Fable the Lost Chapters Continue After End

Good Walkthrough Part 5

Part 1 Part 2 Part 3 Part 4 Part 5

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Find the Archeologist


Boasts:

No Protection
Without A Scratch
Fist Fighter

Travel to Bowerstone North and enter the Bowerstone jail area. If you haven't completed the Lady Grey marriage quest, see that section of the guide for special items in this area. You will face some new enemies including conjurers who will shoot fire balls at you. The other creatures will spawn and launch quick attacks with their double edged blades. In the Windmill area you must kill the magic user at the top of the hill before the force field drops and you can advance.

In the next area you will immediately have to fight a rock troll. Use the same roll in and roll out technique you have used on the other trolls. Also, slow time is an invaluable spell against these creatures. You can pull off a string of flourishes against the troll and defeat him in 3 casts of this spell.

Continue down the path to help the guards against the minions. They will follow you into the next area which is timed. You have four minutes and thirty seconds to make it down the path and destroy all of the enemies on the dock. Numerous minions will spawn on the way down and you will often find yourself surrounded. Powerful magic spells is the way to beat this section easily.

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Rewards:

  • Minion's Helmet
  • Guild Reward: 7000 Gold
  • Renown: 500
  • Experience: 27160

The archeologist tips you off to a secret passage into the prison and takes his leave. Open the chest on the left side of the docks to find a silver augmentation. Walk back up the path, through Gibbet Woods and go to Headsman's Hill. Walk around the rocks to the west of the area there to find a chest with a flame augmentation. Continue on to Lychfield Graveyard.

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The Graveyard Path

Upon entering the graveyard you will find a demon door that only opens for a man named Nostro the guardian. Downhill from the door there is a Cullis gate and couple of graveyard visitors who inform you that the gate is locked and the graveyard keeper refuses to open it. Walk into the Gravekeeper's yard across from the Cullis gate and you will overhear his plot to steal some valuables he has stolen from the crypt. Open the chest outside of his house to find a spade. Speak to the grave keeper and he will let you into the graveyard.

Head to Nostro's Crypt on the far west side of the graveyard. The skeleton instructs you to find his helmet, his sword, his shield, and his armor. He also gives you clues as to where to find the items if you speak to him again. The graveyard is teeming with the undead. It may seem like they continuously spawn, but they disappear after you speak with Nostro. One of the larger undead will appear each time you find one of Nostro's belongings, so be prepared.

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When walking out of the crypt, slash the brambles to your right to find a chest containing a fishing rod. Walk down the hill from Nostro's crypt and make a sharp left. In front of another crypt is a sign indicating that it is the tomb of Lady Fylorn. Search inside her grave to find Nostro's Armour. Across from this crypt is a fishing spot with some glowing ripples in the water. Fish here to catch Nostro's shield. Continue to the middle of the graveyard and search the horned grave to find Nostro's Sword. Next to this area is a fishing spot where you can real in another silver key. Nostro's Helmet is in the grave keeper's house next to the fire. There is also a buzz cut haircut in his bookshelf and an ages of skill potion in his bureau. Now that you have all of the pieces return to Nostro's crypt and he will open the demon door for you.

Dig in the graves of the cemetery to find:

  • James Sutter: 250 gold
  • Marry Sutter: Silver key
  • Crypt of Scoran Daith: Silver Key
  • Kenneth Nin: Karlan Wings Tattoo
  • Sarah Miller: Howl Tattoo
  • Blimey Its darker than I thought: Health Potion
  • James Corun: 1,000 Gold

Head through the Demon Door to an area that is packed with the undead. Fighting these hoards can be handy for collecting health potions and experience. Make a right after you cross the stone bridge to find a chest containing a resurrection phial. Follow the path up the steps and take out the next couple of zombies. To the left of the stone door depicting men with swords there is a chest containing a silver augmentation.

Circle of the Dead

As you enter this area, take a left to find a silver chest requiring 10 keys. It contains a piercing augmentation. When you step into the glowing area in the middle of the circle you will trigger lesser zombies to appear. Eight of them must be killed in order advance to the next round where 3 greater zombies will appear. Kill these dead fools to complete the quest and open the door to the prison.

