Fable anniversary: ​​how to marry Lady Gray. Fable: the lost chapters: guides and walkthroughs


Our life is one wandering shadow; a pathetic actor who swaggers on stage for an hour and then disappears without a trace; a tale told by a madman, full of sound and fury and making no sense.

William Shakespeare

Life is a good fairy tale with a happy ending. Another thing is that I’m in it - negative character.

Are you ready to live the life of a hero from childhood to old age? Are you ready to explore dozens of places with mysteries, riddles, secrets and quests? Are you ready to make friends with NPCs, get married, get divorced and open your own store? Turn the hero into a Paladin of Good or a Demonic Fiend of Evil? Find lost relatives? Defeat faceless evil and bring peace and tranquility to Foggy Albion?

Then this is the place for you. I will tell you a tale about a boy who one day became a great hero.

For your information: If the game crashes silently after the introductory videos, change the screen refresh rate to 60 hertz.

In this guide you will find:

  • Description of all game concepts: age, combat, NPCs, trade, matrimonial affairs;
  • Complete analysis of the role system;
  • A list of all enemies in the game with tips on how to deal with them;
  • Solving riddles for all demonic doors in the game;
  • A list of all silver keys and chests that can be opened with these keys;
  • Complete walkthrough all quests - story and side.

Life in Foggy Albion

Basic information

The hero takes on quests either in the guild or directly on the ground. Quests with a “golden” mark are story-based. As soon as the hero is in the right place, the quest is “activated” (a special sign appears), and until its completion the game cannot be saved - only the hero with his statistics and duffel bag.

For many quests you can take the so-called “social obligation” (boast). For example, completing a quest without armor or clothing, or without a scratch, or only in hand-to-hand combat, or without killing any NPCs that the player must protect. You can take on multiple commitments at once. For a “social obligation” that is lost, the player loses money; for a “social obligation” that is won, he receives it beyond the agreement.

Good and evil - important component games. A positive hero attracts people and may even earn the title of Paladin. The bad character turns red, grows horns, and people shun him. Many of your actions affect karma - killing NPCs, choosing good or evil in several key quests, culinary inclinations. Your kindness is primarily reflected by your hair color. The good hero will quickly become blond. In the game, vegetarianism is the path of goodness, meat-eating is the stairway to hell. Tofu is good, meat and chicken are bad. The hero's inclinations do not affect the plot in any way.

Fame determines how well you are known in Albion. At first, no one knows the hero, but then he gradually gains weight and finally turns into a legendary epic hero who gathers crowds of admirers on the street around him. Additional fame points can be earned by taking out one of the trophies and showing it off to everyone in the area, without missing a single one if possible.

Overshot is a powerful strike that cannot be blocked. The ability to inflict it is given to the hero after several regular hits, if he did not receive damage.

The block protects the hero from some attacks. In the block state, you can roll, dodging harmful influences.

Health drinks restore health instantly, food - gradually. The magic bar is restored over time by itself.

Regular NPCs appear with a blue "neutral" aura. Enemies are red. Merchants and quest NPCs - green. To activate the trading window, you need to approach the merchant, press the “interact” button and answer “yes” to the offer to trade.

There is a “Wanted” item in the trading window. This is a list of things that a merchant is willing to buy at a good price.

Expressions are gestures, dancing, threatening growls, laughter, flirting - everything with which the hero can attract attention. A complete list of them can be found in the hero options menu.

You will have to answer for crimes in cities. Even if you just draw your sword, the guards will come up and demand a fine (40 gold). The fines for different offenses are different. The most expensive is murder (2000 gold). If you refuse to pay, a fight with the guards will begin. The guards never run out, being reborn right before your eyes. But if you leave the city and come back ten minutes later, the guards will forget about your sins. Residents of the city will remember the dangerous person and will give a fight at the first opportunity.

If you kill a resident of the house, then the house can then be bought and rented out, receiving money for it. In some cities, weapons are taken away upon entry - but NPCs can be led out of the city by ordering them with a gesture to follow the hero. Regular NPCs respawn after three game day.

With Guile skill 3+ you can quietly steal items from shelves. With the Guile skill developed to 6+, you can open houses at night (if no one can see you). The eye symbol above the mini-map displays the number of people who can see the hero at the moment.

The player is released into the world at the age of eighteen, and the maximum age at which the hero stops aging is 65 years. Each purchase of skills for experience “costs” the hero 0.7 years. You can rejuvenate yourself by lending large sums of money (50-100 thousand gold) to the Avo Temple. There is also a cheap option: at the stroke of midnight, bring a mercenary to the altar of Chapel of Skorm and sacrifice him to the evil god. This way you can get not only a “discount”, but also a good bow and the title of necromancer.

If the hero eats a lot, he will gain weight. But then he will lose weight just as quickly if he stops overeating.

Initially, the hero has the title "Storm of Chickens". But from the first title seller he can buy another title (“Assassin”, “Avatar”, “Ranger”, “Hood”, “Pilgrim”) for a certain amount of money. There are several title sellers in the game. Everyone has their own list. Whatever you call yourself, that’s what passers-by will call you.

Role system

There is nothing more tiring than playing Shakespeare. You won't sit down for a minute the whole evening, unless you're a king.

Josephine Hull

There are two ways to gain experience in the game. The first is to use a sword, bow or magic. Then experience slowly drips down your collar, and the more you hit without missing a beat, the more experience goes into your piggy bank. The combo multiplier is responsible for the amount of experience. In a quick successful battle, it grows, but if the hero gets hit on the cap, the number instantly goes down.

When using a sword, axes, hammers, etc., strength experience is added ( Strength). It is spent on power skills.

Bow gives skill experience ( Skill). Experience goes towards improving shooting skills, trading (!) and even secretive (!), such as stealing from counters and breaking doors.

Magic gives experience of will ( Will). Here - magic spells and increasing the supply of magic.

The second source of experience is the glowing XP balls that enemies leave behind when they die. Don't forget to pick them up. Remember that this experience is universal. It can be thrown both into strength, and into will, and into skills.

For your information: Banal food also adds to the experience. Meat gives strength experience, carrots give skill experience, fish gives magic experience. Unbelievable but true.

All skills have seven levels. Only spells have four of them.

Force

Health. Seven levels here and beyond (naturally, the amount of experience spent grows geometrically with each subsequent rank). Increases the amount of HP, which is visually displayed on the screen as a lengthening red health bar.

Body type. Responsible for the strength of weapon strikes and the ability to carry heavy weapons (if the physique is less than three, then the hero will not carry, but slowly drag heavy axes and two-handed swords behind him).

Strength. Increases impact resistance. The greater the durability, the less damage each enemy hit causes.

Skills

Accuracy. Everything is simple here - this is the damage from your arrows. It’s convenient to use a bow, so developing accuracy is just right.

Cunning. Cunning means several things at once. Firstly, discounts from merchants. Secondly, the hero becomes more difficult to notice in stealth mode. And finally, with increasing cunning, the hero learns to quietly steal things from store shelves (from the third level) and break into houses at night (at the sixth level).

Speed. A very useful skill. Speeds up melee attacks and ranged fire rate.

Will

Magic force. Increases the blue magic bar.

Combat attack. Four levels here and beyond. The hero rushes into a crowd of enemies at great speed and damages everyone nearby. The higher the level, the greater the damage.

Setting fire. A wave of fire surrounds the hero, damaging everyone who is nearby. The higher the level, the larger the radius of damage.

Fire ball. Classic magic strike. The bad thing is that it takes a long time to charge before it takes off. The higher the level, the greater the damage.

Lightning. The very first spell. The damage is small, but you don’t have to aim - this is convenient when there are a lot of enemies and they are weak.

Multi-hit. Allows you to hit twice with one swing of the sword.

Divine rage. Pillars of fire fall from the sky and hit enemies. The higher the level, the larger the radius of damage.

Hellish wrath. Vortexes from otherworldly dimensions suck the life out of enemies. The higher the level, the larger the radius and damage.

Vampirism. Heals the hero at the expense of the enemies' lives. Comfortable. The only downside is that only a bad character can use the spell. A good one will take the life of his enemies the old fashioned way - with a sword to the head.

Push of Force. Just like a long time ago, in a distant galaxy, this spell scatters enemies like bowling pins away from the hero. The higher the level, the greater the impact force.

Time dilation. Excellent stuff! Transforms the hero into a Persian prince, allowing him to inflict enormous damage on the enemy in a split second.

Summoning The spell summons a monster that fights on the hero's side. If it kills someone, then at the expense of his soul it can last longer in this world.

Defector. Temporarily one of the enemies goes over to the hero's side. It's a shame there's only one. The higher the level, the longer the control lasts.

Assassin's Onslaught. Almost teleportation. The hero is instantly transported several meters forward. If the enemy is “captured” by the target, the hero ends up behind him.

Berserker. The hero turns into the likeness of the Hulk. The speed and force of blows increases due to the decreased brains. The higher the level, the stronger the hero.

Phantom Sword. The spell summons a sword, which itself fights on the side of the hero.

Treatment. The best spell! It will be useful even for an avid archer or warrior. Will save a lot of money on health elixirs. It will allow you to heal those you need to protect in between battles. Always have it with you! I remind you that only a good hero can use it. For the villain there is "vampirism".

Multi-arrow. Allows you to magically “split” an arrow into several, enhancing the effect. More level means more arrows.

"Make your own riddle, stone face." - "What's in my pocket?"

Physical shield. Legal scam. Easy experience due to the fact that the combo multiplier increases quickly. Not a single blow hits the target. When struck, only magical energy is lost, which can be replenished with drinks. If the hero is not hit, magic is not spent on the shield. But it is not restored while the shield is active.

Additive to damask steel

“Improvements” built into weapons, also known as additives, often come across the main character’s path. Found in chests, cabinets, and sold in stores. Each type of weapon has its own number of “seats” for additives. But before embedding fire magic into a blade, you need to think carefully - it is no longer possible to “remove” the used additive, except perhaps to change the weapon. The best blades in the game usually come with two or three upgrades. Only one of them can accommodate as many as four, and some have been improved long before they fall into the hands of the protagonist.

To build an additive into a weapon, you need to select it in the arsenal menu, click “Augment” and select the desired additive from those available.

“Announce the entire list, please.” Please:

. Blade sharpness. Increases weapon damage against most types of enemies. Definitely a useful thing to put first.

. Fire. Must have. The dead are vulnerable to fire, and they are in the game Very a lot of.

. Silver. The third of the most important additives. Silver harms not only the dead, but also werewolves.

. Armor-piercing additive. Enemy armor is not as effective as before.

. Experience. Adds experience when the blade is used or simply hanging on your back. Theoretically, this is a good thing, but in practice, after the blade is sharpened, charged with silver and fire, there is no room left for this and the following additives. Of course, I'm talking about fighters. For magicians, on the contrary, experience is very useful, as well as the next two improvements.

. Health. When the weapon is in your hands, health is slowly restored. Saves food and magical energy.

. Magic. Accelerates the regeneration of the magic bar.

. Lightning. No practical benefit was found for this improvement. Although it sparkles beautifully and helps deal with insects, hobbies and nymphs.

I'm drinking to the bottom

Stole, drank - go to jail! Stole, drank - go to jail! Romance!

Film "Gentlemen of Fortune"

Even in a hot battle, when you are surrounded by evil hobgoblins and a stone troll greets you with a friendly smile... there is always time for a drink and a snack. We eat apples, pies, poultry or tofu - the health bar slowly increases. But when your health is really bad, you have to drink something else. What exactly?

. Elixir of health. Legal gaming scam. Never go into battle if you don’t have a couple of dozen of these useful drinks in your pockets, which instantly restore the entire health bar (for the most “guzzled” heroes - half the bar).

. Elixir of will. From the same opera, but it restores not health, but a strip of magic. The hero blew out a blue liquid - and again lightning flashed from his palms, the shock-absorbing field also worked flawlessly, and the enemies scattered in different directions. Magician's choice.

. Vial of Resurrection."Help! I'm dying! Oh, what a joy to live!” If the player did not manage to click on the health elixir button in time and the hero fell to the ground like a tragic sack, it’s not a problem. If you have resurrection vials in your pocket, the dead hero will drink one automatically and will rise from full health bar. Goodbye balance! Arise, Lazarus! Get up and go, go, go! But remember that the hero can have no more than nine resurrection vials with him. If the hero buys the tenth, he will only be wasting his money.

The remaining bottles with multi-colored water are used as desired.

Elixir of strength. Accelerates the gain of “power” experience.

Elixir of skill. Accelerates the gain of experience related to skills (bow, stealth).

Elixir of will. For those who want to quickly buy all spells. Accelerates the gain of experience related to will.

Elixir of life. Extends your life bar. It is useful to drink before a difficult fight.

Elixir of the Master of Will. Extends the bar of magical energy and will.

Catch it, fish, big and small

What are you yelling about? Well, what are you yelling about? You scared away all my fish.

Film "Carlson Who Lives on the Roof"

Catching piranhas in Fable is difficult. First you need to get a fishing rod - almost all merchants sell fishing rods, as well as shovels. The next step is to find a reservoir. Then the hero carefully casts the fishing rod, and the mini-game begins.

All the action takes place in the upper right corner of the screen. After a few seconds the fish bites. Press the left mouse button. A very complex process begins - an attempt to pull it out of the water. By frequently clicking the left mouse button, the fish is pulled towards the shore. But if she starts to twitch, the line may break, and the hero will be left with nothing. Therefore, as soon as the fish jerks (you will hear the crack of the reel), immediately stop clicking, without waiting for the schematic diagram of the line to turn red, indicating dangerous voltage.

Only when the fish calms down can you continue to reel it in. You need to click often, often, expecting a jerk at any moment. The forests of the impatient are cut short. Those who are too patient lose their fish.

The rest amuse themselves by catching silver keys, elixirs and other swag from the water. The fact that the keys are biting is not the strangest thing. The surprising thing is that they try to get off the hook and go into the depths just like ordinary fish.

Silver key...

- Maybe I should give you another key to the apartment where the money is?

The young man lied: he had neither money, nor an apartment where it could be stored, nor a key with which to unlock this apartment.

I. Ilf, E. Petrov “Twelve Chairs”

Silver keys - what are they? These are “secrets” that allow you to open chests located throughout Albion. Each chest requires a certain number of keys, and each one contains interesting and instructive things. There are thirty keys in total. And here's where to look for them:

. Guild Woods. Look for bubbles rising in the water on the right side of the entrance. Fish out the key with a fishing rod. Be careful - he will try to escape, you will need to hook him and carefully pull him up, at times unwinding the line.

. Lookout Point. Finding the key is not difficult - it is in a chest behind the bushes not far from the central statue. “Kill” the bushes with a sword.

. Orchard Farm. The key is in the water near the pier. Silver key, one piece. It would seem, what do bubbles have to do with it?

. Fisher Creek. We take out the fishing rod again and catch the key in the water north of the house.

. Fisher Creek. You will be given another key as a reward for winning the fishing competition.

. Bowerstone South. A giant silver key hangs restlessly in the air on the balcony of a tailor's shop.

. Bowerstone South. Want another key? Stop by the school and donate twenty-five books to the school library. You don't care, but Harry Potter needs textbooks.

. Greatwood Lake. Find the chest and go up to the bridge near the waterfall.

. Darkwood Lake. Find a column with a hole and carefully “kill” this hole with a bow.

. Ancient Cullis Gate. Take out your fishing rod and fish out the key from the bridge in the west.

. Oakvale. Ghost pirate quest. Dig up the key from under the statue in the center of the cemetery. Dig directly under the stone axe.

. Oakvale. In the same region, you can get another key - you just need to win the “Kick the Baby” competition. In the role of the baby - a phlegmatic chicken.

. Twinblade's Camp. South of the region. Chest. Dig.

. Rose Cottage. The key is buried in the center of a round flowerbed next to the house.

. Hobbe Cave. You need a Focus Chamber cave with a large stone. Find a family of mushrooms in the shape of a witch's circle in the north of the hall. Dig here.

. Gray House. The key lies in the water of the pond near the demonic door.

. Bowerstone Manor. Only after completing the quest with Lady Gray will you gain access to the mansion as a beloved husband or a fair mayor. Look for the key in Lady Gray's bed.

