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Walkthrough

November 12, 2010
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Fable III Walkthrough

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This FAQ may be not be reproduced under any circumstances except for personal,

private use. It may not be placed on any web site or otherwise distributed

publicly without advance written permission. Use of this guide on any other

web site or as a part of any public display is strictly prohibited, and a

violation of copyright.

All trademarks and copyrights contained in this document are owned by their

respective trademark and copyright holders.

Written by: Daniel Acaba

Online ID: Misfit119

Contact me at: eternalmisery718@yahoo.com

System: PS3 / Xbox 360

This FAQ Copyright 2010 Daniel Acaba & IGN.com

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Index

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1 - Update History

2 - Tips and Tricks

3 - Walkthrough

4 - Side Quests

5 - Collectibles

5.1a - Gold Keys

5.1b - Gold Doors

5.2 - Silver Keys

5.3 - Gnomes

5.4 - Demon Doors

5.5 - Rare Books

5.6 - Auroran Flowers

6 - About the Author



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1. Update History

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v.1.0 - 11/4/2010 - Guide complete. All that's left are the rare books and the

Demon Doors.

v.2.0 - 11/12/2010 - Guide 100% finished. All collectibles listed.

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2. Tips and Tricks

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Normally this section would be populated with advice on how to excel in combat,

level up your character or generally make your life with the game easier. That

isn't necessary with Fable III though as this game is so easy that it's kind of

sad. As such just find the form of combat that fits you best and use that to

the point of absurdity. An easy way to win every fight with ease is to simply

use an Unweaved Shock spell over and over on every enemy in the game. A high

level area of effect Shock spell can kill most enemies very fast.

*NOTE: If you ever have any problems in a fight simply use the Slow Time or

Summoned Creatures potions. By the end of the game you will have dozens of the

things lying around so use the heck out of these early on in the game to make

your early going so much easier.

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Making Money

-------------------

Over the course of Fable III you will need about 7 million gold just to ensure

that you recieve the best ending (and the achievement). This doesn't include

money for buying gifts, potions, clothing and weapons so you'll probably end up

wanting about 8 million gold or so.

Now there are no really good means of making money in Fable III. Buying trade

goods to sell somewhere else is a very slow process, you want to keep all of

your legendary weapons so you can get that achievement and the jobs don't get

all that good until much later on. So that leaves only one solution: it's time

to become a landlord to rake in a ridiculous amount of money during the game.

First it has to be said that managing properties in this game is a huge, HUGE,

pain in the ass. Not only do you have to manage each property individually when

it comes to setting the price of rent but the buildings have a "condition"

rating that you will have to manage. The way it works is that you will have to

repair these buildings before their condition drops to 0% or the tenants will

stop playing rent. Each building must be manually repaired so once you own a

whole lot of buildings the repair time can be aggravating.

You only need to repair your homes every so often and the speed of their decay

is based upon how often people are moving out. This is based upon how high the

rent is. So while a high rent might get you a lot of money you're going to have

to spend a whole bunch of time repairing those homes.

However you can easily make money by simply focusing on the shops in town. Buy

up all of the shops and keep their prices at either normal (if good aligned) or

set them all to highest (if evil). Money will flow in rapidly with this once

you own most of the shops in the game world.

*NOTE: If you're playing good but would like to charge ridiculous prices for

goods simply buy all of the houses in town and set the rent to low or free. The

way the morality gain / loss from rent works is more of a net experience thing.

So if Free is +2, Low is +1, Neutral is +0, High is -1 and Highest is -2 three

shops at Highest will require three homes at free rent to counteract. This is

all totaled up every time the rent comes in so feel free to change stuff up.

The trick to gaining a godly amount of money with almost no effort is below:

- From the beginning of the game start buying up homes in the Dweller Camp. Do

this as fast as you can, ignoring buying anything else until you own it all

except for the shops. Obviously this requires you to use Guild Seals to buy the

Landlord chest so do that ASAP.

- Once you have the entire Dweller Camp begin buying homes in Brightwall. Once

again you're trying to buy up every home in the entire town. Do this while you

complete all of the side quests in the game up until this point.

- When it becomes available you can also purchase all of the homes in the

Mourningwood Forest if you'd like to have a bit of extra income but it is far

from necessary.

- As soon as it becomes available purchase the Entrepreneur Pack from the Road

to Rule. This will allow you to own shops. Until you have this ability don't

bother buying up anything in Bowerstone as it's not worth your time.

- With said pack in hand buy up all of the shops in the Dweller Camp first,

then Brightwall and lastly in Mourningwood if you care to do so. At this point

you will be raking in a ridiculous amount of money every 5 minutes but don't

stop there. When you have enough money purchase up the Bowerstone Industrial

Pub, all of the shops in Bowerstone Market and shops in Driftwood whenever you

get around to opening up the area.

- At this point you should start selling off any of the homes you own in the

Dweller Camp and Brightwall as they don't you enough for it to be worth the

effort. The only homes you want to buy up are the ones in Bowerstone Market and

Millfields as these are definitely worth the investment. You should own all of

this before you travel off to Aurora.

- Once you have taken the Throne buy up all of the shops in Aurora as well as

the ones in Bowerstone Old Quarter if you choose to fix up the place. By this

point you will be bringing in millions of gold in very short order which means

you can now do whatever you like with your rulings as well as buying whatever

catches your eye in the various shops across the land.

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3. Walkthrough

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Prologue

==============

Upon waking up pick which of the two outfits you're going to be wearing for the

day. Make your way outside towards the gardens, following the golden "bread

crumb" trail until you find Elise / Elliot (gender is based upon your own). You

can either give her a hug or a kiss in greeting. Hugs are for pansies who try

to do the whole chivalry thing though

Take your companions hand by pulling the Left Trigger and bring them along the

trail until you enter the kitchen. A group of workers are here, awaiting your

words so tell it like it is:

Give the poor kitchen staff a spirit rousing speech to encourage them. This is

your first good act so go feel happy and stuff.

Give these complainers a harsh speech to shut them up. This is your first evil

deed so give yourself a path on the back!

Continue forward into the foyer area of the castle where a bunch of petitioners

are waiting to see the King. One of them asks you to sign a petition to help

eliminate poverty but you know how we feel about that, don't you?

Sign the petition to gain another boost to your morality meter.

Wipe your butt with the contract and then move on with Walter. Yet more evil

points for you.

Next up is some combat training which is about as simple as it gets. Follow the

on-screen prompts to defeat him which wills tart up another cutscene.

Head back to the foyer area to see the peasants who are protesting against the

King. After Walter leaves your companion will convince you to follow the old

warrior to the War Room. What ensues is a bit of trouble where you are put in

charge of who is executed: a bunch of peasants or your companion. This is kind

of an iffy decision as it's not a good or evil one, more about whether you're

giving or selfish. But we have always chosen to save our companion instead.

Once your decision is made a bunch of talking will ensue, ending with you, Sir

Walter and Jasper planning to escape. But first you will be brought to The

Catacombs in the garden. Once inside Walter presses on a secret stone which

reveals the Guild Seal, take this to begin your path to true power over Albion.

More talking ensues although you do get the Fireball spell by opening the first

chest on the Road to Rule.

Upon leaving the Road to Rule you will be instructed to use your magic to get

out of catacombs which prompts a fairly long walk through the escape tunnels.

This is broken up by talking as well as a small, brief encounter with bats. Use

your magic to get rid of them so you can continue onward. You'll have a few

more encounters with the dreaded bats before you can escape this area via a

rare Cullis Gate. Use this to make your way to the Sanctuary, your new base of

operations for this rebellion.

==============

Gathering Allies

==============

After more talking use the Cullis gate to teleport yourself to the Dweller Camp

in the mountains. Follow Walter as he rambles until you reach the gate that

leads to Sabine, the leader of the Dwellers. He gives you 500 gold so you can

buy some less conspicuous clothing so follow the bread crumbs and buy the set

of Dweller clothes. You're now isntructed to head to the Sanctuary by pressing

the start button. Head back there, put on the Dweller outfit and then head back

to the camp.

Go back to Walter and he will be willing to let you speak to Sabine. Sabine

wants you to complete three missions to get them to side with you. Explore a

chamber underneath the Brightwall Academy, kill off some mercenaries and get

the Dwellers some food. Nothing too bad really.

It's time to leave the Dweller Camp so head out into Mistpeak Valley. It's best

to simply follow the trail as there's very little to be gotten by deviating

from the bread crumbs. You must fight your way through a few groups of wolves

using only your magic but this is very easy to do as the wolves only take two

hits from the spell to take out. Continue forward until you reach Brightwall.

Inside of the city there's a lot to look at but all of it requires money that

you frankly don't have. So simply follow the trail all the way up to the top of

the village where the Academy stands. Head inside and show to the Guild Seal to

Samuel the librarian to make him more cooperative. He leads you to a door you

must open with the Seal to enter the hidden chamber.

==============

Brightwall Academy

==============

Make your way down the stairs until you see a Flit Switch. Jasper calls you

back to the Sanctuary to get you some new Heroic weapons. Grab either the sword

or the hammer, name them if you like, and then head back into the Academy. Now

you can use the melee weapon to activate the Flit Switch. Blue means a melee

hit, yellow means a ranged hit and red means a magical hit so use melee now.

Cross the newly extended bridge to the central platform where you will be

engaged by a rather huge amount of Hollow Men. This can be a bit tricky since

it's your first fight and its fricking huge. It starts off small so get used to

attacking, dodging and using flourishes before the horde comes. This fight is

pretty easy for hammer users as its wide swings and high damage make Hollow Men

die quickly but it's a bit harder for sword wielders. If in doubt run away and

fire off a bunch of spells.

Keep going forward, using the magical flit switch to start making your way

over the pit. If the brick you raise by stepping on the blue triangle is under

the floating spirits you will have to fight Hollow Men so step carefully. Cross

by stepping on the blue triangles that point towards the chests or the far side

of the gap. Make your way across and follow the path, killing yet more Hollow

Men along the way, until you're stopped by a lack of a path. You need a ranged

attack weapon to help you and Jasper just so happens to have found some.

Go back to the Sanctuary, make your choice of pistol or rifle and then head

back. You'll be using your gun to hit the flit switch and then kill of enemies

along your way up these weird platforms. Enemies must be killed to lower the

next platform. This is easy up until you reach the platform with a treasure

chest. Here a group of roughly five Hollow Men spawn alongside a tough, larger

one. This big guy takes a lot of abuse so try to get rid of the smaller ones

first and then take out the large one.

To make matters worse when you attempt to go up a bit further three of the big

guys will spawn in with about a dozen Hollow Men. Six or so spawn in alongside

the larger ones and more will spawn in as the little ones die. Try to keep

moving along the outside of the group, hitting them with spells or bullets and

only using your melee weapon when you have a clear shot on one or two of them.

Eventually you will whittle them down until the last falls, allowing you to go

to the top where your parent's treasure awaits: the Music Box.

When you pick up the Music Box you must travel to the Road to Rule to see what

else lies for you there. Theresa has you use the music box to see just how deep

your brothers insanity goes. But while you're here you can spend some of your

collected Guild Seals so head on over to do that before leaving.

==============

Mercenaries

==============

Head back to Brightwall to meet up with Walter near the pub. He has an idea on

how to infiltrate the mercenaries so that you can take them out from within. A

drunken merc named Jimmy is going to be your ticket into their camp... or at

least his clothing is. You'll need 1,000 gold to buy the beard and arm tattoo

that are required to complete the disguise so head on out to work a job or ten

until you have earned this money.

Now you can travel to the Mistpeak Valley where the bandits are located. The

disguise you're wearing gets you past the first gate into the camp itself.

Once inside it will get you past the next gate but then the fighting breaks out

and it's you versus the entire camp. This isn't as hard as it sounds since the

bandits are generally easy to deal with especially as a lot of them hang out

near explosive barrels. Move in closer if you can't get a shot on these so that

you can blow enemies sky high.

It's a rather simple deal to get past the enemies. Simple until you reach their

boss Saker that is. That's when things get incredibly messy. If you try to beat

this giant in melee he will start blocking after the second hit before he

begins reprisals against you, slaughtering you bloody with powerful hits and a

radial attack if you stay near him. If you stay at a distance he will throw

explosives at you which are a problem as they do a lot of damage and the flames

they leave behind will set you alight.

If that wasn't bad enough he will start calling down his buddies to help him

out as the fight goes on which is bad news. The arena can get mighty full of

enemies and when the ranged attackers start shooting you it can become fairly

hard to find a chance to attack Saker back.

Luckily there's a fairly easy way to defeat him no matter your combat styles.

If you wish to battle him in melee then all that's required is a bit of timing.

Move in on him, strike him twice before moving away and repeat. If you're in

the mood to be a bit daring hit him twice, charge up a quick flourish and then

move away. Magic / ranged attacks are easier as all you have to do is stay away

while constantly pummeling him with these. If you get corner trapped feel free

to use a Slow Time potion to escape before repeating your attacks.

When he falls you get the choice to spare or execute Saker.

Choose to spare Saker. If you do this then Saker will swear himself to fighting

alongside the Hero. This benefits you a good deal.

The darker option is to kill that pecker so he doesn't plague the area any

longer. This has no long term effect other than losing out on the soldiers.

Now it's time to return to Walter in the upper area of the pub. It seems that

if you want to convince Brightwall to share its food supplies with the dwellers

you're going to have to do a bunch of side quests, see section 4 if you would

like some tips or suggestions on how to complete these. You will need 30 Guild

Seals to start the next part of the quest.

===================

Happy Tidings

===================

Once you've obtained the required number of Guild Seals return to Walter. A

cutscene shows Samuel who has talked the townsfolk into providing for the

poor starving Dwellers (suckers!). After this cutscene make your way to the

Dweller Camp to have another cutscene play showing Sabine coming to your side.

Speak to Theresa inside of another portal to the Road to Rule before going back

to the real world so you can continue on.

Walter tells you to meet him by the Mistpeak Valley Monorail Station. You can

very easily kill time, or do more quests, before going there so take your time.

