hahahahah:
If you open up your map, you will see a green dot in a secluded area to the
southeast. Go there, the guy will approach you and ask you for a favor. Once
you are standing guard, you are taunted by a small boy to break nine barrels
(the very thing you are supposed to be guarding). Again, you have a choice
here. You can stay put and earn 2 positive alignment points and a good deed. Or
you can break all 9 barrels with your fists (three will have beetles in them,
but they are easy to take down, the last will have a gold piece in it). Doing
so earns you two negative alignment points. If you can break all 9 and get back
to the starting point before the man returns, you earn both sets of alignment
points as well as the good deed and the gold piece. There is a timer bar in the
upper left corner just under your good deed counter that will let you know how
long you have until the man gets back.
Now find another green dot that corresponds to a little girl Emily. She'll be
wandering around somewhere on the path between the town and the path that leads
east of the town (she's pretty much the only green dot that is moving around).
She seems to be missing her teddy bear.
Continue east of the end of that path, where there are two more green dots.
There's a small boy being terrorized by a bully. You can use the space bar to
target and hit either one of them. Hitting the bully will give you two positive
alignment points, the teddy bear, and a good deed. Hitting the little boy will
give you two negative alignment points and the teddy bear. Note that if you are
going for an evil aligned character, the little boy makes a great punching bag.
You can hit him over and over, and every couple of hits you'll get two more
negative alignment points added to your score. You can also hit any of the
townsfolk for two negative points per punch, but you have to retarget them
after each hit.
At this point you really have to make a decision. Up until now, if you didn't
mind the alignment changes, you could do any of the various options in one form
or another. Here, you cannot. Your dilemma comes in the form of the teddy bear.
You can return it to Emily, for which you will get another good deed and two
positive alignment points, or you can give it to the bully, which will net you
two negative alignment points and a gold piece. Your call.
Note if you've done any bad deeds, you will probably get harassed by the town
guards. Don't worry, at this stage of the game, they are all bark and no bite
(this won't be true later on, though). It can be kind of amusing when they list
off all the bad things you have done.
You've now completed all the deeds you can in town. If you've done any good
deeds (there's a good deed counter under your mini-map if you're not really
sure), go see your father to get one gold per deed (up to four). If you did all
four good deeds and two bad deeds, you can have as much as six gold pieces at
this point. In any event, you should have at least three gold (no matter how
you got them). Head back to the merchant and buy his chocolate. Then head north
to where your sister is (she's in a field near the northern gate). Give her the
chocolate. You can search the scarecrow if you like, though there's nothing
interesting there.
Leave the field to trigger a cut scene. When they're done, run up the path
(there is only one way you can go, and yes, you have to run through the burning
bridge). When you reach your house, you trigger another cut scene (a long one),
after which you automatically get a new quest in a new area. Note that the game
will auto-save here, so if you need to quit before the world save becomes
available, at least you can pick up again from this point.
/XXXXXXXXXXXXXXXXXXXXXXXXXXXXX\
0===============================0
| I. Guild Training (Childhood) | [FABLEGUILDCHILD]
0===============================0
\XXXXXXXXXXXXXXXXXXXXXXXXXXXXX/
Quest Type - Gold
Prereqs - Birthday Present
Money - None
Renown - None
Boasts - None
You're relocated to the Heroes' Guild, and immediately you are given another
Gold quest, whether you want it or not. You will be spending a few years here
and pick up quite a bit of inventory, so be prepared.
Heroes' Guild
-------------
You're in the guild of Heroes now. When you get here, you are automatically
given a money bag to hold your coins. You are woken up and told to report to
the Guild master at the melee ring. Before we do that, let's explore the
grounds a bit. In true Role Playing Game form, we're going to take everything
that isn't nailed down. Go up the stairs to your right (as you start the game).
On the second floor are three dorm rooms (including yours and Whisper's).
Search the shelves in all three rooms to find three books and a tattoo card (A
Love Story, Three Haikus by Miko the Bard, The Tale of Maxley, and a Kryndon
Tattoo card).
(An important note about books: We are collecting these books for a reason, as
they are part of a quest to get one of the silver keys. However, depending on
how you do things, you are also going to receive one of two hats, a bright
wizard hat or a dark wizard hat (these are mutually exclusive, you cannot get
both). Except for the alignment modifier and their look, there is no difference
between the two hats. Which hat you get depends on the order you donate your
books to a school teacher in Bowerstone South, and unfortunately, you don't get
to pick the order. The only way you have of controlling which hat you get is to
manage which books you have in your inventory. If you decide you want the
bright wizard hat, go ahead and grab all the books as I've suggested. If you
want the dark wizard hat, you should ignore all the books in the Heroes' Guild
for now. The first book you should pick up will be in Bowerstone South. Once
you have collected your dark wizard hat, you should return to the guild and
grab all the books. Eventually you have to give a total of 25 books to the
school to get the silver key).
