A Fable FAQ, by AODGray. Chapters: 1. Beat the Boss - A quick couple of tips on how to defeat the various bosses encountered within the world of Albion. 2. Silver Keys - The locations of all the Silver Keys hidden throughout the land. 3. Daemon Doors - The locations of these cryptic doors, how to pry them open and what they contain. 4. The Barbers - Need a haircut? Want a cool tattoo? Find out where to get that extra special look here. Chapter 1: Beat the Boss. The Wasp Queen. The Queen appears with a few "baby" wasps for you to dice up with your sword. As soon as you've done that, you should attack the Queen with ranged weapons and magic. To defend herself, the Queen will try to ram into you, so make sure you're ready to dodge these attacks when she does. Keep up your barrage of fire until eventually, the Queen will disgorge another wave of "baby" wasps. Kill these then return your attention to the Queen. Repeat this process until the Queen falls dead. Whisper: Part 1. This fight counts as a tutorial also, which teaches us to use the flourish technique. Attack Whisper with your melee weapon until your flourish icon begins to flash in the B button slot on your screen. You can then use this technique to perform an attack that is unblockable! Should you be able to distance yourself from Whisper for a moment you may try a few magical or ranged attacks, but watch out for her counterattacks and be ready to block with the Y button. Whisper does not carry any heavy weapons or use magic / ranged weapons, so you should be completely safe whilst blocking. Earth Troll. Some people don't view this creature to be a boss, but I'm going to include it here anyway. Earth Trolls are extremely slow, but incredibly strong and powerful. For the extreme risk takers among you, you can try and go toe to toe in a melee fight with the Troll, but I seriously recommend using magic or ranged attacks at this stage, as you can take a severe pounding just trying to close the distance. Make sure you pull far enough back on your bow to get the desired range and strength. Make sure to dodge the rocks that the Troll will throw at you and keep on sniping at it until it dies, clearing the way ahead for you to continue. Twinblade: The Bandit Chief. Due to the armour worn by Twinblade, it is impossible to injure him from the front, even with a flourish attack. Instead of this, dodge or block his attacks until he takes a swipe at you from above with both his swords. Dodge this attack and he will become stuck. Use this time to run behind him and attack his unprotected back. Keep on fighting him in this manner until he is finally defeated. Be careful not to stray too close to the Bandits forming the circle around you. If you get too close they will have a swipe at you themselves. At the end of the fight, depending on whether you let Twinblade live or die, you can kill these Bandits off. The White Balverine. Possibly one of the most tricky opponents to fight. I found that it helped enormously to have the slow time spell handy here. The White Balverine fights in much the same manner as its smaller cousins, with the exception that it is larger, stronger and can only be damaged by silver. After you have fought with this beast enough times in the Knothole village, it will retreat to the lake not far away and you will have obtained the silver augmentation. Once you track down the White balvarine, continue to fight it in the manner you deem best. But this time, the White Balverine will call for aid from its smaller cousins as it takes damage. How you deal with this is up to you. You might choose to eliminate its smaller friends before finishing off the White Balverine, or you might decide to ignore the smaller prey in favor of killing the Boss outright. Those that choose this option beware however, as this could mean fighting off as many as five or six at one time, which is no easy task. Arachanox. Make sure you give a wide birth at all times to this mighty beast, unless you're looking for a quick demise. Use ranged weaponry or magic to battle the huge scorpion, as its close ranged attacks are devastating and next to impossible to avoid. The trick is to harass the beast from afar until you see it charging up for a more powerful attack. Take this time to get in as many shots as you can while it's charging up, but get ready to make a break for it when the attack is unleashed as it does a horrendous amount of damage. Fortunately for you, this attack is easy to avoid and you shouldn't have much trouble. Every now and again, Arachanox will dig underground, leaving behind it a small batch of tiny scorpions which will come after you. Kill these off quickly before Arachanox can resurface. Keep on shooting away at the beasts head as it charges up and it should eventually fall dead. Thrill seekers may wish to run in and use melee attacks and flourishes while the scorpion charges its mega attack. While this may deal more damage, it makes the attack from Arachanox far harder to dodge in time. Whisper: Part 2. Hopefully you will have seen Whisper fighting the other enemies in the arena, and therefore should know what to expect when she attacks. If you try to stay at a distance from her to use ranged weapons and magic attacks, then she will throw grenades at you. Getting through her guard can become quite difficult apart from the occasional flourish attack, so magic is probably going to be your best option. Apart