10 more times and a cutscene will start where the widow will give you a "Silver Augmentation" with which you can kill Balverin. However, it is not necessary to use it in weapons. When the beast reappears, you will need to deal 5 more hits to it and it will flee to its lair. The headman will tell you where his lair is and advise you to immediately go there.
Following the signs, get to the lake and see the beast you wounded. Try to get close to him unnoticed and attack with the most powerful magic you have learned. Do not forget that every time, as soon as Balverin loses a quarter of his life with your help, his comrades in arms will come to his aid. Each time there will be more and more of them. As soon as the beast falls, return to the village and talk to the headman.
Reward: Gold - 6200;
Extra gold - 2900;
Glory - 800;
Extra glory - 300.
Experience - 3500;
Items: "White Balverine's Head" trophy.

Secondary quest: The Sword in the Stone.

Main Objective: Pull the sword out of the stone.
Fulfillment: In order to draw this sword, you will have to increase all the physical data of the main character (strength, health and constitution) by +5, +3 and +2 (or up to a maximum) respectively. Believe me - the effort is worth it, because the main feature that distinguishes this sword from other more powerful murder weapons is its weight. Since this sword belongs to the "Light" class, you will be able to deal more blows in the same time compared to the "Heavy" class weapon.
Reward: Gold - 100;
Glory - 100;
Items: The Harbinger (cost - 44100 gold coins, damage - 198, Sharpening Augmentation, Piercing Augmentation).

Secondary quest: Temple of Light.
Location: Temple of Avo.
Main task: Donation.
Fulfillment: In this Temple, you have the opportunity to donate gold coins and earn good points. But in order to get the main prize - The Sentinus, you need to donate 32,000 coins. Do not be stingy, as this mace is worth it (its price is 62475 gold coins, damage is 255). Also, if your donations exceed 48,000 gold, as a token of gratitude, the priests of the Temple will rejuvenate you by ten years. And if you donate 64 thousand coins to the Temple, you will receive the title "Paladin".
Reward: The Sentinus (cost - 62475 gold coins, damage - 255, Piercing Augmentation, Silver Augmentation).

Secondary quest: Fist fight level 4.
Location: Arena in Knotehole Glade.
Primary Objective: Win fistfights.
Fulfillment: Fisticuffs are held every night in the arena in the village of Knotehole Glade. The rules are the same as in the previous battles, but this time it is necessary to defeat seven rather strong fighters.
Reward: Fist Fighters Trophy.

Main quest: The Arena.
Main Objective: Earn gold and fame by participating in duels in the Arena.
Fulfillment: Take this quest in the Guild of Heroes and head to the teleporter. From Knotehole Glade follow the signs to the Arena. Now you should talk to the guard at the gate. Give your consent to participate in fights and he will let you through. Inside, you will be given a brief briefing on the rules for fighting in the Arena. After the video, you can buy or steal (do not be afraid of the guards - theft is not punishable here) the things you need from the merchant and ask experienced fighters. Then, to get to the Arena, talk to the guard standing at the gate and get ready for battle.

Round 1: In this round, your opponents will be hordes of wasps. As soon as you send the first batch of insects to the next world by express, the countdown will begin until the second batch appears. In total, there are four waves in this round of 10 wasps each.
Reward: 100 gold coins.

Round 2: Now you have to fight off a horde of militant dwarfs. The task is not pleasant, because they are always trying to surround you. Don't let yourself be cordoned off. Using "Force Push", drive them away from you and exterminate them one by one. The fourth wave is the most difficult to deal with, as it consists of the most powerful dwarfs.
Reward: 500 gold coins.

Round 3: Whisper will help you from the beginning of this round until the very end of the fight. Don't be afraid to leave her alone against several Balverins this round, as she can hold her own. Fighting off two waves of these creatures is not difficult. But in the latter, two White Balverins will act against you. Against them, it is best to use the weapon improved "Silver Augmentation".
Reward: 1000 gold coins.

Round 4: Pretty easy round, in which the Dead will oppose you. The creatures are rather slow and vulnerable. It's best to take out a bow, improve it with "Flame Augmentation" and shoot everything that moves. And at this time, you will restore the mana needed for the next round.
Reward: 2000 gold coins.

Round 5: In this round, Whisper's support will especially help you out, since the bandits who are your opponents in this round have no sympathy for her and always try to attack her without paying attention to you. Distract several bandits on yourself and mercilessly kill.
Reward: 3000 gold coins.

Round 6: You are now facing two Earth Trolls. While the attention of one is distracted by Whisper, you can deal with the second without any problems. Just try to get out of the way in time.
Reward: 4000 gold coins.

Round 7: The same Trolls, only this time the Mountain ones. The method of destruction is the same, except that they are harder to kill.
Reward: 8000 gold coins.

Round 8: This time there is only one opponent. However, in terms of strength and number of lives, he has no equal. Giant Scorpion Arachanox against you and Whisper. Here you will need a bow or crossbow. Don't forget to pull the bowstring tighter and don't get too close to him, as he is quite dangerous in close combat. The scorpion will shoot at you, but its shots can be dodged. As soon as you deal enough damage to him, the Scorpion will dig into the ground and his smaller brothers will appear on the surface instead. Pick up something heavy and chop on the spot. Repeat the procedure several times until the enemy is completely eliminated.
Reward: 10,000 gold coins.

Round 9: In the last round, your opponent will be Whisper herself. It's pretty easy to defeat her. Once the opponent is defeated, you will have a choice between mercy and murder. It all depends on your predisposition to good or evil. However, I advise you to kill Whisper, because in this case you will receive 12000 gold coins.
Reward: 12000 gold coins.

Reward for completing the main quest: Extra gold - 40,000;
Glory - 2000;
Extra glory - 2500;
Experience - 35000;
Items: Champion's Seal trophy, Scorpion King's Sting.

Main quest: Finding Theresa Again.
Main Objective: Meet Teresa, the protagonist's sister.
Fulfillment: Using the teleport to Barrow Fields and go to the Gray House. Teresa is waiting for you here. Listen to her and return to the Guild of Heroes for the new main quest.

Secondary quest: Break the Siege.
Location: Guild of Heroes.
Primary Objective: Force the bandits to lift the siege of the settlement of Knotehole Glade.
Fulfillment: Using the teleport, go to Knotehole Glade, watch a video in which the situation will be explained to you and, as soon as the control of the main character passes into your hands, gather a company of several guards who will help you in this quest. Now you can climb the observation tower located to the left of the main gate and shoot some bandits from afar. Then return to the gate and ask the guard to let you through. Now your priority task is to keep out the bandits who are trying to free their leader. But if they have already broken through, kill all the robbers before the prisoner reaches the gate. In this case, you should not kill the prisoner, as this will mean the failure of the mission.
Reward: Gold - 5000;
Extra gold - 1200;
Glory - 450;
Extra glory - 100;
Experience - 2000.

Secondary quest: Lost Trader.
Location: Guild of Heroes.
Main task: Find the kidnapped merchant.
Fulfillment: You need to get to Abandoned Road. However, you can only reach the Abandoned Road from the city of Oakvale, since the road is blocked by trees from the side of the bandit camp. When you reach your destination, you will meet a merchant who will ask you to follow him. He will bring you to the first bandit. Then you need to break through alone. Carve your way to the end of the road and you'll find the lost trader. Now you need to deliver it to your brother. Take him to him safe and sound and you will receive "Treasure Clue 2".
Reward: Gold - 2600;
Extra gold - 130;
Glory - 150;
Extra glory - 250;
Experience - 7000;
Items: Treasure Clue 2.

Secondary quest: Archery Competition.
Location: Knotehole Glade.
Main task: Set a record in archery (crossbow) competitions.
Fulfillment: Approach the organizer and he will tell you the rules of the competition. For each new attempt, you will have to pay 10 gold. Depending on how many points you score, you will receive various prizes, including elixirs and gifts. However, if you break the record, the organizer will give you a very valuable prize, which is necessary for finding the treasure.
Reward: Silver Arrow Trophy, Treasure Clue 4.

Secondary quest: Assassin Attacks.
Location: Knothole Glade, Prison Path, Witchwood Cullis Gate, Windmill Hill, Hook Coast.
Primary Objective: Defend against assassin attacks.
Fulfillment: Because of your fame, you have envious people. Beware of them, as they can attack at any moment and in any place. However, they have some very useful items. When you kill the last mercenary in Hook Coast, you will find "Treasure Clue 3" in his pockets.
Reward: "Treasure Clue 3".

Bowerstone North

Main Quest: Rescue the Archaeologist.
Main objective: Rescue the Archaeologist.
Fulfillment: From the very beginning, you will be shown a short video in which you will be brought up to date. The fact is that during the escort of the Archaeologist by the guards, they were attacked by the Minions. Now you need to chase them and recapture the Archaeologist from them. You will be given two guards to help you, but do not expect much use from them, since all they can do is distract a couple of Minions while you deal with the rest.
Together with the guards, you need to break through to the Archaeologist. Once near the windmill, do not forget to open the chest, in which you will find "Treasure Clue 6". Next to this chest, on a piece of land surrounded by rose bushes, you can dig up a silver key. Further on your way, a Mountain Troll will stand up, which you can not touch, but run nearby, not paying any attention to it. This creature is very slow and will not be able to rush after you in pursuit. Along the road leading to the coast, you will meet a few more guards that you can take on your team. To do this, you just need to help them fight off the Minions and in gratitude they will follow you to the ends of the world.
When you find yourself on the coast, a time counter will appear on the screen. Now you need to have time to eliminate all the Minions accompanying the Archaeologist in five minutes and get to the boat on which they are going to take him away. The matter is certainly not easy, but in five minutes you can do it the first time. Just go down the stairs, destroying the Minions as you go. When you reach the pier, be careful, as ten Minions will appear here at once, which will create a lot of problems for you on the way to the Archaeologist. When the Archaeologist is finally free, he will tell you that one old abandoned passage leads to the prison, but you need to find out about it from another person.
Reward: Gold - 7000;
Extra gold - 850;
Glory - 500;
Extra glory - 1700;
Experience - 38000;
Items: "Minion Helmet" trophy.

Secondary quest: Mayor's Invitation.

Primary Task: Courting Lady Grey.
Fulfillment: In the garden you will find the mayor of Bowerstone. She really liked your performance at the Arena, and she sees you as her future husband. However, you need to prove your worth by giving her an unusual and expensive gift. Run to a nearby store and buy a black rose. Lady Gray will like this flower, and she will ask you to buy a house as proof that you will marry her for no reason. The closest home for sale is in Bowerstone South. You can also kill the owner and settle in his house. If you have already invested in real estate, then return to the mayor and report to her about it.
Finally, you have proved your solvency to her. Now she demands from you a heroic deed, namely, the search for her missing necklace. Go to each citizen marked on the map with a green marker, and from a conversation with them it turns out that the necklace was last seen in the city of Oakvale. It is likely that it is still there. Travel to Oakvale and go to the graveyard. To the left of the exit you will see two people whispering about some important matter. However, if you get close, they will be silent. In order to eavesdrop on their conversation, you will have to sneak up on them from behind. It turns out they were talking about where the necklace was buried. Now make your way to the southwest beach and between the two upside down boats you can dig up the necklace. Return it to Lady Grey, and she will inform you that she has another admirer, namely Thunder, Whisper's brother. Since she cannot marry two at once, you must defeat him in a fair fight.
Travel to the Bowerstone Jail and you will meet Grom, who will choose the location for the duel. A suitable place for a duel is Headsman's Hill. Head there and face Thunder. This hero's fighting style is similar to Twinblade's. However, Thunder is a more dangerous opponent, as he often uses magic and constantly blocks your attacks. Use the magic "Assassin Rush" more often and victory will be yours.
As soon as the fight starts, try to take half of the lives from Thunder and he will throw you off the mountain. Further, the battle will take place at the foot of the mountain. Take another quarter of life and Thunder will run into the cave. Follow him, finish him off and you will receive the Thunder Helm trophy as a reward. Search the cave for useful items and after talking to the Demon Door, return to Lady Grey. Ask her to marry you and you will receive 15,000 gold coins as a dowry. You should also visit Lady Gray's bedroom, where you will find a silver key and The Katana Hiryu (price - 47775 gold coins, damage - 214).
Reward: Gold - 100;
Extra gold - 15000;
Glory - 150;
Extra Glory - 1000.

Secondary quest: Investigating the Mayor.
Location: Bowerstone North.
Primary Objective: Uncover Lady Grey's conspiracy.
Fulfillment: Near the gate leading to the Bowerstone Jail, a man is imprisoned, suspecting Lady Gray of killing her own sister. He wants you to talk to her ghost, whom her fiancé Rhodri can help you contact. Go to Barrow Fields and talk to him. Rodri will reveal that he and Amanda secretly met at Gray House. Go to the Gray House and near the ruined stables, shine the lamp three times (F2) so that the ghost of Amanda appears. Then go to the basement of the house and next to the skeleton you will find a letter. As soon as you pick it up, Lady Gray will appear. To hide her crime, she will offer you to marry her. However, you can refuse and, returning to Bowerstone North, tell the sheriff about everything. In return, he will offer you to become the new mayor of the city. I do not advise you to refuse, because becoming mayor, you can visit Bowerstone Manor and find many useful things inside, such as The Katana Hiryu (price - 47775 gold coins, damage - 214).
Reward: Gold - 100;
Glory - 150.

