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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
Fable 2 SuperCheats

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Fable 2 Guide - The Spire




Day One in the Spire is an introduction to just what those in Lucien's army let themselves in for. Follow the rest of the recruits as the guards hurry you along to see Lucien giving an indoctrinatory speech, and the darkness of the Spire instantly feels all the closer with his mad words.

Week One gives you a chance to get to know the place, as you become one of an army of character-less drones. There are two chests, one near where you begin and the other in the room above which you can get to via the door on the left off the golden trail once you leave the initial room. You have been summoned to meet the Commandant, though you can deviate from the route to explore (there's not a lot to see), so follow the trail to his quarters.



Along the way you'll meet Bob, who takes you the rest of the way. Be sure to stop at the last cell in the row of rooms housing the prisoners to see the Hero of Will, Garth, and get some much needed advice. Head up the stairs to the Commandant's room once Garth has finished his inspirational musings.

He introduces you to the collar you are wearing, which punishes you for disobedience, and is apparently impossible to remove. As he tests your loyalty make a choice via the D-Pad whether to make a positive, appreciative reaction, a negative, insulting middle-finger, or just ignore him. Note that every time he shocks you with the collar you lose experience and on this occasion you don't actually gain anything from ignoring him (though it may make you feel like a big man to insult him). You lose much experience if you decide to ignore him or insult him each of the three times he asks. Him asking you to beg may be more than you can take however.




Week 38 inside the Spire presents your first chance to earn some good or evil points, with 90 good points and many evil points on offer. Head down to the Detention Centre to begin your shift, having been instructed to relieve a guard who needs a break. This is your first taste of responsibility under the Commandant, but you can still abuse it if you wish. Despite instructions to let the prisoners starve, you can disobey orders and release food into their cells using the levers just outside the shield doors. Each time you do this will lead to 30 good points but will lose heaps of experience through the shocks from the collar you are wearing. Ignoring the prisoners forces you to sit through as the timer counts down each time and listen to their pleas for food, but you bag incrementing evil points the longer you let them starve in the three minute window and keep all your precious experience. The choice is yours. You can only feed three cells before the collar's punishment knocks you out.

Week 137, almost three years inside the Spire, and the ultimate test of your loyalty now presents itself. Your only friend for the last 137 weeks, Bob, has been called to the Commandant to be punished. You are the one to put him out of his misery, so follow the now-familiar route through the spire to the Commandant's chamber. After receiving the sword from the Commandant, either attack and kill Bob, giving you 50 evil points but costing no experience; do nothing, costing a measly 10 evil points, not a whole lot of experience and not having the guilt of killing Bob; or attack the Commandant, using all your bottled up rage, giving you 90 good points in total but costing loads of experience each time. You get 10 for the first act of disobedience, then 30 for hitting him the second time, and 50 for the third, before passing out.

10 years have now passed in the Spire, as your Hero proves his loyalty to the Commandant to get more important quests that can possibly be used to free Garth and escape the Spire. You are now in the later stages of life in the game, entering the Late Adulthood stage.

The usual report to the Commandant objective will pop up, so head through the ever-expanding Spire to get your orders. Apparently a guard has gone missing. You need to locate him as we're back on the The Hero of Will quest line.

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






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