Go back down the stairs the way you came and find the library (it's on the
northwest side of the map room, the door is under one of the stairways). Here
you will find a plethora of books. As you search the shelves, you should find
another 11 books for your collection. Get ready, this is quite a list. You
should find: The Pale Balverine, The Hierarchy of Weapons, Creatures of Albion
Books I, II, and III, The Arena, The Dragons, The Tale of Twinblade, The
Northern Wastes, The Old Kingdom, and The Other Land. You should read these
books (you can find them under Hero Status - Logbook - Books in the Escape
Menu) to get some useful information and back-story for the game.
Leave the library and go back into the map room. As you come out of the
library, there will be two doors to your left that lead into the dining hall.
Past those is another door to the guild merchant. Head that way (you can't buy
anything here yet) and out the other entrance (past the crates). You will then
enter the guild cloister. If you stay under the covered walkway, you will come
to Maze's tower. Head upstairs, where you'll interrupt a meeting between Maze
and Scythe. After the short cut scene ends, check Maze's shelves to find two
more books (A History of the Guild and Jack of Blades). Don't worry, Maze
doesn't mind if you take them.
Head back downstairs into the gardens again. Cross the bridge to the west.
Before we talk to the guild master, let's collect some apples. There are a
total of 7 cooking apples lying about on the grounds. One is just past the
bridge, near the statue. One can be found southwest of there near a chest (that
you can't open yet). Another is just south of the straw dummies that surround
the oak tree near the chest. There are four more near the entrance to Guild
Woods (to the east).
Armed with our newfound produce, open up your map and look for the green dot
to the northeast, in the servant's quarters. Talk to the green highlighted
woman twice, first to accept the mini-quest, and then to get your reward.
She'll take four of your apples, but in return you'll get a blueberry pie, not
a bad trade!
Open up your map again and take careful note of the other green dot and the
purple marker (which is a demon door). Make sure you know the quickest way
between these two points, then go and talk to the green highlighted apprentice.
As soon as you finish talking to him, run (by holding down the right mouse
button) to the door (you don't need to talk to the door, just get to the land
area right in front of it) and back to the apprentice in under 50 seconds to
finish this challenge. You get 25 gold for completing this quest.
Okay, there's nothing else to get at this point, so it's finally time to talk
to the guild master, whom you will find on your mini-map as the flashing gold
icon. Step into the melee ring and just follow his directions, there's nothing
to this one. At one point you will be given your first weapon, a stick. When
you're done, you'll get an experience orb, but nothing else.
At this point you will receive a new Gold Quest, which you must complete before
you can move on with the Guild Training quest.
/XXXXXXXXXXXXXXXXXXXX\
0======================0
| J. Melee Combat Test | [FABLEMELEETEST]
0======================0
\XXXXXXXXXXXXXXXXXXXX/
Quest Type - Gold
Prereqs - Guild Training (Childhood)
Money - 20
Renown - 30
Boasts - None
Guild Woods
-----------
Head into the Guild Woods (the entrance is on the east side) and ready your
stick. Run to the eastern side of the path, where a pack of beetles await you.
Kill 10 of them to complete the quest and earn a bit of spending money (20
gold). You'll also earn 1 renown point per beetle, as well as 30 bonus renown
points for completing the mission.
When you're done, return to the guild and talk to the guild master to start the
next part of your training.
/XXXXXXXXXXXXXXXXXXXXXXXX\
0==========================0
| K. Guild Training (Teen) | [FABLEGUILDTEEN]
0==========================0
\XXXXXXXXXXXXXXXXXXXXXXXX/
Quest Type - Gold
Prereqs - Melee Combat Test
Money - None
Renown - None
Boasts - None
Heroes' Guild
-------------
There's nothing else to do here at the guild at the moment, so go ahead and
elect to continue with your apprentice training. Time advances a few years,
you're a teen now, and you've been given some clothes (an Apprentice Outfit and
a Hooded Apprentice Outfit), as well as another 50 gold. Head back down to the
melee ring and talk to the guild master again. At this point, you finally get
your first sword (an Iron Longsword). Follow the master's instructions (I hate
using the mouse wheel as a button, so I remapped the block key to B). Once
you've completed the three tasks and shamed Whisper, a new green dot will
appear on your mini-map. Hang around for a bit and wait for the new trainer to
show up (he appears as a green dot on your mini-map, and you should see him
moving toward your position).