Secondary quest: Darkwood Disturbance.
Location: Guild of Heroes.
Main task: Close the portal.
Fulfillment: After taking this quest in the Guild of Heroes, go to Darkwood Lake. There you will find a girl named Briar Rose. You need to help her break through the guard, consisting of Minions, to the portal, from which some creature is about to break through. Once you get to the portal, the next batch of Minions will spawn. Drive them away from the girl while she is trying to cast spells to close the portal. Two bars will appear on the screen. The first shows the number of Briar Rose's lives, the second shows the time it takes to close the portal.
Reward: Gold - 3500;
Extra gold - 500;
Glory - 100;
Extra glory - 1300;
Experience - 22000.

Secondary quest: Execution Tree.
Location: Guild of Heroes.
Main task: Prevent the release of the prisoner.
Fulfillment: Bandits plan to attack the escorts accompanying the imprisoned villain to execution. You need to fight off the attacks of the bandits and deliver the prisoner to the chopping block in Headsman's Hill. In each location, you will be attacked by one, two groups of four bandits each.
Reward: Gold - 4500;
Extra gold - 1500;
Glory - 200;
Extra glory - 300;
Experience - 7500.

Secondary quest: Execution Tree Rescue.
Location: Guild of Heroes.
Main objective: Free the prisoner.
Fulfillment: Bandits plan to attack the escorts accompanying the imprisoned villain to execution. You need to protect the attackers and free the prisoner. On the way to the block, guards will be waiting for you. However, do not get carried away exterminating them, because you only have four minutes left. After this period, the prisoner will be executed. The main thing is to keep within the time allotted to you and kill the executioner in the first place in Headsman's Hill.
Reward: Gold - 4600;
Extra gold - 1500;
Glory - 200;
Extra glory - 150;
Experience - 2500.

Main quest: The Graveyard Path.
Main task: Find the abandoned passage in Bargate Prison.
Fulfillment: Go to the cemetery and talk to the Gravedigger. He will open the gate to the cemetery for you and will immediately be killed by one of the risen dead. Now you need to get to the western side of the cemetery in the crypt of Nostro, who during his life was the Gatekeeper. He will ask you to collect his armor and weapons.
The Nostro outfit consists of four items:
1. You will find Nostro's helmet in the Gravedigger's hut on a shelf near the fireplace.
2. The sword of Nostro is buried near the grave with the inscription: "No man could withstand his breath for more than ten minutes." This grave is located on the south side of the cemetery near the crypt of a certain Necromancer.
3. The Nostro Armor is in the Crypt of Lady Fulorn, on the western side of the cemetery.
4. The shield of Nostro lies at the bottom of the reservoir south of the cemetery bridge. Naturally, in order to catch it, you will need a fishing rod (you can find it in the chest to the left of the Nostro Crypt).
After collecting all four items, return to Nostro's crypt, and he will agree to open the door leading to the old cemetery for you. Go through the Old Graveyard Path to the Circle of the Dead. As soon as you stand in the center of the circle, the dead will begin to crawl out of the ground around. The main thing is not to leave the circle, because the dead outside the circle can damage you, but they will remain invulnerable to your weapons. Wait for them to enter the circle and kill at least 10 dead. Instead, three more powerful dead will appear. Don't let them get out of the circle and try to avoid their pretty strong kicks.
Reward: Gold - 1500;
Extra gold - 2000;
Glory - 200;
Extra glory - 1900;
Experience - 27000;
Items: Dead Man's Hand trophy.

Secondary quest: Bounty Hunt.
Location: Guild of Heroes.
Main objective: Free the hostages.
Execution: Go to Greatwood and you will see a short cutscene showing the first hostage being taken to Fisher Creek. Go there, destroying the bandits along the way. Then go to the pier and robbers will attack you from all sides. Kill them and free the hostage. He will thank you, but his sister is still in the hands of the villains. Go to Greatwood Lake and kill all the bandits located in this location. The hostage will give you "Treasure Clue 1" in gratitude for her release.
Reward: Gold - 5400;
Extra gold - 2200;
Glory - 400;
Extra glory - 450;
Experience - 10000;
Items: "Treasure Clue 1".

Bargate Prison

Main quest: Rescue Scarlet Robe.
Main task: Help the mother of the protagonist escape from prison.
Fulfillment: From the Circle of the Dead you should go to the dungeon and with the help of a system of underground tunnels in which you will meet the dead, get out into the fresh air. As soon as you get to the entrance to the underground passage leading to the prison, all exits will be blocked by magical barriers and the dead will attack you from all sides. Deal with them and go inside.
This time, your opponents will be the guards, who, only seeing you from afar, with wild cries of "Intruder!", will try to send you to another world. Stop them from making their dreams come true and use your sword to cut your way to Torture Chamber. Once you find Scarlet, use the lever to open the chamber and return the way you came. However, a very unpleasant surprise awaits you in the underground passage.
woke up? Good! Welcome to the camera. You have neither clothes nor weapons. All that remains for you is to endure the guard's ridicule and listen to the stories of your cellmate. However, it won't be long before you will be taken out into the fresh air to take part in the marathon race. As soon as the guard counts to three and gives a start with a whistle, run as fast as you can. The guards standing in your way will show you the further route. The main thing is to win the competition. If you lose, then you will find a whole year of torture in Torture Chamber, and during this time all of Albion will be ruled by the Jack of Blades.
Having come to the finish line first, the warden of the prison will like you, he will invite you to his apartment to read poems of his own production. Your main task here is to find the key to your cell. However, since the caretaker will not tolerate noise while reading, you will have to be very quiet and keep an eye on the scale that shows the level of noise you are making. All this must be done in the short time necessary for the caretaker to read poetry. Carefully go around the table and to the left of the caretaker you will see the code (1483) needed to open the books lying on the table. Of the three books, you need the one in the middle. Try not to make a mistake, because in this case you will have to spend another year in a cell. Once you retrieve the Prison Cell Key from the book, you will be sent back to the cell. Open your cell and release all the prisoners (they will help you get out of the prison). In the chamber, on the contrary, in one of the barrels, you will find a stick with which you can properly beat the guards.
Gathering your courage, go out into the courtyard and run to the Torture Chamber. Try to free Scarlet, but she will say that the escape is impossible without your equipment. Return to the courtyard and run to the second floor to the guards' barracks. After opening all the chests, you will find that all your belongings are safe and sound. Well, now you will be able to demonstrate goat faces to all the enemies of humanity. Return to Scarlet, free her and take her out the same way you came to the prison, destroying every guard you meet on the way.
As soon as you reach the Underground Chamber, the fun begins. All exits will be blocked by magical barriers, and four tentacles of a huge Kraken sea monster will appear from the water. Take aim at one of the tentacles and shoot it with your bow. However, beware of their attack. If you dodge in time, then the tentacles will get stuck in the floor, and you will have time to land several powerful blows with your sword. As soon as you hit all the tentacles, the monster itself will appear from the water. Shoot it with your bow, and when it tries to use magic, dodge and land a few melee hits. When Kraken is defeated, don't forget to collect all the experience orbs and follow the exit.
Reward: Extra gold - 100;
Extra glory - 600;
Experience - 50,000;
Items: "Kraken Tooth" trophy.

Secondary quest: Bandit Spy Extraction.
Location: Guild of Heroes.
Primary Objective: Rescue the undercover spy Otto.
Fulfillment: Go to Bowerstone North and talk to the representative of the bandits, a girl named Tanya, standing near the fountain. She will take you to the Bowerstone Jail. Here you can recruit four bandits to your team for 400 gold. Now go to Windmill Hill and kill all the guards. The merchant you need will be escorted from the windmill to Gibbet Woods. Try to intercept him before he leaves the location. Talk to him and order him to follow you. You need to take him to Tanya in Bowerstone North safe and sound, fighting off the guards along the way. However, be careful as the guards will try to kill Otto. Try not to let this happen, as the mission will fail.
Reward: Gold - 5800;
Extra gold - 3100;
Glory - 400;
Extra glory - 450;
Experience - 12000;
Items: Trader's Head trophy.

Main Quest: Gateway to Hook Coast
Main objective: Find the old monastery in Hook Coast.
Fulfillment: Go to Darkwood from Barrow Fields. In Ancient Cullis Gate, walk up to the teleporter and around you will start spawning

Our life is one wandering shadow; a pitiful actor who boasts for an hour on the stage, and then disappears without a trace; a tale told by a madman, full of sounds and fury and without any meaning.

William Shakespeare

Life is a good fairy tale with a happy ending. Another thing is that I am a negative character in it.

Are you ready to live the life of a hero from young nails to old age? Ready to explore dozens of places with mysteries, riddles, secrets and quests? Ready to make friends with NPCs, get married, divorced and open your own shop? Turn the hero into a Good Paladin or into a Demonic Evil Fiend? Find lost relatives? Defeat faceless evil and bring peace and tranquility to foggy Albion?

Then you are here. I will tell you a story about a boy who one day became a great hero.

Note: if the game crashes silently after the introductory videos - change the screen refresh rate to 60 hertz.

In this guide you will find:

  • Description of all game concepts: age, combat, NPC, trade, matrimonial affairs;
  • Full analysis of the role system;
  • List of all enemies in the game with tips for dealing with them;
  • Solving riddles for all demonic doors in the game;
  • List of all silver keys and chests that these keys open;
  • Complete passage of all quests - plot and side.

Life in foggy Albion

Basic Information

The hero takes quests either in the guild, or directly on the ground. Quests with a “golden” mark are story quests. As soon as the hero is in the right place, the quest is “activated” (a special sign appears), and the game cannot be saved until it is completed - only the hero with his statistics and knapsack.

To many quests, you can take the so-called “social obligation” (boast). For example, complete the quest without armor and clothes, or without a scratch, or only in hand-to-hand combat, or so that not a single NPC that the player must protect is killed. You can take on multiple commitments. For the lost "social obligation" the player loses money, for the won - he receives them beyond the agreement.

Good and evil are an important part of the game. The goodie draws people in and may even earn the title of Paladin. A bad character "blushes", his horns grow, and people shun him. Many of your actions affect karma - killing NPCs, choosing good or evil in several key quests, culinary inclinations. Your kindness reflects primarily the color of your hair. A good hero will quickly become blond. In the game, vegetarianism is the path of goodness, meat-eating is a ladder to hell. Tofu is good, meat and chicken are bad. The propensity of the hero does not affect the plot in any way.

Fame determines how well you are known in Albion. At first, no one knows the hero, but then he gradually gains weight and, finally, turns into a legendary epic hero who gathers crowds of admirers around him on the street. Additional renown points can be earned by taking out one of the trophies and showing it to all the people in the area, if possible without missing a single one.

Overhit is a powerful blow that cannot be blocked. The ability to inflict it is given to the hero after several normal hits, if he did not take damage.

The block covers the hero from some blows. In the state of the block, you can roll, dodging harmful effects.

Drinks of health restore health instantly, food - gradually. The strip of magic is restored over time by itself.

Regular NPCs appear with a blue "neutral" aura. Enemies - with red. Merchants and quest NPCs - with green. To activate the trade window, you need to approach the trader, press the "interaction" button and answer "yes" to the offer to trade.

There is a “Wanted” item in the trading window. This is a list of things that the merchant is willing to buy at a good price.

Expressions are gestures, dancing, threatening growls, laughter, flirting - all that a hero can use to attract attention. Their full list can be found in the hero options menu.

For crimes in the cities will have to answer. Even if you just draw your sword, the guards will come and demand a fine (40 gold). Fines vary for different offenses. The most expensive is killing (2000 gold). If you refuse to pay, a battle with the guards will begin. Guards never end, reborn right before your eyes. But if you leave the city and come back in ten minutes, the guards will forget about your sins. The inhabitants of the city will remember a dangerous person and at the first opportunity they will give a tear.

If you kill a resident of the house, then the house can then be redeemed and rented out, receiving money for this. In some cities, weapons are taken away at the entrance - but the NPC can be taken out of the city by ordering him to follow the hero with a gesture. Normal NPCs respawn after three in-game days.

With Guile 3+, you can quietly steal items from the counters. With the Guile skill developed to 6+, you can open houses at night (if no one sees you). The eye symbol above the mini-map displays the number of people who see the hero at the moment.

The player is released at the age of eighteen, and the maximum age at which the hero stops aging is 65 years. Each purchase of skills for experience “costs” the hero 0.7 years. You can rejuvenate by lending large amounts of money (50-100 thousand gold) to the temple of Avo. There is also a cheap option: at exactly midnight, bring a mercenary to the altar of the Chapel of Skorm and sacrifice him to the evil god. So you can get not only a “discount”, but also a good bow, and the title of a necromancer.

If the hero eats a lot, he will get fat. But then just as quickly lose weight if you stop overeating.

Initially, the hero has the title "Breaking the Chickens". But from the first seller of titles, he can buy another title for a certain amount of money (“Killer”, “Avatar”, “Ranger”, “Hood”, “Pilgrim”). There are several sellers of titles in the game. Everyone has their own list. Whatever you call yourself, that's what passers-by will call you.