from this you could wait until she uses her charge attack and then dodge to the side, allowing you to attack her from behind. This should allow you to get a nice combination of swings in before she recovers. At the end of the fight you will be left with the choice of killing Whisper or sparing her life. The Kraken. The Kraken will try to swipe at you with its tentacles, slamming them down to crush you. Be sure to dodge these attacks and then slash away at the tentacle until it is destroyed. Repeat this process until all the tentacles have been disposed of, at which point, the Kraken's head will appear. Use the most powerful attacks at your disposal on the head, but be ready to dodge out of the way when it rears its head back. This is the signal that it shall use its breath attack. Eventually, the monsters tentacles will return. You can opt to ignore these if you wish and continue on the head. Keep up the damage and eventually it will die. Maze: The Traitor. Maze has a powerful area of effect attack at his disposal that is extremely difficult to avoid, so mind that you don't get too close to him. He is also quite resistant to magic, so make sure you have a good bow or crossbow handy to take him out. Follow him around the town as he teleports about, making sure to watch out for the Screamers that have infested the area. Eventually, Maze will teleport inside the lighthouse. Just smash down the door to continue the fight. (There are also some goodies hidden here). Bear in mind that while Maze is covered in a blue glow, he is invulnerable, so just do your best to dodge his attacks. Keep on shooting him and he will eventually snuff it. Jack of Blades. The fight begins with Jack surrounded by a force field and several Minions with Summoners. Since you can't yet fight with Jack, kill off all of the Summoners first before dealing with the Minions. Once there all dead, Jack himself will begin to fight. Don't bother using your bow yet as Jack will block these attacks easily. He also resists magic like Maze, so melee attacks are the way to go. If you have the Berserk spell it will come in handy here. Almost all of Jacks attacks come with some kind of ranged effect that spread over a wide area and move quickly. These are unblockable so try and dodge them as best you can. Jack will block most or all of your basic melee attacks, but is vulnerable to your flourish attacks. Keep hacking away until eventually you will watch a quick cut-scene. From here on the fight gets pretty easy. Pull out your bow, and while dodging Jacks attacks, repeatedly shoot him from afar. If you have the multi-arrow spell it will prove invaluable here. If you take too long in killing Jack, he will eventually summon more Minions, and you will have to deal with these before you can finish off Jack. But at this point, just a few more arrows should see him off. Chapter 2: The Silver Keys. There are twenty keys in all throughout the land of Albion. Here is a brief description of where you can find all twenty. Key 1: The Guild Woods. - There is a fishing spot that you will find in the pond in the Guild woods. Key 2: Lookout Point - Clear away the bramble patch at Lookout Point to discover a path that will lead you to the next key. Key 3: Bowerstone South - Go inside the house across from the item seller, head upstairs and you will find the key on the porch. Key 4: Oakvale Cemetery - Find the statue of a figure with an axe, dig in the patch of earth underneath the axe to find the key. Key 5: Twinblade's camp - Run across the lake in the first section, you will find a chest against the wall. Dig in front of it to find the key. Key 6: Entrance to Darkwood - When you come to the first bridge after entering Darkwood, there is a fishing spot off the right hand side. Fish here to collect the key. Key 7: Nostro's Cemetery - Find and dig up the grave of a woman called Mary Sutter. You will find she was buried with a key. Key 8: Nostro's Cemetery - Seek out the tomb of Scoran Daith. Within its walls you will find another key. Key 9: Nostro's Cemetery - As your doing the Cemetery quest, you will come across a fishing spot, where you can fish out another key. Key 10: Lady Grey's Bed - If you marry Lady Grey, go to her mansion and check out her bed for another secret key. Key 11: The Grey House - You will find another key in a fishing spot near the daemon door by the Grey House. Key 12: The Witchwood Stones - Across from the daemon door here, you will find a fishing spot, where another key lies waiting. Key 13: The Hook Coast Lighthouse - Break into the lighthouse and search the cabinet near the stairs to find another key. Key 14: Greatwood Lake - Head up the hill to the right hand side to find the key just lying there. Key 15: Orchard Farm - Go to the dock where you fought the Hobbes with Whisper. There is a fishing spot off the end with the key. Key 16: Darkwood Swamp - When you get the escort traders quest, you will find a glowing rock in the swamp. Shoot an arrow through the hole at the top of the rock to reveal the key you seek. Key 17: Rose House - Next to the Rose House you will find a ring of red flowers. Dig in the centre of the ring to unearth the key. Key 18: The Windmill - Nearby to the Windmill you will come across an abandoned farm house. Dig in the centre of a ring of flowers next to this to find the key. Key 19: The Windmill - There is another ring of flowers next to the Windmill. Dig in the centre