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Rewards:

  • Trophy: Undead Hand
  • Guild Reward: 1500 Gold

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Rescue Scarlet Robe Quest

Walk into the crypt to enter the underground tunnel. Pass through the first area and into a series of tunnels that are infested with the undead. You will also run across some of the exploding spore plants, and many of the barrels here are explosive. Hitting things from afar with your bow is a safe bet. In the northern dead end of the tunnels there is also a nymph who guards a chest containing a resurrection phial. Return to the other passage to pop out above ground.

Take the left door out of the spherical stone building and head up a hill to open a chest containing a resurrection phial. Loop around back down to the water and walk up the hill in the middle of the pond to find a chest containing a Sharpening augmentation. When you reach the top of the hill a slew of zombies will appear below you and must be taken out. Continue to the objective and walk through the door next to the entrance to the next area to find a chest with yet another resurrection phial. When you try to advance to the next area the door will become blocked and 5 greater zombies will appear and try to switch you over to the dead persuasion.

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This door leads to the interior of the prison where you will face a foe much more difficult than the undead. This area is teaming with evil guards who have a vicious one-two combo that can knock you over. The dead end path to the left leads to two guards and a chest containing a resurrection phial. The northern path leads to a large room with many guards, in the very eastern section of the room is a chest with an Obsidian Katana. In the northwestern corner of the room there is a small passage with a chest containing a dark leather chest. There are many barrels in this room with all sorts of goodies, so don't forget to smash them all.

Head into the torture room where you will find your mother. Bust her out of the cell and head back the way you came. Fend off the guards and when you reach the middle of the passage a cut scene will start. Jack of blades appears and reveals that he has been watching you the entire time. Jack has you and your mother surrounded by his minions and you are thrown in jail.

Prison


Jack has stripped you of belongings and your will powers and thrown you in a cell. There's nothing you can do but wait for your neighbor to strike up a conversation. He tells you of the prisoner's race that takes place every year. The winner gets a trip to the warden's office.

Soon after you are removed from the cell and brought up to the yard to race the other inmates. The guard's will point you in the correct direction, simply follow their lead. After the race is won you will be brought to the warden's office to listen to his poetry. There are two meters on the side of the screen. One indicates how much noise you re making, if you max out this meter you will be sent back to the start. The other measures how long you have to complete the task, or how long the poem will last.

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While he is reading you must sneak across the room and read the note on the wall to reveal the code of 1483. Also, search the bookshelf to find the summarion tattoo. Walk back to the glowing books on the counter. There are three books, choose the one and it will not contain what you need, and you are thrown back in jail for a year. You must win the race again, hear the warden's poetry, and this time you find the key.

Once you have the key you are returned to your cell. Open the door and walk to the cell facing yours to break a barrel and find a wooden stick. Looks like things have come full circle weapon wise but its better than nothing. Open the cells of the other prisoners and they will join you. Break the barrel in the other cell to find some red meat. Head outside to the courtyard

You can enter cell block two to find a small moustache. At the end of cell block three there is a chest containing plate boots. There are also some barrels in the courtyard with some produce. If you run to the torture chamber and speak to your mother she informs you that you must first get your weapons back. These are located in the prison barracks, you get there by running up the steps in northeast of the courtyard. Constant rolling is an easy way to avoid the guards attacks. In the warden's barracks you find chests containing a guard outfit and your missing belongings. Search the bookshelves for a Harion Shoulder Tattoo and a Harion Arm Tattoo. A guard will enter once you get your equipment back, but now that you are armed, he poses little threat.

Return to the torture chamber to get your mother and continue through the underground passage. There are a few guards in this area, keep them away from your mother and dispose of them. In the next area, the Cliffside path, as you hug the path on the right be prepared to be ambushed by the undead. In the next underground passage you will face more guards, continue on to the circle of the dead.

Kraken Battle

When you enter the circle of the dead, there will be five tentacles sticking out of the water. Focus on each one individually until you do enough damage that it disappears back into the center. Rolling around the room and waiting for a tentacle to crash down behind you works fairly well. Or, if you are a coward, try strafing while firing off arrows. When the tentacles are all submerged, the boss's head will rise out of the center of the water. When he is in the middle of the circle and out of range of melee weapons, fire off some arrows into his face. Or better yet, slow time before hand and you will take off an incredible amount of his life before he goes back under. Watch out for his fire breath, he tilts he head back slightly before letting that rip.