===================

Mistpeak Monorail

===================

Whenever you're ready head on over to the Mistpeak Valley Monorail Station to

rendezvous with Walter. Once you enter the station you will run into Walter

himself, waiting for you. Talk to him to see a short cutscene of just how great

the monorails are. Unfortunately this means that you're going to have to take

the long way. Of course.

Ride the elevator down to the ground level to look for survivors. All you find

down here are Hobbes though. If you've been doing side quests then these things

should fall rather quickly to your strikes. Kill the Hobbes, cross the bridge

and keep going through the caves. More Hobbes will ambush you but they're not a

big threat.

Eventually Walter will talk about the Hobbes setting up an ambush across the

way from you. Here you can either start shooting at the explosive barrels to

take them out rather quickly or, if you don't trust your gun or just want some

Hobbe bits on your weapon you can circle around the path you're on to come up

on them. Either way take out the Hobbes before continuing on.

Yet more of the little buggers litter your path but they're not getting much

harder. Even the ones with rifles aren't much of a threat since they're not

what you might consider very accurate with their weapons. Hobbes will even try

to bar your way with a magical barrier but your golden trail leads you around

that. When fighting against the spellcasters make sure to go after them first

if you're not using a hammer as the undead can really get in your way. Hammers

are quite good at bashing the undead to pieces in one hit so it's possible to

be a bit choosier with your targets at that point.

When you enter the arena you will have to fend off numerous undead Hobbes that

the three conjurers in the middle are calling up. After you take out the little

ones bigger, armored undead will spawn in. Defeat them to cause the barrier

protecting the three casters to fall as they spawn in yet more undead. Go after

the spellcasters so you don't spend all night here and then clean up the rest.

As the last of them falls you get yoinked into the Road to Rule again so listen

to Theresa, spend your Guild Seals and return. Watch Walter's magic attack and

then get the heck out of here.

===================

The Mourningwood

===================

Now that you've arrived at the Mourningwood you have a bit more walking to do

to reach your destination. Walter leads you to a fort in the middle of the

swampy forest where some of his old associates are holding out. Listen to all

of the talky-talky and walk around the area before going to man the mortar.

Using the mortar is actually incredibly easy, simply aim using the targetting

cursor and obliterate the targets. This is really easy to do and you can't

really fail at it. You're on a timer and by killing lots of Hollow Men you will

get a whole bunch of experience towards Guild Seals. Shoot, shoot, shoot away

so that you get a whole bunch of the undead buggers.

Now you have to defend the soldiers in the fort from the undead invasion. You

shouldn't be having much difficulty with the Hollow Men at this point in the

game especially if you've got a strong weapon on hand. Use spells when they're

clustered up into large groups, shoot them down if you have The Bonesmasher and

just let your weapons do the talking.

Things get a bit hairy when Lt. Simmons rises up from his grave to come after

you. Simmons has a very powerful weapon strike, can cast a spellweave with

Blades and Shock that does a good bit of damage and summons up six Hollow Men

to act as his backup. Try to use a spell to destroy the regular enemies before

focusing on him again until he once again summons up the flunkies. If you wish

you can use Summon Creatures to distract the enemies or even Slow Time to land

some solid shots on the Lt. If he starts blocking it's best to just move away

as he will often hit you while you try to charge up a flourish.

Once the good Simmons has fallen again you can get Major Swift to promise to

aid you in overthrowing Logan. With that done go through another of Theresa's

portals, spend your seals and then return. Make the obligatory promise to Swift

so that you can continue on your merry way. Head for the entrance to the sewers

of Bowerstone via the Mourningwood.

===================

Viva la Revolucion!

===================

Walk through into the Bowerstone Industrial section. You'll be following Walter

through this miserable, run-down little rat hole to see the resistance. But

first you get to see Lionhead's favorite character in the entire Fable series

making his oily, obnoxious return. Yep, you guessed it, Reaver has returned and

is once again doing his whole karma houdini thing. Ugh. Couldn't we have gotten

someone less obnoxious here? Maybe Jar Jar Binks?

After the cutscene, if your game doesn't lock up because of some wonderful

programming, you can continue to follow Walter to the resistance HQ. Enter the

sewers and continue forward until a cutscene plays. When it ends follow Page

into her command room for a bit more talking. Go into the portal before it's

time to do some more side quests. Consult section 4 for more information these

side quests and return here when you have the 100 Guild Seals required.

Once you've managed that, which really shouldn't take too long, you can head

back down to talk to Page. But of course the life of a Hero is never simple -

You're going to have to infiltrate Reaver's mansion via a costume so that you

can find out what's happened to the men they sent there.

===================

The Masquerade Party

===================

Meet Page just outside of the manor and head inside together to start this

investigation. Obviously this whole mess was just a trap meant to get some more

of the rebels into Reaver's little party. To get out of this alive you're going

to have to survive numerous battles against several arenas worth of enemies.

The first room is composed of Hobbes and is rather easy. Since you have a

central area you can stand on and wait for the Hobbes to come to you this is

easy to win just by spamming magic and ranged attacks. The next room is a brawl

with some Hollow Men but by now that should just be a light workout. Your arena

is big enough that you can easily avoid being swarmed or cornered by them so

you should be in no danger at all. Next up are some mercs which is... rather

bland. Only the large ones will offer you much of a battle after all you've

already been through.

But the next one is a surprising new enemy: Sand Furies. These females are

incredibly tough - they hit hard, move incredibly fast, are hard to hit and

even then they have a good bit of health. Melee attacks are incredibly

unreliable here as they can evade quite easily and if you do hit them then they

are going to take a few hits to finally put down. Ranged attacks will take a

bit longer to finally put them down but it's much safer to just keep shooting

and moving than getting locked in melee combat with these hellions.

Last, but not least, you're going to have a bunch of Balverines to battle. Page

isn't much help here and there are a number of these guys coming at you all at

once so you'll want to be careful about this. It's heavily suggested that you

make use of a Summon Creature spell here to distract the Balverines while

taking shots at their backs with your strongest, fastest attacks. This is the

safest way to take them down without getting trapped by their rapid attacks.

When the last Balverine falls some more yakking will ensue. Page will finally

agree to help you so promise to aid the people of Bowerstone. Enter Theresa's

portal, spend your guild seals and then make your way to the castle to hear the

Kings message.

Things go rather poorly at the King's address which gives your group all of the

impetus to ensure that things will be changing very shortly. Logan cannot be

left to his own devices any more.

===================

Traitors

===================

Don't follow Ben unless you're ready to be stuck doing this for a bit. Say

goodbye to your family, give the wife one final... hug and then get started.

Ben attempts to talk his way into the back areas of Bowerstone Industrial but

this fails miserably, forcing you to fight from the get go. There are a few of

Logan's royal guards in this area but they shouldn't be too much of a threat to

the Hero by now. Guns do wonderful as they can't block those but if you use

melee then remember they block after you hit them twice so use a flourish.

When you get into the building run forward at the enemies and use an area of

effect spell to blow up the explosives. They will go off killing the enemies

all around you without hurting you as you're invincible while in the casting

animation. Do this as much as you can to thin out the enemies here, and get

kills towards that achievement (Barrel of Laughs). Once the enemies are thinned

out you can keep pushing forward.

Holy hell, that's their distraction?! Wow.

When you get outside a large force of soldiers is waiting for you so start

using those explosive barrels again. After you finish off the last soldier your

buddy Walter emerges from a nearby building. It's time to hit the high seas.

I hope you didn't expect that to go so smoothly. The Hero wakes up on a beach

alongside Walter with Ben nowhere in sight. The two set off into a nearby cave,

the only way off of the beach, only to find a strange glowing barrier in the

ground. Of course like great heroes they end up messing stuff up horribly.

===================

Darkness Incarnate

===================

If that quest name doesn't sound forbidding then nothing ever will. And then

Walter has to go and do something that is incredibly dstupid by reading from a

random journal on the ground. It opens the way for you... but only to dark,

vile places and thing best left undisturbed.

In the temple area Walter points out that you will have to jump down, taking a

longer route around to pull a lever. This will allow Walter easily come across

the bridge it extends. On the far side he dispels another barrier blocking your

way, allowing you to go deeper into this place. Of course that isn't all that

good of a thing... Holy crap.

As you try to travel through this underground nightmare you will be constantly

taunted but more importantly you will be attacked by these Shadows. These

"Children" as he calls them are kind of like advanced mercenaries - they hit

fast and hard but die pretty easily. Repeatedly spamming area of effect spells

gets rid of them in short order although they seem to be highly vulnerable to

Shock spells as this kills more of them than usual.

*NOTE: It's worth paying your Sanctuary a visint. Just for fun.

Walter is eventually taken from you so finding him becomes as much a priority

as getting out of the caves. Try not to loiter for too long or you run the

riks of more of these things spawning in. It's not terribly common but it will

slow down escaping from this place. The fighting is constant and intense but

not the most difficult.

Not difficult until you find Walter again. This is where the feces really hits

the oscillating object. The Crawler uses its magics to repeatedly send magical

darkness up at you while the Shadows attack you in seemingly endless waves. If

you're using Shock then keep spamming that to devastate them as quickly as you

can. When the last of them finally falls the darkness wakes up some robotic

allies, Dark Minions. These slow, plodding things hit hard and have a distinct

lack of hit-stun (they don't react to being hit by weapons) but they die pretty

quickly to strong attacks. If they're blocking you too much for your taste then

use shock to break that bad habit.

However things get really nasty once you kill the last of the Dark Minions. The

Crawler unleashes its secret weapon - the Sentinel. These things are absolutely

a menace to battle so approach this fight with utter care. This create has no

noticeable hit stun meaning you can't just stagger him to make an opening. If

you try to get close his attacks will hammer you but if you stay away he will

send darkness along the ground at you, like a fracture coming at your feet, or

he will send it underground to erupt underneath you.

All of this means that staying near him is a bad idea as is standing still for

very long. The best way to win in this fight is to use a strong ranged weapon

along with a solid Shock spell. Whenever you see him doing the fracture attack

roll around while unloading on him with the gun. While he charges up the bubble

under the ground attack use some targeted magic to weaken him. Just keep moving

while picking at his health and he will go down in due time.

With it dead we have to help Walter. Grab his hand and lead him to the light.

Here you finally get to make another moral decision. You can either try to stay

with Walter, benefiting your morality, or leave him there, which is obviously a

pretty mean thing to do. This also has an effect later on in the game but it's

a fairly minor change.

*NOTE: If you don't want to deal with Walter but don't want the morality ding

choose to Help him but then let go of his hand and run off. That makes it easy.

When in the desert you'll be forced to abandon Walter after a bit anyways as he

can't go on. You need to get help for him and yourself so head towards the

semi-circular structure in the distance. Upon arrival strange visions will

begin to plague you so follow the quest trail. There will be fighting along the

way as well as some mind games. After hearing the origin of Walter's phobia you

will be plunged into darkness.

===================

Aurora

===================

Upon awakening the Hero will find himself rescued by a strange woman who is

coming along with Ben Finn. This woman, Kalin, will assist you in recovering as

well as trying to help Walter. Before she will talk to you too much though she

wants you to go around the town, learning about Aurora. Speak to Selan down the

street to learn about how bleak things are there. Now it's time to learn just

what has been going on here.

The Hero can run around town reading the letters to the dead that are found all

over the place but there's little purpose to this. Instead just read the one

near Selan before returning to Kalin. In the end you must make a promise to aid

the people of Aurora to gain their assistance. Do so as it's the only way to

advance the story and open up another of Theresa's wacky portals. The strongest

spell in the game is now unlocked: Blades.

*NOTE: If you're looking for an incredibly powerful spell combo pair up Blades

and Fireball. If you want to delay enemies Blades and Vortex can distract a lot

of enemies at once.

You can now leave Aurora with Kalin to take Albion from your brother. As you

can't use your weapons there's no reason to look for anything in the city so

just leave once you've made your preparations in your Sanctuary.

A lot of talking will ensue where your group of allies plan a war council. It

is time to bring the fight to Logan!

===================

Battle for Albion

===================

Well you start off in a bit of a pickle. It seems that your allies are being

torn to shreds courtesy of a mortar so you're going to have to handle that.

The only path up is a fairly direct path where you have to run straight up the

hill at the mortar while dealing with royal troops and the actual mortar that

is raining hell down upon you.

You really don't want to get hit by that mortar so you should be moving as fast

as possible up the hill. Use your strongest non-magical attack to kill the

purple troops as you go, never staying in one place too long so as to avoid the

mortars attacks. The only hard part is when you near the mortar, on the stone

path, a large group of soldiers will attack. Try to use magics to kill them as

fast as possible before rushing up the hill to finally stop that mortar.

Now you are on the streets of the Old Quarter where the fighting is thick and

heavy. To be honest this is a very simple, straightforward area. There are a

lot of guards trying to stop the revolution so kill away. You're following your

quest line on a fairly roundabout route to the castle so really there isn't all

that much to be said about this section. Try to use the explosive barrels to

thin out the herd as you go but otherwise have at them!

Upon reaching the palace the lot of you will be stopped by a gate that Sabine

rather promptly blows to pieces. This frees the path to the castle itself so it

is time to get Logan. After a cutscene you wil see a cutscene with your brother

who rather quickly absconds the throne after explaining his motivations.

Congratulations, you're now the King / Queen of Albion!

===================

Ruling Albion

===================

Walter introduces the Hero to Hobson, your assistant in the castle. He will be

the one who helps you sort your agenda as well as the man who helps you with

the treasury. This part of the game requires a bit of explaining though. Every

day you will be given a list of judgements that must be made. You will sit

through two sides that explain what they wish of you before passing your laws.

When you complete everything on the schedule the game advances in time. As such

it is in your best interest to not complete the schedule until you've done

everything you wish to do that day.

*NOTE: The game claims you have 365 days until the attack but this is a lie. At

day 121 it will skip ahead to day 364. Do everything you can do well before

this point or you will end up not being able to do them before the endgame.