Role system

There is nothing more tiring than playing Shakespeare. You won't sit down for a minute all evening, unless you're the king.

Josephine Hull

There are two ways to gain experience in the game. The first is to use a sword, bow or magic. Then the experience slowly drips down your collar, and the more you hit without missing blows, the more experience goes into your piggy bank. The combo multiplier is responsible for the amount of experience. In a quick successful battle, it grows, but if the hero gets a hat, the number instantly goes astray.

When using a sword, axes, hammers, etc., strength experience is added ( Strength). It is spent on power skills.

Bow gives skill experience ( Skill). Experience goes towards leveling shooting skills, trade (!) and even stealth skills (!), such as stealing from the shelves and breaking doors.

Magic gives will experience ( Will). Here - magic spells and an increase in the supply of magic.

The second source of experience is glowing XP balls that enemies leave behind after they die. Don't forget to pick them up. Remember that this experience is universal. It can be thrown both into strength, and into will, and into skills.

Note: banal food also adds experience. Meat gives strength experience, carrots give skill experience, fish give magical experience. Unbelievable, but it is a fact.

All skills have seven levels. Only spells have four of them.

Strength

Health. Seven levels here and beyond (of course, the amount of expended experience grows geometrically with each successive rank). Increases the amount of HP, which is visually displayed on the screen as an elongated red health bar.

Body type. Responsible for the strength of weapon strikes and the ability to carry heavy weapons (if the physique is less than three, then the hero will not carry, but slowly drag heavy axes and two-handed swords behind him).

Strength. Increases impact resistance. The greater the durability, the less damage each enemy hit inflicts.

Skills

Accuracy. Everything is simple here - this is the damage from your arrows. It is convenient to use a bow, so developing accuracy is just right.

Cunning. Cunning means several things at once. First, discounts from merchants. Secondly, the hero becomes harder to spot in stealth mode. And, finally, with the growth of cunning, the hero learns to quietly drag things from the shelves in stores (from the third level) and break into houses at night (at the sixth level).

Speed. A very useful skill. Increases melee attack speed and ranged fire rate.

Will

Magic power. Increases the blue bar of magic.

Combat attack. Four levels here and beyond. The hero breaks into a crowd of enemies at great speed and damages everyone who is nearby. The higher the level, the more damage.

Ignite. A wave of fire surrounds the hero, damaging all who are near. The higher the level, the larger the damage radius.

Fire ball. Classic magical hit. The bad thing is that it takes a long time to charge before going on a flight. The higher the level, the more damage.

Lightning. The very first spell. The damage is small, but you do not have to aim - this is convenient when there are a lot of enemies and they are weak.

Multi-strike. Allows one swing of the sword to strike twice.

Divine Fury. Pillars of fire fall from the sky and hit the enemies. The higher the level, the larger the damage radius.

Hellish anger. Whirlwinds from otherworldly dimensions suck the life out of enemies. More level - more radius and damage.

Vampirism. Heals the hero at the expense of the life of enemies. Comfortable. The only negative is that only a bad character can use the spell. The good will deprive enemies of life in the old fashioned way - with a sword to the head.

Force Push. Like a long time ago, in a distant galaxy, this spell scatters enemies like skittles away from the hero. The higher the level, the greater the impact force.

Time slowdown. Excellent stuff! Transforms the hero into a Persian prince, allowing him to inflict massive damage on the enemy in a fraction of a second.

Call. The spell summons a monster that fights on the hero's side. If it kills someone, then at the expense of his soul it can last longer in this world.

Defector. Temporarily one of the enemies goes over to the side of the hero. Too bad there's only one. The higher the level, the longer the control lasts.

Assassin's onslaught. Almost teleportation. The hero is instantly transported several meters forward. If the enemy is "captured" on the target, the hero is behind him.

Berserker. The hero turns into a likeness of the Hulk. The speed and strength of the blows increase due to the reduced brains. More level - stronger hero.

Ghost Sword. The spell summons a sword that itself fights for the hero.

Treatment. The best spell ever! Useful even for an avid archer or warrior. Save a lot of money on health elixirs. It will allow you to heal those whom you have to protect in between fights. Always have it with you! I remind you that only a good hero can use it. For the villain, there is “vampirism”.

Multiarrow. Allows you to magically "split" the arrow into several, enhancing the effect. More level - more arrows.

"Get your own riddle, stone face." - "What's in my pocket?"

physical shield. Legal scam. An easy experience due to the fact that the combo multiplier winds up quickly. Not a single blow reaches the target. When struck, only magical energy is lost, which can be replenished with drinks. If the hero is not hit, no magic is spent on the shield. But it does not recover while the shield is active.

Additive to bulat

“Improvements” built into weapons, they are also additives, often come across in the way of the protagonist. Found in chests, cabinets, sold in stores. Each type of weapon has its own number of “seats” for additives. But before you build fire magic into the blade, you need to think carefully - it is no longer possible to “remove” the used additive, except perhaps to change weapons. The best blades in the game usually include two or three upgrades. Only one of them holds as many as four, and some have been improved long before they fell into the hands of the protagonist.

To build an additive into a weapon, you need to select it in the arsenal menu, press “Augment” and select the desired additive from those that are available.

"Announce the entire list, please." Please:

. Blade sharpness. Increases weapon damage against most types of enemies. Certainly a useful thing to put in the first place.

. Fire. Must have. The dead are vulnerable to fire, and them in the game very a lot of.

. Silver. The third of the most important additives. Silver harms not only the dead, but also werewolves.

. Armor-piercing additive. Enemy armor is not as effective as before.

. An experience. Adds experience when the blade is used or just hanging on the back. Theoretically, this is a good thing, but in practice, after the blade is sharpened, charged with silver and fire, there is no more room for this and the following additives. Of course, I'm talking about the fighters. Mages, on the other hand, experience is very useful, as well as the next two improvements.

. Health. When a weapon is in your hands, health is slowly regenerated. Saves food and magical energy.

. Magic. Accelerates the regeneration of a strip of magic.

. Lightning. No practical benefit has been found for this improvement. Although it sparkles beautifully and helps to cope with insects, hobbies and nymphs.

I drink to the bottom

Stole, drank - in jail! Stole, drank - in jail! Romance!

Film “Gentlemen of Fortune”

Even in a hot battle, when you are surrounded by evil hobgoblins and a stone troll greets you with a friendly smile... there is always time for a drink and a snack. We eat apples, pies, poultry or tofu - a health bar is slowly added. But when your health is really bad, you have to drink something else. What exactly?

. Elixir of Health. Legal gambling scam. Never go into battle if you don't have a couple of dozen of these most useful drinks in your pockets, which instantly restore the entire health bar (the most “hard-core” heroes have half a bar).

. Elixir of Will. From the same opera, but restores not health, but a strip of magic. The hero blew out the blue liquid - and again lightning breaks from the palms, the shock-absorbing field works flawlessly, and the enemies scatter in different directions. Mage's Choice.

. Vial of resurrection."Help! I'm dying! Oh, what a desire to live!” If the player did not have time to click on the button of the health elixir and the hero collapsed to the ground like a tragic bag - it does not matter. If there are vials of resurrection in the pocket, the dead hero will drink one automatically and rise from complete health bar. Goodbye balance! Rise, Lazarus! Get up and go, go, go! But remember that a hero can have no more than nine phials of resurrection with him. If the hero buys the tenth, then he will only waste his money.

The remaining bottles with multi-colored water are used as desired.

Elixir of strength. Accelerates the collection of "strength" experience.

Elixir of skill. Accelerates the experience gain associated with skills (bow, stealth).

Elixir of Will. For those who want to quickly buy all the spells. Accelerates the collection of experience related to the will.

Elixir of Life. Extends the life bar. It is useful to drink before a difficult fight.

Elixir of the Master of Will. Extends the strip of magical energy, will.

Catch a fish, big and small

What are you yelling? Well, what are you yelling? You scared all my fish away.

M / f “Carlson, who lives on the roof”

Catching piranhas in Fable is hard work. First you need to get a rod - fishing rods, like shovels, are sold by almost all merchants. The next step is to find a reservoir. Then the hero carefully casts the fishing rod, and the mini-game begins.

All action takes place in the upper right corner of the screen. After a few seconds, the fish will bite. Press the left mouse button. A very complex process begins - an attempt to pull it out of the water. By frequent clicks on the left mouse button, the fish is pulled to the shore. But if she starts to twitch, the fishing line can break, and the hero will be left with nothing. Therefore, as soon as the fish jerks (there will be a crackling of the reel), immediately stop clicking, without waiting until the schematic representation of the line turns red, indicating a dangerous voltage.

Only when the fish calms down can you continue to pull it up. You need to click often, often, at any moment expecting a jerk. For the impatient, the woods break. For those who are too patient, the fish goes away.

The rest have fun by catching silver keys, elixirs and other swag from the water. The fact that the keys are pecking is not the strangest thing. The amazing thing is that they try to get off the hook and go into the depths just like ordinary fish.

Silver key...

Maybe give you another key to the apartment where the money is?

The young man lied: he had neither money, nor an apartment where they could lie, nor a key with which this apartment could be unlocked.

I. Ilf, E. Petrov “Twelve chairs”

Silver keys - what is it? These are “secrets” that allow you to open chests scattered around Albion. Each chest requires a certain number of keys, and each contains interesting and instructive things. There are thirty keys in total. And here's where to look for them:

. Guild Woods. Find bubbles rising in the water on the right side of the entrance. Catch the key with a fishing rod. Be careful - he will try to run away, he will have to be hooked and carefully pulled up, sometimes unwinding the line.

. lookout point. Finding the key is not difficult - it lies in a chest behind the bushes not far from the central statue. Bushes "kill" the sword.

. Orchard Farm. The key is in the water near the pier. Silver key, one piece. It would seem, what do the bubbles have to do with it?

. Fisher Creek. We take out the fishing rod again and catch the key in the water to the north of the house.

. Fisher Creek. Another key will be given to you as a reward for winning the fishing contest.

. Bowerstone South. A giant silver key hangs restlessly in the air on the balcony of a tailor's shop.

. Bowerstone South. Do you want another key? Go to the school and donate twenty-five books to the school library. You don't care, Harry Potter needs textbooks.

. Greatwood Lake. Find the chest and go up to the bridge near the waterfall.

. Darkwood Lake. Find a column with a hole and carefully “kill” this hole with a bow.

. Ancient Cullis Gate. Take out the fishing rod and fish out the key from the bridge to the west.

. Oakvale. Ghost Pirate Quest. Dig up the key from under the statue in the center of the cemetery. Dig right under the stone axe.

. Oakvale. In the same region, you can get another key - you just need to win the "Kick the Baby" contest. In the role of a baby - a phlegmatic chicken.

. Twinblade's Camp. South of the region. Chest. Dig.

. Rose Cottage. The key is buried in the center of a round flower bed next to the house.

. Hobby Cave. You need a Focus Chamber with a large rock. Find a family of mushrooms in the shape of a witch's circle in the north of the hall. Dig - here.

. Gray house. The key lies in the water of the pond near the demonic door.

. Bowerstone Manor. Only after completing the quest with Lady Gray will you get access to the mansion as a beloved husband or fair mayor. Look for the key in Lady Grey's bed.

. Witchwood Stones. And again you need to fish the key out of the water. And again - next to the demonic door.

. witchwood lake. The Stone Gargoyle, which is illuminated red from below by an unknown light source, is not difficult to find. Spotted a place? Dig here. And so that the trench was in full profile!

. Knothole Glade. Between houses in the south of the region. It is easy to recognize the place by a neatly cut patch of grass.

. windmill hill. Look for a broken garden with a round flower bed to the left of the road. Dig in the center of the flower bed.

. windmill hill. Look for the flower bed behind the mill.

. Lychfield Graveyard. There are three keys here. The first one is on a fresh grave next to the crypt (south of the region).

. Lychfield Graveyard. Crypt in the south of the region, sarcophagus.

. Lychfield Graveyard. Fish out the key in the unambiguously bubbling water next to the watchman's house.

. Cliffside Path. North of the area, "witch's circle" of mushrooms. Dig. Or don't dig.

. Headsman's Hill. You will receive this key only if you choose to marry Lady Grey. Disgruntled Negro Thunder in battle will throw you off a cliff. Get a fishing rod. (On what little things sometimes the fate of a hero depends!)

. hook coast. Lighthouse. Cupboard. No need to dig.

. The Lost Bay. A grave near an uninhabited house.

. Necropolis. Southern part of the river. Magic bubbles.

Total - thirty pieces.

...and a silver lock

Accumulated a dozen or two keys? Don't know where to look for chests? Let's help!

. Heroes" Guild. 20 keys. Inside is a funny war hammer.

. Greatwood Lake. 5 keys. Elixir of Life.

. Hobby Cave. 5 keys. Elixir of Will.

. Darkwood Lake. 15 keys. Good crossbow.

. Gray house. 10 keys. Grinding stone (additive), a good thing.

. Witchwood Stones. 15 keys. Health additive.

. Headsman's Hill (cave). 15 keys. Addition of magic.

. Bowerstone Manor. 15 keys. Katana.

. Circle of the Dead. 10 keys. Armor-piercing additive.

. hook coast. 15 keys. Hatchet.