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Exit the circle of death and enjoy a cut scene. Your mother imbues you with the power of your bloodline and the quest ends.

Rewards:

  • Trophy: Kraken Tooth
  • Guild Reward: 0
  • Renown: 0
  • Experience: 46075

There are now four more side quests open to you at the guild. Two of these are good and two are evil. Sign up for the good ones:

Gateway to Hook Coast

This quest begins when you enter the ancient Cullis gate area of Darkwood. You must kill enough zombies to activate the gate and then you are transported to the icy town of Hook Coast.

There is a marital home here on sale for 25,000 and you can upgrade it for 7000, 9000, and 11,000. In the pub you can play a game called Shove Ha'penny. This game is like shuffle board with coins, and it works on the same principles as coin golf. The high possible score in this game is a 40, by getting four ten's. This game is actually very easy, as you can guage your power based on where the arrow is in relation to the board. The trick it to get the arrow indicating power just before the line that starts the 2 point section. For scoring over 30 in this game you will receive a Maze Hero Doll. This is the last hero doll that you need to collect. Head back to Bowerstone and talk to the school teacher

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The portal to hook coast is blocked, your mother will ask you to return to Maze's quarters where she has found a book explaining why. Teleport back to the guild, and when you enter the map room your mother will cry out for help. Head to Maze's tower and you will see her captured by minions. Before she disappears in a ray of light she reminds you to pick up the book on the shelf by the fire place.

The book turns out to be in an ancient language and must be brought to the guild master to be deciphered. End of quest, short and sweet.

  • Guild Reward: 4200 Gold
  • Renown: 500
  • Experience: 5857

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Execution Tree Quest
Boasts:


No protection: Wager 400, Reward 1000
Without a scratch: Wager 500, Reward 1500
Fist Fighter: Wager 500, Reward 1500
Protect Guards: 500, 1500

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This quest begins upon entering the Bowerstone Jail region. You will meet up with a prisoner and two guards who you must escort to Headsman's Hill. The first ambush will take place halfway up the hill before entering the Windmill Hill region. Slow time is an excellent spell for this quest if you are trying to keep the guards alive. The second ambush will come from the small pond just as you enter the windmill region. The third, from the house to your left, and the forth from the windmill house.

As you enter Gibbet woods Glen and Monty, the trusty guards will hint that a frontal assault is immanent. Another one immediately follows from the rear. As you enter Headsman's Hill there will be one final attack. Fend this off and the prisoner will be executed.

Rewards:

  • Guild Reward: 4500 gold
  • Renown: 200
  • Experience: 6986

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Bandit Hunt
Boasts

No Protection: Wager: 600, Reward: 1500
Without a Scratch: Wager: 500 Reward: 2500
Perform Quickly: Wager: 1000, Reward: 2200
Behead Leader: Wager 600, Reward: 2000

Head to the Greatwood entrance to begin this quest. There will be a few bandits in the greatwood lake region, but continue through to fisher's creek to save the first hostage. There will be a number of bandits that will ambush you at fisher's lake, and then in the greatwood region as you head to the lake. Once you get to Greatwood lake a bandit has one of the hostages up on the rise to the right as you enter the area. Pick him off with a bow or he will kill the hostage as you approach. After you finish him off, stay alert, 2 more bandits will attack from behind. Save the hostage the quest is over, the woman will also give you treasure clue 1.

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Rewards:

  • Guild Reward: 5400 Gold
  • Renown: 400
  • Experience: 7777

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Stop Jack of Blades

You can now return to the map room to take your "final" quest card. Accepting this quest will end all other side quests, but they can be continued during the Lost Chapters .

The guild master instructs you to head back to the Hook Coast. Once you teleport there the quest will begin. Head into town from the Cullis gate and run towards the blocked portal. On the way you will face three Screamers. While they have a good number of hit points, these enemies pose little threat. The guild master will unlock the gate where you find Maze and your sister. It turns out the old wizard has been working for Jack the entire time.