. Witchwood Stones. And again you need to catch the key from the water. And again - next to the demonic door.

. Witchwood Lake. The Stone Gargoyle, which is illuminated red from below by an unknown light source, is not difficult to find. Noticed the place? Dig here. And so that in full profile there was a trench!

. Knothole Glade. Between houses in the south of the region. It’s easy to recognize the place by the neatly trimmed patch of grass.

. Windmill Hill. Look for a broken garden with a round flowerbed to the left of the road. Dig in the center of the flower bed.

. Windmill Hill. Look for a flowerbed behind the mill.

. Lychfield Graveyard. There are three keys here. The first is on a fresh grave next to the crypt (south of the area).

. Lychfield Graveyard. Crypt in the south of the region, sarcophagus.

. Lychfield Graveyard. Fish for the key in the unambiguously bubbling water near the watchman's house.

. Cliffside Path. North of the region, “witch’s circle” of mushrooms. Dig. Or don't dig.

. Headsman's Hill. You will only receive this key if you decide to take Lady Gray as your wife. The disgruntled black man Thunder will throw you off a cliff in battle. Get out your fishing rod. (What little things sometimes determine the fate of a hero!)

. Hook Coast. Lighthouse. Closet. No need to dig.

. The Lost Bay. The grave is not far from an uninhabited house.

. Necropolis. Southern part of the river. Magic bubbles.

Total - thirty pieces.

...And a silver lock

Have you accumulated a dozen or two keys? Don't know where to look for chests? Let's help!

. Heroes" Guild. 20 keys. Inside is a funny combat hammer.

. Greatwood Lake. 5 keys. Elixir of life.

. Hobbe Cave. 5 keys. Elixir of will.

. Darkwood Lake. 15 keys. A good crossbow.

. Gray House. 10 keys. Grinding stone (additive), a good thing.

. Witchwood Stones. 15 keys. Health additive.

. Headsman's Hill (cave). 15 keys. Additive of magic.

. Bowerstone Manor. 15 keys. Katana.

. Circle of the Dead. 10 keys. Armor-piercing additive.

. Hook Coast. 15 keys. Hatchet.

. The Lost Bay. 30 keys. A legendary sword and a scattering of precious stones.

. Necropolis. 25 keys. A set of good armor.

Demon doors

I’ll come to you at midnight and tell you fairy tales!

M/f "Good Eeh"

The huge stone face sticking out of the rock is a demonic door. Behind each door lies a small uninhabited cave or grotto with a chest containing a treasure inside. You can’t just walk through the door - the stone face will come to life and ask a riddle. Whoever finds the answer will get the treasure.

There are fifteen doors in total.

. Heroes" Guild.“Your path is dark. Only light will dispel the darkness. And you’re not bright enough.” You might think that the door wants the hero to become famous for his kindness. In fact, everything is much simpler: after completing training in the guild, the hero will receive a lamp. Use it on the door. In the cave you will find books, an elixir of life and a tattoo.

. Greatwood Gorge.“Commit an act of great atrocity before me, and I will reveal myself.” The door will let the hero in if he is evil on his own or if he leads several NPCs to the door and kills them. There is, however, an easier way - you have to most brazenly eat a dozen portions of chicken in front of the door. Leeroy's reward will be a good, sharp axe.

. Greatwood Caves. The task is difficult - you need to be in front of a door with a combo multiplier of fourteen or higher. Use the Hobby Cave and the Troll to score a thirty-fold multiplier. Without an energy shield, this will be difficult to do. You can use the services of a troll next to the cave. The reward for your efforts is a cleaver with a built-in zipper.

. Darkwood Marshes."Let my guards test your strength." Defeat several groups of hobbs (five times four hobbs) and the door will let you through. This is very easy to do, and the hero will be rewarded with a dark set of clothes.

. Barrow Fields. The door only respects dense heroes. To get through it, you need to become “fat” - eat a lot of pies, fish or meat. In the cave the hero will find an elixir of will.

. Witchwood Stones.“Only those who know my name will be able to pass. And only one person in the Avo temple knows him.” The door is connected to the story quest. The demon's name is HITS - the name must be “typed” on four columns. The hero will receive a ruby, a sapphire, meat, a vial of resurrection, books, a tattoo and chain mail pants.

. Knothole Glade. A demon with a bias towards masochism. It will open only to those who hit the stone face well with an arrow. What you have on hand should be enough - the main thing is to tighten the bowstring well. Inside the cave is the elixir of life.

. Gray House. The demon will not open the door until you marry Lady Gray. If you choose another option for completing the quest, the door will not open at all. However, who needs this axe, even if it is silver and sharp...

. Rose Cottage. The demon is in a romantic mood and asks the hero for a gift as a sign of serious intentions. There are only crazy people around... Give the demon a rose or a box of chocolates. In the cave there is a set of very elegant light armor that will help you break more than one female NPC heart in Albion.

. Abandoned Road. A demon who has fallen into insanity wants to be visited by old acquaintances - a brave knight with sparkling armor, an evil magician in a dark robe and a robber. In order for the door to open, you need to talk to the demon first in the Bright Plate suit, then in the Dark Will User's Outfit and finally in the Bandit Outfit (you will receive it during the quest). Inside is a good mace for wizards. Look for the suits from traders.

. Lychfield Graveyard. Another plot door. To enter it, you need to find four things belonging to the dead Knight of Nostro. There is no reward.

. Headsman's Hill. You will discover this door only during Lady Gray's quest - and only during the battle with the black Grom. It will open and let you out into Big world, when you defeat Thunder. There will be no reward.

. The Darkwood Bordello. They won't let you in until you lie down ten times. Well, what can I recommend... Visit a brothel. Behind the door is a pimp's cap.

. Lookout Point. Story door. Only unlocks after you defeat the Jack of Blades for the first time. Inside are four puzzles and the Fiery Heart artifact.

. Necropolis. The schizophrenic demon wants to become a chest and will ask the hero for silver keys. All. You shouldn't go to her if you haven't opened all the chests in Albion. The reward for lost keys is a good fire sword.

I can't bear to get married

The ability to marry your favorite NPC of any gender is a useless but fun element of the game. In each city you can have one wife, and if your spouse is tired, you can kill her or simply get a divorce. We must realize that, once in the matrimonial home, a woman (or man) will be stuck in one place around the clock. Of course, with her (with him) you can organize a beast with two backs, but a darkened screen will provide little food for thought.

In order to marry an NPC, you must have your own house in the city. Buy it.

The easiest time to make NPCs fall in love with you is towards the end of the game, when the hero becomes famous.

You can determine the degree of love an NPC has by the size of the heart above his head.

To make someone fall in love, you need to heroically gesticulate in front of NPCs, give gifts (flowers, chocolates, perfume, precious stones) and delight with variety. An NPC ready to marry you will be displayed when highlighted not in blue, but green. (By the way, not all men respond to the hero’s advances).

The next gift is an engagement ring with a stone. It costs a lot of money and is sold from NPC traders. A cheap fake ring will not do.

Then you just need to bring the NPC to your house (with the “Follow me” gesture) and talk to her/him, agreeing to take her/him as your wife.

That's it, now you have a wife and a small amount of dowry. It's not scary that your wife has no name, no personality, nothing to talk about with her/him. The fact itself is important. You are now not just anyone, but a serious, married hero. Increase in fame. You sometimes have the opportunity to get something useful from your wife (weapons, for example).

Woo your wife with gestures and gifts.

When your wife's aura changes color, start a conversation with her. The screen will turn black for a while. If your wife is a woman, she will giggle and coo. A man in panic may scream. In any case, congratulations, you did it.

There are two ways to get a divorce - kill your wife or make her really angry. With the first option, everything is clear - to hack her to death, and if you can’t carry weapons in the city, take your wife outside the city walls and hack her to death there.

A fist fight and an angry growl (one of the hero’s gestures) angers his wife. Sooner or later she will take the hint and divorce you, although she will not leave the house. Remember that divorce has a very bad effect on karma.

What to do if you have taken the path of evil, the hero has grown horns and all NPCs are afraid of him? Calm, just calm! Your image will save you. Enough

visit a tattoo artist and barber, choosing those hairstyles and tattoos that provide an increase in attractiveness (Attractiveness) and a decrease in Scariness. Remember that clothing also affects attractiveness - dark armor is unlikely to please anyone. The hero's appearance is spoiled by scars.

For your information: War scars cannot be erased. They may just become less noticeable over time. Another reason to get into magic.

So even a villain can become so attractive that all women and men will be at his feet.

The best tattoo for those who want to make a good impression of themselves is Golden Harvest (in one of the Bowerstone South barrels near the school).

It's also a good idea to get the Fire Monkey tattoo - you'll get it if you take on the Beardy Baldy quest in Bowerstone South.

The best clothing is the Bright Will User's Outfit, which is hidden behind the demonic door in the Rose Cottage area.

The best hairstyles - bald and short haircut.

Women like big beards.

And of course, don't forget to promote your fame in the world of Albion!

There is a whole quest associated with the rich and noble Lady Gray. You can’t approach this woman on a crooked goat - she will need special gifts and a special attitude. However, whether you want to take her as your wife is still a question.

For your information: for those who don’t want to bother with wives and houses, the PC version of the game has the entire Darkwood Bordello region, an island of corrupt love in the world of Albion.

Know your enemy

If I have a hundred times more enemies,
Be every enemy a hundred times stronger
They can't harm me
As long as I'm honest, faithful, innocent.

William Shakespeare

None of the enemies pose much of a threat to the hero, who has several healing elixirs and resurrection phials in his pocket. But it’s still worth describing their habits and ways to deal with them:

. Beetles. They crawl, jump, bite. It is best to use magic lightning against a bunch of small bugs. You can swing your sword around yourself, preventing the bugs from creeping close.

. Wasps. Lightning will help deal not only with beetles, but also with wasps...

. Scorpios....And with any insects. Scorpions can't fly, so it's even easier to hit them.

. Bandits. Armed with swords or crossbows. It is best to look for them from afar and shoot them with a bow in sniper mode. One well-aimed shot can blow off a bandit's head. And then, when the villains sense something is wrong, take out your sword and run straight into the crowd. First of all, take out the crossbowmen - they are weak and cannot defend against the blows of a powerful two-hander.

. Guards. They are no different from bandits, except that they are endlessly reborn in the city.

. Werewolves. A silver-plated blade will make fighting werewolves as easy as pink clouds at dawn. Large gray-haired werewolves love to jump into orbit like a cheerful frog, only to fall to the ground after a few seconds behind the hero’s back. I don’t even know what to advise... turn the camera so that you can see what’s behind the hero’s back, and wait for the landing.

. Hobbs. They look like little wild koloboks and always attack in a crowd. Some are eager to engage in close combat, others fire at them with magical mortars, and others strive to hit them with a hammer. There will be no opportunity to take a sniper shot at a group of hobbs in the game. So, sword at the ready and chop and chop. It’s a good idea to deal with the magicians right away so as not to get hit in the head.

. Dead men. Yes, they are dangerous and strong - they can suddenly jump out of the ground, often attack in large groups, love to carry large blades, block blows... but fire and silver enchantments on the blade nullify all these advantages. Under the blows of the enchanted weapon, the dead fall like ears of corn under a peasant's sickle.

. Nymphs. You can always recognize a nymph by her stupid laugh. In the form of a swamp light, she flies over the hero’s head and casts all sorts of nasty spells. Take it into auto-aim, take out the bow from behind your back and wait. As soon as the nymph turns into a humanoid hovering above the ground and begins to summon the dead or hobbs - shoot! Nymphs are only vulnerable when summoning creatures.

. Earth trolls. They live underground, emerging from under it at the most unexpected moment in front of the hero’s nose. Unpleasant creatures - it’s good that they are usually found only one by one. The trolls stun the hero by throwing clods of earth at him, which cannot be repelled with a block - you have to constantly dodge and roll. Usually, under the cover of a protective field, I get close to the troll and chop it with a sword. This is the best way, although you can try archery and magic strikes.

. Stone trolls. A stronger version of earth trolls. They throw stones continuously, knocking the hero down. Summon rocks that push the hero away from the troll. They just love to fight. But they can't do anything against the protective field.

. Ice trolls. New variant of stone trolls. They live only in snowy northern lands.

. Banshee. Overall a harmless perfume. They love to yell at the hero, taking away his health in the process. They die from one swing of an enchanted sword. They are dangerous only in one of the quests, when they attack in a huge crowd.

. Minions. Beaked creatures, very strong and dangerous. They always meet in groups. Some fight, others cast magic from afar. Kill the sorcerers first. Don't neglect the protective field or time dilation.

. Sorcerers. Very strong universal fighters of the Jack of Blades. They fight very well up close, and from afar they use witchcraft to destroy the hero’s magical energy, depleting the blue stripe. But with the help of time dilation and a protective field, you can cope with them.

Story Walkthrough

Those who adorned the horizon of knowledge,
Having risen as luminaries for the world and times,
We did not waste the darkness of this deep night,
They told us a fairy tale and fell asleep.

Omar Khayyam

In one very ordinary Albion, in an ordinary small village, lived the most ordinary family:

Strict dad Brom (who, I will say right away, played the role of the third corpse on the right in the plot);

Mom, who did not like to talk about her past and where she, a simple peasant woman, got the cup “To the bravest warrior of the Scarlet Mantle for victory in the arena”;

Older sister Teresa, a girl with oddities and unusual abilities;

The brother, who had no name, responded to “hey!”, “what’s your name?” - and most of all in life I wanted to become a fairy-tale hero.

This is interesting: In the game, only the main character and two girls grow and age, whom he saw as children. All the other characters are “frozen” at the same age.

It was a quiet summer day. Teresa's birthday was approaching, and brother Hey was trying in vain to figure out what to give his sister?

The Birthday Gift

Where little boy take money for a gift? Ei’s father came to his aid and promised to give him gold for every good deed. A box of chocolates costs three gold pieces - which means we need to do three good deeds, and the gift is in our pocket.

Get started. And remember - until you complete the quest, you cannot fully save the game.

For your information: As long as the hero is a child, you can safely steal, break barrels, and attack people. All that threatens you is a lecture from the guard and a reprimand from your father.

Strange noises and giggling are heard behind the neighboring house. A man and a woman are engaged in indecent activities. Everything would be fine, but the man is married, and his wife is standing in the square, asking everyone about where her husband has gone.

The caught husband offers our hero gold for silence. Good Pavlik Morozov will reject the bribe and tell his deceived wife everything in detail. The bad boy will take the money and forget about the incident. You can take the money, but still tell your wife everything - this will be both a good and a bad thing.

The man guarding the barrels of goods asks to stand guard in his place - he, they say, needs to change the water in the aquarium. A good boy will stand still and won’t even look into them, despite the screams of the neighbor’s kid: “You fool, look what’s inside, no one will see!” You can even hit the baby on the head so as not to knock people off their feet.

The bad boy will act differently - quickly, before the owner returns, he will clean out all nine barrels. One contains a gold coin. In others there are harmful bugs. Looks like we've stumbled upon an entomologist.

A little girl named Emily lost her teddy bear. A boy has a bear, and a healthy young brute is rolling a barrel at him, trying to take the toy away. Beat the bully if you want to make the hero good. The boy will give you the bear, and you can return it to Emily (two good deeds at once).

Another option is to join the big guy and take the bear from him by force. Option three - beat them both up!

Report to your father. Whether you have been good or bad, the required amount should be in your hands. Buy candy from the merchant and give it to your sister - she is playing in the garden next to the scarecrow.

But, alas, there is no happiness in life. A gang of robbers raided the village and killed all the inhabitants. Hey hid in the garden - he still doesn’t know that the robbers were looking for him. Having lost everything he had, Ey wanders lost along the street towards the burning house.

A robber who jumps out from around the corner is ready to do away with the boy, but Ey is saved by an unknown magician. This is Labyrinth, an arrogant wizard from the Guild of Heroes. He transports the guy to the guild. From now on it will become our boy’s new home.

Guild Training

Hey lives and trains in the Guild of Heroes. He lives in the same room with a girl named Whisper. She persistently calls him “farm boy,” although the guy has been living in the guild for a very long time.

