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Fable 2 Guide By Mike Hazleton Back to Fable 2 Index :: Fable 2 SuperCheats

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Introduction Expressions Combat Relationships Dog Collectibles Money Tips Experience Tips
Walkthrough Childhood - Music Box - Abion's Most Wanted - Barnum's Image Capturing Device - The Beetle Hunt - Tramp's Treasure - The Love Letter Early Adulthood - Birth of a Hero - The Bandit - The Journey Begins - The Ritual - A Bridge Too Far - Till Death Do Us Part - The Sculptor - The Archaeologist - The Ritual (Part 2) - Donating to the Light - The Hero of Will - The Crucible - The Summoners - Cold Comfort Farmer - Red Harvest - The Crucible (Part 2) - Defender of the Light - Temple of Shadows - Sacrificing to the Shadows - The Oakfield Massacre - Westcliff Development - The Spire - The Hero of Will (Part 2) - The Hero of Skill - Stranded - The Hero of Skill (Part 2) - T.O.B.Y. - Treasure Island of Doom - Hobbe Squatters - Westcliff Development (Part 2) - Blind Date - Rescuing Charlie - Something Rotten - Love Hurts - Cemetery Mansion - Evil in Wraithmarsh - Returning the Dark Seal - The Hero of Skill (Part 3) - Bloodstone Assault - The Weapon Brightwood Tower Castle Fairfax Blackmail The Rescue
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Knothole Island DLC Guide Location of Knothole Island Knothole Island's Big Freeze Knothole Island's Huge Heat Knothole Island Drowning Knothole Island Volumes Knothole Island Achievements Box of Secrets New Items Spoiler DLC
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Fable 2 Guide - The Hero of Skill




Make the short trip to Brightwood where Garth and Hammer will be waiting for you. You will see some bandits en route to the tower, but with two allies in tow it shouldn't be too troublesome. Follow Garth and he will lead you up a rise in the ground by a statue. Look over the edge to see Spire Guards protecting the main bridge to the tower. Use Accuracy to zoom in and pick off as many as possible before the main body of the guards come up to your position. Follow Garth again and take out those guards who have moved in. He is attempting to lead you in via the back entrance, but clearly the Spire Guards are wise to it.



After more encounters you'll have to dispose of a Shard, a miniature Spire capable of deploying solders and devastating lightning attacks. Throw everything you've got at the energy ball when it opens up, making itself vulnerable. As soon as you come into contact with it it should open up once, so attack with bullets, crossbow bolts and using Blades to target that ball! If it closes before you can destroy it then keep on your toes and stay away from it as it tries to melee you, but you can still damage it with pot shots at the core. Wait for your chance patiently, then try again.


The shard is a big surprise and unlike anything seen before when you first encounter it

With that done, continue along the route to the tower. Climb up the stairs and get ready for battle. Things may look nice and serene when you first emerge, but Garth needs to activate the Cullis Gate using his Will, evidently not easy to do as it ends up taking well over five minutes! As you would expect in any half-decent action game, you need to protect him for the duration. Scores of Spire Guards and their Commandants will rain down on you as Garth works his slow-magic. Use our previous techniques for both the respective enemy types, staying clear of the Commandants spike attack. Use Time Control and your Will attack of choice to allow you to get in powerfully charged surround attacks and deal damage on all those involved. Hammer provides some assistance, but you need to keep a good eye on Garth and make sure the Spire Guards don't slow him down too much.

Once the timer in the bottom right hand corner of the screen reaches 100% you are free to enter the Cullis Gate. Ignore the remaining guards and get in there!

Unfortunately, despite Garth's protracted efforts, the Gate didn't work as expected and you, displaying all the luck a hero of Albion needs, were the only one to be transported to the hellish wasteland of Wraithmarsh, starting the Stranded quest.

Previous: - The Hero of Will (Part 2)
Next: - Stranded






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