once again to discover the key. Key 20: Outside Knothole Glade - There is a fishing spot in the large lake where you killed the White Balverine. This is the location of the last key. Chapter 3: The Daemon Doors. Here you can find out the location and contents of every Daemon Door, as well as how to pry the doors apart and get inside. Door Number 1: Hero's Guild - Equip your lantern and use it in front of the door to gain access. Inside you will find yourself an elixir of life. Door Number 2: Barrow Fields - To get this door to budge, you have to be fat. Start scoffing dozens of pies and meat chunks to put on the weight in front of the door and eventually it will open. The will masters elixir is yours for the taking inside. Door Number 3: Greatwood Gorge - To gain entry here, you must perform an act of immense evil. Murdering the next poor chap in sight will do for this one, or you could eat roughly 15 chicks. Then you can walk in and claim Wellows war hammer. Door Number 4: Nostro's Cemetery - This door will only open once you have found all of the missing pieces to Nostro's armour. Door Number 5: Greatwood Cave - This door demands that you come before him with a high combat multiplier. It must be at least 16 when you talk to the door if you want access. The Cutless Bluetane is held within. Door Number 6: Rose House - All you have to do here, is give the door a red rose as a symbol of love, and it shall part for you. Paving the way to claim the Will user's bright suit within. Door Number 7: Darkwood Marsh - This door demands that you take on and kill a bunch of Hobbes before it yields. Inside you will find the Will users dark outfit. Door Number 8: Knothole Glade - You have to strike the door with a ranged attack from either a bow or crossbow. You must have at least an ebony version of this weapon or it will not do. Inside is an elixir of life. Door Number 9: Outside Twinblades Camp - Here, the door wishes to see three of its old friends again. If you dress up in the full outfit of A: Bright Plate Mail, B: Dark Will User and C: a bandit, the door should open to reveal access to the Dollmaster's mace. Chapter 4: The Barbers. So you want to acquire that special unique look. From hair styles to tattoo designs, you can find out just where to go to find the look for you. Hair Styles. Mutton Chop Beard: - The old man quest in Bowerstone South's Quay. Puddin Basin Haircut: - The old man quest in Bowerstone South's Quay. Trader Style Moustache: - On a bookshelf upstairs in the barbers house in Bowerstone South's Quay. Ponytail: - In a Scarecrow behind the Grey House. Regular Beard: - On a bookshelf upstairs in a house to the right of the steps leading to Bowerstone North. Small Moustache: - Cell block two after you escape from the prison. Sheriff Moustache: - Inside a barrel in the Bowerstone Jail area. Tramp Beard: - On a bookshelf in the first house on the left in upper Hook Coast. The Boss: - On the Grave Keepers bookshelf during the Nostro's Armour quest. Bald: - Bowerstone South's Barber shop. Clean Shave: - Bowerstone South's Barber shop. Foreign Moustache: - Buy from the wandering barber near Knothole Glade. Normal Haircut: - Bowerstone South's Barber shop. Power Moustache: - Inside a barrel at the Witchwood Lake. Tattoo Styles. Sea chaos Arm Tattoo: - On a bookshelf in Bowerstone with some laundry outside. Golden Harvest Tattoo: - In a barrel next to the school in Bowerstone South. Tallin Clan Arm Tattoo: - In a scarecrow behind the Grey House. Tallin Clan Leg Tattoo: - On a bookshelf inside the Grey House. Fire Monkey Tattoo: - Receive this as a reward for the old man quest in Bowerstone South's Quay. Dark Vortex Tattoo: - Inside a barrel in the Darkwood camp. Coron Night tattoo: - On the left hand side of the bridge in Barrow Fields, there is a fishing spot with the Tattoo card. Spiral Dementia Tattoo: - Inside the cabinet in the Oakvale house overlooking the beach. Harrion Shoulder Tattoo: - In a barrel in the first area of the cliff side path from Oakvale. Harrion Arm Tattoo: - Inside a chest in the guard barracks when you escape from prison. Howl Tattoo: - Inside the Archaeologist's cave in Witchwood. Gryphon Tattoo: - Up for sale in Knothole Glade. Poison Web tattoo: - Up for sale in Knothole Glade. Eyes of Storm Tattoo: - Up for sale in Knothole Glade. Sea Corpse Tattoo: - Up for sale in Knothole Glade. Eyes of Avo Tattoo: - On a bookshelf upstairs in a house in Knothole Glade near the bell. Valiance Tattoo: - Buy it from a wandering tattoo salesman. Sea Chaos Leg Tattoo: - Buy it from a wandering tattoo salesman. Kryndon Tattoo: - On a bookshelf upstairs in the guild of heroes. Lopion Tattoo: - Buy it from a wandering tattoo salesman. Red Widow Tattoo: - Inside a house in the lower area of Knothole Glade. This just about covers everything this FAQ has to offer. I hope that you find the information held within is both accurate and helpful. Should you find anything in the game that is relative to this FAQ but not included, or any of the information is inaccurate / incorrect, then please do not hesitate to e-mail me at the address below and let me know so that I can update the FAQ as soon as possible. Good hunting and good luck Regards, AODGray. This FAQ is an AODGray production and is for personal use only. The copying or reproduction of this file for any other use than that of a personal nature will be looked upon as theft. Copyright AODGray 2005.