. The Lost Bay. 30 keys. The legendary sword and a scattering of precious stones.

. Necropolis. 25 keys. Good armor set.

demon doors

I will come to you at midnight and I will make fairy tales!

M / f “Good Eeh”

A huge stone muzzle sticking out of the rock is a demonic door. Behind each door is a small uninhabited cave or grotto with a chest inside which lies a treasure. You can’t just enter the door like that - the stone face will come to life and guess a riddle. Whoever finds the answer will get the treasure.

There are fifteen doors in total.

. Heroes" Guild.“Dark is your path. Only light will dispel darkness. And you're not bright enough." You might think that the door wants the hero to become famous for his kindness. In fact, everything is much simpler: after completing the training in the guild, the hero will receive a lamp. Use it on the door. Books, an elixir of life and a tattoo are waiting for you in the cave.

. Greatwood Gorge."Perform before me an act of great atrocity, and I will open." The door will let the hero in if he is evil himself or if he leads several NPCs to the door and kills them. There is, however, an easier way - you have to eat a dozen portions of chicken in front of the door in the most brazen way. Leeroy's reward will be a good sharp axe.

. Greatwood Caves. The task is difficult - you need to be in front of the door with a combo multiplier of fourteen or more. Use the hobb cave and the troll to get a 30x multiplier. Without an energy shield, this will be difficult to do. You can use the services of a troll next to the cave. The reward for the labors is a cleaver with a built-in zipper.

. Darkwood Marches."Let my guards test your strength." Defeat several groups of hobbs (five times four hobbs) and the door will let you through. It is very easy to do this, and the hero will be rewarded with a dark set of clothes.

. Barrow Fields. The door respects only solid heroes. To get through it, you have to become "fat" - eat a lot of pies, fish or meat. In the cave, the hero will find the elixir of will.

. Witchwood Stones.“Only the one who knows my name will be able to pass. And only one person in the temple of Avo knows him.” The door is connected to a story quest. The name of the demon is HITS - the name must be “typed” on four columns. The hero will receive a ruby, a sapphire, meat, a phial of resurrection, books, a tattoo, and chainmail pants.

. Knothole Glade. A demon with a bias in masochism. It will open only in front of those who properly hit the stone face with an arrow. What you have available should be enough - the main thing is to pull the bowstring well. Inside the cave is the elixir of life.

. Gray house. The demon will not open the door until you marry Lady Grey. If you choose another option for completing the quest, the door will not open at all. However, who needs this ax, even if it is silver and sharp...

. Rose Cottage. The demon is romantically inclined and asks the hero for a gift as a sign of serious intentions. There are only crazy people around ... Give the demon a rose or a box of chocolates. In the cave - a set of very elegant light armor that will help you break more than one female NPC-heart of Albion.

. Abandoned Road. The demon who has fallen into insanity wants to be visited by old acquaintances - a brave knight with sparkling armor, an evil magician in dark robes and a robber. In order for the door to open, you need to talk to the demon first in the Bright Plate suit, then in the Dark Will User's Outfit, and finally in the Bandit Outfit (you will receive it during the quest). Inside is a good mace for wizards. Look for costumes at the merchants.

. Lychfield Graveyard. Another story door. To enter it, you need to find four things belonging to the dead knight Nostro. No reward.

. Headsman's Hill. You will find this door only in the process of completing the Lady Gray quest - and only during the battle with the Negro Grom. It will open and release you into the big world when you defeat Grom. There will be no reward.

. The Darkwood Bordello. They will not let you in until you lie down ten times. Well, what can I advise here ... Visit a brothel. Behind the door is a pimp hat.

. lookout point. Story door. Unlocked only after you defeat the Knave of Blades for the first time. Inside are four puzzles and a Fireheart artifact.

. Necropolis. The schizophrenic demon wants to become a chest and will ask the hero for silver keys. All. You should not go to her unless you have opened all the chests in Albion. The reward for lost keys is a good fire sword.

I can't bear to get married

Being able to marry an NPC of any gender you like is a useless but fun element of the game. In each city, you can have one wife, and if the spouse is tired, you can kill her or just get a divorce. We must be aware that, once in the marital home, a woman (or a man) will hang around the clock in one place. Of course, with her (with him) you can organize a beast on two backs, but a darkened screen will give little food for thought.

In order to marry an NPC, you must have your own house in the city. Buy it.

Falling in love with an NPC is easiest towards the end of the game, when the hero becomes famous.

You can determine the degree of love for an NPC by the size of the heart above his head.

To cause love, you need to heroically gesticulate in front of the NPC, give gifts (flowers, chocolates, perfume, gems) and please with variety. An NPC who is ready to marry you will be displayed in green instead of blue when highlighted. (By the way, not all men react to the courtship of the hero).

The next gift is an engagement ring with a stone. It costs a lot of money, sold by NPC merchants. A cheap fake ring is no good.

Then you just need to bring the NPC to your house (with the “Follow me” gesture) and talk to her / him, agreeing to take her / him as a wife.

That's it, now you have a wife and a small amount of dowry. It is not scary that the wife has no name, no personality, there is nothing to talk about with her / him. The fact is important. You are now not someone, but a serious, married hero. An increase in fame. You have the opportunity to sometimes get something useful from your wife (weapons, for example).

Treat your wife with gestures and gifts.

When the wife's aura changes color, start a conversation with her. The screen will go black for a while. If your wife is a woman, she will giggle and coo. A man in a panic can yell. In any case, congratulations, you did it.

There are two ways to get a divorce - kill your wife or make her angry. With the first option, everything is clear - to cut down, and if you can’t carry weapons in the city - take your wife outside the city walls and cut down there.

Fisticuffs and angry growls make his wife angry (one of the hero's gestures). Sooner or later, she will take the hint and divorce you, although she will not leave the house. Remember that divorce is very bad for karma.

What to do if you have embarked on the path of evil, the hero has grown horns and all NPCs are afraid of him? Peace, only peace! Your image will save you. Enough

visit a tattoo artist and a barber, choosing those hairstyles and tattoos that give an increase in attractiveness (Attractiveness) and a decrease in fearfulness (Scariness). Remember that clothing also affects attractiveness - it is unlikely that anyone will like dark armor. Spoil the appearance of the hero and scars.

Note: warrior scars cannot be removed. They just become less noticeable over time. Another reason to hit the magic.

So even a villain can become so attractive that all women and men will be at his feet.

The best tattoo for those who want to make a good impression about themselves is Golden Harvest (in one of the barrels of Bowerstone South near the school).

It's also a good idea to get the Fire Monkey tattoo - you'll get it if you take on the Beardy Baldy quest in Bowerstone South.

The best clothes are the Bright Will User's Outfit, which is hidden behind a demonic door in the Rose Cottage area.

The best hairstyles are bald and short.

Women love big beards.

And of course, don't forget to promote your fame in the world of Albion!

A whole quest is connected with the rich and noble Lady Gray. You can't drive up to this woman on a crooked goat - here you will need special gifts and a special attitude. However, whether you want to marry her is another question.

Note: For those who don't want to mess around with wives and houses, the PC version of the game has an entire Darkwood Bordello region, an island of corrupt love in the world of Albion.

Know your enemy

Be a hundred times more enemies
Be every enemy a hundred times stronger
They can't hurt me
As long as I'm honest, loyal, innocent.

William Shakespeare

None of the enemies pose a great danger to the hero, who has several healing elixirs and resurrection phials in his pocket. But to describe their habits and ways to deal with them is still worth it:

. Beetles. They crawl, jump, bite. Against a bunch of small bugs, it is best to use magic lightning. You can swing the sword around you, preventing the bugs from crawling close.

. Wasps. Lightning will help to cope not only with bugs, but also with wasps...

. Scorpions....And with any insects. Scorpions can't fly, so it's even easier to hit them.

. Bandits. Armed with swords or crossbows. It is best to look for them from a distance and shoot them with a bow in sniper mode. With one well-aimed shot, a bandit can be blown off his head. And then, when the villains feel something is wrong - take out your sword and run straight into the crowd. First of all, take out the crossbowmen - they are weak and cannot defend themselves against the blows of a powerful two-handed weapon.

. Guards. They are no different from bandits, except that they endlessly respawn in the city.

. Werewolves. A silver-plated blade will make the fight against werewolves as easy as pink clouds at dawn. Large gray-haired werewolves like to jump into orbit like a cheerful frog, only to fall to the ground behind the hero in a few seconds. I don’t even know what to advise ... turn the camera so that you can see what the hero has behind him, and wait for the landing.

. Hobbies. They look like small feral koloboks and always attack in a bunch. Some are rushing into close combat, others fire with magical mortars, others strive to strike with a hammer. There will be no possibility to make a sniper shot at a group of hobbs in the game. So that the sword at the ready and shred-shred. It's good to immediately deal with the magicians, so as not to get hit on the head.

. Dead people. Yes, they are dangerous and strong - they can suddenly jump out of the ground, often attack in large groups, like to carry large blades, block blows ... but fire and silver charms on the blade nullify all these advantages. Under the blows of a charmed weapon, the ghouls lie down like ears of corn under a peasant's sickle.

. Nymphs. You can always recognize a nymph by a stupid laugh. In the form of a swamp light, she flies over the head of the hero and conjures all sorts of filth. Take it to the auto-aim, take out the bow from behind your back and wait. As soon as the nymph turns into a humanoid hovering above the ground and starts to call the dead or hobbs - shoot! Nymphs are vulnerable only at the moment of summoning creatures.

. Earth trolls. They live underground, getting out from under it at the most unexpected moment in front of the hero's nose. Unpleasant creatures - it's good that they are usually found only one by one. The trolls stun the hero by throwing clods of earth at him, which cannot be beaten off with a block - you have to constantly dodge and roll. Usually, under the cover of a protective field, I get close to the troll and shred it with my sword. it The best way, although you can try both archery and magic strikes.

. Stone trolls. A stronger variant of the earth trolls. Throw rocks continuously, knocking the hero down. Summons rocks that push the hero away from the troll. They just love to fight. But against the protective field, they can't do anything.

. Ice trolls. New version of stone trolls. They live only in the snowy northern lands.

. Banshee. In general, harmless spirits. They like to yell at the hero, removing his health at the same time. They die from a single swing of an enchanted sword. They are dangerous only in one of the quests, when they attack in a huge crowd.

. Minions. Beaked creatures, very strong and dangerous. They always meet in groups. Some fight, others conjure from afar. Kill the sorcerers first. Do not neglect the protective field or time dilation.

. Sorcerers. Very strong universal fighters of the Knave of Blades. They fight very well up close, from a distance they destroy the hero’s magical energy with witchcraft, devastating the blue stripe. But with the help of time dilation and a protective field, it is possible to cope with them.

Story walkthrough

Those that have adorned the sky of knowledge,
Rising as luminaries for the world and times,
Did not squander the darkness of this deep night,
They told us a fairy tale and fell into a dream.

Omar Khayyam

In one very ordinary Albion, in an ordinary small village, the most ordinary family lived:

Strict dad Brom (who, I will say right away, played the role of the third corpse on the right in the plot);

Mom, who did not like to talk about her past and how she, a simple peasant woman, got the cup “To the bravest warrior of the Scarlet Mantle - for the victory in the arena”;

Older sister Teresa, a girl with oddities and unusual abilities;

The brother, who had no name, responded to “hey!”, “how are you?” - and most of all in my life I wanted to become a fairy-tale hero.

It is interesting: in the game, only the main character and two girls, whom he saw as children, grow and grow old. All other heroes are “frozen” at the same age.

It was a quiet summer day. Teresa's birthday was approaching, and brother Hey tried in vain to think of what to give his sister?

The Birthday Gift

Where can a little boy get money for a gift? Eyu's father came to help and promised to give gold for every good deed. A box of chocolates costs three gold pieces, which means we need to do three good deeds, and the gift is in our pocket.

Get started. And remember - until you finish the quest, you can not save the game fully.

Note: as long as the hero is a child, you can safely steal, break barrels, attack people. All that threatens you is a notation from the guard and a remark from your father.

Behind the neighboring house strange sounds and giggles are heard. A man and a woman are engaged in obscene deeds. Everything would be fine, but the man is married, and his wife is standing in the square, asking everyone about where her missus has gone.

Caught husband offers our hero gold for silence. A good Pavlik Morozov will reject a bribe and tell his deceived wife in detail. The bad boy will take the money and forget about the incident. You can take the money, but still tell everything to your wife - it will be both a good and a bad thing.

The man guarding the barrels of goodness asks to stand guard instead of him - he, they say, needs to change the water in the aquarium. A good boy will quietly stand still, will not even look into them, despite the cries of the neighbor's kid: “Fool, look what's inside, no one will see!” You can even hit the baby on the head so as not to knock people off the pantalik.

The bad boy will do otherwise - quickly, until the owner returns, cleans all nine barrels. One contains a gold coin. In others - harmful bugs. Looks like we stumbled upon an entomologist.

A little girl named Emily has lost her teddy bear. A boy has a bear, on which a healthy young brute rolls a barrel, trying to take away a toy. Beat the bully if you want to make the hero good. The boy will give you the bear, and you can return it to Emily (two good deeds at once).

Another option is to join the big man and take the bear from him by force. Option three - beat both!