For your first day you have the following duties so head to the throne room to

get started on them:

-------------------

Logan's Trial

-------------------

Here you have an option as to how to handle your brother for what he has done

to the people of Albion. You can either execute him for his crimes, which

actually negatively impacts your morality, or pardon him, a good act. It's up

to you what you wish to do as there is no real wrong answer. Logan does make a

rather persuasive argument for sparing him though.

This is kind of aggravating as it makes sense for certain types of evil Heroes

to spare him although they will be impacted by good morality for this. Also it

kind of makes sense for good characters to want nothing to do with him or his

troops due to them being tainted goods at this point but killing him hits your

morality. Lame.

Regardless, after another meeting with Theresa where she opens up the final

area of the Road to Rule. When you're done there Hobson will show you the royal

treasury. It's up to you to fill this thing either with royal decrees or with

your own personal money. Donating money to the treasury is a minor good act

while embezzeling it away is a major evil act so don't go crazy with putting

money in and taking it out.

-------------------

Tax Policy

-------------------

You have three options here:

Lower Tax Rate: Costs you 400,000 gold but gives you a morality boost.

Keep Tax Rate: Costs you nothing nor does it impct your morality.

Raise Tax Rate: Gives you 200,000 gold but gives you negative morality.

From this point on you should be making the decisions that most fit whatever

character you're playing. If you're going good then

-------------------

Meet Reaver

-------------------

Here you have two options:

Reinstate Child Labour: Gives you 500,000 gold but gives you negative morality.

Open School: Costs you 200,000 gold but gives you positive morality.

Keep in mind that you promised to Page that you would end child labor so you're

reneging on a promise to a trusted ally.

*NOTE: At this point if there are any quests, family visits or general things

that you would like to do now is the time to do it.

-------------------

Rebuild The Old Quarter

-------------------

Once again, two options:

Leave the Old Quarter: Costs you 0 money but nets you evil morality.

Rebuild the Old Quarter: Costs you 550,000 gold but nets you good morality.

This is a smart thing to do, even if evil, if you owned buildings there. Hell

it's practically worth doing just to make that area easier to navigate if any

quests bring you there.

=============================

With that done the game skips ahead 30 days and you have a new schedule ahead

of you. Check your quest list to see if there are any quests you'd like to

handle before going to the throne room.

-------------------

Guard Budget

-------------------

Here you have three options:

Raise Guard Budget: Costs you 200,000 gold but nets you positive morality.

Lower Guard Budget: Gains you 200,000 gold but nets you evil morality.

Keep Guard Budget: You gain / lose no morality or gold.

This won't make you too popular amongst the peasants but this is one of the

lesser rulings that will grant you some decent money. If you've been making a

bunch of fair rulings this is a decent one to skimp on as the negative impact

isn't actually all that great. Make some money back and be done with it.

-------------------

Interior Design

-------------------

This has no effect on anything, it's purely about the aesthetic design that you

are going for. I personally prefer the dark and forboding look since it is sure

to remind your servants not to screw around on the job.

-------------------

Aurora's Fate

-------------------

Aid Aurora as Promised: Costs 700,000 gold but you gain a good bit of good.

Instead Mine Aurora: Gain 500,000 gold but you gain a good bit of evil.

Beyond just the money there is a good reason to mine Aurora. By mining Aurora

you will open up an optional dungeon that provides you with a Legendary Weapon

upon its completion. This is a pretty good reason to just go ahead and condemn

the land to forced labour.

-------------------

Find the Auroran Diamond

-------------------

This isn't a ruling so much as it is an excuse to get out and go adventure in

Aurora for a little bit. Head to the City of Aurora, look around at what your

choices have done, then go out into the Shifting Sands. Make your way across

the dunes until you find the Sandfall Palace entrance. While trekking along you

will get to fight more of the Sand Furies who are just as dangerous as ever.

Try to keep moving or they can trap you between them for numerous hits.

Once you enter Sandfall Palace the only thing between you and that Diamond are

a whole bunch of Sand Furies. Basically every room consists of the following

pattern: enter room, kill four or five Sand Furies, make way towards exit, kill

a few more Sand Furies, enter next room, repeat.

Things only get a bit dicey when you actually reach the Diamond. As soon as the

Hero lays hands upon it a whole bunch of Furies emerge. About fifteen of them

come, in groups of five, to try taking down him down for touching the Diamond.

Stand your ground in the larger room so you have more space to use when taking

them down. Once the last falls ignore the golden trail and head for the other

door in this room. This trail has two chests for you to pick up but, much more

importantly, it's a good short cut to help get you out of this place.

It's a pretty quick run to the exit after jumping into the water so get out of

here and return to Hobson. Here you have two choices:

Keep the Gem: You gain 700,000 gold but grants negative morality.

Donate the Gem: The treasury gains 700,000 gold but grants positive morality.

This one is tough as that's a hell of a lot of money if you're actually trying

to save the citizens of Albion. But a smart way to go about this is to take the

money for yourself, invest it in a whole bunch of valuable real estate (like

shops or the homes in Millfields) and donate it back to the treasury later on.

You will make up for the evil gain with your treasury donations.

=============================

The game skips ahead another 40 days and you have a new schedule ahead of you.

Check your quest list to see if there are any quests you'd like to handle

before going to the throne room.

-------------------

Child Benefits

-------------------

Restore Child Benefit: Costs 200,000 gold but grants positive morality.

Maintain Logan's Policies: No impact on either gold or morality.

Introduce Children Fines: Gains 200,000 gold but grants evil morality.

This won't make you too popular amongst the peasants but this is one of the

lesser rulings that will grant you some decent money. If you've been making a

bunch of fair rulings this is a decent one to skimp on as the negative impact

isn't actually all that great. Make some money back and be done with it.

-------------------

Bowerstone Orphanage

-------------------

Renovate the Shelter: Costs 50,000 gold but nets you positive morality.

Turn into a Brothel: Grants 1,250,000 gold but nets you negative morality.

This... this is one of the ones you might want to side with Reaver on even if

you can't stand the blighter. That is a HELL of a lot of money he's going to

earn you so even if you love them orphans it will do the country a whole lot of

good to earn that large chunk of money. Unless you have a money surplus this is

one time to side with him.

*NOTE: If you want to adopt children you still can. They are still available to

adopt in a locked back room of the Orphanage if you get the key from the bar.

A few are also found outside the Brothel sitting on some sleeping bags with the

matron from the Orphanage.

-------------------

Bowerstone Sewage

-------------------

Dump Sewage: Grants 0 gold but nets you evil morality.

Build Sewage Plant: Costs 150,000 gold but nets you positive morality.

Unlike the others this is a pretty easy decision from a money point of view or

just for completions sake. This has no effect on any quests, neither opening or

closing off any quests. It just turns Mourningwood into even more of a complete

and utter craphole.

-------------------

Crime & Punishment

-------------------

Page wants you to help root out the crime that is ruining life in Bowerstone.

It's that same pecker Nigel Ferret, the man who Elise / Eliot let escape not

too long ago. Agree to help her and she will show you the way. There is about

to be a robbery in Bowerstone Market so it's up to us to head for the pub and

stop this robbery so that we can find where this rat is located.

When you arrive at the pub enter it to find a hold up in progress. At this

point in the game you should easily be able to slaughter the lot of them with

no difficulties. This nets you a key and some instructions about the bandits

new hideout. Follow the golden trail to the far side of the bridge, down to the

door in the canal to find the Hideout.

The first room is one of the hardest parts of this whole dungeon. There are a

lot of enemies here and many of them will be throwing explosives at you. Try to

make use of Vortex or Force Push to keep enemies away from you while spamming

your magical spells releatedly.

Reject Bribe: Nets you 0 gold but you gain positive morality.

Take Bribe: Gives you 100,000 gold but you gain negative morality.

Frankly since Page doesn't complain about it, nor does the game really ever

make any mention of it, there's no reason not to spare him. Unless you're some

sort of goody, goody I suppose.

=============================

The game skips ahead another 80 days and you have a new schedule ahead of you.

Check your quest list to see if there are any quests you'd like to handle

before going to the throne room.

-------------------

Set Drinking Limit

-------------------

Remove Drink Limit: Costs you 100,000 gold and gives positive morality.

Outlaw Alcohol: Gives you 100,000 gold but gives negative morality.

Keep Drink Limit: Has no impact on your morality or gold.

If you're finding yourself still needing a bit of money this is a somewhat

harmless one to pass. It doesn't really hurt your popularity or morality too

much so if you need money then feel free to take it.

-------------------

Brightwall Academy Tuition

-------------------

Keep Promise: Lose 150,000 gold but gain good morality.

Break Promise: Gain 300,000 gold but gain evil morality.

It's time to choose whether you will honor your promise to Samuel or if you're

going to break it to make some money instead. This one causes a bit of a bigger

ding in your popularity, especially amongst the citizens of Brightwall, as you

are heavily reneging on your promise to the city. Keep in mind that your choice

here has no effect on your quest "The Pen is Mightier..." progress.

-------------------

Bower Lake

-------------------

Mine Bower Lake: Gain 400,000 gold but gain evil morality.

Reject the Proposal: Lose 50,000 gold but gain good morality.

This is another one that makes a huge difference in your popularity. The only

real reason to actually do this is if you wish to unlock a single quest or a

bunch of bland treasure chests. There are no legendary weapons to get here so

that's not a concern this time. It does seem to have some negative impact on

the property values of the homes surrounding the lake in Millfields.

-------------------

Stolen Statue

-------------------

Make your way to the Millfields where you will find the woman is complaining to

the guard. But it appears that some thief has stolen the statue that she was

planning on donating to the treasury. Agree to find the statue and then it's

time to plunge on into the nearby woods to find this thief. This means that

we're heading into the Silverpines. That's bad news.

Once there you see a White Balverine running off with your statue. You're going

to be following this thing until you reach the small community hidden away in

the Silverpines. Once you enter you find out that they're having some pretty

bad issues with Balverines so they have some silver nitrate torches lit to keep

them away. That's all very interesting but we have work to do.

Leave the settlement to find the Balverine still leaping around to lure you

deeper into the area. Upon arriving at the destination you find that the thief

is a man named Connor who took the statue for some arcane purpose. But you now

have two choices: either help him attack Silverpines or to battle him.

If you choose to battle him then this is a pretty simple little affair. He

changes into a rather powerful White Balverine and you must battle him along

with the rest of his cronies at the same time. To defeat them easily equip the

Shock spell and just spam the hell out of it. When everyone is stunned use more

magic or your gun to kill them quickly until it's just you and the boss. Spam

your strongest ranged attacks and he will fall in short order.

Now you can take the statue back to Millfields where you have another decision

to make.

But if you choose to side with the Balverines then you get to have a bit more

fun. Walk back to the village where you will now have to destroy the four

silver torches, two that guard each enrance to the settlement. When you destroy

three of them the citizens will turn hostile so expect the guard to open fire

on you but this is little threat. Simply put out the four lights and either

watch the settlement be destroyed or feel free to help out.

Return to Connor to find out that he's that White Balverine you followed when

you first arrived. He offers you the statue in return for helping him as well

as telling you that you're always welcome amongst his kin.

Now you can take the statue back to Millfields where you have another decision

to make.

Donate Statue: Treasury gets 500,000 gold and you gain good morality.

Keep Statue: You gain 500,000 gold and you gain evil morality.

=============================

The game skips ahead another 100 days and you have a new schedule ahead of you.

Check your quest list to see if there are any quests you'd like to handle

before going to the throne room.

WARNING! Take note that this is the VERY last day you have to work on side

quests or gain money to save people from annihilation via filling the coffers

with your own money if needed. Just because it says you have 121 days left does

not mean you actually have that much time.

-------------------

Economic Collapse

-------------------

Bail Out Economy: Costs 500,000 gold but gets you good morality.

Let Economy Collapse: Gives 0 gold but gets you negative morality.

At this point in the game if you don't have the money situation well in hand

then now is not a great time to bail out the economy. Let it collapse, let the

citizens suffer so that they might live. If you've got it well in hand then

there's no reason to worry so do as you please!

-------------------

Aurora Military Outpost

-------------------

Build Outpost: Costs 300,000 gold but you gain positive morality.

Reject Proposal: Costs 0 gold but you gain negative morality.

This doesn't really do much of anything for you besides the cost, morality and

change how the area looks. It doesn't actually net you any other benefits so

simply make whatever decision you like here.

-------------------

Fate of Mistpeak

-------------------

Keep Promise: Costs 50,000 gold but nets you positive morality.

Break Promise: Grants 400,000 gold but nets you negative morality.

Last but most certainly not least you have your promise to Sabine to keep in

mind now. The only thing that logging the land gets you is money and it opens

up a recurring quest to drag lumber workers to the mill. However this quest is

pretty bland as there are very rarely people to bring in so it's not worth

bothering with.

===================

The Final Battle

===================

As Hobson yammers on about inconsequential nothignness Theresa yoinks you away

via a magical portal. Here you are given your Hero form - based upon your

alignment you get either a beneficient saintly form complete with angel wings

or you become a horned monstrosity with blackened wings. We know which of the

two looks infinitely cooler though.

When you return you are in the middle of a war meeting with Walter, Page, Ben,

Sabine and even Logan if you spared him. The Darkness has arrived in Albion and

it's time to fight it off! Whoo!

Things start off with the Hero, Walter and Ben in the streets battling the

Shadow Children. This is easy enough so be ready to move on when the last of

them falls. Minions will appear in the alley to challenge you but that's not

much of a threat. Keep pushing forward through the streets, killing Shadows and

Minions until you reach the bridge.

This is where things get a bit tricky. The bridge is guarded by a Sentinel and

not just one of the regular ones. This one seems to be a bit tougher than some

of the others, capable of calling up Shadows to aid him as well as the regular

attacks of a Sentinel. It's in your best interest to have a Level 5 Shock spell

at the ready. Spam it at a low charge with an area of effect whenever the

Shadows attack while unloading gun shots or directed magic at the Sentinel

whenever you're not dodging.

From here you will have to fight more Shadows and Minions. Only one last big

Sentinel gets in your way before the final boss fight begins.