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Maze

Maze seems difficult at first, but with a few spells up your sleeve he can be taken out rather quickly. First he will battle you where you met him and your sister. His most powerful attack is a version of you own enflame spell. He uses this when you get in too close. Maze will block most normal attacks and only flurries will connect regularly. Maze also uses the shield spell when you first approach him. This mean that he will be invulnerable to attacks until he takes the spell off. This leaves you a number of options. When he does not have his shield up a powerful enflame spell will hit him most of the time and take off large amounts of damage. Force push connects every time, however it does very little damage. A good strategy is to use these spells to activate your flurry and then connect with that attack.

After about 20% of Maze's life is depleted he will teleport outside the gate. Some screamers will join in the battle. They are hardly dangerous and can be used to activate a flurry attack. Take away another 20 percent of his health and Maze will teleport down the steps into town. Keep moving, as he will shoot projectiles at you from afar. When you meet him in town another screamer fights with him. He will next teleport inside the light house.

Bash in the door and head into the lighthouse. Search the closet next to the steps to find a silver key. Run up the steps to fight Maze at the midway point. It's a cheap move, but constant enflame attacks will knock him off his feet and take away major chunks of health. When he teleports back down to ground level, continue up the lighthouse to find a silver chest containing a Murren Great Axe.

Head back down to ground level and finish off Maze. He has a few last words explaining that Jack is activating the focus points around Albion.

Rewards:

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  • Trophy: Maze's Clasp
  • Guild Reward: 16000 Gold
  • Renown Reward1500
  • Experience: 3087

The guild master will order you back to the map room. Jack has started activating the ancient focus sites. Stock up on potions at the guild store if you need them and enter the Cullis Gate to begin the quest. The first site is at Witchwood where Briar Rose is fending off Jack's minions. You can do battle with the enemies for fun, or run straight to the portal site to find out that you are too late. Follow Jack through the portal to Orchard Farm.

This location has also been activated and you continue to the hob cave. You meet up with Thunder in the moonlit in the moonlit chamber and the two of you make it to the focus chamber just in time to see Jack of blades activate the next site which is Headsman's Hill. You must run through the Windmill area and Gibbet woods just in time to see Jack activate the last portal. Jack is now headed for the guild.

Rewards:

  • Guild Reward: 5500
  • Renown Reward:1000
  • Experience:18464

Battle Jack of Blades

The guild is engulfed in flames and the guild master wounded in the library. You must enter the chamber of fate to stop Jack. In the caves before the chamber there is a fallen hero and an Oak Longbow. This is a hint for the battle that lies ahead.

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Jack slays your mother, takes the sword of Aeons, and the battle begins. The first part of the battle consists of a hoard of minions. Build up your flourish and take them out one after another. Jack is behind a magical field at this point so don't worry about him. After the minions are dead, Jack will come out from behind the field to fight. Roll under his projectile attacks, hit him twice to activate a flourish and then hit him two or three times before he runs out of the way.

After running away a few times jack will enter the next phase of the battle. Stone pillars will rise out of the ground on the outer edge of the room and Jack will levitate in the center. There are two ways to approach this section. If you have the enflame spell, you can simply sit under jack and rip off enflame bursts until he is toast, or you can strafe and roll around the outside of the room and stick him full of arrows. If you choose the outside, hide behind the pillars when he launches his most powerful attack, as it will drain your entire life bar.

Jack falls and your mother's soul is released from the sword. Now you must choose between slaying your sister and gaining ultimate power, or tossing the sword into the abyss. Cast the sword into the vortex and be done with the vile thing. Congratulations, you have conquered the darkness of Albion. The fun isn't over yet, you'll soon see that the Lost Chapters have just begun.

Rewards:

  • Trophy: Jack's Mask
  • Guild Reward: 26,000 Gold
  • Extra Gold: 150
  • Renown: 20,000
  • Extra Renown: 300
  • Experience: 54,323

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Up Next: Evil Walkthrough Part 1

In This Wiki Guide

Fable: The Lost Chapters

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Source: https://www.ign.com/wikis/fable-the-lost-chapters/Good_Walkthrough_Part_5

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