Hand-to-hand combat training. Training mode. First, Hey will have to beat the straw Scarecrow with his fists, then do the same with a stick - until the scarecrow is completely annihilated. The next stage is training in blocks, sparring with Whisper. Then - a full-fledged battle. If you beat Whisper with an A+, you'll get a nice iron katana.

Shooting at stationary targets. Then - on the moving ones. The farther the target is, the more points it will give. If you get 150, you will get a good crossbow. Remember - the more you draw the bow, the more points you get when hitting (maximum 36 if you hit the farthest target).

Visit the tower where Labyrinth lives. Hey will become an unwitting witness to a conversation between the Labyrinth and a dead man named Sickle. What strange creatures are included in the guild of heroes!

The last training is learning magic. Beat the scarecrows well with a lightning spell to receive a willpower potion (restoring a magic bar) and a resurrection vial as a reward for getting an A.

There are also side quests here. Sparrows really irritate the Guild - they fly, make noise, and leave their business cards. Why not kill them all? There are seven sparrows in total. It is best to look for them with a bow at the ready - this way they will be illuminated with a red aura. Fifty coins are not lying around on the road, but remember, every sparrow killed will be a heavy burden on your karma.

The cook can't make the pies because she's out of apples. Collect four drop apples near the place where you learned archery. The reward is pie.

Two Guild students are talking, one of them boasts that he is the fastest - he can run to the demonic door and back in fifty seconds. He can be convinced. You just need to know where to run (across the bridge and to the right) and always run in a straight line to beat the record.

The defeated one will give you the twenty-five coins he lost, and his friend will begin to tease him.

Before going to the exam, it’s worth going with Whisper to “play” in the forest. The game will not go well - there are bandits across the river and are planning something evil. Grab your bow and kill them all!

When you return, you can take the exam. There is nothing simpler - you just need to attack the Labyrinth with a sword, bow and magic. He will not resist. Hurray, from now on you - a real hero!

Go and don’t return to the Guild without achievements. But come back with heroic deeds.

For your information: As soon as you buy your first shovel, pay attention to the lower left corner of the screen. As soon as a shovel appears in the list of hot keys, dig!

Wasp Menace

This is the first quest that can be picked up on the guild map (next to the exit).

The essence is simple - a group of people peacefully “picnicing” was attacked by giant wasps. They have already devoured several vacationers, so help is needed very urgently. You can easily find the desired area on the map. Lightning will help control wasps. The best way to hit the queen wasp is with a bow. She will release several helper wasps once or twice - start electrical experiments again.

Don't forget to clean out the baskets left over from the picnic. Show the running peasants your first trophy - the head of the wasp queen.

For your information: old age comes unnoticed when the hero distributes skills in the guild. Each such “purchase” adds 0.7 years to the hero. If you buy skills less often, you will be younger by the end of the game.

Maze's Information

The Labyrinth discovered something and now demands Ey to come to it. The meeting point is the street next to the tavern in Bowerstone South. Find the arrogant sorcerer and he will tell you that Teresa is alive.

Protect Orchard Farm

The bandits are planning to attack the farm to steal the goods. We must protect the farmer and his goods.

Follow the yellow signs on the mini-map to the Orchard Farm area. Stand by the tree and take out the bow. The bandits will run along the narrow path from the north in threes. Shoot them from a distance and draw your sword as soon as they get closer. There will be guards on your side, but I don’t advise you to relax - the robbers will try to steal the boxes. There will be three raids in total.

Then you will have to fight the grown-up Whisper, who took the same quest, but only from the bandits (its description is below). She will teach you how to use the superkick and share the brooch as a parting, leaving it as a trophy.

This is a bug: take the quest to protect the farm from bandits. Having started it, catch a key and an elixir in the same region with a fishing rod. Save the hero and fail the quest. Load the hero. Recapture the key and elixir. Repeat until you stop.

Attack Orchard Farm

An alternative version of the previous quest. You are on the side of the bandits. The whisper is against you again. You need to go to the farm three times, repel the attack of three guards and ensure that your bandit retreats with boxes in his hands.

As you may have guessed, in this case too, Whisper will teach you the super strike and share a brooch.

Trader Escort

Two merchants want to cross safely dark forest(Darkwood Forest). This task is Very difficult if you don’t know exactly what to do.

To begin with, we must take into account that the third merchant encountered on the road, bitten by a werewolf, is a moral dilemma. You can leave him - it’s safer, but this is the path of evil. You can take it with you - this way you will endanger the lives of two wards, but will earn light karma. But if you know for sure that the infected merchant will turn into a werewolf in the next location after the camp (Darkwood Camp) near the bridge, then you can easily leave both wards in the camp to calmly deal with the bitten one.

It will be very easy to survive the first meetings. These will be fights with primitive hobbs, lonely werewolves. Shoot explosive mushrooms in the swamp with your bow. But under no circumstances take traders with you to the lake (Darkwood Lake)! The bandits will run in droves and they will attack the merchants first. And if you are alone, the robbers sitting in ambush will simply become confused, and you will easily clear the area.

The wards will receive treatment at the camp. There you can replenish your supply of magic bubbles. Move on carefully, leaving the merchants at the beginning of each area. Killing a troll is very easy if those you are supposed to protect are not in the way.

In the Barrow Fields area the quest will be completed. Trophy - feathers from merchants' hats.

Maze's New Information

And again the Labyrinth calls you. This time he is waiting for you at Oakvale. The local bandit boss Twinblade is responsible for the attack on the village. In his camp there is a clairvoyant witch who may be able to tell what happened to our character’s sister.

Find the Bandit Seeress

Long, long quest. Stock up on elixirs to the maximum. Make a socialist commitment to kill 24 bandits. It's very easy to do.

First you need to penetrate the bandits' camp without them noticing you. If anyone sees the hero, the gate will instantly slam shut. If you hide after this, the gate will soon be opened again, and the killed bandits will be replaced. You can try to sneak to the gate, but it is very difficult. It's easier to quietly shoot all three bandits from a distance with a bow. Did not work out? No problem - hide behind a large rock and repeat.

You are behind the gate. Only this is not a camp yet, but only a “restroom”. To get into the camp itself, you need to disguise yourself as a bandit. The gatekeeper does not let anyone through who does not follow the form exactly. So move along the winding road, destroy the bandits and open chests with clothes along the way. Don't miss the last one, it's in the bushes on the left side of the road.

The guard will let you into the camp.

You are finally at the camp (you can hire a robber to serve). But simple robbers live here, and they won’t just let you into the elite camp. What to do?

There are two options here - you can buy a pass from a bandit for a thousand gold pieces or play a game. And two more “bad” options - kill the player or kill the bandit “seller”.

You are in the elite part of the camp. And again the problem is how to get to the Blade himself and his mysterious sorceress? Elite assassins can create a diversion for a small amount of money. But if you want to save money, free the two girls in the cages by killing the guard.

And here is the last part of the quest. Double Blade Tent. The bandits will stand in a circle, and a giant with two crooked cutlasses will come out of the tent. How to defeat him? Firstly, you cannot approach the cordon of bandits - they will start poking you with sharp objects. Secondly, you must do your best to avoid direct combat with the Blade, block, and roll.

But as soon as his blades get stuck in the ground, don’t waste time: jump up behind him and do your dirty deed. A few episodes like this and Double Blade will be defeated.

A blind clairvoyant will come out of the tent. A scene will follow, because the clairvoyant is Teresa. Once again, you are faced with a moral choice: kill Blade or let him live? The good hero will simply leave the camp.

I advise the evil one to first eliminate all the robbers - if you try to finish off their leader, they will rush to his aid, and the Blade himself will resist.

Maze's Request

This Labyrinth again, restless heart. He lost an archaeologist friend who was last seen in Witchwood.

Will seek...

Find the Archaeologist

You need to teleport to Witchwood Cullis Gate, go to Witchwood Stones, killing a stone troll along the way (a good reason to try the local “sands of time”).

To open the demonic door, guess its riddle. The demon's name is HITS. You will recognize the name from these lines, but you can go to the Avo Temple and exchange the name information for a ruby.

It turns out that the archaeologist was not lost, but simply hid in this cave. He is afraid of some Jack of Blades and some focal points... What is he talking about?

White Balverine

The town of Knothole Glade is being terrorized by a white werewolf and his comrades. Repel the werewolf attack on the gate, try to protect the city residents who, by chance, find themselves outside.

The mayor of the city (who appears to be a Zaporozhye Cossack) will tell the hero that a white werewolf regularly attacks the city... and, by the way, here he is. This animal has a bad expression on its face. Several times the hero will have to fight with an invulnerable beast, which will impudently run away after every ten blows. And only then do you find out that the monster is a former wolfhunter who, out of old memory, comes to his hometown. The inconsolable wife (widow?) will bring you a silver additive, without which the monster cannot be defeated.

Fight the monster again and leave the city. The main battle will take place in the Witchwood Lake area. The wolf himself and several of his comrades will be against you. The trophy is a wolf's head.

The mayor will give you a letter from Teresa, a book and invite you to test your strength in the Arena. Read the book carefully. You are the descendant of a great hero, and you are connected to the epic sword of Eternity.

The Arena

And I'm lying there, and I don't feel well...

V. Vysotsky

The introduction will be long, but, as you might guess, the quest itself is endless fights in the arena for the title of the best of the best. If you feel the urge to do good, take the “merciful hero” social commitment, otherwise “full cleansing”.

Be sure to check all vendors on the premises. They have a lot of very interesting things. To begin with, you will replace a hero who died at the wrong time in the ring.

"Who is Saruman, me? Yes, you can say that."

First wave of enemies: wasps. Several revivals in a row. Then - hobbies. Pay attention to the upper right corner of the screen - here you can clearly determine how excited the crowd in the stands is. There is no need to leave the arena between stages, otherwise you will receive much less money for the quest.

After the hobbs, who do you think will join you? Whisper! It's not much help, but it's still a relief. The next stage is werewolves. Dead men. Bandits. Earth golems (two at once - there may be problems). Stone golems (this is where the problems definitely start).

Arachnox - a huge scorpion - is the boss here. It's very easy to defeat him. We break through to his face and hit, hit, hit! Then it disappears, and small scorpions appear in its place. Heel them! And again we hit the big scorpion on the mandibles.

The last stage will be imposed on you by a guest of the arena - the Jack of Blades himself. Duel to the death! Whisper doesn't want to fight to the death. It is very easy to defeat her, and again you will have a moral choice - leave her alive or kill her and get an extra ten thousand.

For your information: remember that you can endlessly gain experience by saving the hero and failing the quest before last stage.

After the battle, Lady Gray herself will approach you, accompanied by a healthy black man (fighter Thunder, Father Whisper) and offer to meet. This is the start of a side quest.

The Jack of Blades himself will tell the hero the truth about his origin, the hero is a descendant of great warriors, and his mother once won in the arena under the nickname Scarlet Mantle.

Finally, a bandit will run up to you and tell you that Teresa wants to meet you at the Gray House. Don't forget to talk to the people at the entrance to the Arena building - you'll get a good helmet.

After this quest, you will immediately find two new trophies - the scorpion's sting and the champion's seal.

Finding Theresa Again

The sister will tell the hero that behind the attack on the village it is not a simple Double Blade, but the Jack himself. And it is he who holds the former Scarlet Robe, Teresa's mother and hero, in the secret Bargate Prison.

Rescue the Archaeologist

Go to Barrowstone Jail. Our archaeologist is in trouble - he was kidnapped by unknown creatures. Make your way through crowds of new enemies - minions and one sorcerer - to the shore, where the archaeologist is ready to be taken away by boat. There will be guards on your side, but don't expect much help from them.

Once you're in the Prison Path area, you'll have exactly five minutes to get to the dock and rescue the archaeologist. It will be much easier for magicians to do this than for fighters. It is useless to use time dilation - the timer will not slow down.

The rescued scientist will tell you that you can get to Bargate Prison through the Lychfield Graveyard. So, we are on our way there.

The Graveyard Path

“Damn you dead!” I saw you at the grave wearing white slippers!”

Film "The Diamond Arm"

At the cemetery you will be greeted by crowds of the undead; they will emerge from the ground in an endless stream, so raise your fiery sword. And again the mystery - the demonic door will not open until you find four things belonging to the dead Knight Nostro in the cemetery.

Listen to the conversation of the cemetery watchman. When he goes to the cemetery with you, go back to his house because:

Nostro's helmet lies on a shelf in the watchman's house.

Nostro's sword is buried in a "horned" grave, with an inscription beginning with "Yaggath Sonnog".

Nostro's shield gurgles in the pond. Be careful, the shield will try to float away when you trip it.

Nostro's armor is lying in one of the tombs.

Nostro himself sleeps eternally in his tomb. Having received everything he needs, he will gladly offer the demonic door to let the sympathetic hero through. The door will open.

And again - endless hordes of the dead, meaning sky-high amounts of experience, especially if you use a protective field. You need to reach the circle of the dead and start beating the dead so that the door to the underground passage opens. You need to hit carefully, but hard! Remember that only within the circle do ghostly skeletons gain density and vulnerability.

Rescue Scarlet Robe

D. Adams, "The Hitchhiker's Guide to the Galaxy"

What can I tell you about the road to prison? There are a lot of dead people and guards here. But there is only one path, and you have to go through it. An underground cave, a tunnel, a narrow road over a small lake.

An abundance of dead people and guards. Doors that lock behind your back. You will quickly find the Scarlet Robe in the torture chamber and lead her back, but alas! The Jack of Blades will intercept you and, after a short mocking monologue, throw both of you into prison. Save the hero.

You have lost all weapons, clothing and the ability to cast spells. You have been sitting behind bars for a year now, enjoying the dubious company of alcoholics, hooligans, parasites. But the annual race of prisoners around the prison in honor of the chief’s birthday is your chance to change at least something in your destiny.

It’s not difficult to win a race—the main thing is to run where you’re told, without stopping. At the last stage, you can cut a little along the bridges on the left. The prize for winning is a visit to the prison warden’s room, where he will gladly read you his own poems. The poems are hanging on the wall, the boss has turned his back to you. The main thing is not to make noise!

There is little time. You need to quickly sneak behind the boss to the note with the password hanging on the wall (watch the sound level meter on the screen on the right). Then, having found out the password, you need to open one of the books lying on the table. It didn’t work out this time, but it will work out next year. The main thing is not to lose heart.

If you got the key - hooray! Get out of the cell, let all your neighbors out and go out into the light of day. You only have a stick in your hands, no spells and practically no potions, and the guards have swords. Don't try to do anything about it, but climb up the flight of steps as quickly as possible and run to the door. There, in the far chest, all your things are stored. Now we'll see who wins!

Go out to the torture chamber again, pull the mother out of there and do your feet. On the way to freedom there are several guards and a very unpleasant kraken in a round room. He tries to reach the hero with his tentacles - they must be attacked one after another. Then he raises his head above the water - hit it with your bow. And so - twice. After this, do not forget to walk around the perimeter of the room, picking up experience balls.

When you go outside, you will be separated. The Scarlet Mantle will give the hero a good farewell shock, causing him to immediately gain fifty thousand units of free experience.

Gateway to Hook Coast

Go to the place where the quest starts (teleport to Barrow Fields and then follow the arrows). Scarlet Mantle will inform you that the magical door for teleportation to the shore of Hook will only open if you quickly kill the dead next to it. Do so. When the portal opens, go into it. You are on an island.

Explore the town and go to the ruined temple. There is a red barrier in front of you. There is no way to pass it, so return to the guild. You don’t have to rush to run to the tower - the minions will steal the Scarlet Mantle in any case. "Don't forget the book!" - she will shout.

The book is on the table. It says how to remove force fields.

Return to Hook Coast

Talk to the old man at the map.

You are standing in front of a kind of Rubicon. If you go further in the story, you will lose all the side quests that you have taken by this time, and you will no longer be able to return to them.

In fact, not all quests will be lost, but only some. But I still advise you to deal with all the tasks that you have. And only then proceed to the final part of the plot.

Behind the opened barrier is the Labyrinth, which locked Teresa in a force field. What's going on here? Alas, our old friend the magician Labyrinth turned out to be a traitor. He helps the Jack of Blades kidnap the hero's relatives in order to use their blood for villainous rituals. The purpose of the rituals is to take possession of the sword of Eternity.