Now you must fight the Crawler inside of a human shell so that it can finally

be chased off. This fight is... obnoxiously easy actually. The Crawler battles

like a Mercenary mixed with a Sentinel. He is fast with his sword and gun but

he can also create the dark shockwaves and pools of darkness underneath you.

About his only original attack is that he can zip behind you with a directed

Slow Time spell, getting in a solid shot from behind you.

Defeating him is a simple manner of spamming your strongest ranged attack over

and over while moving. If you're using a powerful Legendary gun then just keep

rolling away from him while shooting him up with your gun. Charged attacks with

your gun while using Slow Time or Summon Creatures to distract him makes for a

very easy win. Magic is probably the quickest way to defeat him as Slow Time

or Summon Creatures can distract him enough for you to hammer him with a few

max charge Shock spells.

Regardless of how you do it he goes down annoyingly easy, you likely won't even

need to use a healing potion if you fight smart. Once he finally falls you will

get your ending cutscene, as well as earned achievements, before you can start

playing again. It's time to finish up those side quess and collectibles!

=========================================================

4. Side Quests

=========================================================

City of Aurora

=============================

Temple's Treasure

===================

Guild Seals: 50

Priestess Mara wants your help to restore the lost treasure of the temple. The

dyes that were lost will require you to recover 30 rare flowers across the

deserts of Aurora. Most of these are found in the Shifting Sands while a few

can be located in the City of Aurora and The Veiled Path.

As you find 5 of each of the flowers you can bring them back to her to get the

appropriately colored dye. Unfortunately this also means you have to give them

to her one at a time for a 10 Guild Seal reward when, due to how they've been

dispered through the areas, you probably got all of them at once. *sigh* The

worst part of this is that you must return here if you wish to dye your tattoos

so changing them is something of a hassle as compared to everything else you

can do in your Sanctuary.

======================================

These quests only open up after finishing the Final Battle

======================================

The New World

===================

Guild Seals: 5

This ambitious lady named Malusa needs a good chunk of money for an exploration

of the seas to the west. If you will fund her 8,000 gold then she can try to

explore the seas to see what she can find out there. This is a good idea as she

ends up making a very good return on your investment. Once she has the money

she will run off, bad jokes and all.

All that's left to do once you give her the money is to wait. Return to this

area after a few days have passed and go down to the docks.

===================

The Key to a Greater Key

===================

Guild Seals: 5

Vallo wishes for you to purchase a key that he owns for 4,000 gold. He claims

that this key will open up a hidden door in the desert. Supposedly this key

will lead to another key that leads to a great treasure. He's actually telling

you the truth - this key will lead you to the final gold key. Purchase it from

him to end this quest. If you'd like to learn more about this gold key please

look at Gold Key number 4 in the appropriate section.

===================

The Prophetic Hermit

===================

Guild Seals: 5

Karen would like you to take this brain to the aptly named Prophetic Hermit.

She wishes for you to bring the hermit a brain in a jar so that he can glean

the knowledge from it. This promises to get you some future knowledge as well

as making allies of the hermits followers. Unfortunately he's hidden away at

the far end of the Veiled Path. Yipkes.

You'll have to fight your way through a whole slew of Sand Furies, a lot of

the Minions and finally a Sentinel that can summon up Shadows as he pleases.

When you find the Hermit simply give him the brain to end this quest. This does

help with your standing in Aurora so even in the reward sucked it's still worth

it (even if it just means you hear less boos).

===================

A Relic of Ages Past

===================

Guild Seals: 5

It seems that this architect Himilcar has found a statue of great importance to

the Auroran temple. This statue of a long dead hero is important enough that

they'd like you to go out into the dangerous sands to retrieve it. He claims

that this will earn you the loyalty of those who worship at the temple so it's

a decent way to make up for that mine decorating their fair city.

This is easily enough found so head out into the Shifting Sands. Once there

make your way towards the large sandy area outside the temple you first escaped

from. Head out past the outpost (if you've built it) and you're going to have

to battle a whole bunch of minions. Fight your way through them until you reach

the destination. The dog will find the dig spot where this statue is located so

dig it up and bring it back to Himilcar.

=============================

Bowerstone Industrial

=============================

Kidnapped

===================

Guild Seals: 30

A person in Bowerstone has had their significant other kidnapped by some local

thugs and they need your help. If you're a man then it's a woman who has been

kidnapped and you must help her boyfriend with the roles reversed for a female

hero. In either case you must escort the person to the thugs home base to help

them get back their loved one.

*NOTE: If you let your friend live then they will end up being the lover in

question here. It makes things more... interesting.

You end up in the Cesspools, an area underneath Bowerstone Industrial. First

you will have to battle a group of mercs while Ferret hides. This is a pretty

easy group to handle as any time you charge up a spell they back off. So just

keep using spells to keep them away while taking them out with magic or guns.

After your happy reunion it's time to get the heck out of here. The only thing

between you and the exit is a bunch of bats as well as two groups of Hobbes.

Honestly they shouldn't pose much of a threat to you at this point. Simply use

your strongest attacks to take them down as quickly as you can and move on.

When you near the door Elise / Eliot will ask you what you wish to do:

- Tell her to dump him and be yours. This nets you negative morality.

- Tell her to stick with him. This nets you positive morality.

- Say nothing. She will stay with him. This nets you no morality change.

Return to her in a few days under the quest "A Lost Romance" and marry her.

===================

One Ring to Find

===================

Guild Seals: 5

Poor schmuck James has managed to lose his expensive engagement ring and he

wants you to help him get it. This is going to involve you going down into the

sewers to retrieve his ring for him. You're going to end up in another part of

the sewers away from the resistance so this is a good time to get that silver

key that's been taunting you.

There's not much to this place. Some mercenaries and Hobbes are loitering about

to make things a bit harder for you, and there's a gnome to shoot, but

otherwise this is a very short little jaunt to find where the ring is and dig

it up. Grab the ring so that you can return it to James for your reward.

===================

Whorezone

===================

Guild Seals: 5 (Must have completed the Final Battle)

Lucy has been muscling in on Deirdre's clients so in the name of her continued

profits from her job she needs Lucy to be removed. This is as simple as finding

the poor girl in an alleyway and putting a hammer to her head. Reutrn to

Deirdre for your reward.

=============================

Bowerstone Marketplace

=============================

An Island Getaway

===================

Guild Seals: 5

This only opens up once you have unlocked the Driftwood area by repairing the

bridge to the gypsy camp in Millfields. Once that's done you can speak to Rusty

to the island to help him get away from debt collectors. You're going to have

to lead this schmo by his hand all the way to Driftwood so prepare for a bit of

a hike as well as a number of battles.

You will be ambushed three times in Millfields although only the last ambush,

that happens as you cross a bridge, is any danger. When you reach Driftwood you

are in the clear so simply bring Rusty to his destination to get your reward.

===================

The Game

===================

Guild Seals: 40

These dorks want you to rescue the Princess in their game that they're trying

to run. Taking their orb will shrink you down before poofing you into their

game. It's time to save ourselves a cardboard princess!

Head into the village and speak to the various metal cutout villagers so as to

advance the story. Simply speak to all of the villagers, go through the gate

and make your to the tower. You'll have some wolves to utterly annihilate along

the way so enter once they've been handled.

Before leaving the factory area of the Barons castle be sure to open the chest

on the left side of the room. This nets you the weapon required to kill the

foul Baron. In the next area pull the lever to unleash some Hollow Men who die

all too easily. Things get a bit hairy with the attack of the demon chickens.

These guys can do a lot of damage if you don't move fast enough but since they

die in one shot just keep moving, hitting enemies with your fastest attacks and

then moving on.

All that's left is a bit more before you can rescue that sexy princess. It's

time to get rid of these Hobbe guards he calls up so you can end this. There

are a lot of them but they're not much of a threat at this point in the game.

With that done either smooch or threaten the princess, it makes no difference

to your morality meter.

===================

The Debt

===================

Guild Seals: 5

Cedric wants you to kill Alan for beating him while they were gambling. There's

no real way to do this without just killing the guy so you're going to have to

swallow it if you want to finish this quest. Make your way to the pub in the

Industrial quarter to find him. You're going to have to kill him right there as

well so turn off safety, kill him and then immediately teleport back to the

Sanctuary so you can travel to Cedric for your reward.

===================

Reaver's Unmentionables

===================

Guild Seals: 5

This idiot Benjamina is something of a Reaver fangirl. She wants you to make

your way back inside of Reaver's mansion. You're going to need to find a secret

bedroom of sorts if you want to bring this dolt what she requests. So you have

to get a pair of his underwear. Urgh. Head back to Reaver's Mansion and make

your way upstairs. Go into the only available room, his bedroom, and search the

bookshelf. This will reveal the passage to his hidden room. Loot the chest as

well as the bedside tables to find his undergarments. Bring them back to the

fangirl to complete this quest.

===================

The Man Who Knew Just Enough

===================

Guild Seals: 5

Bob wants you to find his associate Leonard who has been arrested by the new

Sheriff in Bowerstone. He really, really wants you to murder the Sheriff but he

knows that's unrealistic - so you have to kill Leonard instead. You're going to

have to get into the prison if you're going to handle this little problem.

Leonard is inside of a jail cell being watched over by a guard. Pull the lever

to open the door, pay off the fine, kill Leonard and then pay off the fine yet

again. This is the easiest way to do this whole thing and the money Bob gives

you will make up for it.

=============================

Bowerstone Old Quarter

=============================

Framed for Murder

===================

Guild Seals: 5

Russell wants you to kill the famous artist Thomas Kaidkin so that his rather

huge collection of paintings will become quite valuable. You get to do this

dirty work for a paltry sum of money and guild seals so decide if this is worth

it or not to you. Once you've decided what you would like to do make your way

to Brightwall village to find your prey just inside of the city gates. Return

to Russel when the deed is done

=============================

Brightwall Village

=============================

Chicken Chaser

===================

Guild Seals: 10

All of Bernards chickens have somehow managed to escape. Agree to find all of

the little blighters for him and it's time to do some running around. Go put on

the Chicken Suit that he gives you so you can actually lead the chickens. Walk

up to groups of chickens

Three are just down the road and impossible to miss. Three can be found right

in front of the statue near the entrance to town. The last three are found by

going up the hill towards the Academy and are easy to find. If you're having

any issues your dog will bark and fun off towards the chickens once you get

within a certain radius of them.

Now you have a choice do you stop the chicken menace once and for all or do you

set them free. Setting them free boosts your morality while killing them is a

fairly clear drop.

Whether you kill them or not you will unlock the quest "A Day at the (Chicken)

Races." Also you get to keep the suit!

===================

Gnomes are Great!

===================

Guild Seals: 10

Speak to Brian to find out that he's quite the eccentric. He has lost a package

that he needs rather desperately. You're going to have to find it for him so he

can give it to his gnome friend.

Fast Travel to Mistpeak Valley, or just walk there, and following the golden

trail. Hang back so you can listen to the mercenaries have a rather odd chat.

Feel free to break in when you're sick of listening to these idiots. Sadly they

aren't the only ones who will be after you when you start the fight. There are

a whole bunch of melee mercs, a few with guns and even one that looks like

Saker but fights even better than he ever did.

This is a tough fight as the boss will begin casting fire spells at you. These

are hard to dodge as they come out so fast and if you get too close to him he

can throw up the same wall of fire you throw up with your spells. Try to hang

back, hitting him with spells and guns but only after the rest of the enemies

have been taken out. If you try dealing with him while they can get in your way

then expect to take a lot of damage.

Bring the Gargoyle back to Brian for some rather creepy yet humorous stuff

before getting the heck out of there.

===================

Missing Play

===================

Guild Seals: 20

Lambert and Pinch require your assistance in getting their hands on a play that

has been lost. It's unknown where the thing is but a detective by the name of

Ransom Locke was hired to look into it. He was last seen within the Academy,

looking into the collected works of the author of this lost play, Morley. Go

into the Academy, through the new door, enjoy the "scares" and grab the book.

After you get dragged into the book you will find Ransom Locke. Speak to him to

find out that you must act out certain parts in various plays written by Morley

if you want to get out of the books.

Put on the costume (men are forced to dress as women here) and the play will

begin. You can either return Oliver's affections or shoot him down completely.

Doing it the right way is obviously good for your morality while beating on the

poor fool is a fairly mean act.

Next up you are once again slapped into a chicken costume. Here you will either

be apologizing to the King by making him laugh or you can express your love.

The rest of these don't really have a good or bad way to go about things. So

either make out with the ghost or don't as you please.

Last up is a rather blood play. Here you are supposed to fall in the middle of

a great battle but that's your call. You can either fall as the play instructs

or fight off all of the enemies. Either way you will want to wipe out the first

group of enemies using everything at your disposal (except potions as dying

doesn't matter here). Once they've fallen a second group will come in. If you

are planning on winning just take them out but if you're going to lose simply

let the last one defeat you.

*NOTE: If you're good at magic then you can pretty much wipe out all of the

attackers by charging up your spell, letting them in close as you take a few

hits, and then unleashing it to wipe out all of the enemies around you.

Morley will give you his missing play now so take the Ham Sandwich to leave

this accursed stage. The two fools sadly attempt to perform it which goes off

rather poorly. Leave with your Guild Seals in hand as well as your dignity as

you weren't the one performing this thing.

-=-=-=-=-=-=-=-=-=-=-

After completing the three quests in Brightwall three more quests open up.

-=-=-=-=-=-=-=-=-=-=-

===================

A Day at the (Chicken) Races

===================

This is a repeatable quest in that it never actually ends. Simply go to the

chicken farm to start it up. Whether or not you killed the chickens you will be

able to bid on the races. Have some fun here if you like but take note that the

races are ridiculously random even moreso than the odds can lead you to think.

===================

Gnomes are Evil

===================

Guild Seals: 40

It seems that afte ryou left Brian's gnomes ran away. Only one is nearby,

hanging out inside of a house right up the hill. Follow the glowing trail to

the door, let yourself in and look for the gnome up on the wall. Shoot the

gnome to teleport him back to Brian. This starts up your ability to hunt down

the gnomes scattered around the world so it's best to accept this early. See

the collectible section for more information on finding these mouthy things.