Report to your father. Whether you were good or bad, you should have the right amount on hand. Buy candy from the merchant and give it to your sister - she plays in the garden next to the scarecrow.

But, alas, there is no happiness in life. A gang of robbers raided the village and killed all the inhabitants. Hey hid in the garden - he still does not know that the robbers were looking for him. Deprived of everything he had, A lostly wanders down the street to the burning house.

The robber who jumped out from around the corner is ready to end the boy too, but Eya is saved by an unknown magician. This is the Labyrinth, an arrogant wizard from the Guild of Heroes. He sends the guy to the guild. From now on, it will become the new home of our boy.

Guild Training

Hey lives and trains in the Guild of Heroes. He shares a room with a girl named Whisper. She stubbornly calls him "farm boy", although the guy has been living in the guild for a very long time.

Hand-to-hand combat training. Teaching mode. First, Hey will have to beat the straw Scarecrow with his fists, then do the same with a stick - until the scarecrow is completely annihilated. The next stage is learning blocks, sparring with Whisper. Then - a full-fledged fight. If you beat Whisper by an A plus, you'll get a nice iron katana.

Shooting at fixed targets. Then - on the moving ones. The further the target, the more points you get for it. Dial 150 - get a good crossbow. Remember - the more you draw the bow, the more points you get when you hit (maximum - 36 if you hit the furthest target).

Visit the tower where the Labyrinth lives. Hey will become an unwitting witness to the conversation of the Labyrinth with a dead man named Sickle. What strange creatures enter the guild of heroes!

The last training is magic training. Beat the scarecrows well with a lightning spell to get a potion of will (restoration of a strip of magic) and a resurrecting phial as a reward for the five.

There are also side quests. Sparrows are very annoying to the Guild - they fly, make noise, leave their business cards. Why not kill them all? There are seven sparrows in total. It is best to look for them with a bow at the ready - this way they will be highlighted with a red aura. Fifty coins are not lying on the road, but remember - every sparrow killed will be a heavy burden on your karma.

The cook cannot make pies, she has run out of apples. Gather four drop apples near where you learned to shoot a bow. The reward is a pie.

Two Guild students are talking, one of them boasting that he is the fastest - he can run to the demon door and back in fifty seconds. He can be persuaded. You just need to know where to run (over the bridge and to the right), and always run in a straight line to break the record.

The loser will give you the lost twenty-five coins, and his friend will begin to tease him.

Before going to the exam, you should go with Whisper to “play” in the forest. The game will not go well - bandits are standing behind the river and plotting something evil. Grab your bow and kill them all!

When you return, you can take the exam. There is nothing easier - you just need to attack the Labyrinth with a sword, bow and magic. He will not resist. Hooray, from now on you are a real hero!

Go and do not return to the Guild without deeds. But with exploits - come back.

Note: as soon as you buy your first shovel, pay attention to the lower left corner of the screen. As soon as a shovel appears in the list of hotkeys - dig!

wasp menace

This is the first quest you can pick up on the guild map (next to the guild exit).

The bottom line is simple - a group of peacefully "picnicking" people were attacked by giant wasps. They have already devoured several vacationers, so help is needed very urgently. You can easily find the desired area on the map. Lightning will help to cope with wasps. It is best to beat the wasp queen with a bow. She will release several helper wasps once or twice - start electrical experiments again.

Don't forget to clean out the baskets left over from the picnic. Show the peasants who came running your first trophy - the head of the wasp queen.

Note: old age comes unnoticed when the hero distributes skills in the guild. Each such “purchase” adds 0.7 years to the hero. You will buy skills less often - you will be younger by the end of the game.

Maze's Information

The labyrinth has discovered something and now demands Ay to itself. The meeting point is the street next to the tavern in Bowerstone South. Find the arrogant sorcerer and he will tell you that Teresa is alive.

Protect Orchard Farm

The bandits plan to attack the farm to steal goods. We must protect the farmer and his property.

Go to the Orchard Farm area following the yellow signs on the mini-map. Stand by the tree and take out the bow. The bandits will run along the narrow path from the north in threes. Shoot them from a distance and draw your sword as soon as they come closer. There will be guards on your side, but I do not advise you to relax - the robbers will try to steal the boxes. There will be three runs in total.

Then you will have to fight the grown-up Whisper, who took the same quest, but only from the side of the bandits (its description is below). She will teach you how to use an overhead strike and partingly share a brooch, leaving it as a trophy.

This is a bug: take the quest to protect the farm from bandits. Once you start it, fish a key and an elixir in the same region. Save the hero and complete the quest. Download the hero. Catch the key and elixir again. Repeat all the way.

Attack Orchard Farm

Alternative version of the previous quest. You are on the side of the bandits. Whisper - again against you. It is necessary to go out to the farm three times, repel the attack of three guards and ensure that their bandit retreats with boxes in their hands.

As you may have guessed, and in this case, Whisper will teach you an overhand blow and share a brooch.

Trader Escort

Two merchants want to safely cross the dark forest (Darkwood Forest). The task is very difficult if you don't know exactly what to do.

To begin with, it must be taken into account that the third merchant met on the road, bitten by a werewolf, is a moral dilemma. You can throw it - it's safer, but it's the way of evil. You can take it with you - this way you will endanger the lives of two wards, but you will earn bright karma. But if you know for sure that the infected merchant will turn into a werewolf at the next location after the camp (Darkwood Camp) near the bridge, then you can easily leave both wards in the camp to calmly deal with the bitten one.

The first meeting will be very easy to survive. These will be fights with primitive hobbies, lone werewolves. Shoot the explosive mushrooms in the swamp with your bow. But in no case do not take merchants with you to the lake (Darkwood Lake)! The bandits will run with the crowds, and they will first of all attack the merchants. And if you are alone, the robbers sitting in ambush will simply be confused, and you will easily clear the area.

In the camp, the wards will heal. In the same place you can replenish the supply of magic bubbles. Proceed carefully, leaving merchants at the beginning of each area. It is very easy to kill a troll if those whom you must protect are not in the way under your feet.

In the Barrow Fields area, the quest will be completed. Trophy - feathers from merchants' headdresses.

Maze's New Information

And again the Labyrinth calls you. This time he is waiting for you at Oakvale. The local bandit authority Twinblade is responsible for the attack on the village. He has a clairvoyant sorceress in his camp, who may be able to tell what happened to the sister of our character.

Find the Bandit Seeress

Long, long quest. Stock up on elixirs to the maximum. Make a socialist commitment to kill 24 bandits. It is very easy to execute it.

First you need to get into the bandits' camp so that they do not notice you. If someone sees the hero, the gate will instantly slam shut. If you hide after that, then soon the gates will be opened again, and the dead bandits will be replaced. You can try to stealthily get to the gate, but it is very difficult. It's easier to quietly remove all three bandits from a distance from the bow. Did not work out? It doesn't matter - hide behind a large stone and repeat.

You are behind the gate. Only this is not a camp yet, but only a “dressing room”. To get into the camp itself, you need to disguise yourself as a bandit. The gatekeeper does not let anyone in who does not exactly follow the form. So move along the winding road, exterminate the bandits and open chests with clothes along the way. Don't miss the last one, it stands in the bushes on the left side of the road.

The guard will let you into the camp.

You are finally in the camp (you can hire a robber for service). But simple robbers live here, and they won’t let you into the elite camp just like that. What to do?

There are two options here - you can buy a pass from a bandit for a thousand gold or play a game. And two more “bad” options - kill the player or kill the “salesman” bandit.

You are in the elite part of the camp. And again the problem is how to get to the Blade itself and its mysterious sorceress? Elite killers can arrange a distraction for a small amount of money. But if you want to save money, free the two caged girls by killing the guard.

And here is the last part of the quest. Double Blade Tent. The bandits will stand in a circle, and a giant will come out of the tent with two crooked cleavers. How to defeat him? Firstly, you can not approach the cordon of bandits - they will start poking you with sharp objects. Secondly, you must by all means avoid a direct fight with the Blade, block, roll.

But once his blades get stuck in the ground, don't waste any time: jump up behind him and do your dirty work. A few such episodes - and the Double Blade will be defeated.

A blind clairvoyant will come out of the tent. A scene will follow, because the clairvoyant is Teresa. And again, you have a moral choice - kill the Blade or let him live? A good hero will simply leave the camp.

I advise the evil one to first eliminate all the robbers - if you try to finish off their leader, they will rush to his aid, and the Blade itself will resist.

Maze's Request

Again this Labyrinth, restless heart. He lost an archaeologist friend last seen in Witchwood.

Will seek...

Find the Archaeologist

You need to teleport to the Witchwood Cullis Gate, reach the Witchwood Stones, killing the stone troll along the way (a good reason to try the “sands of time” here).

To open the demon door, guess its riddle. The demon's name is HITS. You will recognize this name from these lines, but you can go to the temple of Avo and exchange information about the name for a ruby.

It turns out that the archaeologist was not lost, but simply hid in this cave. He is afraid of some kind of Knave of Blades and some kind of focus points... What is he talking about?

White Balverine

The town of Knothole Glade is terrorized by a white werewolf and his comrades. Repel the attack of the Volkolaks on the gate, try to protect the inhabitants of the city, who by chance found themselves outside.

The mayor of the city (who looks like a Zaporozhian Cossack) will tell the hero that the white werewolf regularly attacks the city... and, by the way, here he is. This animal has a bad expression. Several times the hero will have to fight with an invulnerable beast that will cheekily run away after every ten hits. And only then you find out that the monster is a former werewolf hunter, who, according to old memory, comes to his hometown. The inconsolable wife (widow?) will bring you a silver additive, without which the monster cannot be defeated.

Fight the monster again and exit the city. The main battle will take place in the area of ​​Witchwood Lake. Against you will be the wolf himself and several of his comrades. Trophy - wolf's head.

The mayor will give you a letter from Teresa, a book and offer to test your strength in the Arena. Read the book carefully. You are the descendant of a great hero and you are connected to the epic sword of Eternity.

The Arena

And I'm lying, and I'm not well ...

V. Vysotsky

The introduction will be long, but as you can guess, the quest itself is endless fights in the arena for the title of the best of the best. If you feel the urge to do good, take the social obligation "merciful hero", otherwise "total cleaning".

Be sure to check all the merchants on the premises. They have a lot of very interesting things. To begin with, you will replace the dead hero in the ring at the wrong time.

"Who is Saruman, I? Yes, you can say that."

First wave of enemies: wasps. Several revivals in a row. Then there are hobbies. Pay attention to the upper right corner of the screen - here you can clearly see how excited the crowd is in the stands. No need to leave the arena between stages, otherwise you will get much less money for the quest.

After the hobbs will join you, who do you think? Whisper! A little help from her, but still a relief. The next stage is wolves. Dead people. Bandits. Earth golems (two at once - there may be problems). Stone golems (here the problems will definitely begin).

Arachnox - a huge scorpion - is the local boss. It's very easy to defeat him. We break through to his face and beat-beat-beat! Then he disappears, and small scorpions appear in his place. Heels them! And again we beat the big scorpion on the mandibles.

The last stage will be imposed on you by the guest of the arena - the Knave of Blades himself. Duel to the death! Whisper does not want to fight to the death. Defeating her is very easy, and you again have a moral choice - let her live or kill her, receiving an extra ten thousand.

Note: remember that you can endlessly gain experience by saving the hero and failing the quest at the penultimate stage.

After the battle, Lady Gray herself, accompanied by a healthy Negro (Thunder fighter, Father Whisper) will come up to you and offer to meet. This is the start of a side quest.

The Knave of Blades himself will tell the hero the truth about his origin, the hero is a descendant of great warriors, and his mother once won in the arena under the nickname Scarlet Mantle.

Finally, a bandit will run up to you and inform you that Teresa wants to meet you at the Gray House. Don't forget to talk to the people at the entrance to the Arena building - get a nice helmet.

After this quest, you will immediately find two new trophies - the sting of a scorpion and the champion's seal.

Finding Theresa Again

The sister will tell the hero that behind the attack on the village is not a simple Double Blade at all, but the Jack itself. And it is he who keeps the former Scarlet Mantle, Teresa's mother and hero, in the secret Bargate Prison.

Rescue the Archaeologist

Go to the Barrowstone Jail. Our archaeologist got into trouble - he was kidnapped by unknown creatures. Make your way through the crowds of new enemies - minions and one sorcerer - to the shore, where the archaeologist is ready to be taken away by boat. There will be guards on your side, but don't expect much help from them.

Once you're in the Prison Path area, you'll have exactly five minutes to get to the dock and rescue the archaeologist. It will be much easier for mages to do this than for fighters. Using time dilation is useless - the timer will not slow down.

The rescued scientist will tell you that you can get to the Bargate Prison through the Lychfield Graveyard. So we are on our way there.

The Graveyard Path

“Shit you are dead! Shtob I saw you at the coffin in white slippers!

Film “Diamond Hand”

Crowds of ghouls will meet you at the cemetery, they will get out of the ground in an endless stream, so raise your fiery sword. And again, the riddle - the demonic door will not open until you find four things in the cemetery that belong to the dead knight Nostro.

Eavesdrop on the conversation of the cemetery watchman. When he goes with you to the cemetery, return to his house, because:

Nostro's helmet is in the watchman's house on a shelf.