Jack left with the key, but Teresa managed to help the hero escape from the trap. We'll have to punish the traitor. Labyrinth likes to activate a protective field and blocks blows well. And this means that you need to accumulate blows and break through the defense with an overshot.

Banshees will rush to help the magician. Get rid of them as they come. The magician will teleport further and further. The last battle will have to be fought at the lighthouse.

Before his death, the Labyrinth will repent of his sins and tell you about the Knave’s plans: the villain is going to activate special focus sites to receive this power and begin the ritual of summoning the sword.

When the magician dies, you will receive a stylish clasp - a trophy.

Try to Stop Jack of Blades

A very simple quest. Ignore the enemies (however, you can fight if you want more experience). Teleport and run to the four power concentration points to be only seconds late each time.

Battle Jack of Blades

Teleport to the burning guild. The wounded old man will show you where the Knave has disappeared. Run across the bridge and step under the arches of the temple.

The final battle for Xbox owners. Intermediate - for us geeks. In the Temple of Fate, where colorful mosaics on the walls reproduce the life of our hero, you will be personally greeted by the Jack of Blades.

The fight is not simple, but elementary. Be as close to the Jack as possible, hit him (he will block the blows), and then break through the defense with an overshot. And so - several times. After this, the scoundrel will soar into the air and summon minions.

Shoot the villain hovering above the altar with a bow. Parry the magic with a protective field, hide behind the stones crawling out from under the floor. As soon as the minions appear, switch to them. Continue to hit the villain with a bow, spells, whatever. The villain's ranged attacks are strong, so keep an eye on your health. Use time dilation.

And you have a new moral choice. Or you take the sword of Eternity for yourself, soaking it in blood murdered sister Teresa - or throw him out of harm's way. The sword is good, no doubt about it, but it will turn out somehow bad, not like family. I'll tell you a secret - later in the game you will come across almost the same sword called Tears of Avo. So don’t feel sorry for the piece of hardware, throw it away with peace of mind.

Jack's mask will be your trophy.

The Prophets of the Fire Heart

And here is our old friend - the dead hero Serp. He is in the best traditions " Star Wars"appears in the form of a hologram and reports disturbing news from the north - the snow-covered island of Northern Wastes is attacked by sorcerers. To get to the island, you need to use the ghostly Ship of the Drowned. To summon a ghost ship, you need the Fiery Heart artifact. And to take possession of it, you must go through the main demonic door.

The Knave's mask will serve as a pass through the demonic door. Inside are several funny prophets hidden in crystals. To get the heart and free the prophets, you need to solve the riddle five times. Its rules are simple. You have half a minute to flip all the tiles in a four by four square so that the image of the sun is on top, not the moon. When you step on a tile, it turns over. You can't step off the tiles.

The task is very simple, you can solve it in the given time the first time. But I will still give a solution.

You need to stop them quickly before they destroy the artifact from afar. Time is precious, so use slowing down where possible. There are three of them in total, and they are protected by minions. First of all, try to distract the sorcerers from the artifact, and only then deal with them.

The ghost ship has arrived. You are in the northern wastelands, where no console operator has ever set foot.

The Oracle of Snowspire

Sickle will offer to meet in a local village. It's not difficult to get into if you don't mind an ice troll and a few smaller enemies. Only the village oracle can explain the strange attack of sorcerers on the northern lands (has a new Kel-Thuzad appeared?) But the stone faces of the oracle will not speak until the hero reaches dead city(Necropolis) four hieroglyphs.

I'll be brief: in the dead city you will find funny and harmless ghosts of the townspeople (they will disappear at the first danger), many werewolves, a couple of sorcerers and several minions. Your task is to dig up every grave on the way and get all four hieroglyphs. The fourth hieroglyph is guarded by an ice troll and several sorcerers. You have a new trophy - a sorcerer's glove.

The Oracle's Knowledge

What will the oracle tell us? It turns out that the Jack of Blades is not finished off, but is hiding in a cave behind the bronze doors. The Archon Sanctuary will help open the cave.

For your information: after this quest you will be able to talk to the oracle again - stand on the platform and activate the hieroglyph through the “expressions” menu.

The Souls of Heroes

The Sanctuary must have three souls at its disposal - only then will it open its doors. Briar Rose will tell you this. Every soul is a moral choice. Either bother the dead man (the good path), or kill a living hero (the villainous path).

The first soul - Arena conqueror. You can kill the unfortunate Knothole Glade. The second option is to visit the Arena, which just in time was attacked by sorcerers. Entering the arena itself, the hero, from old memory, will fight with many enemies under the comments of the invisible Jack. After this, the Arena will be happy to share the souls of the gladiators.

Second soul - heroine. One stands next to the hero - this is Briar Rose herself, she does not know how to fight, she can only copy herself into Fata Morgana. The second is the deceased Scarlet Mantle. She can be found in Oakvale Memorial Cemetery. First you will have to endure a battle with many weak, but very harmful banshees.

Third soul - oldest. Who is our oldest? There is an old man who runs the guild. You can capture the soul of Nostro (whom we just helped get some things). Nostro will gladly share his soul, but he will not give up without a fight - otherwise how will he look into the eye sockets of his death comrades? The dead will stand up for Nostro. He himself is invulnerable - you need to kill several of his comrades so that he “appears” for a while and allows himself to be beaten.

All three souls are in place. The bronze doors of the cave open smoothly. Briar Rose comments: “I don’t know what form the Jack of Blades will take this time. But I don’t think it will be small and fluffy.”

The Final Battle

And now - truly the last battle. Rose was right - the Knave is not white and fluffy, but red and scaly. This is a dragon. Your task is to have as many healing and resurrection potions with you as possible.

The dragon stands on the edge of a cliff and breathes fire. Approach him and hit him with your sword as hard as you can. The dragon then takes off and does a lap of honor. At this time, you can take care of the sorcerers he summoned.

Standing in the far corner of the room and taking out a bow is a good idea. As soon as the dragon lands, he takes an arrow to the impudent red muzzle. The main thing is not to lose sight of the sorcerers. They are much more dangerous than the Jack himself.

Slow down time is the main spell in this fight.

The dragon died. All that was left of Jack was the mask. Throw it out of harm’s way or put it on yourself, merging your soul with the villain? It hardly matters. Because you just beat the game.

Congratulations.

It is important: If you want to continue the game after the final victory, be sure to watch the long credits to the end. Or go have a cup of tea while numerous letters slowly crawl across the screen. You have twenty minutes. If you are impatient, you will end up in the main menu.

Side quests

Small quests

You don’t take these quests from the guild - you come across them right on the roads of Albion. The reward for them is usually karmic.

A beggar and a hooligan. Lookout Point. A bully pesters a beggar. To drive away a bully, you need to emit gases near him. An alternative option is to fart near the beggar or beat them both.

Dealer. Lookout Point. The merchant wants to go through the dangerous areas to Orchard Farm and can pay for an escort. Reward - 500 gold. The quest can be repeated an unlimited number of times.

Bald with a beard. Bowerstone South Quay. A man sits on a bench and complains about his picky daughter who wants a guy with a special hairstyle. He will give you a card so you can cut your hair at an angle right there. After that, he will ask you to trim his beard and mustache. In the end, he will say that he does not have a daughter, and he just wanted to make a laughing stock of the hero.

Fist fights. Bowerstone South Quay. During the day, fist fights take place here; to win, you need to win four fights. They fight with fists in three more places in Albion - Oakvale, Twinblade's Elite Camp and Knothole Glade.

Fishing lessons. Fisher Creek. Protect the fisherman from wasps. Talk to him, get a fishing rod and catch a goldfish from the pier. Find a “bubbling” place in the water and fish out the key. Returning to the same area later, you can continue the fishing competition and win the first prize - a fishing hat.

Passage fee. Greatwood Gorge. The gorge has been captured by bandits, they demand payment for passage from everyone who appears here. You can fight all the bandits or kill their leader so that they scatter. The bandits have a lot of interesting things in their chests, including a fiery additive

Ghost Pirate. Oakvale. There is a girl standing at the pier whose fisherman husband has gone missing. At the exit to another pier, a merchant complains about ghosts. The ghost of a “fisherman” stands by the shore. He's actually a pirate, and he'll ask you to dig up a treasure for his wife (to the left of the pier). The reward is another treasure from the cemetery (right under the ax of the stone statue). You can honestly give the treasure to the fisherman (good) or take it for yourself (bad).

Let's kick the chicken. Oakvale. Once the problem with the ghost is solved, the timid merchant will tell you about the sport he invented, in which athletes must throw a chicken with a well-aimed kick into the desired sector of a pier painted in different colors. Carefully consider where it is most profitable to throw the chicken. Accelerate from the right side, strike, goal! The main prize is a chicken costume, which you can wear to surprise your friends.

Grandma's ghost. Orchard Farms. The peasant will ask you to calm the ghost of his mother. Talk to her (behind the house). She will tell you about the bandit in Greatwood Lake who took her family necklace. Find him, take the necklace and return it to the peasant. Talk to the ghost again.

The Lost Trader. Clifftop Path. The merchant has lost a friend and asks to find him. It is located in the north of the region, and on the way back the rescued person must be protected from bandits.

Archery competition. Knothole Glade. Only activates after Break the Siege. For 220 points you receive a piece of paper - a hint about the treasure. For a new record - a silver arrow (trophy).

Sword in the stone. Temple of Avo. And what would Albion be without a sword in the stone? Most likely, you won't get it out the first time. But the game will remember your stats, and when you raise your Constitution by 5, Health by 2, and Strength by 3, you can try again. If the parameters are already set high, the game will count the maximum of any of them. You can take the sword for yourself.

Books for the library. Bowerstone South. If you have accumulated twenty-five books, why not donate them to the city school? You no longer need books, and an increase in fame and kindness will not be superfluous.

Ambush at the stone. Witchwood Stones. Bandits will try to set you up (if you are bad) or a pseudo-trader hired by him (if you are good). Kill everyone who jumps out from the ambush. What to do with the one who led you into a trap - decide for yourself.

The Sick Child

A girl in Bowerstone South will ask the hero to help her brother. A stupid boy found some mushrooms in the forest, ate them and went into nirvana. The inconsolable mother asks you to get four blue mushrooms so that the witch can brew an antidote.

From the witch you will learn that the matter is not urgent - nothing will be done to the guy, although he will not come out of the coma.

. Barrow Fields. The mushroom can be sold by a merchant for 1500 gold. You can try to steal the mushroom, but then you will have to run from the guards or pay off (750 gold).

. Picnic Area. Make a woman laugh using funny gestures. After laughing three times, she will give you the mushroom.

. Lookout Point. There are two guys standing near the statue - they are clearly under mushrooms. From their confused conversation, it follows that the mushroom can be found in the heroes' guild in the water next to the demonic door. Fish him out.

. Guild Woods. The guy will tell you that he met a girl named Mira in mushroom hallucinations and fell in love with her. He will give you poems for Mira. She lives in Oakvale. You have two options - tell the girl the truth (good) or tell her that the poem belongs to you (bad). Deliver her letter back to the young man, in return he will give you a mushroom.

Give all four mushrooms to the witch. She will return the elixir to you, and the guy will wake up.

Hobbe Killing Contest

The quest can be taken after the Orchard Farm story quest. You need to kill more hobbs than Whisper can. Who is stronger? Who's the smartest here? If it doesn’t work out right away, try to do it later, after leveling up. The easiest ones to kill are white creatures. You can finish off the Whisper hobbs, taking away her victory by dishonest means.

Hobbe Cave

Another quest that can be taken after Orchard Farm. For him to have some authority in Albion. The bad ones will take the social obligation to sacrifice an innocent person (Sacrifice Innocent), the good ones will take the social obligation to protect the boy (Protect Boy).

At Rose Cottage, an old woman lost her grandson James, who went to the Hobb Caves. She will give you a hexagonal key, which according to the quest absolutely not needed.

Go into the cave, save the bandit who got lost in the cave. Let him join you and help you in battle. In a distant cave, an evil nymph does not want to let go of the boy who must be sacrificed. Offer her a robber in return (bad) or kill her (good). It is not so easy to protect the guy on the way back - the hobbs will attack both from the front and from the rear. If the guy gets it, treat him.

Collect the Hero Dolls

If you win a doll in the “Open the Card” mini-game in the tavern in the town of Bowerstone, a kid will come up to you and offer to collect seven rare dolls depicting heroes for the school. (The doll representing our character does not count).

. Briar Rose doll. You will win it in the open card game at Bowerstone South (minimum 24.7 seconds).

. Doll Whisper. Oakvale, coin flip game (minimum 11 points).

. Double Blade doll. Twinblade's Camp, game “identify the addition” (22.5 seconds).

. Scarlet Robe doll. Knothole Glade, card sorting game (24.8 seconds)

. Thunder doll. Sold in the Arena and in Bowerstone North.

. Labyrinth doll. Push the penny game on Hook Island (32 points or higher).

. Sickle doll. Snowspire Village coin game (9 points or higher).

All dolls are donated to Bowerstone South School. In exchange, you will be given a Jack doll.

Hidden Booty Hunt

Treasure hunting is a fun quest with a fun reward. It will begin as soon as you receive one of six hints on a piece of paper about where to look for the treasure.

. First hint— reward for the Bounty Hunt quest.

. Second hint— reward for Lost Trader.

. Third- Assassin Attacks.

. Fourth- Reward for two new records in the Knothole Glade archery competition.

. Fifth- in a chest in Orchard Farm.

. Sixth- in a chest in Windmill Hill

Where does this treasure lie? In the Orchard Farm area between a building and a bale of hay. You will have to search by touch. The reward is a unique... frying pan! As many as four additives can be built into it. The frying pan is useless for warriors, but for magicians and archers it will be useful as an excellent container for improving health, magic and experience.

It is important: if you dig out the pan before you have all six tips, there will be no seats on it. Don't rush to dig.

Lost Trader

In the Abandoned Road area, a merchant lost his comrade. To get to him, you need to overcome several bandit ambushes. Having picked up the found merchant, wait for new attacks. The reward is a piece of paper with a hint regarding the buried treasure.

Break the Siege

The quest becomes available after the quest Finding Theresa Again. Bandits have laid siege to the city and are preparing to free the captured leader. You can take the social obligation to “kill the leader,” but here we are not talking about a prisoner, but the commander of the siege.

Kill a dozen bandits without letting them get to the leader. They will try to free him - watch out for the "runners".

Completing the quest will activate other side quests - Assassin Attacks and the archery competition in Knothole Glade.

Assassin Attacks

Several assassins are sent to the main character by Double Blade or his bandits. Where will they meet the hero?

. Witchwood Cullis Gate. You need to walk past the stone ball to trigger the attack. A killed mercenary will drop a doll representing your hero.

. Knothole Glade. The killer will appear in the east.

. Windmill Hill. The killer will attack as soon as you climb into the mill. After death he will share the book.

. Prison Path. Go through the area to call the mercenary. He is rich in money.

. Hook Coast. You can call the killer if you go to the bell at the far end of the city.

As soon as all five mercenaries fall, you will be called to the guild, given some money and given a piece of paper relating to the treasure.

Mayor's Invitation

Lady Gray will call you to her after the Arena quest. You will be able to go to the Bowerstone North area and talk to her. She directly offers to win her heart.

We go to the store nearby and buy a black rose for Gray's black heart. Now she needs a home. We are buying a house right in Bowerstone South.

The next task is to find the missing necklace. Interview everyone at Bowerstone North. The necklace did not belong to Gray, but to her sister Amanda, and was last seen in Oakvale. Report this to the lady. She is unhappy. Go to Oakvale. At the memorial cemetery, two suspicious characters are talking about something. Listen to the conversation through the wall - you will learn that they hid something between two boats on the beach. The necklace is buried there.

The last step remains - to recapture Lady Gray from her “ex”, the black Thunder. Find him in Bowerstone Jail, he will offer you a duel in Headsman's Hill. Hit with super blows. Heal when he hits lightning in the area. Use time dilation.