At 10 Gnomes he gives you Harlequin Make-up.

At 20 Gnomes he gives you a house decoration.

At 30 Gnomes he gives you a rare gem.

At 40 Gnomes he gives you a Dog training book.

At 50 Gnomes he gives you a the Legendary Weapon, Gnomewreck. Also his house

can now be purchased if you're so inclined.

===================

Missing Child

===================

Guild Seals: 5

This poor lady's daughter has run off into the Mistpeak Valley caves. Agree to

help her out and run towards Mistpeak. Once there you'll be heading up into the

mountains a bit so be ready to fight off lots of weak wolves. Eventually you

will reach the Chillbreath Caverns so head on inside.

Once inside the Caverns rush towards the little girl and take her by the hand.

As you lead her out of the caverns more wolves will attack you so kill them off

before continuing on your merry way. Honestly the rest of this quest can be

summed up as: lead little girl, stop to kill wolf pack, lead little girl some

more, stop to kill yet more wolves, repeat several times. Simply kill all of

the wolves until you finally reach her mother just outside of Brightwall.

===================

An Ancient Key

===================

Guild Seals: 5

It seems that the package Saul got from his cousin was actually a key to one of

the locked doors in the Academy. Unfortunately you're going to have to escort

escort Saul there rather than just taking the key. Phooey. Take his hand and

head down into the Reliquary with this buffoon. All joking aside this is a very

simple quest as there's only three encounters with small groups of Hollow Men

in your way to the library. Once there Saul will stay behind to read the books

while you go on your way.

===================

An Evil Presence

===================

Guild Seals: 5

Of course Saul can't leave well enough alone and has unleashed something on the

Academy. You've got to get back down into the Reliquary, go into the library

and use the key he provided to reach a new area. A rather large group of Hollow

Men are waiting for you on the central platform so be ready for them. Another,

smaller, group await you at the library. Here you can go through the new door

to find another dozen or so Hollow Men spread out in this library in groups of

five or six. Clear them out and return to Saul for your reward.

===================

The Pen is Mightier...

===================

Guild Seals: 10

Samuel would like you to go around the world collecting rare books wherever you

can find them. There are thirty of these books although only some of them are

found in the world at large. After you bring him five books he will send you

out to find above and beyond the other 25 you must find on your own.

At 5 books you're asked to find "The Book of Mysteries." This is found by going

to Mistpeak and making your way into the Chillbreath Caverns. The only way to

get to this is by accessing the hidden entrance where the Golden Key is found.

Only once you get into the cave will you get your golden trail so follow it to

some bandits in need of murdering. Kill them, grab the book off the table and

bring it back to Samuel. This nets you 10 Guild Seals.

At 11 books you're asked to find "The Invocation of the Watchers." This book is

to be found in a book inside of the Bowerstone Old Quarter so lets head on over

there. Follow the glowing trail to a trapdoor in the ground. Once inside all

you must do is go into the room with all the treasures from the previous games

and activate the flit switch. It will need to be shot, shot again, hit with

magic, shot, hit with melee and finally a magic blast. This opens the way to

the book which you can now bring back to Samuel.

At 17 books you're asked to find the "Pangs of Sunset" and getting this one is

apparently going to require some graverobbing. Of course that means we're off

to Mourningwood. This is pretty easily found within the cemetary area so all

that is in your way is a bunch of Hobbes and Hollow Men.

At 23 books you're asked to find "Reaver on Reaver" which is supposedly buried

somewhere out in Aurora. This means you're heading out to the Shifting Sands so

follow the golden trail out into the wide open area of the sands. You'll have

to kill some minions to get this but it's simply buried in one of the corner

areas of the dunes. Dig it up and return it to Samuel.

At 29 books you will be looking for the very final book: "The Book of Doom", a

very special book hidden down in the Reliquary. You're going to have to cut

your way down through hordes upon hordes of those damn Hollow Men but this

isn't all too bad. All of the halls are absolutely crammed full of Hollow Men,

led by some of the bigger ones, so using a Summon Creature potion isn't a bad

idea.

===================

A Marriage of Inconvenience

===================

Guild Seals: 20

William needs your help to get divorced and he wants you to seduce her, get her

to fall in love with you and then convince her to divorce William. You can do

this the good way, by actually marrying her, or you can just seduce her before

dropping her like a bad habit. This is easily enough done if you have all of

the available expressions. You'll have to give her a necklace as well as taking

her out on a date. In addition you will need a wedding ring and a house.

Vernoica will head back to the house after you have proposed to her. Once there

things get a bit ugly and you've got some options:

- Let them fight it out via divorce. This nets you positive morality.

- Kill Veronica to free William. This nets you negative morality.

- Kill William to free Veronica. This nets you negative morality. If you do

this then she will actually marry you afterwards and bring along some money.

=============================

Driftwood

=============================

Pest Control

===================

Guild Seals: 5

The last remnants of the gypsies that lived here seem to be these eco-warriors.

One of them wishes for you to kill off the Hobbes that are infesting the island

areas throughout the Driftwood lake. This is a very simple quest although how

long it takes is dependant on how glitchy the golden trail is. It will lead you

to about a half-dozen small groups of Hobbes so all you need to do is kill them

and return to the writer.

===================

Gift Wood For Driftwood

===================

Guild Seals: 10

Richard asks for your help once again. This time he wants you to bring a letter

to a carpenter in Silver Pines. He wants this man to help them with building

homes in Driftwood so if you want the community to grow you'll need to recruit

this man. Unfortunately Silver Pines is an incredibly dangerous place to go. It

is full of wolves and Balverines who can chew through your health like few

enemies in this game can. Be very careful when fighting them and stay mobile.

When fighting the Balverines here you will generally find them in groups of

five or more. These groups are likely not too hard to defeat as each of the

beasts should go down to just a few good attacks at this point. The threat here

is two-fold:

- If you get cornered by these things and juggled between a pair of them then

you might die without expecting it as it can happen very fast.

- The Silver Balverines can mess. you. up. They are fast, have a lot of health

and they do a crazy amount of damage if they happen to catch you in a claw

attack combo. Try to keep them as far away from you as possible so you can deal

with them using guns and magic, taking them out from a range.

It's as simple as getting to this guys cabin, past the Silver Pine community

and off into the woods a bit. Kill the Balverines outside before speaking to

him to finish this quest.

=============================

Dweller Camp

=============================

Special Delivery

===================

Guild Seals: 5

One of the Dwellers, a Miss Tibbins, wants you to deliver a package to her

cousin Saul in the Brightwall Academy. Go into the Academy, take a left from

the main room and Saul will be hanging out in the corner. It seems that this

delivery might hold some meaning so we'll check in with him at a later point in

time. For now, onward to more questing!

=============================

Millfield

=============================

The Final Insult

===================

Guild Seals: 5

Arthur needs you to deliver a letter for him to someone named Zachary in the

town of Brightwall. If that name doesn't sound familiar than you haven't been

reading enough of the letters lying about. Give the letter to the poor man to

find out that he has now insulted everyone in Albion.

===================

Restoration

===================

Guild Seals: 5

A member of the AHRS wants you to donate money to them so that they can repair

the old Dweller bridge. By donating 750 gold he will be able to repair the

bridge that leads to where your parent was raised, the old Gypsy Camp. If you

have the money then feel free to donate as this opens up the area later on.

When the construction is complete you can enter a new area known a Driftwood

where you can do some extra quests.

===================

Animal Liberation

===================

Guild Seals: 5

Ah, yet another hippie. Katie thinks that all of the poor animals being kept in

Bowerstone need to be freed from all of the experiments being done on them.

Also to stop them from being made into meat pies. She gives you a factory gate

key so follow the glowing trail the gate in the alleyway which you can now open

with the key.

Defeat the bandits loitering outside of the factory and climb up the stairs to

find a lever. Pull the lever to open the door into the factory where yet more

bandits are waiting, including two of the big guys. Use a Slow Time or Summon

Creature potion to gain the advantage. When the enemies are defeated pull the

lever in the center of the room to free the chickens. You can now return to

Katie for your reward.

===================

Hobnobbing With Hobbes

===================

Guild Seals: 5 (Opens up after Final Battle)

This schmuck Dans Mourir actually thinks that he can live amongst the Hobbes so

as to study them and not be eaten. Well far be it from us to tell him how to

commit suicide so take him by the hand. The cave he's looking to go to is one

that's located in Millfields, Dankwater Cavern. You may have been here before

but the whole cave only opens up by doing this quest.

Lead him down into the cave. There are two groups of Hobbes in your way but the

second one is the only real threat thanks to it having a summoner with it. Even

that should be no hardship to the saviour of Albion so take them out and lead

Dans to the observation point. Easy quest is now complete.

Return to the quest location a few days later to find the way into the Hobbe

encampment, where they were dancing. Here you can read the journal of this poor

food... err, fool.

=============================

Mistpeak Valley

=============================

Mercenary Customs

===================

Guild Seals: 5

Billy the Wandering Trader wants you to bring him to the city of Brightwall

from the Mistpeak Valley Monorail Station. The only thing standing between him

and the city are three groups of mercenaries who are waiting in ambush. The

first two groups contain a spellcasting brute, as well as a bunch of smaller

enemies, while the last one just contains a quartet of the regular mercs. As is

now par for the course if you're finding that the big guy is giving you any

real amount of trouble just use a Slow Time Potion and hit him with charged

attacks and / or flourishes.

Getting Billy to Brightwall nets you the guild seals as well as a discount on

the wares he sells when he opens his stall.

=============================

Mourningwood

=============================

Bored to Death

===================

Guild Seals: 10

Oh ye Gods, it's these two again. Max and Sam have returned from Fable II to

once again cause lots of stupidity and trouble. Even dying they haven't gotten

a single brain cell to rub together. They want you to dig up that blasted

Normanomicon again so that they can cause trouble. Now they want you to travel

to Millfield and dig up their mothers grave to get the book back.

Make your way to the town and follow the golden trail to the small cemetary

where she's buried. This will take you past a bunch of mercs but they should

pose almost no threat at this point. Unfortunately when you dig it up you get

ambushed by a bunch of enemies.

Mrs. Spade conjures up a veritable army of hollow men. While the numbers are

quite overwhelming if you're planning on going after them with a sword or gun

this is actually fairly easy if you just spam magic. Stand in the middle of the

small area while repeatedly casting level three magical attacks preferably of

the Fireball and Force Push / Vortex variety. Enemies will never be able to

deal any appreciable damage before you kill them like this.

A boss Hollow Man comes out to play eventually but he's no real threat by this

point. Beat him down however you like before taking the book. Return to Max and

Sam with the book in hand conjure up a ghostly event that's... not a world

ending affair actually. Well not yet.

===================

Gone But Not Forgotten

===================

Guild Seals: 30

Ah! Here they go being stupid again. It seems that Max has gone running off

on his brother instead of going home so you have to help find him. You're going

to have to head down into the Ossuary to get him to leave with you. Stupid

people causing difficulty for the living even after they're dead. Stupid Hero

giving them that book in the first place...

When you head down inside you will have to drag Max by the hand out of this

dank tomb. Of course it's not going to be that simple as the little pecker will

turn into a wisp and fly off. Now you get to chase him around the tomb as he

calls up Hollow Men to try and stop you, cackling like an idiot all the while.

Even as you chase him further into the Ossuary he simply resorts to calling up

ghosts that die even a bit easier than the Hollow Men.

He eventually retreats into an inner sanctum like area. After a good scare with

a spiked ceiling you will have to cross an area with moving spotlights. When

these touch you they call up a bunch of a Hollow Men you will have to fight off

before you can get the chests here. Get past the lights into the next area to

finally end this stupidity with these two idiots.

Last comes an endurance battle with a whole bevy of ghosts and Hollow Men. This

goes on for a bit but it isn't terribly hard if you've leveled up your magic

and ranged combat skills. Just try to avoid getting into close range combat as

you will find yourself being juggled between a few of them if you aren't very

quick to dodge away from it.

===================

Peace, Love and Homicide

===================

Guild Seals: 15

Lesley wants you to go and murder the leader of the nearby eco-warrior village.

Go to Rhys, stab him in the face and return to Lesley. This is a very simple

mission as it literally requires just that. More importantly this unlocks other

quests for evil characters here.

===================

Excavation

===================

Guild Seals: 5

Lesley wants to actually excavate the Dark Sanctum itself but he doesn't have

the resources to do so. So of course you're going to have to pay for him to

open up this place. You'll have to pay him 5,000 gold so that he afford to pay

the right people to open this place up. Once you've got it give it to him to

advance this quest line.

===================

Awakening

===================

Guild Seals: 5

Make your way over to the Dark Sanctum to find Lesley again. It seems that he

has awoken some monsters with his digging so you're going to have go to down

into the temple to find and exterminate these things. This might sound hard but

really all you're going to do is head down into the sanctum and fight a whole

bunch of Hollow Men until they stop spawning in. Then you get to return to

Lesley to turn this quest in.

===================

Leverage

===================

Guild Seals: 10

Lesley needs your help one final time. He needs you to find the lever that will

get the furnaces starting to get the sacrificial pit going. Make your way back

into the main room after talking to him and make your way up the stairs, going

through the door into the new area of the dungeon.

Hre you will have to raise more of the blue platforms but this area literally

can't be messed up. If you accidentally hit the wrong switch then Hollow Men

spawn in and it does nothing. Simply kill any Hollow Men in your way and use

the blue switches that activate the platforms that will take you to the sides

of the room where the ledges are. Get to the far end of this cavern, go into

the tomb and loot the lever from the sarcophagus. Defeat the Hollow Men that

defend it and return the lever to Lesley to finish this quest up.

You can pull the lever near Lesley to gain a further drop in morality here

before taking your leave.