Nostro's sword is buried in a "horned" grave, with an inscription beginning with "Yaggat Sonnog".

Nostro's shield gurgles in the pond. Be careful, the shield will try to float away when you hit it.

The Nostro armor is lying around in one of the tombs.

Nostro himself sleeps forever in his tomb. Having received everything necessary, he will gladly offer a demonic door to let a sympathetic hero through. The door will open.

And again - endless hordes of the dead, meaning exorbitant amounts of experience, especially if you use a protective field. You need to get to the circle of the dead and start clobbering the dead so that the door to the underground passage opens. You need to hit carefully, but hard! Remember that it is only within the circle that ghostly skeletons gain density and vulnerability.

Rescue Scarlet Robe

D. Adams, The Hitchhiker's Guide to the Galaxy

What can I tell you about the road to prison? There are a lot of dead people and guards. But there is only one way, and you have to go through it. Underground cave, tunnel, narrow road over a small lake.

The abundance of the dead and the guards. Doors locked behind the back. You will quickly find the Scarlet Robe in the torture chamber and lead her back, but alas! You will be intercepted by the Knave of Blades and, after a short mocking monologue, will throw both of you into prison. Save the hero.

You have lost all weapons, clothes and the ability to conjure. For a year now you have been sitting behind bars, enjoying the dubious company of alcoholics, hooligans, parasites. But the annual run of prisoners around the prison in honor of the boss's birthday is your chance to change at least something in your destiny.

Winning the race is not difficult - the main thing is to run where they say without stopping. At the last stage, you can cut a little along the bridges on the left. The prize for winning is a visit to the head of the prison's room, where he will gladly read you poems of his own composition. Poems hang on the wall, the boss turned his back on you. The main thing is not to make noise!

Time is short. You need to quickly sneak behind the boss to the note with the password hanging on the wall (watch the sound level meter on the screen on the right). Then, having learned the password, you need to open one of the books lying on the table. If it didn't work this time, it will work next year. The main thing is not to lose heart.

If you got the key - cheers! Get out of the cell, let out all the neighbors and go out into the light of day. You only have a stick in your hands, no spells and almost no potions, and the guards have swords. Do not try to do anything about it, but as quickly as possible climb the stairs to the flight and run to the door. There, in the far chest, all your things are stacked. Now we'll see who wins!

Go out to the torture chamber again, pull your mother out of there and do your feet. On the way to freedom - a few guards and a very unpleasant kraken in a round room. He tries to get the hero with tentacles - they must be attacked one by one. Then he raises his head above the water - hit it with a bow. And so - two times. After that, do not forget to go around the room around the perimeter, picking up experience balls.

When you go outside, you will separate. The Scarlet Robe in parting will hit the hero well with a current, which is why he will immediately gain fifty thousand units of free experience.

Gateway to Hook Coast

Go to the place where the quest starts (teleport to Barrow Fields and follow the arrows). The Scarlet Robe will inform you that the magic door for teleportation to the shore of the Hook will open only if you quickly kill the dead next to it. So do it. When the portal opens, go through it. You are on an island.

Examine the town and go to the ruined temple. In front of you is a red barrier. There is no way to pass it, so return to the guild. You can not rush to run to the tower - the minions of the Scarlet Mantle will be kidnapped in any case. "Don't forget the book!" she shouts.

The book is on the table. It says how to remove force fields.

Return to Hook Coast

Talk to the old man by the map.

You are standing in front of a kind of Rubicon. If you go further along the story, you will lose all the side quests that you have taken by this time, and you will no longer be able to return to them.

In fact, not all quests will be lost, but only some. But still, I advise you to deal with all the tasks that you have. And only then proceed to the final part of the plot.

Behind the opened barrier is the Labyrinth, which locked Teresa in a force field. What's going on here? Alas, our old familiar mage Labyrinth turned out to be a traitor. He helps the Knave of Blades kidnap the hero's relatives in order to use their blood for villainous rituals. The purpose of the rituals is to take possession of the sword of Eternity.

Jack left with the key, but Teresa managed to help the hero escape from the trap. The traitor must be punished. Labyrinth likes to activate the protective field, blocking blows well. And this means that you need to accumulate blows and break through the defense with an overhand blow.

Banshees will rush to help the magician. Get rid of them as they come. The mage will teleport further and further. The last battle will have to endure at the lighthouse.

Before dying, the Labyrinth will repent of his sins and tell you about the plans of the Knave: the villain is going to activate special focus sites in order to receive this power and begin the ritual of summoning the sword.

When the mage dies, you will get a stylish clasp - a trophy.

Try to Stop Jack of Blades

A very simple quest. Ignore the enemies (though you can fight if you want more experience). Teleport and run to the four power points to be a few seconds late each time.

Battle Jack of Blades

Teleport to the burning guild. The wounded old man will show you where Knave has disappeared. Run across the bridge and enter the vaults of the temple.

Final fight for Xbox owners. Intermediate - for us, computer scientists. In the temple of fate, where colored mosaics reproduce the life of our hero on the walls, you will be personally greeted by the Knave of Blades.

The fight is not simple, but elementary. Get as close to Jack as possible, hit him (he will block), and then break through the defense with an overhand blow. And so - several times. After that, the scoundrel will soar into the air and summon minions.

Shoot the villain hovering over the altar with a bow. Parry magic with a protective field, hide behind the stones crawled out from under the floor. As soon as the minions appear, switch to them. Keep hitting the villain with bows, spells, whatever. The villain's ranged attacks are strong, so keep an eye on your health. Use time dilation.

And you have a new moral choice. Either you take the sword of Eternity for yourself, having nourished it with the blood of the murdered sister Teresa - or throw it away from sin. The sword is good, no doubt, but it will turn out somehow bad, not in a related way. I'll tell you a secret - further along the game you will meet almost the same sword called Avo's Tears. So do not spare the piece of iron, throw it away with peace of mind.

Jack's mask will be your trophy.

The Prophets of the Fire Heart

And here is our old friend - the dead hero Sickle. In the best traditions of Star Wars, he appears in the form of a hologram and reports disturbing news from the north - the snow-covered island of Northern Wastes is attacked by sorcerers. To get to the island, you need to use the ghostly Ship of the Drowned. To summon a ghost ship, you need the Fireheart artifact. And in order to take possession of it, you must go through the main demonic door.

The Jack's mask will serve as a pass for the demonic door. Inside are several funny prophets hidden in crystals. To get the heart and free the prophets, you need to solve the riddle five times. Its rules are simple. You have half a minute to flip all the tiles in a four-by-four square so that the sun is on top, not the moon. You step on a tile - it turns over. You can't get off the tiles.

The task is very simple, it can be solved in a given time from the first time. But I'll still give you a solution.

You need to stop them quickly before they destroy the artifact from afar. Time is precious, so use slowdown where possible. There are three of them in total, and they are protected by minions. First of all, try to distract the sorcerers from the artifact, and only then deal with them.

The ghost ship has arrived. You are in the northern wastelands, where no footman has yet set foot.

The Oracle of Snowspire

Serp will offer to meet in a local village. It's not hard to get into if you don't mind an ice troll and a few smaller enemies. Only a village oracle can explain the strange attack of sorcerers on the northern lands (whether a new Kel-Thuzad has appeared?) But the stone muzzle of the oracle will not speak until the hero gets four hieroglyphs in the dead city (Necropolis).

I will be brief: in a dead city, funny and harmless ghosts of the townspeople await you (they will disappear at the first sign of danger), a lot of werewolves, a couple of sorcerers and a few minions. Your task is to dig every grave on the way and get all four hieroglyphs. The fourth hieroglyph is guarded by an ice troll and several sorcerers. You have a new trophy - the sorcerer's glove.

The Oracle's Knowledge

What will the oracle tell us? It turns out that the Knave of Blades is not finished off, but is hiding in a cave behind bronze doors. The sanctuary of Archon will help to open the cave.

Note: after this quest you will be able to talk to the oracle again - stand on the platform and activate the hieroglyph through the “expressions” menu.

The Souls of Heroes

The sanctuary must have at its disposal three souls - only then will it open the doors. Briar Rose will tell you about it. Every soul is a moral choice. Whether to disturb the dead (the path of the good), or to kill a living hero (the villainous path).

First soul - conqueror of the arena. You can kill the unfortunate Thunder (Knothole Glade). The second option is to visit the Arena, which was attacked by sorcerers just in time. Entering the arena itself, the hero, according to old memory, will fight with many enemies under the comments of the invisible Jack. After that, the Arena will gladly share the souls of the gladiators.

Second soul - heroine. One stands next to the hero - this is Briar Rose herself, she does not know how to fight, she can only copy herself into fata morgans. The second is the deceased Scarlet Robe. She can be found in Oakvale Memorial Cemetery. First, you have to endure a fight with a lot of weak, but very harmful banshees.

Third soul - oldest. Who is our old one? There is an old man who runs the guild. You can capture the soul of Nostro (whom we just helped to get things). Nostro will gladly share his soul, but will not give up without a fight - otherwise how will he look into the eye sockets of his comrades in death? The dead will stand up for Nostro. He himself is invulnerable - you need to kill several of his comrades so that he “manifests” for a while and allows himself to be beaten.

All three souls are in place. The bronze doors of the cave open smoothly. Briar Rose comments: “I don't know what form the Knave of Blades will take this time. But I don't think it will be small and fluffy."

The Final Battle

And now - really last Stand. Rose was right - the Knave is not white and fluffy, but red and scaly. This is a dragon. Your task is to carry as many healing and resurrecting potions as possible.

The dragon stands on the edge of a cliff and breathes fire. Approach him and hit him with your sword with all your might. Then the dragon takes off and makes a victory lap. At this time, you can deal with the sorcerers summoned by him.

Standing in the far corner of the hall and getting a bow is a good idea. As soon as the dragon lands, he gets an arrow in the arrogant red muzzle. The main thing is not to lose sight of the sorcerers. They are much more dangerous than Jack himself.

Slow Time is the main spell in this fight.

The dragon is dead. Only the mask remained from the Jack. Throw it away from sin away or put it on yourself, merging your soul with the villain? It hardly matters. Because you just finished the game.

Congratulations.

It is important: if you want to continue the game after the final victory, be sure to watch the long credits to the end. Or go have some tea while numerous letters slowly crawl across the screen. You have twenty minutes. If you are impatient, you will find yourself in the main menu.

Side quests

Small quests

You do not take these quests in the guild - they come across to you right on the roads of Albion. The reward for them is usually karmic.

A beggar and a bully. lookout point. The hooligan sticks to the beggar. To drive the bully away, you need to emit gases next to him. An alternative option is to emit gases near the beggar or beat them both.

Dealer. lookout point. The merchant wants to go through dangerous areas to Orchard Farm and can pay for an escort. Reward - 500 gold. The quest can be repeated an unlimited number of times.

Bald with a beard. Bowerstone South Quay. A man sits on a bench and complains about his picky daughter who needs a guy with a special haircut. He will give you a card so that you can cut your hair right there at the corner. After that, he will ask you to trim your beard and mustache. In the end, he will say that he does not have a daughter, and he just wanted to make a laughingstock out of the hero.

Fist fights. Bowerstone South Quay. During the day, fisticuffs take place here, in order to win them you need to win four fights. They fight on fists in three more places in Albion - these are Oakvale, Twinblade's Elite Camp and Knothole Glade.

Fishing lessons. Fisher Creek. Protect the fisherman from wasps. Talk to him, get a fishing rod and catch a goldfish from the pier. Find a "bubble" place in the water and fish out the key. Returning to the same area later, you can continue the fishing competition and win the first prize - a fishing hat.

Pass fee. Greatwood Gorge. The gorge was captured by bandits, they demand a fee for passage from everyone who appears here. You can fight all the bandits or kill their leader so that they run away. The bandits have a lot of interesting things in the chests - including a fire additive

Ghost Pirate. Oakvale. At the pier is a girl whose husband, a fisherman, has gone missing. At the exit to another pier, a merchant complains about ghosts. Near the shore stands the ghost of a “fisherman”. In fact, he is a pirate, and he will ask you to dig a treasure for his wife (to the left of the pier). The reward is another treasure from the cemetery (right under the ax of the stone statue). You can honestly give the treasure to the fisherwoman (good) or take it for yourself (bad).

We drink chicken. Oakvale. Once the problem with the ghost is solved, the shy merchant will tell you about the sport he invented, in which the athletes have to throw a chicken with a well-aimed kick into the desired sector of the pier painted in different colors. Consider carefully where it is most profitable to throw the chicken. Accelerate from the right side, kick, goal! The main prize is a chicken costume, wearing which you can surprise your friends.

Grandmother's ghost. Orchard Farms. The peasant will ask you to calm the ghost of his mother. Talk to her (behind the house). She will tell you about a bandit in Greatwood Lake who took her family necklace. Find him, take the necklace and return it to the peasant. Talk to the ghost again.

The Lost Trader. Clifftop Path. The merchant has lost a comrade and asks to find him. He is located in the north of the region, and on the way back, the rescued must be protected from the bandits.

Archery competition. Knothole Glade. Activates only after Break the Siege. For 220 points you get a piece of paper - a hint about the treasure. For a new record - a silver arrow (trophy).