Thunder will throw you off the hill, and the battle below will continue. He will then run into a cave. It won't come down to murder - Grom will give you his helmet (trophy) and admit himself defeated.

All that's left is to get married. Choose yes or no. The reward is access to the mansion (silver key, katana) and fifteen thousand dowry.

But if you don't really like the suspicious activities of this shady Lady Gray, you can bring her to light. The installers could not do this.

Investigating the Mayor

As one deceased friend of mine said, I knew too much!

Film "The Diamond Arm"

After your first conversation with Lady Gray in Bowerstone North, find a prisoner who is about to be executed for spreading "defamatory rumors" about the lady. The prisoner's statements sound like schizophrenia, but they are going to execute him seriously, and this is suspicious.

The prisoner says Gray killed her sister Amanda. Why not interview the victim? No sooner said than done. We go to Barrow Fields - Amanda's brother Rhodri knows how to talk to the deceased.

Rhodri will tell you that he always met with Amanda at the Gray House, and the signal was the flashing of a flashlight near the stables. Do this - Amanda will appear and open the door to the basement (search it, there is a lot of interesting things there). Below, she will ask you to deliver her letter of explanation. As soon as you have the letter, Lady Gray will appear. You have a choice - if you have already married her, she will demand you give the letter, and you will do it. If not, you still have a chance to win her favor and transfer the quest to the rails of the previous one. If you decide to make the matter public, the lady will run away, and after talking with the captain of the Bowerstone North guard, you yourself will become mayor. And again the mansion will be at your disposal - but without this harmful aunt.

Execution Tree

The quest becomes available after Rescue the Archaeologist. You need to escort the prisoner from the prison (Bowerstone Jail) to the place of execution (Headsman's Hill). Along the way, his accomplices will try to fight him off, and the prisoner himself will try to escape. The guards will help you.

Execution Tree Rescue

An alternative version of the previous quest. You have four minutes to get to Headsman's Hill and interrupt the execution. You will have to fight with the guards, the bandits are on your side. The main goal is to kill the executioner, without him the event will not take place.

Bounty Hunt

Available after Graveyard Path. Starts at Greatwood Entrance. The bandits have taken two hostages and are taking them to two different places - Fisher Creek and Greatwood Lake.

We go to Fisher Creek, kill the bandits, take a hostage. We treat it if necessary. Then lead the hero to Greatwood Lake and begin the next battle near the bridge. Be careful - the last bandit guarding the hostage will threaten to kill him. What to do? Decapitate him with an arrow from a bow or get him from a distance with anything. One more small fight and the quest is completed.

Bandit Spy Extraction

Available after Rescue Scarlet Robe, starts in Bowerstone North after talking to Tanya. The bandits sent the Cossack boy to the trade guild, but he was about to fail. He needs to be saved. You will find yourself in Bowerstone Jail. How to recognize the spy Otto? By the mustache.

What will he do? good hero? He will bypass the guards, find Otto, order him to follow and... turn on time dilation. If you quickly run to Bowerstone South, the bandit won't get even a scratch. He will be transferred with you from zone to zone.

What will the villain do? Will kill the entire caravan to save Otto. On the way to the city you will have to repel the attacks of the guards. You can leave Otto at the mill to save him from the guards who are about to kill him.

Trader Rescue

Available after Find the Bandit Seeress. You need to rescue three merchants from the Double Blade camp. Let's go, kill bandits, save merchants, earn experience. You can try to quickly grab all three merchants and jump out.

Trader Massacre

Available after Find the Bandit Seeress. It has nothing to do with the previous one. Go to Barrow Fields and fight the guards and merchants. The bandits are on your side.

Murder with a Twist

Available after Find the Bandit Seeress. Talk to the three guards behind the house in Oakvale. You are offered a reward of a thousand gold for killing a mercenary who killed the brother of one of them. The mercenary lives in Twinblade's Tent. Talk to him - it turns out that he is the very “killed” brother, and the guard just wants to take away the inheritance. Take out the sword, and the bandit will offer you two thousand gold, and then two and a half thousand. Remember: if you side with a bandit, you will do something bad.

Darkwood Disturbance

Available after Rescue the Archaeologist. We need to clear Darkwood Lake of minions that are doing something strange. Help Briar Rose clear the area, then defend her as she locks the evil spirit in the dungeon.

The Ransom Victim

Available after Battle Jack of Blades. The son of the mayor of Knothole Glade (the same Zaporozhye Cossack) was kidnapped by bandits. They demand a ransom. The mayor will give you money, and at the exit from the house the brother of the kidnapped person will lie in wait for you and offer to return your son not to the mayor, but to him, promising a reward (lying).

What are your options? Give the money to the bandit, take the child. Then on the way back you will be attacked by trolls, insects, nymphs and other unpleasant creatures. The second option is to kill the bandits and save money. Then on the way back, expect an attack by bandits.

Return your son to your brother (bad) or father (good). Tell your father about his son's evil plans if you wish.

The Hidden Sword

The quest is available after Prophets of the Fire Heart, provided that you have thrown away the Sword of Eternity. You need to go into the tower on the top floor and check the cabinet for interesting records. Then go down to the four graves below, and one of them will share with you the excellent sword "Tears of Avo".

19. 11. 2005 07:29

Main quest: Birthday Gift.
Main task: Give your sister a birthday present.
Current task: Find a merchant and buy a gift for your sister from him.
Completion: Watch the video in which the protagonist’s father reminds him of his sister’s birthday. The gift for her costs three gold coins. Father promises to reward you for every good deed with one gold coin. In the game you can perform several good deeds with which you can earn the required amount of money:
1. Search for a teddy bear named Rosie.
On one of the city streets you will meet a little girl who will ask you to find her toy (the girl’s whereabouts are very difficult to predict, since she never stands still). In order to complete this task, you first need to complete the "Hooligan" task. Then find the girl and return the toy to her.
2. Barn.
As soon as you approach the barn, a man will run out to meet you and ask you to guard the goods in his place while he, obeying the call of nature, moves around the corner. Wait near the barn for a while until the guard returns, then return to your father for your reward.
3 Hooligan.
Follow the green marker and you will see a bully bullying a kid. Talk to the child and he will ask you to teach the bully a lesson. With a few kicks, convince him that it is forbidden to bully children. As a token of gratitude, the baby will give you a teddy bear, which is necessary to complete the "Finding Rosie" quest. But if you have chosen the path of evil, you should beat the child and he will happily give you the toy.
4. Treason.
Near one of the houses there is a woman looking for her husband. She doesn’t even imagine that her husband is now in the arms of his rival. By telling her about the reason for her husband's disappearance, you will get a boost to your reputation.
You can also earn specie by completing tasks that lead to loss of reputation:
1. Treason.
Behind one of the houses you can catch a couple in love, which is indicated on the map with a green marker. Approach the young man and he will offer you one gold piece for not disclosing the secret of his betrayal. By agreeing to his terms, you will lose your reputation
(-2).
2. Baby provocateur.
During the task "The Barn" a child will approach you. He will offer to smash all nine wooden barrels located in the barns into pieces. Following his advice, you will find a coin in one of the barrels and receive -2 to your reputation.
After completing all the tasks, return to your father for your reward. As a result, you will have six gold coins in your pocket - twice as many as you need. Go to the merchant and buy a box of chocolates from him. Then move to the city gates, near which there are fields of wheat. On one of them you will find the main character’s sister. Give her chocolate, thereby activating a short video in which you will be shown that the village was raided by bandits.
Current task: Return to your home to find your family.
Execution: As soon as control of the main character passes directly into your hands, run to the place marked on the map. Across the bridge and down the street. Near your house you will find your father's body.

Main Quest: Guild Training.
Main Objective: Stay in the Guild and acquire the necessary skills to become a Hero.
Current task: Find a Guild Master to start training.
Completion: Go to the training field and talk to the Guild Master. You need to hit the scarecrow several times with your fists, then with a stick. After that, only the sphere of experience will remain from him - pick it up.

Quest: Melee Combat Test.
Main task: Exterminate the beetles that have infested the Guild's forests.
Completion: Go to the gate leading to the forest. Arm yourself with a stick and destroy 10 beetles. Since they are quite weak, a few hits will be enough to destroy them.
Reward: Gold – 20;
Glory – 30;
Extra fame – 10;
Experience – 10.

Current task: Meet the Guild Master at the exit from the Guild Forest to continue your training.
Completion: After leaving the forest, go to the Guild Master and tell him that you are ready to become a student of the Guild.

Secondary quest: March throw.
Location: Garden of the Guild of Heroes.
Main task: Break the record.
Completion: In the garden you will meet two students arguing about which of them is the better runner. Talk to one of them and offer to beat his record. Now all you need to do is run to the Demon Door and back within 50 seconds.
Reward: 25 gold coins.

Secondary quest: Apple Pie.
Location: Kitchen of the Guild of Heroes.
Main task: Find four apples.
Completion: The cook will ask you to find four ripe apples, which she needs to make apple pie. Since apples are scattered in abundance throughout the Guild, collecting the required amount of fruit will not be difficult.
Reward: Blueberry Pie.

Current task: Meet with the Guild Master near the ring to continue training.
Execution: Run behind Whisper to the ring. The Guild Master will give you a sword and offer to learn how to use it in battle. Whisper will be your sparring partner. Using the "Q" hotkey, arm yourself with a sword and deal her several blows, which she will try to parry. Then you will need to block her blows. And finally, the last test in which you need to defeat Whisper using a combination of attacks and blocks. Don't forget that if your sword starts to glow, then you have the opportunity to click on the right mouse button and carry out a powerful blow that cannot be blocked.

Current task: Meet with the Guild Master near the shooting range to begin shooting training.
Completion: Run to the shooting range and take the bow from the Guild Master. With its help, you need to hit three stationary targets. Then you have to earn as many points as possible in a minute by hitting three types of targets. Hitting a nearby target will earn you three points, a medium target will earn you six, and a long-range target will earn you nine. Remember that the longer you draw the bow, the more damage you will cause. Also, while pulling the bowstring, you can press the right mouse button to manually aim. Use the mouse wheel to zoom in and out.

Current task: Meet with the Guild Master on the island next to the waterfall to begin training your will.
Completion: Talk to the Guild Master and he will tell you how to use magic. Then he will ask you to practice on dummies. Hold left "shift" and left mouse button to strike the target with lightning.

Quest: Will Combat Test.
Main task: Explore the Guild forest together with Whisper.
Completion: Go to the gate and talk to Whisper. She will take you to the forest. There you will notice three bandits. Kill them using either magic or a bow. If you get wounded, Whisper will heal the wound.
Reward: None.

Current task: Meet with the Guild Master near the library.
Completion: Talk to the Guild Master and tell him that you are ready for the final test.

Secondary quest: Melee Assessment.
Location: Ring.

Completion: Near the ring there is a student who will offer you a valuable prize if you earn 5+ in a duel with Whisper. The rules are the same as for close combat training. By defeating her, you will receive a powerful weapon as a reward.
Reward: Katana.

Secondary quest: Marksmanship Assessment.
Location: Tyr.
Main objective: Get 5+.
Completion: Near the shooting range there is a student who will offer you a valuable prize if you get a 5+ in archery. The rules are the same as for shooting training. Earn more than 150 points in one minute and receive a valuable prize.
Reward: Crossbow.

Secondary quest: Assessment on the use of magic.
Location: Island.
Main objective: Get 5+.
Completion: There is a student on the bridge who will offer you a valuable prize if you get a 5+ in using magic. Hit 12 targets with lightning in 30 seconds.
Reward: Will Potion, Resurrection Phial.

Secondary quest: Hunting sparrows.
Location: Garden.
Main objective: Kill all the sparrows.
Completion: One of the students will ask you to destroy every sparrow that you find on the territory of the Guild. For each sparrow he kills, he will pay five gold pieces. Inspect roofs and treetops. It is in these places that these birds can usually be found. To complete this quest you need to kill seven sparrows.
Reward: 35 gold coins.

Current task: Go to the forest to begin the final test.
Completion: In the forest you will meet Maze. To pass the final test, you need to try to hit Maze with a sword seven times, hit him with an arrow and use magic against him. Once you successfully pass the final test, return to the Guild, where you will be awarded the Guild Seal. You can then spend your experience on improving your skills.

Reward for completing the main quest: Extra gold – 24;
Extra fame – 64;
Experience – 615;
Items: Resurrection Phial x 2, lamp, Health Potion x 2, Will Potion, apple pie.

Main quest: Wasp Menace.
Main task: Destroy all wasps.
Completion: Go to the fork. A frightened peasant will run out to meet you and ask you to quickly follow him and save his friends. He will show you the way to the picnic area. Here you must destroy all the wasps. It's better to use magic against them. Once all the wasps are dead, their queen will appear. You should kill her as quickly as possible, as she constantly calls for reinforcements. Use all available means to combat it effectively, but don't forget about the pesky little wasps it causes. Don't forget to collect all the items in this area.
Reward: Gold – 500;
Glory – 200;
Extra fame – 76;
Experience – 875;
Items: "Wasp Queen's Head" trophy.

Secondary quest: The bully and the beggar.
Location: Fork.
Main task: Help either a beggar or a hooligan.
Completion: Near the statue you will see a bully making fun of a beggar. They both ask you for help. If you want to help a bully, you should scare the beggar with a couple of punches and take out your sword. The beggar will run away in horror, and you will earn 20 evil points. If you still want to do good deed, having scared the bully away from the beggar, then you should use all the negative expressions available to you on the joker. The bully will leave, and you will receive 20 kindness points.

Bowerstone South

Main quest: Maze's Information.
Main Objective: Maze is waiting for you near the tavern in Bowerstone.
Completion: From the fork you should go north, where you will find the city of Bowerstone. Its residents will tell you where the tavern is located, next to which Maze is waiting for you. Talk to him, and he will make you happy that there are rumors around the city about your sister, who allegedly survived an attack by robbers. Now you should return to the Guild for a new quest.

Secondary quest: Book Collection.
Location: School.
Main task: Find suitable books.
Completion: At school you will find a teacher who will ask you to donate some book for school library. Each time you find another book, you can take it to the teacher and watch a video that will tell a brief summary of the book.
The main reward for completing this quest is a silver key. In order to get it, you need to give the school teacher 25 books scattered throughout Albion. Here are their locations:
1. Creatures of Albion Book I – Heroes’ Guild;
2. Creatures of Albion Book II – Heroes’ Guild;
3. Creatures of Albion Book III – Heroes’ Guild;
4. The Old Kingdom – Heroes’ Guild;
5. The Dragons – Heroes’ Guild;
6. The Other Land – Heroes’ Guild;
7. The Northern Wastes – Heroes’ Guild;
8. The Tale of Twinblade – Heroes’ Guild;
9. The Arena – Heroes’ Guild;
10. A Love Story – Heroes’ Guild;
11. The Pale Balverine – Heroes’ Guild;
12. The Tale of Maxley – Heroes’ Guild;
13. Jack of Blades – Heroes’ Guild;
14. Making Friends – Heroes’ Guild;
15. Windbreaker Rule Book – Bowerstone South;
16. The Repentant Alchemist – Bowerstone South;
17. Eyes of a Killer – Bowerstone South;
18. The Guild of Zeros – Bowerstone South;
19. You Are Not a Bad Person – Bowerstone South;
20. The Trials of Aarkan – Oakvale;
21. The Oakvale Raid – Oakvale;
22. The Sock Method – Oakvale;
23. The Ugly Guide – Oakvale;
24. The Balverine Slayer – Knothole Glade;
25. The Tailor's Tragedy – Bowerstone North.
Reward: Bright Wizard Hat, Silver Key.

Side quest: The Sick Child.
Location: Barracks.
Main task: Find four mushrooms.
Completion: You do not need to look for NPCs to activate this quest - they will find you themselves. Just walk down the streets and a little girl will run up to you, begging you to follow her. She will lead you to a barracks where there is a sick child. To treat him, his mother asks to visit a witch. The witch's house is located near the pier. The witch will say that to prepare medicine for the child, you need to find four mushrooms. This task is quite difficult, but well paid.
You can find the first mushroom in the Guild of Heroes. On the island near the demon's door you will see a splash on the water. Take a fishing rod, which you can buy in Bowerstone South, and cast it into the water. Instead of fish, you will catch a mushroom. You'll get another one from the girl in the picnic area if you make her laugh three times. To do this, use all the expressions available. The third one can be purchased from the merchant in Barrow Fields for 1,500 gold coins. You will receive the latter by completing the quest "Letter from Cyril".
Now return to the witch and give her all the collected mushrooms. She will use them to brew a potion that you need to deliver to the mother of a sick child. Give her the witch's potion and get your reward.
Reward: Gold – 2000;
Glory – 200.