===================

In Mourning

===================

Guild Seals: 5

A poor lady by the name of Sarah desperately wants someone to help her visit

his grave in the Mourningwood. She can't exactly do it on her own what with all

of the Hobbes and Hollow Men infesting this rancid place so we get to bring her

there and play bodyguard. It's a pretty simple little trip to bring her there

with only a few groups of powerful Hollow Men along the way. Since some of the

areas are fairly open you might consider a Fireball + Force Push weave to make

this much easier.

=============================

Sunset House

=============================

Sunset House

===================

Guild Seals: 20

This is a bit of a tricky quest to get started. You must first visit the house

during the daytime and visit the gazebo. All you have to do is see the statues

there, there's no way to interact with them though. Simply viewing them is

enough to get to the next step of this.

With that done return at night to see the ghostly gazebo and house that appear.

Ignore the house as you cannot interact with it and head for the gazebo. Go to

each of the four statues and interact with them four times. This changes their

expressions to what they are during the day. Somehow or other this causes night

to turn to day and the house to become solid.

Head for the building and go on inside. Read the book nearby to find out just

what the hell is going on and why there's a skeleton hanging from a chain right

nearby. What appears to be self inflicted by the way. With that read the door

in front of you opens so head forward for a rather nice dose of nightmares. If

you can't already guess where this is going...

When you sleep in the bed you see a chessboard in front of you with a treasure

chest on it. Yeah, it's that damnable nightmare entity from Fable II. Argh!

Well he wants you to play a game of chess so it's time to duel! If you know

how to play chess then you will realize Chesty is TERRIBLE at it but the reason

for this is revealed rather quickly. He doesn't play fair.

After a good four moves by each side he calls quits to the whole game and just

decides to kill you instead. I mean "play his version of chess" of course. He

attacks you directly with his pieces. First the pawns attack, which are easy to

kill Hobbes. Then come the Sand Furies and Mercenaries, then stronger Hobbes

and finally a Hollow Man Leader and Mercenary leader. Really if you have your

magic at level four you can win this by just spamming repeated area of effect

spells until everything dies. It worked for us several times.

With that done you win the Sunset House. There's a bit more to do here before

leaving although that's the end of the quest.

Leave the bedroom and go through the newly opened left door. In this room is a

huge mirror with a floating skull in it. Ignore that and instead look at the

room more carefully. It mirrors what this place looked like before but it also

has a flit switch on one of the walls. Go over to that place in the room you're

in and attack the wall to trigger the mirrors flit switch. Do this three times

to remove the skull from the mirror allowing you to vault into it.

Head to the foyer in the old versino of the house. Look at the table near the

entrance door to find a strange green crystal on it - shoot this crystal to

open the only door that's still locked. With this open you can get your hands

on another legendary weapon. Go back through the mirror into the foyer and

shoot the green orb to open the door again. This time the chest holds a summon

creature potion and about 40 Guild Seals. Not bad for one quest!

=========================================================

5. Collectibles

=========================================================

5.1a - Gold Keys

===================

1. Go to the Monorail Station so you have a starting point. Swim directly

across the lake and go up the hills towards Brightwall. Instead of following

the sign make your way up the hill, going to the left. This cave is infested by

Hobbes and other enemies so you'll have to fight your way to the far side. When

you exit the caves you will be on a short path and at the end is the Gold Key.

2. To get this quest you must first earn the Island Paradise achievement. To do

so you must complete Pest Control, An Island Getaway and Gift Wood for Drift-

wood quests. Once that's done return to Driftwood and make your wya towards the

camp of the eco-warriors, unlocked after Pest Control. There is a small island

with a melee flit switch you can now reach. Hit it with melee and chase it all

across the Driftwood, taking it up to the top of a high hill to activate a

Cullis Gate. This brings you to an area of Driftwood with a golden key.

3. Getting this Gold Key involves fighting through one of the roughest areas in

the whole game - The Veiled Path. To get this one you must solve the puzzle of

the area known only as The Enigma.

When you enter this area first open the treasure chest. Look above the door in

front of you to find a flit switch, shoot this to open the door. Go into the

next room, dispatch the enemies, and then it's time to open some doors. Two of

the doors open only to treasure (one to a chest and one to a dig spot) but the

last leads into the next room.

As you enter this room one door will open on its own, releasing minions. As you

kill them off more doors will open and more minions will charge out to attack.

Defeat the lot of them to open the door to the last room. This is where the

real puzzle of this place comes in. You need to step on the platforms on the

ground in a pattern to get the treasure. The pattern here is the lit candles on

either side of the room and what color their flames are.

Pattern: Yellow, Blue, Yellow, Red, Blue, Red, Blue, Red

With that done enter the last room, going up the stairs, and down the long path

to reach the Golden Key.

4. This one is found within the Shifting Sands area in Aurora. First you will

have to buy a key from a man in the City of Aurora itself for 4,000 gold but he

only appears after you have completed the Endgame. Once you have that key in

hand make your way back to the area outside of the temple you escaped from with

Walter and go to the extreme left side. Here you will find a locked door your

key will open, allowing you access to the Crossroads of Passing.

This place is a puzzle tomb so you're going to need to figure out how to cross

the wide open gulf. You'll be riding those blue platforms with the arrows and

if you step on the wrong arrow you get an enemy so here's the pattern we need

to follow. Take note that all directions assume you to be facing the far door.

So that means as follows.

/-------------------\

| /\ |

| North |

| / \ |

| \ West East / |

| |

| South |

| \/ |

\-------------------/

- From the entrance step onto the first platform.

- Step on the west switch.

- Step onto the west switch again.

- Step onto the north switch.

- Step on the north switch.

- Step off the platform into the alcove and step on the switch in the ground.

This lights one of the two braziers you need to light to open the far door.

- Go back to the first switch.

- Step on the north switch.

- Step on the east switch.

- Step on the north switch.

- Step on the east switch.

- Step off the platform into the alcove and step on the switch in the ground.

This lights the second brazier which opens up the far door.

- Go back onto the previous platform and step on the north switch.

- Step on the north switch.

With that done you can now go and grab the gold key before getting the hell out

of this dungeon.

===================

5.1b - Gold Doors

===================

1. This is located under Bowerstone Castle. You will find this after fending

off the bats with your magic. The path will split in two, one that goes forward

and another that curves back the way you came, down some stairs. At the bottom

of these stairs is the door. Sadly you won't have the key to open it until much

later so you'll have to come back down here later on.

Down in the area this opens up you will find a chest that grants you about 40

Guild Seals and a few dig spots that contain little.

2. In Brightwall Academy, down in the Reliquary. After completing the quest "An

Ancient Key" look around the library you're in. There is a flit switch up in

one of the walls - shoot this. It will move around the room so keep chasing it

and shooting it to open a secret door. Go through that, up the stairs and into

another door to find a melee flit switch. Hit that to move the switch to the

middle platform near the entrance. Go back there, hit it, fight off the Hollow

Men and then use the floating blue squares to reach this door. It's pretty far

down there so prepare to walk for a bit.

When you get inside The Prism there's a bit of a puzzle to complete. Each of

the various platforms has chests with the Highwayman clothing for both genders.

But you need to use the right teleporters to reach each chest.

Open the first chest before using the teleporter. This will leave you on a

ledge with a huge number of Hollow Men attacking. Use some charged up spells to

blow as many of them away as possible before handling the rest with weapons.

Loot this chest before taking the teleporter to the left of it. Before you go

be ready to immediately hit the button for the Slow Time spell as what happens

here is pure horse$%&@.

As soon as you appear you're cornered by Hollow Men who proceed to trap you

between them and hammer the living crap out of you. Slow time down and use a

whole bunch of area of effect spells to blow these guys away. Take the stuff in

the chest and use the left teleporter again. Blow away the Hollow Men, loot the

chest and use the (you guessed it) left teleporter here.

You appear on a central platform which allows you to kill more Hollow Men and

loot another chest for more parts of the clothing. Now you can leave. Yes, the

entire puzzle is that you can't use the left teleporter. Go figure.

For all of your trouble you unlock all of the pieces of the Highwayman Suit for

males and females. Yeah, great reward there.

3. Inside of the Ossuary. You really can't miss this one as you will run right

past it during the "Gone But Not Forgotten" quest. Opening this nets you a

legendary weapon and nothing else.

4. This last door is located in Sunset Manor. Make your way down the road here

until you get on the manor grounds just past the fence. Turn to the right and

run forward into the trees. There's a path of sorts here that will take you

right to the door.

===================

5.2 - Silver Keys

===================

Bowerstone Castle

-------------------

1. From the Hero Tomb out in the garden go into the hedges to the left. This is

behind a statue that appears to be of a king holding a bomb.

2. As you are escaping the castle you will end up in a large area where Walter

comments on it being "what a castle escape route should be like" or some such.

Continue down the path while watching the left wall until you see a small area

you can run into right before the bridge. The key is out in the open here.

-------------------

Bowerstone Industrial

-------------------

1. After emerging from the Mourningwood entrance you will find yourself near a

factor being worked by children. Here you'll have to pull a few levers in a

particular order to remove the steam blocking your way. There are four levers:

close left (near the ramp you take to the upper level), close right, far left

and far right. Pull close left, far right, far left and close left.

2. While in the Cesspool jump down into the water from the main area. As you go

through the sewers watch your left side for a boarded up wall. Bust through

that to reveal the key.

3. After accepting the One Ring to Find quest you can get this by going to the

right in the new sewers area. It's very quickly gotten to actually.

4. Once youve become ruler of Albion return to the warehouse that Ben tried to

talk his way into. Go inside and take the stairs to your right up to the second

level. The key is found inside of a now opened elevator here.

-------------------

Bowerstone Marketplace

-------------------

1. You must purchase the home Hauteville Heights to get to this one. Once you

have spent the rather large sum of money to get it then simply head into the

backyard where the key awaits.

2. Head down into the canal in the middle of town from the stairs located near

the furniture shop. Run to the far end of this area, past the sailboats to find

this key and a chest behind some crates.

3. Inside of the Hideout. When you come across the man trapped inside of a cell

walk into the next hallway, kill the enemies and turn to the right. There is a

door here that will take you down a bunch of stairs. The key is in a cell that

is found within a torture area.

-------------------

Bowerstone Old Quarter

-------------------

1. Purchase the Nightshade House, found past the stall area and up the hill.

Go up to the second level to find it resting near the railing.

2. Enter Bowerstone Old Quarter from the Marketplace. When you reach the center

area with the tree turn to the left and go through that gate. Once through the

gate go onto the grass and follow it into the far corner. The key is pretty

close to the city walls.

-------------------

Brightwall

-------------------

1. From the bridge that goes to Brightwall head to the left all the way to find

a cottage out here. Near the cottage, hidden by some rocks, is a staircase that

goes under the bridge. Go down here to find a Silver Key.

2. In the middle of a rock outcropping outside of the Academy. You will have to

go around the bushes and rocks to reach it.

3. Head over towards Patsy and Bernard's home, it's the one with all of the

chickens. Walk towards the chicken pen and go to the right, behind the house

where you will find the key behind a tree.

4. Inside of the Reliquary, under the Academy, you will reach a ranged attack

flit switch. Ignore it and go back the way you came and you should see another

path you can take. Follow the stones up along the side of the cavern all the

way to the top. Pull the lever to have some really strong Hollow Men spawn in

but, more importantly, a platform on the far side of the room will lower (near

the floating squares). Leave the area and come back, making your way to the

floating squares and head up the new stairs that arose. Up here you will find

the key near a stone coffin.

5. Inside of the Reliquary. After opening the large circular door with a fire

spell you will be inside of a ruined room. Cross to the far side of the room to

see five unlit torches on the floor. Use targeted fire spells to light all of

them to open the nearby locked door. Go into the next room to find the key.

-------------------

City of Aurora

-------------------

1. Go up the hill to leave the city into the Shifting Sands. As you ascend keep

your eyes on the right side of the hill. Eventually a path between the rocks

can be seen so go inside to find this key.

2. This key can be seen out in the open on top of some bridges connecting the

upper parts of some buildings. To get there you must take the hill in the north

part of the town (it's to the right of the exit to the Shifting Sands). Up here

you can find an Auroran Flower and by going past that a roof you can vault down

on top of. Open the chest and then start hopping down the roofs until you end

up on level with the key and can grab it.

-------------------

Driftwood

-------------------

1. Head to the furthest out island, the one off to the left, and make your way

up to the hill. When you reach the top turn to the left and look over the

ledge here to see the silver key at the bottom of a small jump near a white

tree. It's easy enough to see once you know where to look.

2. Once you have built up Driftwood enough to earn the achievement Island

Paradise you can get this key. It's located by going across the bridges to the

far shore (where the stalls are) and entering the cave here. It's right out in

plain view inside the cave.

-------------------

Dweller Camp

-------------------

1. Nearby the leader Sabine you can find another Silver Key. Look between the

houses to the right of his tent.

-------------------

Millfield

-------------------

1. Located inside the Pepperpot Cave. This cave is found near the Monorail

Station, at the end of a railroad track. Just bust the boards open with your

weapon to gain entry. Once inside fight your way past all of the spellcasting

Hobbes and their undead minions to find his key at the far end of the cavern.

2. Leave the Pepperpot Caves and start going up the road towards Millfield. As

you walk watch your left side and when you see the wooden fence jump over it.

Up ahead you will see a path that goes up the hill, follow this until you reach

an elevator with this key inside of it.

3. As you make your way to the old graveyard where Max and Sams mother is lain

you should see this up on your left side. Grab it before continuing the quest.

4. This key is located just outside of Dankwater Cavern, in a pool of water

just across from the entrance.

5. After completing the Masquerade quest you can now enter Reaver's Mansion.

Go upstairs into his bedroom and search the bookcase to open a passage to his

hidden bedroom. The key is hidden behind the bed.

6. Inside of Dankwater Cavern. After completing the Hobnobbing with Hobbes

quest return to the cave. The barrier that blocked you off from the Hobbe camp

will be removed so go through and follow it until you end up in a watery area.

Go into the water and swim to the left, climbing up on the spot where you see a

group of Hobbes gathered. Follow this path uphill to find the key all the way

at the top.

7. Inside of Dankwater Cavern. Go back into the water and swim towards the

entrance. Don't step back up onto the solid land though, instead go to the left

(if the exit is to your right) and you will find a few paths through the rocks.