Talk to the man, and you'll re-enter the melee ring with Whisper again. Beat
the tar out of her and score an A+ (you have to defeat her while allowing her
to hit you no more than one time), and you'll be rewarded with an Iron Katana.
Be sure to equip it in your inventory.
When that's finished, head to the archery ring and talk to the guild master
again. The master will give you a yew longbow. As before, just follow his
instructions. When you're done, hang around a little bit and wait for another
trainer to appear. Just like you did with the melee combat, score an A+ to get
a special Yew Crossbow (you need at least 150 points). Don't forget to equip
it. Note that although you need to score a minimum of 150 points to get the
crossbow, don't go too much higher than that, or you'll make your life more
difficult later on when you get to Knothole Glade.
At this point, you may notice another green dot on your mini-map. It seems the
sparrows are making a bit of a mess on the rooftops. The groundskeeper would
like your help in reducing their numbers a bit. There are 7 birds in total, and
you get 5 gold per bird (plus a 20 gold bonus for getting them all). There are
two birds on the roof near the quest giver, one on the roof of the servants
quarters. Another can be found on a bush top near the guy whose time you
defeated earlier, and there's another perched on one of the graves in the
garden. The sixth bird is on the rooftop covering the walkway to Maze's tower,
and the final bird can be found on the same covered walkway close to the main
building. Once you've got all seven, return to the quest giver to collect your
reward.
When you're done with the birds, go talk to the guild master again and complete
your final bit of training with Will. At the end of it, choose to "Play with
Whisper" rather than moving into adulthood. But before heading over to the
Guild Woods, wait around for the Will trainer grading guy to show up. Get an A+
at this test (you need at least 12 hits in 30 seconds), and you'll be rewarded
with a Will Potion and a Resurrection Phial.
Guild Woods
-----------
Join Whisper near the entrance to Guild Woods. When you enter the woods, you'll
discover a few bandits on the other side of the river. Use your crossbow or
lightning strike to take them out. This quest isn't exactly rocket science.
Heroes' Guild
-------------
Return to the guild and find the guild master in the map room. Talk to him to
begin your final exam.
Guild Woods
-----------
Head into the woods for your final exam. Just follow the instructions, there's
not a lot to say here. In fact, from here until you've graduated, the game is
pretty linear. Just follow the directions you're given. The first bit is to
show your worthiness to be a hero to Maze. When you're done with him, leave the
woods to trigger a new cut scene.
Heroes' Guild
-------------
When the scene ends, you are automatically given two new items, a Villager
Outfit (which is really four pieces of clothing) and a guild seal. You've
graduated, but there's one more formality to go through before we can finally
save the game. Learn how to spend your experience points on the experience
spending platform. I'm not going to give specific instructions on how to spend
your experience points, that's entirely up to you, but I will suggest you
concentrate your first few sets of points on strength based attributes so that
you are best equipped to survive the coming battles. Once you've completed this
task, you have officially completed the long and somewhat tedious Guild
Training mission. You are given several items for completing this quest,
including 2 resurrection phials, a lamp, 2 health potions, a will potion, and
an apple pie. And now, at last, you can finally save the game. Do so now
(remember to use World Save, not Hero Save to save your progress in the world).
/XXXXXXXXXXXXXX\
0================0
| L. Wasp Menace | [FABLEWASP]
0================0
\XXXXXXXXXXXXXX/
Quest Type - Gold
Prereqs - Guild Training
Money - 500
Renown - 200
Boasts - None
Heroes' Guild
-------------
Completing your guild training opens up vast areas of the world. You could go
out and do some exploring if you like; however, it's probably not a bad idea to
do a couple of things here at the guild first.
The first stop should be the map table, where you can pick up your next gold
quest, Wasp Menace. There are three other quests on the table, but you don't
have enough renown to take these yet (in fact, you won't see them again,
presumably they get done by some other hero). Our last stop before we leave the
guild is the demon door (the mid point of your race to beat the time of the
loudmouthed apprentice earlier). Talk to the door to get your clue, then open
your inventory and use your lamp to light your path. Once the door is open,
enter the Library Arcanum.
as usual, my post is as productive as the topic i'm posting in merits.