Side quest: Fist Fight Level 1.
Location: Pier.

Fulfillment: Every night, lovers of fist fights gather near the barn. In order to take part in them, you need to talk to the organizer of the battles. Submitting an application will cost 50 gold. In the ring you need to defeat all four fighters, including the organizer himself.
Reward: 250 gold coins.

Side quest: Beardy Baldy.
Location: Pier.
Main task: Change appearance.
Completion: On the pier you will find a man who will invite you to meet his daughter. However, in order to get her to like you, you first need to change your hair like in the map "The Pudding Basin", then grow a beard "Mutton Chop Beard" and finally a mustache "Trader Style Mustache". Return to the pier, where a not entirely pleasant surprise awaits you.
Reward: Gold –100;
Glory – 100;
Items: Fire Monkey Tattoo Card.

Main quest: Defend Orchard Farm (Attack Orchard Farm).
Main task: Protect the farm from attack by bandits (Together with the bandits, attack the farm).
Completion: In the guild, two quests will be available to you, differing from each other only in the way they are completed. To earn kindness points, choose farm defense. However, if you have chosen the path of evil, it will be more profitable for you to attack the farm with the bandits. Don't forget to use the "Bragging" feature. With its help you can earn more money and respect. Also, don’t forget to take someone with you for company.
Go to Greatwood and go south to the farm. But the side entrance to the farm is closed, so you will have to go around. Go west. Along the way, you will meet merchants who have been attacked by wasps. Protect them and they will offer you low prices for their products. Once on the lake, you will find bandits. Kill them and follow the signs east. However, this path is only open for completing the quest to protect the farm. To protect it, you need to exterminate every bandit who encroached on farm supplies. The guard will help you with this.
If you still decide to attack the farm, then you need to return to the side entrance and meet the bandits there. Once they blow up the barricaded entrance, three guards will appear. Kill them and lead the bandits to the barn. There, each of them will take a box and carry them to the exit. At this time you need to fight off the constantly arriving guards.
Once you complete one of these tasks, Whisper will appear. She doesn't care whether you attack or guard the farm. In any case, you will have to fight her. On it you can learn to use the "strong blow". Defeat her and get your reward. But most importantly, don't forget to open the chest located near the entrance to the garden, in which you will find "Treasure Clue 5".
Reward: Gold – 750 (1000);
Extra Gold - 465 (if you used "Bragging");
Glory – 400;
Extra fame – 50;
Experience – 1000;
Items: "Whisper's Brooch" trophy.

Secondary quest: Hobbe Killing Contest.

Main objective: Win the competition.
Fulfillment: There are a lot of dwarfs on the farm, eating crops and fruit harvest. The farmer asks you and Whisper to kill all the dwarves. However, you need to kill more of them than Whisper within a few minutes. Try to finish off half-dead opponents that Whisper has already wounded as quickly as possible. Thus, you will be able to exceed its result.
Reward: Gold – 900;
Extra gold – 500 (considering the use of “bragging”);
Glory – 200;
Extra fame – 150;
Experience – 700;
Items: "Hobbe Tooth" trophy.

Secondary quest: Orchard Farm Escort.
Location: Lookout Point.
Main objective: Take the merchant to the farm.
Fulfillment: Near the exit from the Guild, a merchant will be waiting for you, who will ask you to take him to the farm safe and sound. He will pay 125 gold as an advance. Command him to follow you using the expression "follow". You can also stop him using the expression "stand". At the end of the journey he will give another 375 coins.
Reward: Gold – 500;
Glory – 100.

Secondary quest: Fishing Lesson.
Location: Fisher Creek.
Main task: Learn to fish.
Completion: After entering Greatwood, go north to Fisher Creek. The fisherman living there will ask to be rid of the infestation of wasps that are interfering with fishing. Exterminate all the insects, and he will offer you to practice fishing using a fishing rod of his own making. He will point out splashes in the water - that’s where you need to cast your fishing rod. As soon as you see a bite, click the left mouse button once. As soon as the fish stops unwinding the line, you need to press the button as quickly as possible. However, do not overdo it, as the line may break due to tension.
Reward: "Golden Fish" trophy, Silver Key.

Secondary quest: Hobbe Cave.
Location: Guild of Heroes.
Main Objective: An elderly woman from Greatwood asks you to find her grandson.
Completion: First, you should visit the elderly woman in Rose cottage. Following the signs you will come to her house. Knock on the door and talk to her. She will say that her grandson may have gone down into the caves to search for treasure. As a load, she will give "Hexagon Key" - the last thing left of her grandson.
Head to Greatwood Caves and go inside the cave. Kill the cave inhabitants and enter the first door. There is a bandit here who is guarded by dwarves. Kill the guards and free the robber. He will offer to accompany you. Better agree, because it will still be useful. Move on. Behind the next door are several dwarves guarding a chest, which you will need to have five silver keys to open. Now head to the throne room, collect all the treasures hidden in the chests, and go to the door leading to the tunnel. It is to open it that you will need the aforementioned “Hexagon Key”. After going through the tunnel, you will see a boy who is being held in an energy field. Approach him, and a video will appear on the screen in which a certain flying creature will offer you to exchange the boy for any other person. Is the bandit still alive? Fine! You can exchange the child for him. If he is long dead, you can return to the nearest town and bring another person. But if you decide to fight, don’t waste a minute - attack. As soon as you hit the creature, dwarfs will begin to descend the steps from above. If you have one of the most powerful spells in the game ("Infernal wrath" for example), then you have nothing to fear. If not, use a fireball or lightning to kill the flying creature, as it will constantly call for reinforcements consisting of dwarves.
Now it is necessary to bring the grandson safe and sound to his grandmother. Order him to follow you and break through to the exit of the cave. It is also worth constantly monitoring the child’s health, since his death will mean a restart of the quest. After getting out of the caves, just take him to his grandmother and talk to her.
Reward: Gold – 5500;
Extra gold – 2800;
Glory – 400;
Extra fame – 1000;
Experience – 18000;
Items: "Hobbe Head" trophy.

Side Quest: Ghost Granny Necklace.
Location: Orchard Farm.
Main objective: Find the necklace.
Completion: Head to Orchard Farm and the farmer will ask you to visit his late mother's grave. As you approach the tombstone, you will see the ghost of an elderly woman. The deceased will ask you to take from the bandit who took her life a necklace that belonged to her family and has been passed down from generation to generation.
Go to the lake, and the ghost that appears again will point you to the killer. Eliminate him, and take the necklace you find in his pockets to the farmer. He will reward you for your good deed.
Reward: Gold – 500;
Glory – 200.

Main quest: Trader Escort.
Main Objective: Escort the merchants to Barrow Fields safe and sound.
Completion: Having taken this quest from the Guild, go to Greatwood, following the signs. When you reach Greatwood Gorge, be careful because there is a bandit camp here. You can get through this camp without any problems by paying one of the bandits. But it is advisable to kill them all, since you will find a lot of valuable things with them. You shouldn't kill all the robbers. It is enough to kill the leader, the rest will run away in horror.
In Darkwood you will meet two merchants - they are the ones you need to escort to Barrow Fields. Order them to follow you and lead them to the Darkwood Marshes. Along the way, you will meet a lonely, wounded merchant who will ask permission to join your company. You should not give in to his persuasion, since he has been infected and may soon turn into a terrible beast. Either way, lead the merchants through the Darkwood Marshes to Darkwood Lake. Here the road to the east leads to Darkwood Bordello, but for technical reasons this path is closed to you. But soon you will be able to visit this establishment and indulge in love pleasures. On this lake you will also encounter several bandits and explosive mushrooms, which it is advisable to hit with an arrow from a distance so that they do not detonate next to you, thereby causing you significant damage.
Arriving at Darkwood Camp, you can relax, since there is not a single enemy here, and also stock up on provisions from the local merchants. At this time, your companions will be able to restore their vital energy. You can also visit the Chapel of Skorm, where the priests of this chapel, performing ritual sacrifices, will give you evil points as a reward.
Having gathered your strength, go to the Ancient Cullis Gate - this is where the third merchant will turn into a beast. Kill him and the rest of the enemies and go to Darkwood Weir, where you will meet the Earth Troll for the first time on your way. The funniest thing about fighting against this opponent is the fact that you can hit the boulders launched by him with your sword directly at the Troll, thereby causing him enormous damage. To hit stones more effectively, use "Slow Time" magic and any lightly weighted sword.
Now all you have to do is deliver the traders to their destination in Barrow Fields and claim your reward.
Reward: Gold – 2000;
Extra gold – 3700;
Glory – 500;
Extra fame – 300;
Experience – 1100;
Items: "Trader's Feather" trophy.

Secondary quest: Chapel of Skorm.
Location: Chapel of Skorm in Darkwood.
Main task: Sacrifice.
Completion: If you have chosen the path of evil, visit this chapel. Here you can bring people to the priests for ritual sacrifices and receive evil points for this. Among potential victims, priests prefer women. And the best option are bodyguards from the city of Oakvale, Temple of Avo and Twinblade’s Camp. It is advisable to bring them to the chapel at midnight, since at this time of day the priests are most supportive of generous gifts. For all three bodyguards, you will have the opportunity to rejuvenate yourself by eight years and receive the title "Necromancer". However, the main prize for your efforts is Skorm's Bow. This bow is a very valuable acquisition (the cost of the bow is 54,720 gold coins, damage is 264).
Reward: Skorm's Bow.
Oakvale

Main quest: Maze's New Information.
Main Objective: Meet Maze near the tavern in Oakvale.
Completion: Maze has good news for you. Perhaps the local bandit leader will tell you about the fate of the main character’s sister. Return to the Guild of Heroes and receive a new quest.

Main quest: Find the Bandit Seeress.
Main task: Find a blind seer who has information about the main character’s sister.
Completion: From the city of Oakvale you need to get to the Clifftop Path, where the main quest will begin. But in order to get to the bandits’ camp, you first need to pass the guards and enter the gate. In order to get through security undetected, you need to enter the "stealth" mode ("caps lock" by default). Hide from the bandits behind trees and stones, otherwise, if they see you, the gate will close and you will have to wait for a while. After passing the gate, you will find yourself on an abandoned road. Now, in order to get to the robbers’ camp, you need their clothing, consisting of five parts, which is located in the chests. Search all five chests and change clothes. Now that you look like a bandit, head to the camp, talk to the guard and he will open the gate for you.
Here you are in a bandit camp. But to complete the quest, you need to get to the elite camp of the bandit leader. However, there is no way to get there without a pass. You can either buy a pass for 1000 gold coins from the bandit standing to the left of the stairs leading to the elite camp, or win it from a gambler located in the tavern. The game is quite simple. In order to win, you need to win each of the five rounds within 35 seconds, remembering the pieces on the table and discarding the extra ones.
Now that you have your pass in your pocket, present it to the guard and enter. Go to the next gate, leading to the tent of Twinblade, the leader of the bandits. However, you will not be able to see him because he is celebrating some event. In order for the gate to open, you need to choose between killing all the bandits in the camp, bribing mercenaries to commit sabotage (2000 coins), or freeing the hostages (to do this you will have to kill the guard and take the only key). Either way, go through the open gate and come face to face with Twinblade. You need to deprive him of at least half of his vitality. Then watch the video in which you will find out what happened to the main character's sister. Now you must decide what to do with Twinblade. You can either finish him off or leave him alive.
Reward: Gold – 4500;
Extra gold – 1500;
Glory – 1000;
Extra fame – 500;
Experience – 1800;
Items: "Bandit's Seal" trophy.

Main quest: Maze's Request.
Main Objective: Maze asks you to visit him at the Guild of Heroes.
Completion: Using the teleport, go to the Guild and talk to Maze, who is marked on the map with a gold marker. He will ask you to find his missing friend, the Archaeologist.

Side quest: Fist Fight Level 2.
Location: Arena in Oakvale.
Main objective: Win in fist fights.
Fulfillment: Every night, fans of fist fights gather in the arena near the barns. In order to take part in them, you need to talk to the organizer of the battles. Submitting an application will cost 50 gold. In the ring you need to defeat all five fighters, including the organizer himself.
Reward: Gold – 400;
Glory – 100.

Side quest: Fist Fight Level 3.
Location: Arena in Twinblade Elite's Camp.
Main objective: Win in fist fights.
Fulfillment: Every night, fist fights are held in the arena in the bandit camp. The rules are the same as in previous battles, but this time you need to defeat six fairly strong fighters.
Reward: Gold – 600;
Glory – 200.

Secondary quest: Letter from Cyril.
Location: Well.
Main task: Bring a letter.
Fulfillment: In order to sign up to become a postman, you first need to talk to the girl Myra, who is standing at the well in the eastern part of the city. She will say that while walking at a party in the forests of the Guild, she met a handsome guy. Now she wants to find out if he has the same sympathy for her.
Go to the Guild of Heroes and find Cyril in the forest. He will ask you to give the letter to his beloved Myra. Give her a love message and receive from her "Myra's Reply" plus 20 kindness points. Return to Cyril and he will reward you for your efforts with a mushroom, which you need to complete the quest "The Sick Child".
However, if you follow the path of evil, you can give Myra "Cyril's Letter" on your behalf, thereby making her fall in love with you. And you can tell Cyril himself that his beloved is already taken. You will receive evil points and a mushroom to boot.
Reward: Mushroom.

Side quest: Chicken Kicking Competition.
Location: Eastern part of the city.
Main task: Get rid of the ghost frightening the competition participants.
Completion: The organizer of a chicken throwing competition will ask you to rid the east coast of an annoying ghost that is scaring away the competition. But in order to drive him away, you first need to complete the quest "Treasure of the ghost pirate". After completing it, you will be able to participate in competitions.
Before you send the chicken flying, pay attention to the dock. It is divided into several parts, which determine how many points the participant will earn when the chicken hits a certain zone. For 50 points you will receive a rather funny expression "Cock-A-Doodle-Do", for 150 points you will receive a silver key, and for 250 you will receive a funny headdress "Chicken Hat". Once you win all the valuable items, you will receive cash rewards as a prize. 50, 100 and 250 respectively.
Reward: Depending on the result.

Side quest: Treasure of the Ghost Pirate.
Location: East Coast.
Main objective: Help the ghost find peace.
Completion: Go to the coast. There you will see the ghost of a pirate who will ask you to help him find peace. To do this, you need to dig up his treasures and give them to his widow. The treasure is buried on the southwestern coast to the left of the pier. Arm yourself with a shovel and dig up the treasure (500 gold), then give the money to the widow. Then return to the ghost and he will tell you where his treasures are buried. Go to the city cemetery and to the left of the statue with an ax, dig up the treasure.
Reward: Gold – 100;
Glory – 150;
Items: Golden Key, Obsidian Greataxe.

Secondary quest: Trader Rescue.
Location: Guild of Heroes.
Main task: Rescue three merchants being captured by bandits.
Completion: After receiving this quest at the Guild of Heroes, go to the bandit camp using the teleport. A guard will meet you at the entrance and explain the situation. Now go down, destroying the robbers along the way. The first merchant is marked on the map with a green marker. Talk to him and order him to follow you. Now head to the elite camp, as the remaining merchants are located there. Free both of them and order them to follow you. Now all that remains is to get them out of the camp safe and sound.
Reward: Gold – 5000;
Glory – 400.

Secondary quest: Trader Massacre.
Location: Guild of Heroes.
Main objective: Kill all guards and merchants.
Completion: After receiving this quest from the Guild of Heroes, go to Barrow Fields using the teleporter. At the entrance you will be met by a bandit who will explain the situation. Quickly cross the bridge and kill all the guards who come across your way. There are approximately 25 copies. Then, when the deed is done, the bandits will catch the merchant and offer you to kill him. However, you can refuse, thereby earning good points.
Reward: Gold – 5000;
Glory – 400.