Two of these paths will take you to dive spot dead ends while the last one will

take you to another dive spot and some solid ground where this key waits.

-------------------

Mistpeak Mercenary Camp

-------------------

1. As you fight your way through the camp you will reach a gate that doesn't

open for you. Follow the path to the right and defeat the enemies here (there

will be a few wolves and some guards) but don't move on. Search near the ground

by the guard tower here to find another Silver Key.

-------------------

Mistpeak Valley

-------------------

1. To the left of the water crossing that leads to the Mercenary camp is an

overlogged area. Climb up this slope to find the key hidden behind a stacked

pile of trees. You can actually see the glow through the gaps in the trunks.

2. From the Mistpeak Valley Monorail Station head up the hill to the right.

Eventually you will notice a path going up the hill, past the trees. This path

here will take you up to the top where the key is waiting.

3. To reach this key you will need to find the second entrance to Chillbreath

Caverns. This can be gotten by traveling down from the Dweller camp until you

reach the fork in the road. Walk towards the sign to Brightwall and take a left

down the hill, across the bridge and into the caves. The key is easily gotten

from here.

4. This is located on the ground level of the Mistpeak Monorail Station. Walk

past the crashed monorail car and across the bridge. Hobbes will ambush you by

jumping out of barrels. Once the fighting is over look behind the shelf with

all of the barrels on it to find this key.

5. You must obtain the Technician's Key while inside of The Hole to get to this

key. The Technician's Key is found after the Hobbes arena by crossing the

bridge and going down the path to your left. With this in hand double back to

the room where the Hobbes came out of the barrels and open the gate. Now fight

past dozens of Hobbes to find this sitting out in the open.

6. The next key is found by going into the Millfields Monorail Station. This

area is part of The Hole so by going inside and collecting the key from the

upper level you will finish off Mistpeak Valley.

-------------------

Mourningwood

-------------------

1. Upon leaving the Mourningwood Fort head up the hill to the right. This key

is hidden behind some wooden planks so break them to free it.

2. From the Demon Door path head straight and to the left. As you walk you will

have the eco-warrior camp to your right and further one some stone arches. The

last arch has a small area behind one of the eco-warrior buildings with this

silver key so nab it.

3. When you enter the Ossuary look to your right. There will be an open tomb

you can find this key inside.

4. Upon climbing to the top level of the Ossuary look near the stairs. There is

a place you can jump down to find this silver key stashed in a corner.

-------------------

Shifting Sands

-------------------

1. From the City of Aurora go straight down the steps and into the central rock

canyon. Follow this past the flower and the gnome until you see the large rock

opening up ahead leading to the temple you escaped from earlier. Walk along the

right side to find a gap in the rocks that leads to this key.

2. When you reach the large open area just outside of the temple you escaped

from earlier hug the left wall. This is found pretty close to the entrance to

this space so you don't have to go far.

3. When you reach the large open area outside of the temple you escaped from

earlier just go straight up the middle. This key is near some ruins fairly near

to the temple itself.

4. Upon entering Sandfall Palace you will see a large locked door to your left.

Look up at the designs on top of the door to see a ranged flit switch. This

must be shot three times to move the flit switch into position to open the big

door. Inside you will find a treasure chest and silver key.

5. Inside of Sandfall Palace. When you reach the Auroran Diamond it is directly

to the left of said diamond so pick it up.

-------------------

Silverpines

-------------------

1. Make your way down the path until you reach the bridge that crosses a small

river just outside of the village. Cross the bridge before looking to your left

to see a path going uphill. Head on up there to find this key.

2. Once you've reached the settlement walk inside and look to your right. There

is a mine here that contains this silver key in the rear part;

-------------------

Sunset House

-------------------

1. From the entrance to the area make your way to the left, doubling back after

passing the rocks, to find this silver key. You'll see the Demon Door as you

go so it's nearby that.

2. Walk forward until you pass the fence leading to the manor. Immediately take

a right into the trees and keep going until you see the golden door. Turn to

your left, running past the trees and going up the hill. Here the key is hidden

just a short ways up, on the right side, near a tree.

-------------------

The Veiled Path

-------------------

1. This key is found simply enough - reach the very far end of the Veiled Path.

When you reach the huge stone doors turn to the right and go into this little

area to find the key.

2. This key is located inside The Enigma. When you fend off the large group of

minions the door to the last room will open. This room contains the silver key.

===================

5.3 - Gnomes

===================

Bowerstone Castle

-------------------

1. In the kitchen of the castle you will find this little pecker on an upper

platform behind one of the doors you enter the room through.

2. Go towards the Hero's Tomb to find this little pecker sitting on a bird bath

nearby, talking his usual trash.

-------------------

Bowerstone Industrial

-------------------

1. This gnome is found under the bridge near Reaver's Factory. Go down to the

water level to find this gnome in an alcove or simply shoot it from the far

shore with a rifle.

2. You will have to accept the Animal Liberation quest to be able to reach this

gnome. When you enter the factory by jumping down turn to your left. The gnome

is inside of an animal cage here fairly well hidden under the upper entrance.

3. While in the Cesspool jump down into the water from the main area. As you go

through the sewers you will pass through a room with a wooden structure on the

left wall. Keep going forward into the dead end to find this gnome.

4. While going through the sewers during the One Ring to Find quest you will

pass directly under him as he's stuck to a grate above you.

-------------------

Bowerstone Marketplace

-------------------

1. You will need to purchase The Doghouse home to get this one. Walk through

the rear door to find it attached to the back of the house.

2. Climb up onto the city wall on the south side of the bridge. It's located in

the middle, hanging out inside one of the stone areas.

3. This gnome is tucked into a corner along the western staircase that leads up

to the city wall. It's right on the side of the homes in this area.

-------------------

Bowerstone Old Quarter

-------------------

1. Face the Duckworth House sign / front door. Step to the left and go around

to the side of the house to find this gnome up in the window of the building.

2. Make your way to the House of Stains. Facing the door walk to your right

while looking to the left. You should see the gnome stuck onto the wall of that

house mouthing off.

-------------------

Brightwall Village

-------------------

1. The first gnome is gotten by accepting the Gnomes are Evil quest. It's in

Brian's house and the quest points you in the right direction.

2. There is a house called Bumbler's Gruff gotten to by taking the right path

after crossing the bridge near the entrance. Up on some rocks near this house

is the gnome talking trash.

3. Check behind the House of Slats, on the large chimney, to find it pressed

between the chimney and the wall. Shoot it down to quiet the town a little bit.

4. Inside of the Reliquary. After you cross the floating blue stones you will

hear his lovely voice. Go to the right around the pillar, instead of jumping

off to the left, to find this little guy.

5. Inside of the Reliquary. After opening the large circular door with a fire

spell you will be inside of a ruined room. As you go through the room you will

begin to hear his voice. He's sitting on a railing, waiting to be shot, at the

far end of the room.

-------------------

City of Aurora

-------------------

1. From the city docks turn to the left and head that way along the beach. It

is locate between the two buildings here

2. Located just up the hill from the house Wanderer's Retreat. Continue uphill,

underneath the rock structure and then turn around. It's located to your right

up on the structure you just passed under.

-------------------

Driftwood

-------------------

1. From the entrance of this area run down to the beach. Turn to the left and

run straight that way while watching your left side until you see a path going

between the rocks. Run up this path to find the first gnome.

2. For this one you're going to need to reach the General Goods store. This is

hidden in a small out of the way spot gotten to by either going up a hill and

then down the far side or swimming out towards the open water and around the

island. Across from the General Goods store is a small island with a view of

the Tattered Spire to the left and Bowerstone to the right. The gnome is on a

rock on the other side of the island.

-------------------

Dweller Camp

-------------------

1. Take the path up towards the Mistypeak Hot Springs, going towards Wimpet's

Sniffle. This is on the other side of the barrier on your left. It can't be

targeted easily but even if it doesn't highlight you can still shoot it.

-------------------

Millfield

-------------------

1. Make your way to the island that is sticking out into the middle of the lake

but don't cross the bridge. Facing it turn to your left and walk down that path

until you hear the gnome. Look up to the ruins on your left to find it hanging

around and begging to be shot.

2. From the Millfields Monorail Station head down the road to the right. As you

go listen for the gnome to start talking and stop. Look to your right where you

will see a large rock wall - he's hiding on that so take a close look to find

him hanging there.

3. By the small pier outside of Reaver's Mansion. You will hear it talking

trash and can be found directly across from the pier.

4. Inside of Dankwater Cavern. You must complete the game to open this cave up

for exploring. After a short walk inside you will begin to hear it. Look off

the road to your left, sitting on the rocks a bit away from you.

5. Inside of Dankwater Cavern. Just beyond the last gnome you will enter a

circular room with a large rock in the middle. Head to the right to find this

gnome amidst a bunch of rocks there. He's fairly hard to hit so you'll need to

get into the corner to actually shoot him.

-------------------

Mistpeak Mercenary Camp

-------------------

1. Make your way through the camp until you pass through the second gate, where

the road takes a sharp left. Look up on top of the water tower here to find

this gnome talking yet more trash. Shut him up.

-------------------

Mistpeak Valley

-------------------

1. To the right of the demon door atop a frozen waterfall. You can't miss it.

2. From the Dweller Camp head down the hill until you fight the second group of

wolves. At the intersection take the right path up the hill to a dig site. The

gnome is in the far left corner, hanging on the side of the mountain.

3. Inside of Chillbreath Caverns (the upper entrance) you will find a place

where the path splits, going up to the right or down to the left. Head down the

path to the left. The gnome is on top of a pillar in the middle of the ice.

4. To reach this key you will need to find the second entrance to Chillbreath

Caverns. This can be gotten by traveling down from the Dweller camp until you

reach the fork in the road. Walk towards the sign to Brightwall and take a left

down the hill, across the bridge and into the caves. As soon as you enter the

gnome is up and to your right, hanging between the two pillars.

5. This is located on the ground level of the Mistpeak Monorail Station. Walk

past the crashed monorail car and look to your right. This gnome is stuck to

the wood near the debris.

6. This is located in the arena of the Mistpeak Monorail Station dungeon. After

defeating the Hobbe ambush turn around to face the way you came in. The gnome

is hanging on a column to the left.

-------------------

Mourningwood

-------------------

1. From the fort make your way to the south until you reach the cemetary. Turn

around, facing north, and start walking that way. Go up the small hill here and

look on the ruins here to find the gnome.

2. When going into the Bowerstone Industrial entrance look to your right. The

gnome is sitting on the rocks just over the lip of the ramp you're on.

3. While inside of the Ossuary you will get across the large gap in the middle

and then come across a small square area where you can go in many directions.

Facing the tree head up the stairs to the right to find this gnome between two

of the tombs.

-------------------

Shifting Sands

-------------------

1. Enter the Shifting Sands from City of Aurora. Walk forward until you hear

the gnome which should happen rather quickly. Look up and to the left where you

should see the gnome hanging on the stone pillar.

2. Make your way across the sands until you near the entrance to the Sandfall

Palace. You will very likely be hearing him so turn left and walk up the sand

here. The gnome is against the rocks to the left of the direction you're facing

currently, right in plain view.

3. From the City of Aurora go straight down the stairs and into the central

canyon between the rocks. Here you will find it on the left wall a bit ahead.

4. Continue forward from the last flower until you see a large opening in the

rocks ahead that shows you the temple you escaped from earlier. Look to your

left, near the rocks there, to find this flower.

5. Inside of Sandfall Palace. This is on an upper level in one of the rooms you

must pass through during the Desert Star quest. It's hanging on the left wall

and is nigh impossible to miss.

-------------------

Silverpines

-------------------

1. Once you've made your way to the settlement walk inside and look to your

right. There is a mine entrance here with the gnome hanging out on the wooden

frame of the entrance to the right.

2. When you leave the settlement immediately head to your right up the hill.

Follow this up until you reach the cemetary. Look for the crypt and walk behind

it. There is a dirt road here that twists to the side and leads you to a large

wooden structure which the gnome is attached to.

-------------------

Sunset House

-------------------

1. Run forward from the entrance, all the way up the hill until you reach the

house / where the house stood. Go to the right to find a pool of water. The

gnome is hanging on the rocks near the pool, closer to the house.

-------------------

The Veiled Path

-------------------

1. As soon as you enter this area look high up on the stone wall to your right

and just a bit ahead. The gnome's basically stuck to the wall so help him down.

2. While going through the path you will begin to go uphill and have your first

encounter with some enemies. Just beyond that it's stuck to a wall straight in

front of you. This is near one of the flowers.

3. Near the top of the final ascent in this area you can find the gnome on the

right side. He's all the way on top of the pillar closest to the two statues

before the large minion / sentinel fight.

4. This one is located inside The Enigma. Make your way into the third room of

this place, where all of the doors open releasing Minions. Go into the door

straight across from the entrance to this room to find this gnome to your left.

===================

5.4 - Demon Doors

===================

Aurora Demon Door: Frankly this should be one of the easiest ones in the whole

game to open up. Getting in here simply requires that you take your morality to

one of its extremes whether it be to extreme good or evil. Realistically by the

time you reach this door you should already be at an extreme so simply speak to

it to be granted access.

Reward: Legendary Weapon

Brightwall Demon Door: This one is pretty simple but you're going to need the

Family Expression Pack. Get a child, whether having one with a villager, a Hero

or even an adopted one, and bring them to the door. Once there perform a

positive interaction with her to prompt the door to have some sort of breakdown

before he lets you in. The treasure is in the upstairs room of this odd place.

Reward: Summon Creatures Potion x3 and 25 Guild Seals

Millfields Demon Door: This is a rather obnoxious demon door to get opened up

and the reward, frankly, isn't worth it. To enter you must "challenge the

conventional norms of beauty" or some garbage. Basically this means you have to

get as ugly as possible. To do so you'll need to do a few things:

- Max out your weight.

- Dye each piece of your clothes a different color.

- Put on gender swapped clothing. So if you're a man wear a womans pajama set

or the female warrior suit and vice versa.

