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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
Spoiler! Useful Items Legendary Weapons Gargoyles Demon Doors Achievements
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 - Tramp's Treasure

Sneak up to the tramp down the alleyway next to the warehouse steps and retrieve the bottle. Move slowly so as not to disturb him! Then return to the couple. You can now either give the bottle to Pete for 3 evil points, or to the woman, for 3 good points. Both result in getting a gold coin, so make your choice! You are also given the third warrant (for guntoting) as part of the reward.




The fourth warrant (for sneakiness) can be found by the crates down the other end of the street with the warehouse and arguing couple on. The fifth warrant (for burglary) is by the lamppost to the left of the second, near the steps leading down.

Head back towards the main square to see the guard and evil Arfur will approach you in the alleyway en route. Here you can choose to give him the warrants for a gold coin (remember that the guard has promised you one, so it's a like-for-like trade) and 5 evil points or continue past him and back to the guard to return them to him for 5 good points. This has far bigger effect that that alone however. Giving the warrants to Arfur will allow you to steal and commit whatever crimes you like in the Old Town when you are older, as crime has taken over the district and law is not longer enforced. If you don't give them to him it will be far more prosperous with shops, money, and overall more beneficial for you (though not necessarily more fun!).



With the fourth coin in hand, walk over to the pictured pauper attempting to woo his romantic desire in the balcony above.


Previous: - The Beetle Hunt
Next: - The Love Letter






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