Secondary quest: Murder with a Twist.
Location: East of Oakvale.
Main objective: Eliminate the killer.
Completion: In the eastern part of the city, there are three guards behind the house. The sheriff will ask you to find and kill the killer. Go to the bandit camp and find the desired killer. Then eliminate him along with his bodyguards, take the murder contract and return to the guards for a reward (1000 gold).
However, there is another scenario. You can succumb to the killer's persuasion and eliminate his pursuers for 2000 coins (you can bargain and increase the amount to 2500 gold). In this case, return to Oakvale and kill the guards who gave you this task. This way you will earn more money and evil points.
Reward: Gold – 1000 (2500);
Glory – 150.

Main quest: Find the Archaeologist.
Main task: Find the missing Archaeologist.
Completion: In the Guild of Heroes, go to the teleport and move to Witchwood. Once in the forest, you need to cut your way through the thicket and come face to face with the Mountain Troll. After killing him, continue north to Witchwood Stones. Here you will find a door that will only open to those who know its name. You can get the name from the guy in Temple of Avo, but you will need to give something valuable for it. It’s better to return to the door and not far from it you will find four stones with the letters (H, T, I, S) written on them. The first thing that comes to mind for most players is the word "SHIT", but you should not say this name out loud, because the door, offended by your ignorance, will unleash its guards on you. Her name is actually pronounced "HITS". In order to pronounce it, you need to hit the stones in the correct sequence with something heavy - for example, a sword. Then return to the open door and go inside. After the short cutscene that ends the quest, be sure to thoroughly search the cave and use 15 silver keys to open the chest in which you will find "Health Augmentation."
Reward: Gold – 1200;
Extra gold – 100;
Glory – 0;
Extra fame – 250;
Experience – 5000;
Items: all found in the cave.

Main quest: White Balverine.
Primary Objective: Protect the residents of Knotehole Glade.
Completion: After completing the quest "Find the Archaeologist" return to the Guild of Heroes for this task. For a good fee, you will be asked to protect the settlers from attacks by creepy creatures. Use the teleporter to return to Witchwood and follow the signs to find the Knotehole Glade settlement. In front of the city gates you will see one of these creatures eating the remains of some poor fellow. Kill this creature and the other five that appear after its death. Try to keep them away from the settlers trying to open the gate, as their death will mean failure of the mission. When all the creatures have been eliminated, enter the gate and watch a short cutscene. In it you will see White Balverin, who attacked the city. As soon as the video ends, get ready to defend, since the creature is quite fast and dangerous. Give him about ten powerful blows and Balverin will run away. Now you need to return to the village chief and talk to him. He will tell you that one great hunter tried to track down and kill White Balverin, but died a heroic death in battle with him. Perhaps his widow knows how to kill the beast. Wait a little until the beast attacks again, deal him another 10 hits and a cutscene will begin in which the widow will give you "Silver Augmentation", with which you can kill Balverin. However, it is not at all necessary to use it in a weapon. When the beast reappears, you will need to hit it 5 more times and it will flee to its lair. The headman will tell you where his lair is and advise you to immediately go there.
Following the signs, get to the lake and see the beast you wounded. Try to get close to him unnoticed and attack with the most powerful magic that you have learned. Don’t forget that every time Balverin loses a quarter of his life with your help, his comrades in arms will come to his aid. Each time there will be more and more of them. Once the beast falls, return to the village and talk to the village chief.
Reward: Gold – 6200;
Extra gold – 2900;
Glory – 800;
Extra fame – 300.
Experience – 3500;
Items: "White Balverine's Head" trophy.

Side quest: The Sword in the Stone.

Main task: Pull the sword out of the stone.
Completion: In order to draw this sword, you will have to increase all the main character’s physical data (strength, health and constitution) by +5, +3 and +2 (or to the maximum) respectively. Believe me, the effort is worth it, since the main feature that distinguishes this sword from other more powerful killing weapons is its weight. Since this sword is a Light class sword, you will be able to deal more hits in the same amount of time compared to a Heavy class weapon.
Reward: Gold – 100;
Glory – 100;
Items: The Harbinger (cost - 44100 gold coins, damage - 198, Sharpening Augmentation, Piercing Augmentation).

Secondary quest: Temple of Light.
Location: Temple of Avo.
Main task: Donation.
Completion: In this Temple you have the opportunity to donate gold coins and earn good points. But to get the main prize - The Sentinus, you need to donate 32,000 coins. Don't skimp, as this mace is worth it (its price is 62,475 gold coins, damage is 255). Also, if your donations exceed 48,000 gold, as a sign of gratitude, the priests of the Temple will rejuvenate you by ten years. And if you donate 64 thousand coins to the Temple, you will receive the title "Paladin".
Reward: The Sentinus (cost - 62475 gold coins, damage - 255, Piercing Augmentation, Silver Augmentation).

Secondary quest: Fist fight level 4.
Location: Arena in Knotehole Glade.
Main objective: Win in fist fights.
Fulfillment: Every night there are fist fights in the arena in the village of Knotehole Glade. The rules are the same as in previous battles, but this time you need to defeat seven fairly strong fighters.
Reward: Fist Fighters Trophy.

Main quest: The Arena.
Main Objective: Earn gold and glory by participating in fights in the Arena.
Completion: Take this quest from the Guild of Heroes and head to the teleport. From Knotehole Glade, follow the signs to the Arena. Now you should talk to the guard at the gate. Give your consent to participate in the fights and he will let you through. Inside you will be given a brief briefing on the rules of fighting in the Arena. After the video, you can buy or steal (don’t be afraid of the guards - theft is not punishable here) the things you need from the merchant and ask experienced fighters. Then, to get to the Arena, talk to the guard standing at the gate and get ready for battle.

Round 1: In this round, your opponents will be hordes of wasps. As soon as you send the first batch of insects to the next world by express, the countdown begins until the second one appears. There are four waves of 10 wasps each in this round.
Reward: 100 gold coins.

Round 2: Now you have to fight off a horde of militant dwarfs. The task is not pleasant, since they are constantly trying to surround you. Don't let yourself be cordoned off. Using "Force Push", drive them away from you and destroy them one by one. The fourth wave is the most difficult to deal with, since it consists of the most powerful dwarfs.
Reward: 500 gold coins.

Round 3: From the beginning of this round until the very end of the fight, Whisper will help you. Don't be afraid to leave her alone against multiple Balverines this round, as she will be able to hold her own. It won't be difficult to fight off two waves of these creatures. But in the latter, two White Balverines will oppose you. It is best to use the improved "Silver Augmentation" weapon against them.
Reward: 1000 gold coins.

Round 4: Quite an easy round, in which the Dead will come against you. The creatures are quite slow and vulnerable. It's best to get a bow, upgrade it with "Flame Augmentation" and shoot at everything that moves. And at this time, you will restore the mana needed for the next round.
Reward: 2000 gold coins.

Round 5: Whisper's support will especially help you in this round, since the bandits who are your opponents in this round have no sympathy for her and are constantly trying to attack her, not paying attention to you. Draw several bandits to yourself and kill them mercilessly.
Reward: 3000 gold coins.

Round 6: Now you have two Earth Trolls against you. While the attention of one is distracted by Whisper, you can deal with the other without any problems. Just try to get away from the attack in time.
Reward: 4000 gold coins.

Round 7: Same Trolls, only this time Mountain Trolls. The method of destruction is the same, except that they are harder to kill.
Reward: 8000 gold coins.

Round 8: This time there is only one opponent. However, in terms of strength and number of lives, he has no equal. Giant Scorpion Arachanox against you and Whisper. This is where a bow or crossbow will come in handy. Don't forget to pull your bow tighter and don't get too close to him, as he is quite dangerous in close combat. The scorpion will shoot at you, but you can dodge his shots. As soon as you inflict enough damage on it, Scorpio will bury itself in the ground and instead of it, its smaller brothers will appear on the surface. Take something heavy in your hands and chop it down. Repeat the procedure several times until the enemy is completely eliminated.
Reward: 10,000 gold coins.

Round 9: In the last round, your opponent will be Whisper herself. Defeating her is quite easy. Once your opponent is defeated, you will be faced with a choice between mercy and murder. It all depends on your predisposition to good or evil. However, I advise you to kill Whisper, since in this case you will receive 12,000 gold coins.
Reward: 12,000 gold coins.

Reward for completing the main quest: Extra gold – 40,000;
Slava - 2000;
Extra fame – 2500;
Experience – 35000;
Items: trophy "Seal of the Champion", "Sting of the Scorpion King".

Main quest: Finding Theresa Again.
Main objective: Meet Teresa, the main character's sister.
Completion: Use the teleport to Barrow Fields and go to the Gray House. Teresa is waiting for you here. Listen to her and return to the Guild of Heroes for a new main quest.

Secondary quest: Break the Siege.
Location: Guild of Heroes.
Main objective: Force the bandits to lift the siege of the Knotehole Glade settlement.
Completion: Using the teleport, go to Knotehole Glade, watch a video in which the situation will be explained to you and, as soon as control of the main character passes into your hands, gather a company of several guards who will help you in this quest. Now you can climb up to the observation tower located to the left of the main gate and shoot several bandits from afar. Then return to the gate and ask the guard to let you through. Now your priority is to keep the bandits away from the prisoner as they try to free their leader. But if they have already broken through, kill all the robbers before the prisoner reaches the gate. However, you should not kill the prisoner, as this will mean failure of the mission.
Reward: Gold – 5000;
Extra gold – 1200;
Glory – 450;
Extra fame – 100;
Experience – 2000.

Secondary quest: Lost Trader.
Location: Guild of Heroes.
Main objective: Find the kidnapped merchant.
Completion: You need to get to Abandoned Road. However, you can only get to the Abandoned Road from the city of Oakvale, since on the side of the bandit camp the road is blocked by trees. Once you reach your destination, you will meet a merchant who will ask you to follow him. He will take you to the first bandit. Then you need to break through alone. Chop your way to the end of the road and you will find the lost merchant. Now you need to deliver him to his brother. Take him to him safely and you will receive "Treasure Clue 2".
Reward: Gold – 2600;
Extra gold – 130;
Glory – 150;
Extra fame – 250;
Experience – 7000;
Items: Treasure Clue 2.

Secondary quest: Archery Competition.
Location: Knotehole Glade.
Main task: Set a record in archery (crossbow) competitions.
Execution: Approach the organizer and he will tell you the rules of the competition. For each new try you will have to pay 10 gold. Depending on how many points you score, you will receive various prizes, including elixirs and gifts. However, if you break the record, the organizer will give you a very valuable prize, which is necessary to find the treasure.
Reward: Silver Arrow Trophy, Treasure Clue 4.

Secondary quest: Assassin Attacks.
Location: Knothole Glade, Prison Path, Witchwood Cullis Gate, Windmill Hill, Hook Coast.
Main task: Defend against assassins' attacks.
Fulfillment: Because of your fame, you have envious people. Beware of them, as they can attack at any time and anywhere. However, you will find very useful items from them. When you kill the last mercenary in Hook Coast, you will find "Treasure Clue 3" in his pockets.
Reward: "Treasure Clue 3".

Bowerstone North

Main quest: Rescue the Archaeologist.
Main task: Rescue the Archaeologist.
Execution: From the very beginning you will be shown a short video in which you will be brought up to speed. The fact is that while the Archaeologist was being escorted by guards, they were attacked by Minions. Now you need to pursue them and recapture the Archaeologist from them. They will give you two guards to help you, but don't expect much use from them, since all they can do is distract a couple of Minions while you deal with the rest.
Together with the guards, you need to break through to the Archaeologist. Once near the windmill, don't forget to open the chest, in which you will find "Treasure Clue 6". Next to this chest, on a patch of ground surrounded by rose bushes, you can dig up a silver key. Next, a Mountain Troll will stand in your way, which you can not touch, but run alongside without paying any attention to it. This creature is very slow and will not be able to rush after you. On the road leading to the coast, you will meet several more guards whom you can take into your team. To do this, you just need to help them fight off the Minions and, as a token of gratitude, they will follow you to the ends of the earth.
When you find yourself on the coast, a time counter will appear on the screen. Now you need to have time to eliminate all the Minions accompanying the Archaeologist in five minutes and get to the boat on which they are going to take him away. It’s certainly not an easy task, but in five minutes you can do it the first time. Just go down the stairs, destroying the Minions as you go. Having reached the pier, be careful, as ten Minions will appear here at once, which will create a lot of problems for you on the way to the Archaeologist. When the Archaeologist is finally free, he will tell you that one old abandoned passage leads to the prison, but you need to find out about it from another person.
Reward: Gold – 7000;
Extra gold – 850;
Glory – 500;
Extra fame – 1700;
Experience – 38000;
Items: "Minion Helmet" trophy.

Secondary quest: Mayor's Invitation.

Main objective: Courting Lady Gray.
Completion: In the garden you will find the mayor of Bowerstone. She really enjoyed your performance at the Arena and sees you as her future husband. However, you need to prove your worth by giving her an unusual and expensive gift. Run to the nearby store and buy a black rose. Lady Gray will like this flower, and she will ask you to buy a house as proof that you are not marrying her for convenience. The nearest home for sale is in Bowerstone South. You can also kill the owner and move into his house. If you have already invested money in real estate, then return to the mayor and report to her about it.
Finally, you have proven to her your solvency. Now she demands from you a heroic act, namely, searching for her missing necklace. Approach each citizen marked on the map with a green marker, and from talking with them it will become clear that the necklace was last seen in the city of Oakvale. It is likely that it is still there. Travel to Oakvale and go to the cemetery. To the left of the exit you will see two people whispering about some important matter. However, if you get close, they will become silent. In order to eavesdrop on their conversation, you will have to sneak up behind them. It turns out they were talking about where the necklace was buried. Now head to the southwestern beach and between two upside-down boats you can dig up a necklace. Return it to Lady Gray, and she will tell you that she has another admirer, namely Thunder, Whisper's brother. Since she cannot marry two at once, you must defeat him in a fair fight.
Head to Bowerstone Jail and you will meet Grom, who will choose a location for a duel. Suitable place for the fight is Headsman's Hill. Head there and face Thunder. This hero's fighting style is similar to Twinblade's. However, Thunder is a more dangerous opponent as he often uses magic and constantly blocks your attacks. Use the magic of "Assassin Rush" more often and victory will be yours.
As soon as the battle starts, try to take half of Grom's lives and he will throw you off the mountain. Then the battle will take place at the foot of the mountain. Take another quarter of life and Thunder will run into the cave. Follow him, finish him off and you will receive the "Thunder Helmet" trophy as a reward. Search the cave for useful things and, after talking with Demon Door, return to Lady Gray. Invite her to marry you and you will receive 15,000 gold coins as a dowry. You should also visit Lady Gray's bedroom, in which you will find a silver key and The Katana Hiryu (price - 47775 gold coins, damage - 214).
Reward: Gold – 100;
Extra gold – 15000;
Glory – 150;
Extra fame – 1000.

Side quest: Investigating the Mayor.
Location: Bowerstone North.
Main objective: Uncover Lady Gray's plot.
Fulfillment: Near the gate leading to Bowerstone Jail, a man is imprisoned, suspecting Lady Gray of murdering her own sister. He wants you to talk to her ghost, which her fiancé Rhodri will help you contact. Go to Barrow Fields and talk to him. Rhodri will tell you that he and Amanda met secretly at Gray House. Go to the Gray House and near the destroyed stables, shine the lamp (F2) three times to make Amanda's ghost appear. Then go to the basement of the house and next to the skeleton you will find a letter. As soon as you pick it up, Lady Gray will appear. To cover up her crime, she will ask you to marry her. However, you can refuse and return to Bowerstone North and tell the sheriff about everything. In return, he will offer you to become the new mayor of the city. I don’t recommend refusing, because once you become mayor, you can visit the Bowerstone estate and find many useful things inside, such as The Katana Hiryu (price - 47,775 gold coins, damage - 214).
Reward: Gold – 100;
Glory – 150.