Sword in stone. Temple of Avo. And what is Albion without a sword in stone? Most likely, the first time you do not take it out. But the game will remember your stats, and when you raise your constitution by 5, health by 2, and strength by 3, you can try again. If the parameters are already raised high, the game will count the maximum of any of them. The sword can be taken away.

Books for the library. Bowerstone South. If you have accumulated twenty-five books - why not donate them to the city school? You no longer need books, and an increase in fame and kindness will not be superfluous.

Ambush at the stone. Witchwood Stones. Bandits (if you are bad) or a pseudo-trader hired by him (if you are good) will try to set you up. Kill everyone who jumps out of the ambush. How to deal with the one who led you into a trap - decide for yourself.

The Sick Child

A girl in Bowerstone South will ask the hero to help her brother. The stupid boy found some mushrooms in the forest, ate them and went into nirvana. The inconsolable mother asks you to get four blue mushrooms so that the witch can cook an antidote.

You will learn from the witch that the matter is not urgent - nothing will be done to the guy, although he will not come out of a coma.

. Barrow Fields. The mushroom can be sold by a merchant for 1500 gold. You can try to steal the mushroom, but then you have to run from the guards or pay off (750 gold).

. Picnic area. Make a woman laugh with funny gestures. After laughing three times, she will give you the mushroom.

. lookout point. Two guys are standing near the statue - they are clearly under mushrooms. From their confused conversation, it follows that the mushroom can be found in the guild of heroes in the water next to the demonic door. Fish him out.

. Guild Woods. The guy will tell you that he met the girl Mira in mushroom hallucinations and fell in love with her. He will give you poems for Mira. She lives in Oakvale. You have two options - tell the girl the truth (good) or say that the poems belong to you (bad). Deliver her letter back to the young man, in return he will give you a mushroom.

Give all four mushrooms to the witch. She will return the elixir to you, and the guy will wake up.

Hobbe Killing Contest

The quest can be taken after the Orchard Farm story quest. You need to kill more hobbs than Whisper can. Who is stronger? Who is the smartest here? If it didn't work out right away, try to do it later by pumping. The easiest way to kill white creatures. You can finish off the hobbs Whisper, taking away her victory dishonestly.

Hobbe Cave

Another quest that can be taken after Orchard Farm. For him, you need to have some authority in Albion. The bad ones will take a social obligation to sacrifice an innocent person (Sacrifice Innocent), the good ones - to protect the boy (Protect Boy).

At Rose Cottage, an old woman lost her grandson, James, who went to the Hobb caves. She will give you a hexagonal key, which according to the quest absolutely not needed.

Come into the cave, save the bandit who got lost in the cave. Let him join you - help in battle. In a distant cave, an evil nymph does not want to let go of a boy who is about to be sacrificed. Offer her a robber instead (bad) or kill her (good). Protecting the guy on the way back is not so easy - hobbs will attack from the front, from the rear. If the guy gets it - treat him.

Collect the Hero Dolls

If you win a doll in the “Open the Map” mini-game in the Bowerstone tavern, a kid will come up to you and offer to collect seven rare hero dolls for the school. (The doll depicting our character does not count).

. Briar Rose doll. You will win it in "open card" in Bowerstone South (minimum - 24.7 seconds).

. Doll Whisper. Oakvale, a game of “punch a coin” (minimum - 11 points).

. Double Blade Doll. Twinblade's Camp, "define the expansion" game (22.5 seconds).

. Scarlet Robe doll. Knothole Glade, card sorting game (24.8 seconds)

. Thunder Doll. Sold in the Arena and Bowerstone North.

. Labyrinth doll. Penny push game on Hook Island (32 points or higher).

. Serpa doll. Punch a coin game in Snowspire Village (9 points or higher).

All dolls are donated to Bowerstone South School. In exchange, you will be given a Jack doll.

Hidden Booty Hunt

Treasure hunt is a fun quest with a fun reward. It will start as soon as you get one of the six hints on where to look for the treasure on a piece of paper.

. First hint- Reward for the Bounty Hunt quest.

. Second hint- reward for Lost Trader.

. Third- Assassin Attacks.

. Fourth- Reward for two new records in the Knothole Glade archery competition.

. Fifth- in a chest in Orchard Farm.

. Sixth- in a chest in Windmill Hill

But where does this treasure lie? In the Orchard Farm area between a building and a bale of hay. You will have to search by touch. The reward is a unique... frying pan! As many as four additives can be built into it. The frying pan is useless for warriors, but it is useful for a mage and archer as an excellent container for improving health, magic and experience.

It is important: if you dig the frying pan before you get all six clues, there will be no seats on it. Don't rush to dig.

Lost trader

In the area of ​​Abandoned Road, a merchant lost his comrade. To get to it, you need to overcome several bandit ambushes. Having picked up the found merchant, wait for new attacks. The reward is a piece of paper with a hint about the buried treasure.

Break the Siege

The quest becomes available after Finding Theresa Again. The bandits have besieged the city and are preparing to release the captured leader. You can take a social obligation to “kill the leader”, but here we are not talking about a prisoner, but the commander of the siege.

Kill a dozen bandits without letting them get to the leader. They will try to free him - watch out for the "runners".

Completing a quest activates others side quests- Assassin Attacks and archery competition in Knothole Glade.

Assassin Attacks

Several assassins are sent to the protagonist by Double Blade or his bandits. Where will they meet the hero?

. Witchwood Cullis Gate. You need to move past the stone ball to trigger an attack. A killed mercenary will drop a doll representing your hero.

. Knothole Glade. The killer will appear in the east.

. windmill hill. The assassin will attack as soon as you climb the mill. Sharing a book after death.

. Prison Path. Walk through the area to summon a mercenary. He is rich in money.

. hook coast. You can call the killer if you reach the bell at the far end of the city.

As soon as all five mercenaries fall, you will be called to the guild, they will give you money and give you a piece of paper concerning the treasure.

Mayor's Invitation

Lady Gray will summon you after the Arena quest. You can go to the Bowerstone North area and talk to her. She directly offers to win her heart.

We go to the store nearby and buy a black rose for Gray's black heart. Now she needs a home. Buying a house right in Bowerstone South.

The next task is to find the missing necklace. Interview everyone in Bowerstone North. The necklace was not owned by Grey, but by her sister Amanda, and was last seen in Oakvale. Tell the lady about it. She is unhappy. Go to Oakvale. At the memorial cemetery, two suspicious types are talking about something. Eavesdrop on the conversation through the wall - you will learn that they have hidden something between two boats on the beach. The necklace is buried there.

The last step remains - to recapture Lady Gray from her "ex", Negro Thunder. Find him in Bowerstone Jail, he will offer you a duel in Headsman's Hill. Hit overhead. Heal when he strikes an area with lightning. Use time dilation.

Thunder will throw you off the hill, the fight will continue below. He will then run into a cave. It will not come to killing - Thunder will give you his helmet (trophy) and recognize himself as defeated.

All that's left is to get married. Choose yes or no. Reward - access to the mansion (silver key, katana) and fifteen thousand dowry.

But if you don't really like the suspicious deeds of this murky Lady Grey, you can bring her to clean water. The messengers couldn't do it.

Investigating the Mayor

As one of my dead friends said - I knew too much!

Film “Diamond Hand”

After the first conversation with Lady Gray in Bowerstone North, find the prisoner who is about to be executed for spreading "evil rumors" about the lady. The prisoner's statements sound like schizophrenia, but they are going to execute him seriously, and this is suspicious.

The prisoner says that Gray killed her sister Amanda. Why not interrogate the victim? No sooner said than done. We go to Barrow Fields - Amanda Rodri's brother knows how to talk to the deceased.

Rodri will tell you that he always met with Amanda at the Gray House (Grey House), and the prearranged signal was the blinking of a flashlight at the stable. Do this - Amanda will appear and open the door to the basement (search it, there are a lot of interesting things). At the bottom, she will ask you to deliver her letter of clarification. Once you have the letter, Lady Gray will appear. You have a choice - if you have already married her, she will require you to give the letter, and you will do it. If not, you still have a chance to win her favor and transfer the quest to the tracks of the previous one. If you decide to go public, the lady flees, and you, after talking with the captain of the guards of Bowerstone North, will become the mayor yourself. And again the mansion will be at your disposal - but without this harmful aunt.

Execution Tree

The quest becomes available after Rescue the Archaeologist. You need to escort the prisoner from the prison (Bowerstone Jail) to the place of execution (Headsman's Hill). Along the way, accomplices will try to beat him off, and the prisoner himself will try to sneak away. The guard will help you.

Execution Tree Rescue

Alternative version of the previous quest. You have four minutes to get to Headsman's Hill and stop the execution. You will have to fight with the guards, the bandits are on your side. The main goal is to kill the executioner, without him the event will not take place.

Bounty Hunt

Available after Graveyard Path. Starts at Greatwood Entrance. The bandits have taken two hostages and are taking them to two different locations - Fisher Creek and Greatwood Lake.

We go to Fisher Creek, kill the bandits, take a hostage. We treat it if necessary. Then take the hero to Greatwood Lake and start the next battle near the bridge. Be careful - the last bandit guarding the hostage will threaten to kill him. What to do? Decapitate him with an arrow from a bow or get him from afar with anything. One more small fight - and the quest is completed.

Bandit Spy Extraction

Available after Rescue Scarlet Robe, starts in Bowerstone North after talking to Tanya. The bandits sent the Cossack to the trade guild, but he is about to fail. He needs to be saved. You will find yourself in the Bowerstone Jail. How to recognize the spy Otto? By the mustache.

What will a good hero do? He will bypass the guards, find Otto, order him to follow and... turn on time dilation. If you quickly run to Bowerstone South, the bandit will not receive a scratch. He will move with you from zone to zone.

What will the villain do? Kill the whole caravan to save Otto. On the way to the city, you will have to fight off the attacks of the guards. You can leave Otto at the mill to save him from the guards who are about to be killed.

Trader Rescue

Available after Find the Bandit Seeress. You need to rescue three merchants from Double Blade's camp. We go, kill the bandits, save the merchants, earn experience. You can try to quickly grab all three merchants and jump out.

Trader Massacre

Available after Find the Bandit Seeress. It has nothing to do with the previous one. Go to Barrow Fields and fight the guards and merchants. The bandits are on your side.

Murder with a Twist

Available after Find the Bandit Seeress. Talk to the three guards behind the house in Oakvale. You are offered a thousand gold reward for killing a mercenary who killed the brother of one of them. The mercenary lives in Twinblade's Tent. Talk to him - it turns out that he is the very “killed” brother, and the guard just wants to clean up the inheritance. Draw your sword and the bandit will offer you two thousand gold pieces, and then two and a half thousand. Remember: if you side with a bandit, you will do bad things.

Darkwood Disturbance

Available after Rescue the Archaeologist. You need to clear Darkwood Lake of minions who are doing something strange. Help Briar Rose clear the area, then defend her while she locks the evil spirit in the dungeon.

The Ransom Victim

Available after Battle Jack of Blades. The son of the mayor of Knothole Glade (the same Zaporozhye Cossack) was kidnapped by bandits. They demand a ransom. The mayor will give you money, and at the exit from the house, the brother of the kidnapped will lie in wait for you and offer to return his son not to the mayor, but to him, promising a reward (lying).

What are your options? Give the money to the bandit, take the child. Then on the way back you will be attacked by trolls, insects, nymphs and other unpleasant creatures. The second option is to kill the bandits, save money. Then on the way back, wait for the attack of the bandits.

Return the son to his brother (bad) or father (good). Inform the father of his offspring's villainous plans, if you like.

The Hidden Sword

The quest is available after Prophets of the Fire Heart, provided that you discarded the Sword of Eternity. You need to go to the tower on the top floor and check the closet for interesting records. Then go down to the four graves below, and one of them will share with you the excellent sword “Tears of Avo”.

The Fable series of games is traditionally replete with hidden features. Without tips, it is almost impossible to fully enjoy the games. The game is magnificent, vividly reacting to all your actions and decisions, but having quite a few blunders in the form of hints. If you don't want to bother with the super-fair, we'll try to help a little. Moreover, this is even for Fable the Lost Chapters cheats and codes in the full sense.

Abyss of Silver Keys

For Fable the Lost Chapters cheat #1.

Unfortunately, in order to claim an infinite number of such keys, you must first have something. This is something - a shovel. With her, we begin the adventure in the Hobble Cave Quest. We approach the cottage of the Rose (Rose Cottage). We find a circle with flowers next to it, take out a shovel and dig out a silver key. You can immediately get hold of half a thousand gold coins for cutting spikes and opening a treasure chest. True, keep in mind that a cut and an autopsy will also lead to a unit of evil. Save after digging. We are loading. We materialize in the game behind the cottage. We go to it again and dig-save until you have enough keys.

Abyss of money

For Fable the Lost Chapters cheat #2.

We go to the gift merchant and buy all the emeralds. True, pay attention that he has more than 20 of them. We do not close the menu! We sell them back here. Let's do this a dozen times in a row and become fabulously rich. Especially if your reputation is bright. Light people get rich faster. For this financial fraud, the shop in the south of Bowerstown is best suited. It's yellow on the map.

Abyss of the game

For Fable the Lost Chapters cheat #3.