- Put on a cross dressing hairstyle, some ugly tattoos all over (even if they

don't show due to your clothes) and some bad makeup.

Going back to the door you should be able to get in.

Reward: 40 Guild Seals

Mistpeak Valley Demon Door: You will need another Hero for this one although it

can be a second account on couch co-op. To open the door you need to perform

all of the positive interactions with another player, including Tickle, Kiss

and Hug. You'll need the Lover Expression Pack to do this. If the interactions

are refusing to come up for some reason then you can simply Propose to the

other hero in front of the door, marry them, return and give each other a kiss.

That should open the blasted thing.

Reward: Legendary Weapon

Mourningwood Demon Door: This ponce is fairly difficult to get through. Not

only do you need to complete all three slots in a Legendary Weapon, no easy

feat in itself, you're also going to need to have level 5 in whatever combat

skill matches up to that weapon (Hammer = level 5 melee for example). When you

have that simply go to it and pull out the weapon in question to open the way.

Reward: Full suit of Military clothing, Summon Creatures potion

Sunset House: To get past this demon door you must be a monarch, nothing short

of that will do. You can make your way past this door once you've taken over

the throne of Albion. Once you've taken said throne you don't need to wear the

clothes or anything, just approach the door to be allowed inside.

Reward: 1,000,000 gold.

===================

5.5 - Rare Books

===================

All of the books found in the world are listed below. To find the books that

are only available during quests consult the "Pen is Mightier..." quest log in

the Brightwall side quest section.

-------------------

City of Aurora

-------------------

1. This can be found in the temple inside of the city. It's located on the

right side of the altar.

2. Go up the hill to the right of the exit to the Shifting Sands. It's on top

of a shrine although your dog will point it out.

-------------------

Bowerstone Castle

-------------------

1. Make your way to the royal bedchambers and take a right. This will bring you

into a room with three small beds - the book is on one of the beds.

-------------------

Bowerstone Industrial

-------------------

1. This one is found inside of the pub. Look on the table right in front of the

piano (the right one).

2. On a table located along the left side of the room in the Hideout. It's on

one of the table corners and your dog is able to point it out.

-------------------

Bowerstone Market

-------------------

1. Head inside of the pub and head up to the second floor. This book is found

on the far part of the second level, on a table in a small niche near a window.

2. Outside of the city proper is a home called the Dollhouse. Purchase it or

bust open the door and go up to the second level to find this on a bed in the

far corner of the house.

-------------------

Bowerstone Old Quarter

-------------------

1. Make your way up the hill in this quarter to find a small park. There is a

statue here and this book can be found at its base.

-------------------

Brightwall

-------------------

1. Likely one of the first books you will find, this one is found on the second

floor of the Brightwall pub. It's in the small side room from where you meet up

with Walter, on a bedside table.

2. Make your way up the hills in the far right corner of the village. Past the

frog statue is the furniture store. This book rests on a windowsill at the rear

of the store so go around the back to get it.

3. All the way near the the Academy is a home, the Two Knock Home. On the

second floor, accessed from the outside stairs, you can find this on a railing.

4. Down into the Reliquary we go! From the staircase head to your right and

look in the middle of this hallway to find the first book.

5. You will need to complete the Ancient Key quest to get this book. When down

in the locked off area of the Reliquary look in the far corner to find this

book on a stand.

-------------------

Driftwood

-------------------

1. Once you've turned Driftwood into a settlement, as evidenced by gaining the

achievement for doing so, enter the Driftwood mine (not the small cave). The

book is sitting on the crates to your left.

-------------------

Dweller Camp

-------------------

1. Located inside of the home, the Wimpets Sniffle. This is atop the hill that

leads to the hot springs. Pick it up from the shelves along the right wall.

-------------------

Millfields

-------------------

1. This can only be gotten after completing the Bored to Death quest. After you

have dug up the Normanomicon the doors to a crypt will be opened by a Hollow

Man leader. Go in there and pick this book up off the ground.

2. When you have finished with the Masquerade party you can reenter the

mansion. From the main foyer go left of the stairs to find a small room with a

robot looking thing in the middle. This book is on a table near the windows to

the left of the doorway.

3. After completing the Hobnobbing with Hobbes quest return to the caves and

enter the area you saw the Hobbes partying in. Continue forward to find some

water that you can swim into. Swim all the way to your left to find this book

on a small island near a pot.

-------------------

Mistpeak Valley

-------------------

1. Head to the Mistpeak Valley Monorail Station but don't enter. Instead go

inside the small booth jut outside of it to find this lying on a table.

2. Go to the Monorail Station so you have a starting point. Swim directly

across the lake and go up the hills towards Brightwall. Instead of following

the sign make your way up the hill, going to the left. Eventually you will see

a treasure chest and, just a bit past that, you will find the entrance. Search

to the right, along the path made of ice, to find this seemingly floating in

the air like a haunted book.

-------------------

Mourningwood

-------------------

1. Head over to the Eco-Warrior encampment and look for Organic Ink, the

tattooist shop. Facing it go around the right side to see a pair of crates that

are stuck under the home. On top of one of the crates is this book.

2. This is located inside of the Ossuary. After you pass the Golden Door look

off to your right for a balcony. On the railing of this balcony is this book.

-------------------

Shifting Sands

-------------------

1. Enter the Sandfall Palace and make your way forward. When you raise up the

bridge cross it and turn to the right. Go down the stairs to find a book on the

railing right in front of you.

-------------------

Silverpines

-------------------

1. The very first home you reach in the settlement is the Finkelhouse Farm. Go

to the right of the home to find this book resting on a crate.

-------------------

Sunset House

-------------------

1. When you arrive at the area, run forward until you reach the manor grounds.

Take a left at the path, past the gazebo with the statues, to find this book

resting on a bench.

===================

5.6 - Auroran Flowers

===================

City of Aurora

-------------------

1. While heading up the hill that takes you out into the Shifting Sands this

will be on your right side.

2. Jump off of the dock, into the water here, and swim out to the left. There

is a small shore you can climb up onto that has this flower on it.

3. Next to the home Sandsky House there is an opening you can walk into. The

flower is right there when you enter to your left.

4. On the hill where the Auroran Mine is located. If you haven't built that it

can be found by going up the hill to the right of the hill that leads out of

town into the Shifting Sands. It's located near the mine entrance / out in the

open so it's hard to miss.

5. This flower is hidden right near the home Cold Star Manor. Hop over the

stone fence outside and search behind the stone pillar to the right of the home

to find this flower.

-------------------

Shifting Sands

-------------------

1. Enter the Shifting Sands from the City of Aurora and immediately head down

the stairs. When you reach the sand look just a bit to the right where a bunch

of stones are sticking out the sand to the left of a column. The flower is at

the base of this column.

2. Enter the Shifting Sands from the City of Aurora and go to the left along

the rock wall to find this flower sitting out in the open.

3. From the City of Aurora go straight down the stairs and through the canyon

straight up ahead. Here it will be near a stone pillar sticking out of the

ground located to your left.

4. Inside of the Sandfall Palace. You will enter an open cavern area with a

small island to the left in a body of water. As you go down the stairs watch

your right hand side to find this tucked away in a little corner.

5. Inside of the Sandfall Palace. You will enter an open cavern area with a

small island to the left in a body of water. Go down the stairs towards it but

don't go in. Instead walk to the left, towards the tree, where this flower will

be find right near the rock wall.

6. Inside of the Sandfall Palace. In the room after the previous one. Enter the

water and go straight from the entrance until you reach the far wall. Turn to

the left and you will see a shrine - it's inside of said shrine.

7. Inside of the Sandfall Palace. After getting the last flower return to the

door, face the room and go to the left. Here you will swim through some water

and a treasure chest awaits you at the end of the path. But after you get out

of the water if you look to the left you can see this flower near the strange

gear shaped stonework.

8. Inside of the Sandfall Palace. When you reach the room with the Auroran

Diamond take the right exit out of the room. Here you will find it tucked away

in the corner near the door you just came in through.

9. After passing through the central canyon you will see a large open area in

front of you beyond a stone arch (the area you escaped from with Walter). Don't

enter the area just yet though - go to the left to find this flower sitting

near the rocks in a corner.

10. When you enter the large open area outside of the temple you escaped from

earlier stick to the right wall (as if facing the temple) and follow it along.

This can be found between two large sand dunes along the right side.

11. When you enter the large open area outside of the temple you escaped from

earlier stick to the left wall (as if facing the temple) and follow it along.

Upon almost reaching the temple you will see a huge pile of black rocks atop a

sand dune - the plant is just to the right of it.

12. When you enter the large open area outside of the temple you escaped from

earlier run straight ahead. You will see a small pillar sticking out of the

sand that looks like it has broken off, leaving only a stump. Just next to this

is the flower.

-------------------

The Veiled Path

-------------------

1. As soon as you enter the area look near the stones to your right to find

a flower. This area is littered with the things and they're fairly out in the

open like this so keep your eyes open.

2. You will pass some fallen masonry after walking a bit. Stop when you see

the thick fallen column piece in your path and look to the right, behind some

fallen bricks. This flower is sitting right there.

3. Just a bit ahead keep your eyes on the left side of the screen. As you pass

a statue of a Sentinel there is a hill you can go up with a door at the top.

The door is locked but just in front of it is a flower.

4. A short trip past #3 is another one, sitting in front of two more statues.

It's located on the left side.

5. Just past #4 is a staircase that goes up off the sand. This flower is found

at the top of those stairs.

6. Drop down off the stones from flower #5 and walk along the sands. Hug the

stonework you just dropped down from until you see this flower.

7. Past #6 you will fight some enemies as you go up the hill. This flower is in

plain view along the right wall.

8. A bit past #7 is a large group of minions you must fight near a large door

(leads to The Enigma). This flower is just to the left of the door.

9. You will pass two stone statues before fighting a large group of Minions

with a Sentinel in the background. The flower is to the left on this path as

you make your way up these stairs.

10. After killing the sentinel continue making your way up the stairs. When you

see the two large cog shaped things sticking out of the right wall look to the

left to find this flower near the wall.

11. This flower is at the very end of the path. Look to the right of the huge

stone door to find this one

12. This is located inside of The Enigma. When you open the first door beyond

the treasure chest by shooting the flit switch simply walk forward to find this

flower. It's right in the middle of this chamber.

13. This final flower is inside of The Enigma. After grabbing the previous

flower open the upper left door to find this one in the middle of this room.

More than likely this is the last flower you needed.

=========================================================

6. About the Author

=========================================================

My name is Daniel Acaba, I live in Groton, Connecticut and I am 27 years old.

Im a freelance writer who has done work for a number of sites and have come

onto the writing staff of a website recently. I am still actively pursuing

more paid work in the field of video game journalism, hopefully as a FAQ /

strategy guide writer.

---------------------------------------

So far Ive written the following FAQs:

---------------------------------------

Genji: Days of the Blade - PS3

Untold Legends: Dark Kingdom - PS3

Bloodrayne 2 Boss FAQ - Xbox

Sims 2 Career FAQ - PC

Resistance: Fall of Man - PS3

Final Fantasy VII: Dirge of Cerberus Boss FAQ - PS2

Dungeon Siege: Throne of Agony - PSP

Brave Story New Traveler - PSP

Super Star Soldier - Wii

Ninja Gaiden Sigma - PS3

Lair - PS3

Shin Megami Tensei: Devil Summoner: Raidou Kuzunoha vs. the Soulless Army - PS2

Dawn of Mana - PS2

Two Worlds - XBox 360 / PC

Conan - PS3 / XBox 360

Clive Barker's Jericho - PS3 / XBox 360 / PC

Metroid Prime 3: Corruption - Wii

Turok - XBox 360 / PS3

Shin Megami Tensei: Persona 3 - PS2

Frontlines: Fuel of War - Xbox 360

Shin Megami Tensei: Persona 3 FES - PS2

Shin Megami Tensei: Digital Devil Saga - PS2

Overlord: Raising Hell - PS3

The Lord of the Rings: Conquest - Xbox 360 / PS3

Warhammer 40,000: Dawn of War 2 - PC

Shin Megami Tensei: Digital Devil Saga 2 - PS2

Sacred 2 - PC / PS3 / Xbox 360

Shin Megami Tensei: Persona - PSP

---------------------------------------

CCC Exclusive FAQs:

-------------------

Kane & Lynch: Dead Men - XBox 360, PS3, PC

Kingdom Under Fire: Circle of Doom - XBox 360

---------------------------------------

Games Radar Game Guides:

-------------------

Guides to Everyone in Super Smash Bros. Brawl - Wii

Fallout 3 Main Quest Game Guide - PS3 / Xbox 360

Gears of War 2 Game Guide - Xbox 360

Mirror's Edge Game Guide - PS3 / Xbox 360

Splinter Cell Conviction Deniable Ops Guide - Xbox 360 / PS3

Alan Wake Collectibles Guide - Xbox 360

Dead Rising 2 Combo Weapon Guide - Xbox 360 / PS3

---------------------------------------

Doublejump Books:

-------------------

Last Rebellion - PS3

---------------------------------------

IGN Exclusive FAQs:

-------------------

Fable 2 - Xbox 360

F.E.A.R. 2 - Xbox 360 / PC

Bionic Commando Mini-Guides - Xbox 360 / PS3

Marvel Ultimate Alliance 2 - Xbox 360 / PS3

Dragon Age Origins - PC / Xbox 360 / PS3

Darksiders - Xbox 360 / PS3

Dante's Inferno - Xbox 360 / PS3

Dragon Age Origins Relationship FAQ - PC / Xbox 360 / PS3

Mass Effect 2 Relationship FAQ - PC / Xbox 360

Dragon Age Origins: Awakening - PC / Xbox 360 / PS3

Red Dead Redemption - Xbox 360 / PS3

Lego Harry Potter - Every Console in the World (Xbox 360 / PS3)

Metroid Other M - Wii

Dead Rising 2 Main Plot FAQ - Xbox 360 / PS3

Dead Rising 2 Survivor FAQ - Xbox 360 / PS3

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