Side quest: Darkwood Disturbance.
Location: Guild of Heroes.
Main task: Close the portal.
Completion: After taking this quest from the Guild of Heroes, go to Lake Darkwood. There you will find a girl named Briar Rose. You need to help her break through the guards, consisting of Minions, to the portal, from which some creature is about to break through. Once you reach the portal, the next batch of Minions will appear. Drive them away from the girl while she tries to cast spells to close the portal. Two scales will appear on the screen. The first shows the number of Briar Rose lives, the second shows the time it takes to close the portal.
Reward: Gold – 3500;
Extra gold – 500;
Glory – 100;
Extra fame – 1300;
Experience – 22000.

Secondary quest: Execution Tree.
Location: Guild of Heroes.
Main objective: Prevent the release of the prisoner.
Execution: Bandits plan to attack the guards escorting the imprisoned villain to execution. You need to repel the attacks of bandits and deliver the prisoner to the chopping block in Headsman’s Hill. In each location you will be attacked by one or two groups of four bandits each.
Reward: Gold – 4500;
Extra gold – 1500;
Glory – 200;
Extra fame – 300;
Experience – 7500.

Secondary quest: Execution Tree Rescue.
Location: Guild of Heroes.
Main objective: Free the prisoner.
Execution: Bandits plan to attack the guards escorting the imprisoned villain to execution. You need to protect the attackers and free the prisoner. On the way to the chopping block, guards will be waiting for you. However, do not get carried away with their destruction, since you only have four minutes left. After this period, the prisoner will be executed. The main thing is to meet the time allotted to you and in Headsman’s Hill kill the executioner first.
Reward: Gold – 4600;
Extra gold – 1500;
Glory – 200;
Extra fame – 150;
Experience – 2500.

Main quest: The Graveyard Path.
Main objective: Find an abandoned passage in Bargate Prison.
Completion: Go to the cemetery and talk with the Gravedigger. He will open the gate to the cemetery for you and will immediately be killed by one of the risen dead. Now you need to get to the western side of the cemetery into the crypt of Nostro, who during his life was the Guardian of the Gate. He will ask you to collect his armor and weapons.
Nostro's equipment consists of four items:
1. You will find the Nostro helmet in the Grave Digger's hut on a shelf near the fireplace.
2. Nostro's sword is buried near a grave with the inscription: "No man could withstand his breath for more than ten minutes." This grave is located on the south side of the cemetery near the crypt of a certain Necromancer.
3. Nostro's armor is in Lady Fulorn's crypt, on the west side of the cemetery.
4. Nostro's shield lies at the bottom of the reservoir south of the cemetery bridge. Naturally, in order to catch it, you will need a fishing rod (you can find it in the chest located to the left of Nostro’s crypt).
After collecting all four items, return to Nostro's crypt and he will agree to open the door for you leading to the old cemetery. Go through Old Graveyard Path to Circle of the Dead. As soon as you stand in the center of the circle, the dead will begin to crawl out of the ground around you. The main thing is not to leave the circle, since the dead who are outside the circle can cause damage to you, but they will remain invulnerable to your weapons. Wait for them to enter the circle and kill at least 10 dead. Instead, three more powerful dead will appear. Don't let them leave the circle and try to avoid their rather strong blows.
Reward: Gold – 1500;
Extra gold – 2000;
Glory – 200;
Extra fame – 1900;
Experience – 27000;
Items: "Dead Man's Hand" trophy.

Secondary quest: Bounty Hunt.
Location: Guild of Heroes.
Main objective: Free the hostages.
Completion: Go to Greatwood and you will see a short cutscene showing the first hostage being taken to Fisher Creek. Go there, destroying bandits along the way. Then approach the pier and robbers will attack you from all sides. Kill them and free the hostage. He will thank you, but his sister is still in the hands of the villains. Go to Greatwood Lake and kill all the bandits in this location. The hostage will give you "Treasure Clue 1" in gratitude for her release.
Reward: Gold – 5400;
Extra gold – 2200;
Glory – 400;
Extra fame – 450;
Experience – 10000;
Items: "Treasure Clue 1".

Bargate Prison

Main quest: Rescue Scarlet Robe.
Main task: Help the main character's mother escape from prison.
Fulfillment: From Circle of the Dead you should go into the dungeon and, using a system of underground tunnels in which you will meet dead people, get out into the fresh air. As soon as you reach the entrance to the underground passage leading to the prison, all exits will be blocked by magical barriers and the dead will attack you from all sides. Deal with them and go inside.
This time your opponents will be the guards, who, only seeing you from afar, with wild cries of “Intruder!”, will try to send you to another world. Don't let them make their dreams come true and cut your way into the Torture Chamber with your sword. Once you find Scarlet, open the chamber using the lever and return the same way you came. However, a very unpleasant surprise awaits you in the underground passage.
Have you woken up? Fine! Welcome to the chamber. You have neither clothes nor weapons. All you can do is endure the guard’s ridicule and listen to the stories of your cellmate. However, it won't be long - soon you will be taken out into the fresh air to take part in a marathon race. As soon as the guard counts to three and blows the whistle, run as fast as you can. The guards standing on your way will show you the further route. The main thing is to win the competition. If you lose, you will face a whole year of torture in the Torture Chamber, while Jack of Blades will rule all of Albion.
When you reach the finish line first, the prison warden will like you, and he will invite you to his apartment to read poetry of his own production. Your main task here is to find the key to your camera. However, since the caretaker will not tolerate noise while reading, you will have to act very quietly and keep an eye on the scale that shows the level of noise you make. All this must be done in the short time required for the caretaker to read the poems. Carefully go around the table and to the left of the caretaker you will see the code (1483) necessary to open the books lying on the table. Of the three books, you need the one in the middle. Try not to make a mistake, because in this case you will have to spend another year in the cell. Once you retrieve the Prison Cell Key from the book, you will be sent back to your cell. Open your cell and release all the prisoners (they will help you get out of the prison). In the cell, on the contrary, in one of the barrels, you will find a stick with which you can beat the guards properly.
Having gathered your courage, go out into the courtyard and run to the Torture Chamber. Try to free Scarlet, but she will say that it is impossible to escape without your equipment. Return to the courtyard and run to the second floor to the guards' barracks. Having opened all the chests, you will find that all your things are safe and sound. Well, now you can show off your goat faces to all the enemies of humanity. Return to Scarlet, free her and take her out the same way you came to the prison, destroying every guard you meet along the way.
As soon as you reach the Underground Chamber, the fun begins. All exits will be blocked by magical barriers, and four tentacles of the huge sea monster Kraken will appear from the water. Take aim at one of the tentacles and shoot at it with your bow. However, beware of their attack. If you dodge in time, the tentacles will get stuck in the floor, and you will have time to deliver several powerful blows with your sword. As soon as you hit all the tentacles, the monster itself will appear from the water. Shoot at it with a bow, and when it tries to use magic, dodge and strike a few times with a melee weapon. Once the Kraken is defeated, be sure to collect all the experience orbs and head to the exit.
Reward: Extra gold – 100;
Extra fame – 600;
Experience – 50000;
Items: "Kraken Tooth" trophy.

Side quest: Bandit Spy Extraction.
Location: Guild of Heroes.
Main objective: Rescue the undercover spy Otto.
Completion: Go to Bowerstone North and talk to the representative of the bandits, a girl named Tanya, standing near the fountain. She will take you to Bowerstone Jail. Here you can recruit four bandits to your team for 400 gold. Now go to Windmill Hill and kill all the guards. The merchant you need will be escorted from the windmill to Gibbet Woods. Try to intercept him before he leaves the location. Talk to him and order him to follow you. You need to take him to Tanya in Bowerstone North safe and sound, fighting off the attacks of the guards along the way. However, be careful as the guards will try to kill Otto. Try to prevent this from happening, as the mission will fail.
Reward: Gold – 5800;
Extra gold – 3100;
Glory – 400;
Extra fame – 450;
Experience – 12000;
Items: "Merchant's Head" trophy.

Main Quest: Gateway to Hook Coast
Main objective: Find the old monastery in Hook Coast.
Completion: Go to Darkwood from Barrow Fields. In Ancient Cullis Gate, approach the teleporter and people will start appearing around you.

Before taking an advanced drug, you should find out in detail everything about the qualities of its implementation. Rexatal capsules help to strengthen an erection when it should be done. Due to its concentrated composition, it can sometimes be taken in combination with alcoholic cocktails and certain medications.

Drinking Rexatal is easy and pleasant afterwards. The course represents the use of 1 wafer per day. The product needs to be diluted the largest number water. It is recommended to adhere to the use cycle for 30 days. If necessary, it can be done again without thirty to sixty days.

Capsules do not force intolerable effects, withdrawal syndromes and acclimatization. Their use guarantees an immediate and impressive fact of repeated expenditure for several days without the presence of any secondary actions. Certification certificates of conformity indicate the high quality of the medicinal product.

You need to take the medicine even if you just want it for a short time. In the interests of the greatest results, it is important to carry out a complete course of healing. Each package of Rexatal comes with a thorough instructions for use, which requires you to carefully study and follow all the recipes during the healing cycle.

Genuine people -
obvious effects!

"Old age is revealed. The conclusion is known to almost all guys - inflammation of the prostate. I haven’t had sexual intercourse with my wife for more than 6 months, and the healing did not highlight the lack of achievements. I replaced the doctor, he personally recommended me to REXATAL. After 2 weeks of consumption, I was not able to trust "I have finally regained my potency. For the first time in all my time I have found authority. At the moment I am satisfying my wife better than in my youth!"

At the moment I am ready for sex in any setting!

“I think that numerous representatives of the stronger sex experience this; sooner or later, after drinking alcohol, the hard-on is so-so, almost passionless. This really bothered me - it wasn’t suddenly that sex with girls at the zenith of fun broke down! I took a course of REXATAL, today at any moment it stands like a stone! I don’t even care that there were troubles before.” .

Location: Heroes Guild

Mystery:“Your path is dark. Only light will dispel the darkness. And you are not light enough.”
Performance: You can open the door only after completing your training at the Guild of Heroes, since only after that you will receive the Lamp. Light it and the door will let you through.
Hidden treasures: Elixir of Longevity, a couple of books and a card with a tattoo.

Location: Greatwood Caves

Mystery:"Before I open up, increase your combat multiplier."
Performance: You need to increase your combat multiplier to 14, or higher. The “Material Shield” spell will help you a lot with this; while protecting it, enemy attacks do not reset the combat multiplier. At the initial stages it will be difficult to fulfill the door condition; you can try to do this in the Hobbs' Cave, but remember, the combat multiplier is reset by half when moving from location to location.
Hidden treasures: Legendary weapon "The Cutlass Bluetane".

Location: Greatwood Gorge

Mystery: The door requires the hero to commit evil acts.
Performance: You have to be one hundred percent evil, or lead three or four people to the door and kill them in front of it, or eat ten crispy chickens in front of the door.
Hidden treasures: Legendary weapon Wellow's Pickhamme.

Location: Darkwood Marshes

Mystery:"Let my guards test your strength."
Performance: It's simple, you need to destroy the five groups of hobbs that have appeared.
Hidden treasures: Will Dark Armor Set.

Location: Barrow Fields

Mystery:"Oh no, another skinny hero."
Performance: You need to have “Obese” (Gigantic) in the “Physique” column. In general, eat more pies and lamb, and the door will let you through.
Hidden treasures: Elixir of Witchcraft (Will Master).

Location: Witchwood Stones

Mystery:"Only those who know my name will be able to pass. And only one person in the Avo Temple knows it."
Performance: To open the door, you need to knock out the word HITS from the stones located near the door (fortunately, when you click on a stone, a letter appears that sounds when you hit it).
Hidden treasures: Resurrection potion, sapphire, chain mail pants, ruby, books, tattoo card.

Location: Knothole Glade

Mystery:"Before I open, wound my face with an arrow."
Performance: Shoot her between the eyes with a bow or crossbow so that she knows that there is no point in asking for any nonsense, and the door will open. If it doesn’t work out, then upgrade your power characteristics a little.
Hidden treasures: Elixir of Life.

Location: Gray House

Mystery: You need to marry Lady Gray.
Performance: Marry Lady Gray - the mayor of Bowerstone.
Hidden treasures: Legendary weapon - Ronok the Ax.

Location: Rose Cottage

Mystery: The door asks for a sign of attention.
Performance: So, stop! You don't need to kiss her, just give her a gift, like a box of chocolates.
Hidden treasures: Will Bright Armor Set.

Location: Abandoned Road

Mystery: The door wants to meet his old acquaintances - the Light Knight, the Dark Magician and the Bandit.
Performance: There is no need to go looking for them in Albion, just first approach her in a light plate set, then in the armor of a dark magician and, finally, in the armor of a bandit.
Hidden treasures: Legendary weapon Dellmaster's Mace.

Location: Deadman's Field (Lychfield Graveyard)

Mystery: You need to find the armor, helmet, sword and shield of the Knight Nostro.
Performance: Find Nostro's armor, helmet, sword and shield, all of them are in the same location.
Hidden treasures: No, because the door is a plot door.

Location: Headsman's Hill

Mystery: The door requires you to defeat Thunderbolt.
Performance: You will be able to open it only when you fulfill the conditions for marrying Lady Gray, or rather, when you fall down the cliff together with Thunderbolt. Defeat Thunderbolt and the door will open.
Hidden treasures: No, because through the door you will enter the Gibbet Woods location.

Here we share our impressions and tell you how to marry not ordinary peasant women or Lady Gray. I have only met one unusual wife. I played the game some time ago. Completed the Hobb's Cave side quest. The door of the pink house was now always open. I noticed that the grandmother began to speak in a different voice and tried to please the main character. I gave her gifts, bought her a ring, took her to Bowerstone, gave her the ring and they got married! The dowry was 1000, and soon another one appeared in the home and behaved just like this one

Hodyashev_Roman

There is one girl, few people know about her, who tells you how to please Lady Gray. After you get the mayor (before the wedding), go to this girl and talk, she will tell you how difficult it is for poor girls to find a husband, etc. Then there will be a choice whether to marry her or not. I refused because... passed as an evil hero. I learned about this method when I played the game for the 4th or 6th time... such a wife...

Velmozhin_Vitaly

And I know this too. If you agree, then you can marry her in Bowerstone or Oakvale, if not, then she will simply wander around the north of Bowerstone and applaud the hero, but she will not have a heart over her head. It’s a pity that you can’t marry brothel women. They don't react to anything. The only person you can marry there is the barmaid Ophelia

Hodyashev_Roman

Do you know what will happen if you marry her (a girl from the North)?

Velmozhin_Vitaly

Nothing, as usual. She is a simple peasant girl. The dowry is like 250 in total. He’ll just move to Yuzhny. And Lady Gray will just wander around the North, and the major will disappear

Hodyashev_Roman

And there will probably be more good...

Velmozhin_Vitaly

did not notice…

Hodyashev_Roman

Well, she’s supposedly poor, so marrying her is a good thing...
Based on this, I thought that good things would be added...

Velmozhin_Vitaly

What about the dowry of 250? Like she gave all her money to her husband?

Vyatkin_Kirill

And I married a spy of robbers - from a quest in which I had to save their chieftain. It only worked once, I tried it again and couldn’t do it again.

I sacrificed the grandmother from the Pink House to Skorma.

Velmozhin_Vitaly

The spy looks like an ordinary peasant woman, not interesting

Vyatkin_Kirill

Prettier IMHO. However, there is no arguing about tastes)

Strelov_Roman

Is it possible for Lady Gray to get a divorce? (to bring it to light)
Will I become mayor if I kill her?

Hodyashev_Roman

no, it’s ok to get a divorce, but you can’t do too much….

Strelov_Roman

how to do it?
I want to divorce her, then make the letter from the Gray House public, and... become mayor!

Hodyashev_Roman

she takes the letter and does not give it back. and to get a divorce beat her...

Apyonkin_Alexey

I married a girl I've known all my life, she had to find Rosie Bear at the very beginning))) She works as a waitress at the Oakwala Tavern.

Hodyashev_Roman

I also married her when I passed for the first time...

Velmozhin_Vitaly

And I'm on the other bartender. And Lady Gray needs to be beaten all day, it’s easier to make her come under fire from the guards, attack the guards in northern Bowerstone, and hide behind the lady

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