If you have passed the last level, this does not mean that the game is completely over. You can finish here as you wish. If you want to play some more (free play), then wait for the end credits to end. Twenty minutes - and the game will continue from the same place where the type ended. Just don't put on Jack's mask before the credits. Because you can never take it off.

Trollecide

For Fable the Lost Chapters cheat #4.

To exterminate the trolls, buy a powerful bow somewhere and go on a mission with the trolls. We reach the place and get the bow. We approach the victim at a maximum distance of the shot. The troll will appear from under the ground and will receive an arrow from us directly in the forehead. We do not doze off and run away. Then we come back and methodically repeat the process. Boring, boring, but there is a chance not to lose health at all. To do this, do not forget to dodge and hide from the stones thrown by the trolls.

cheating

This is for Fable the Lost Chapters cheat #5.

On one of the pirate bases you can play card "Black Jack". Bet up to 1000 gold. You can cheat using save. Save before the game. If we win, we save. If we lose, we load the previous save. And we play until we get tired of making money. This is another Fable the Lost Chapters cheat for money.

super iron

For Fable the Lost Chapters cheat #6.

Towards the end of the game, the Guild Master will whisper about a hidden super sword of some kind. Until he says this, it is useless to look for him, but as soon as we receive such information and there is a desire to get the relic, we go to the Maze tower. We are looking for the diaries of this old superman on the bookshelves. We find. We read notes about the search for this sword. Then we go to the nameless grave in the guild garden and read what is written on the tombstone. Unraveling the mystery forces three of the guild's greatest heroes to decide whether to give you the super iron or not.

Oakvale.

Awakening from dreams of an adult heroic life, a little boy receives a task from his father - to do some good deeds in his native village, for each of which his father agrees to give him a gold coin. This wealth will be needed to buy a gift for my sister, who has a birthday today. In total, you need to get three coins, and this can be done in different ways, including by doing not quite good deeds. This will affect the development of the hero, who can turn into a saint or a natural demon as a result. This passage mainly tends to develop along the bright path.
So, right in front of you, talk to the girl, she lost her teddy bear. Then turn the corner of the house on the right and look at the shamelessly kissing couple. A man caught red-handed at the scene of a crime will offer you compensation - one coin in exchange for you not telling his wife about his misbehavior. If you take a coin, then this will be the first step on the way to Hell. However, you can immediately correct the situation. Further along the path, near the house with a sign in the form of a sword, talk to the wife of the unfaithful husband. Tell her about the tricks of her betrothed, and one good deed will be in your pocket. Head to the warehouse with boxes and barrels, there you will be hailed by a citizen. He will ask you to guard the boxes while he leaves for a minute "to answer the call of nature." A little kid will immediately appear and start inciting dirty tricks, break barrels and see what is hidden inside. Decide for yourself what is more important to you. Soon the owner of the goods will return, and the second good deed (you haven’t broken anything yet, have you?) can be considered completed. There are still a couple left. First beat the big guy molesting the little boy further down the path. Then return the teddy bear, which the rescued boy will give, to the girl. Then return to your father and receive your well-deserved reward. Talk to the merchant near the tavern and buy a box of chocolates from him for three coins. Give the gift to your sister, she is playing in the garden next to the scarecrow. Run to your home... Bandits will suddenly attack the village, kill all the inhabitants, kidnap the mother and sister of the protagonist. Near the body of your father, Maze, the head of the Guild of Heroes, will meet you.

Heroes Guild.

A strange and mysterious man with glowing tattoos on his face will lead you to the Guild, and at the same time introduce you to the Guildmaster. You will also meet Whisper, another Guild student who will share a room with you. When the conversations are over, you will find yourself in the Map Room - this the main room in the game. There is a map here that allows you to choose the main and secondary quests, as well as a teleporter and a platform where you can spend the experience points you gain on pumping the necessary skills. Go out into the courtyard and talk to the Guildmaster "ohm. Training will begin: first beat the straw blockhead with your hands, and then with a stick. After that, they will entrust a more serious "case" - to kill ten beetles in Guild Woods. Do not forget to collect green experience spheres left after the destroyed creatures, otherwise there will simply be nothing to increase the parameters. At the end of the fight with the bugs, return to the Guild, where the Master will offer to continue training. You can complete a few more small tasks to earn money, or immediately agree to move to a new level of apprenticeship, as you wish.
After becoming Guild Apprentice, again go to the Master near the training ground. He will give out a real sword and offer to demonstrate his skills on the Whisper. Then the turn will come to archery and the use of magic. The second stage training has come to an end, choose to continue or refuse if you want to run through the forest with Whisper.
To complete the training in the Guild of Heroes, it remains to pass the final test. Go to the Guild Woods map and fight Maze there. Then return to the Guild to receive the title of "Hero". It's so easy. Then click on the map and choose the next quest. Let me remind you that we will focus only on the key ones marked with a gold mark. The blue ones are up to you.

Wasp Menace.

A townsman will meet you outside the Guild gate, he will show you the way to the picnic area (Picnic Area), which was occupied by giant wasps. By the way, to the left of the entrance there is a shop selling titles, and to the right is a platform where you can agree to fulfill additional conditions for the current quest. For example, defeat all opponents with bare hands and without weapons. Just keep in mind that for failure to fulfill the obligations assumed, a fine is imposed. Therefore, you should think several times before getting involved in this adventure. Having finished with the wasps, hurry to the town of Bowerstone. The local guard will stop at the entrance, tell you about the town and its mayor Lady Grey. Talk to Maze near the pub. It turns out that your sister did not die, although this is still only unconfirmed rumors. Return to the Guild and choose the next quest. You can use the teleport, which is located next to the gate.

Protect Orchard Farm.

Here they offer a choice of two quests: either protect the farm from bandits, or attack (Attack Orchard Farm) the same farm. We're on our way, are you with us? From the Guild exit to the Greatwood Entrance map, you will run into Whisper there, who seems to be about to accept the opposite quest. Further along the route: Graetwood Lake, Orchard Farm. Guard the warehouse from the bandits, there will be two waves of attackers, after which you will have to fight Whisper again. What a restless girl. Return to the Guild for a new task.

Trader Escort.

Get to the Greatwood Entrance map, and from there make your way to the Greatwood Gorge. The bandit will offer to pay him 400 coins for the passage - pay, or do the wrong thing. From here go south and onto the Greatwood Cullis Gate map, then to Greatwood Caves, Darkwood Entrance. Meet two merchants, now they will be under your protection. They, like other mercenaries, can be ordered to stand still or follow. The main thing is to constantly monitor their health indicators, if the merchants are killed, then the task will have to be replayed. A little later, another merchant will be asked to join the company, it's up to you to take it or refuse it. Guide your fellow travelers through Darkwood Marshes and Darkwood Lake, Darkwood Camp (there are a few merchants here, you can shop around), Ancient Cullis Gate, Darkwood Weir. A terrible monster will pop out of the ground, destroy the thug and dive into the cave behind him. Here you are in Barrow Fields, at least one of the merchants must get here. From this place, go to your native Oakvale. Maze is waiting for you there, he will tell you about the bandits who once destroyed his father's house, and that a new quest is waiting for you in the Guild. Perhaps soon you will find a trace of the kidnapped sister.

Find the Bandit Seeress.

One of the thugs in Twinblade's Camp knows something about Sister Teresa. Take the familiar path to Barrow Fields (or via teleport), from there to Oakvale. Go down to the beach, to the right along the coast and into The Clifftop Path cave. The task here is to sneaking to the gate to the next location without being caught by the bandits.If they raise the alarm, you will have to outplay.Bandits can hide behind rocks or shoot from a bow from a safe distance.After getting through the gate, you need to find five chests with bandit clothes ( shoes, shirt, pants, gloves and bandana) and put everything on yourself. This is the only way the guard will let you into Twinblade's Camp. To get further, you must have a special label (Camp Pass). The bandit is kindly ready to sell it to the left of the stairs, next to the local bar, for 1000 coins. Then you will run into a locked gate again. Kill the guard near the cages to get the key and free the two women. The guards will open the gates and rush after them in pursuit - that's all you need. Come into Twinblade's Tent. Fight Twinblade. The only vulnerable bloodthirsty bearded man is his back, so you need to wait for his swords to get stuck in the ground, go around and thrash on his back. After the battle, sister Teresa will appear, and the narrator's voice-over will tell us about her "After being kidnapped from Oakvale, she was blinded, she wandered through the forests and joined the bandits, if in short. And then she will leave. Finish off Twinblade, although this will be more difficult, all his henchmen will turn on you. When everything is over, return to the Guild and talk to Maze, he is standing near the fireplace in the tower on the second floor, this time he will tell about his friend, who needs to be rescued.

Find the archaeologist.

Go to the room with the map (you don't need to touch it) and into the teleport. Destination - Witchwood Cullis Gate. Soon another "King Kong-shaped" monster will appear on the road from under the ground, and behind it the exit to the Witchwood Stones map looms. Not far from the entrance is a demonic door that can only let in someone who knows her name. Find four stones and kick them in order to form the word HITS. In the cave behind the door you will find the Archaeologist. However, he will not be happy with your meeting at all. Return to the Guild, click on the map to get a new task.

White Balverine.

Teleport to Witchwood Cullis Gate, then run through the map with four stones and get into The Temple of Avo. On the left there will be an exit to Witchwood Lake, and there it is already close to the end point of the route - the settlement of Knothole Glade. Run to the gates of the village and talk to the people who are trying to get inside, but for some reason they are not allowed. Kill four Balverine, then the gate will open. Talk to the local chef, your conversation will be interrupted by the attack of the Great White... no, not the shark - Balverine. You need to hit this creature ten times, then it will run away. The boss will tell you that, perhaps, the wife of the last daredevil who wanted to defeat the white monster knows the justice against him. Go deep into the village and again weigh ten blows to the monster. The wife of the last hunter will appear and tell unexpected news. This monster... is her husband, and he became so after being bitten by the last Balverine he hunted. She will also give Silver Augmentation - you need to insert it into the weapon to make it easier to defeat the beast, although you can kill it with other weapons. First, beat the creature in the village again, and then run to Witchwood Lake, where you need to finish it off. As a result, get the White Balverine Head, take it to the boss as proof of the death of the monster. The chief will give a letter from his sister and say that now you are worthy of the right to fight in the Arena. Return to the Guild, where choose a new quest.

The Arena.

The entrance to the location with the Arena is located on the Witchwood Lake map, which is next to Knothole Glade, where you can teleport directly from the Guild. In the preparatory block, buy yourself clothes, weapons, flasks and wait for a call to battle. When he follows, talk to the guard at the gate and go for a long and hard duel. The first two rounds you fight alone, and then you will be campaigned by Whisper. Between rounds, you can rest and visit the store, but in this case you will not receive prize money. After the eighth round, someone Jack of Blades will appear and offer to fight the two winners among themselves. Defeat Whisper in Round 9. At the end of the fight, you can kill her or leave her alive - the choice is yours. Leave the Arena, at the exit you will be met by Lady Grey, the mayor of Bowerstone, and invited to his mansion. Then Jack of Blades near the statue of a woman with an ax will tell the story of the mother. Imagine, she also fought in the Arena! Here is the family of heroes.

Finding Theresa Again.

Head to the nearest teleporter and teleport to Barrow Fields. Exit the map at Gray House. Sister Teresa is already waiting here, she will tell you that it was Jack of Blades who organized the raid on the village, and it was he who gouged out her eyes. We will still get to him, but now we need to look for our mother. Return to the Guild and take a new task.

Rescue the Archaeologist.

An archaeologist languishes in Bowerstone Prison. Jump to the teleporter and choose Bowerstone South. Go to the Bowerstone North map (now possible), where head to the prison. Creatures have kidnapped the Archaeologist, and you need to save him. Go to Windmill Hill, where kill all the monsters - the protective barrier in Gibbet Woods will disappear. Next, head to Prison Path, slaughtering a stone troll along the way. Now the task is more difficult - you need to deal with all the enemies in five minutes and save the Archaeologist, but this is not so simple.

The Graveyard Path.

After talking with the Archaeologist, return to Gibbet Woods, then Headsman's Hill and Lychfield Graveyard. There is a locked gate to the cemetery near the teleport, and you don't have a key. What to do? Run to the house nearby and talk to the caretaker there, he will open the gate Pass the cemetery and go down to Nostro's tomb.The skeleton in the coffin will ask you to bring him four of his things (sword, shield, armor, helmet).The armor is in another tomb, the helmet is in the caretaker's house.Don't forget to grab a shovel from the chest near the house. Then go to the cemetery and start digging. First, at the entrance to the cemetery, go to the left and to the left of the tomb, where the silver key is located, dig - you will find the Nostro sword. It remains to get a shield, you will have to fish it out. Go to the river opposite the tomb, where you took the armor ( there is something sparkling in the water and bubbles are visible), and use a fishing rod (you need to play the fishing mini-game) - get Nostro's Shield. Return things to the owner, in gratitude he will open the demonic door. On the next map, kill the zombies, the door to the Circle of the Dead will open. Stand in the center of the round stone slab and kill all the zombies (they can only be killed when there is a red aura around), the protective barrier will disappear. Go down into the dungeon in search of your mother.



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