Fable - Strategy Guide (Page 12)
Below are the cheat codes, hints and help for Fable - Strategy Guide (Page 12).
-Twinblade Bandit
Advanced form of the regular Bandit, better in all categories.
Health: 700
Experience Gained: 24
Renown Gained: 10
Weakness: Sharpening Augmentation
Resistance: ---
Weapon(s): Obsidian Melee Weapon - 75-90 Damage
Location: Found in and near Twinblade's Camp (Near as in the route
leading to it).
-Twinblade Bandit Archer
They hate you just as much as the normal kind.
Health: 300
Experience Gained: 18
Renown Gained: 10
Weakness: Sharpening Augmentation
Resistance: ---
Weapon(s): Large Bandit Crossbow - 100 Damage
Location: Always out of your swinging range, one of the bandits in the
Twinblade Bandit groups.
-Twinblade Bandit Fire Archer
You can have cool shot-outs with these guys if the others aren't
smacking you around. You should kill them first.
Health: 350
Experience Gained: 18
Renown Gained: 12
Weakness: Sharpening Augmentation
Resistance: ---
Weapon(s): Bandit Fire Crossbow - 80 Damage
Location: The Twinblade Bandits follow the same procedures as the rest
of the bandits. So you'll find these guys off in the back of the groups
of tougher Twinblade Bandits (of which there are few).
-Twinblade Bandit Lieutenant
The even more bad-ass kite-wearer.
Health: 1000
Experience Gained: 58
Renown Gained: 28
Weakness: Sharpening Augmentation
Resistance: ---
Weapon(s): Bandit Lieutenant Longsword - 100 Damage
Location: Usually standing behind his lackeys, holding his sword up
into the air and hollering.
-Assassin Bandit
They're pissed off and want to kill you. Just imagine the Twinblade's
Bandit but even more advanced. As bandits go, this group is the
toughest.
Health: 1500
Experience Gained: 36
Renown Gained: 14
Weakness: Sharpening Augmentation
Resistance: ---
Weapon(s): Master Melee Weapon - 90-146 Damage
Location: You will encounter these guys after you gotten past the point
in the game where you visit Twinblade's Camp. You will also see themin
Greatwood Lake during the same timeframe.
-Assassin Bandit Archer
Try to avoid their ranged attacks since you can't block them.
Health: 600
Experience Gained: 32
Renown Gained: 14
Weakness: Sharpening Augmentation
Resistance: ---
Weapon(s): Large Bandit Crossbow - 100 Damage
Location: Right where you don't want them to be. Like the bandits
before them, the Assassin type shows up in later stages of the game at
almost every opportunity.
-Assassin Bandit Fire Archer
Fire arrows burns as well as pierce!
Health: 650
Experience Gained: 32
Renown Gained: 16
Weakness: Sharpening Augmentation
Resistance: ---
Weapon(s): Bandit Fire Crossbow - 80 Damage
Location: Mixed in with the rest of the group. Almost never seen alone.
-Assassin Bandit Lieutenant
The leaders of the toughest group of common enemies.
Health: 1600
Experience Gained: 76
Renown Gained: 36
Weakness: Sharpening Augmentation
Resistance: ---
Weapon(s): Master Bandit Lieutenant Longsword - 170 Damage
Location: Same as the others above. He's in the back, but won't
hesitate in charging you with the rest.
Guards
------
Although you shouldn't attack these guys unless you want to be evil or
don't mind an infinite supply of enemies (if you're in a city), you can
still kill them as you see fit. These enemies have both melee and
ranged attacks.
-Blue Guard
They're not completely blue, but they have predominantly blue clothes.
Health: 400
Experience Gained: 16
Renown Gained: 10
Weakness: Sharpening Augmentation
Resistance: ---
Weapon(s): Iron Longsword - 30 Damage
Guard Crossbow - 50 Damage
Location: Any town early in the game (i.e.: Oakvale, Bowerstone South).
-Red Guard
These are tougher versions of the Blue Guards.
Health: 700
Experience Gained: 32
Renown Gained: 15
Weakness: Sharpening Augmentation
Resistance: ---
Weapon(s): Obsidian Longsword - 90 Damage
Large Guard Crossbow - 100 Damage
Location: You find these guys in town like Oakvale and Knothole Glade
alter on in the game. They may also come to aid Blue Guards if they are
under attack.
-Black Guard
These guys are the toughest, and come in few numbers outside of their
usual areas.
Health: 1000
Experience Gained: 48
Renown Gained: 20
Weakness: Sharpening Augmentation
Resistance: ---
Weapon(s): Master Longsword - 135 Damage
Large Guard Crossbow - 100 Damage
Location: You'll see these in Bowerstone Jail, Bargate Prison, and Hook
Coast.
-Sheriff
Not as tough as the Black Guards and only show up rarely.
Health: 1000
Experience Gained: 25
Renown Gained: 19
Weakness: Sharpening Augmentation
Resistance: ---
Weapon(s): Obsidian Longsword - 90 Damage
Location: In Bargate Prison and along the Prison Path/Headman's Hill.
-Executioner
This guy is rare seeing as you'll only see him once.
Health: 1500
Experience Gained: 15
Renown Gained: 15
Weakness: Sharpening Augmentation
Resistance: ---
Weapon(s): Executioner Axe - 15 Damage
Location: At Headman's Hill. You'll only get to see him during the
Execution Tree Quests.
Hobbes
------
These guys can be a pain since they almost always gang up on you.
There's also only one type that can do a ranged attack, and they're
always going to be hiding behind the rest will they fire at you. So
they're pretty much a lot like the bandits.
-Hobbe
These dudes will wobble all around you, swinging the whole time.
Health: 600
Experience Gained: 18
Renown Gained: 10
Weakness: Sharpening Augmentation, Lightning Augmentation/Spell, Fire
Augmentation/Spells
Resistance: ---
Attacks(s): Hobbe Axe Swing - 60-70 Damage
Location: Hobbe Caves and Darkwood Areas mostly. The forerunners of the
Hobbe groups.
-Hobbe Lieutenant
Okay, I did have to look at the prima Guide for what to call these
guys. I was going to go with 'Bigger Hobbe' but I didn't think that
sounded too official.
Health: 900
Experience Gained: 26
Renown Gained: 14
Weakness: Sharpening Augmentation, Lightning Augmentation/Spell, Fire
Augmentation/Spells
Resistance: ---
Attacks(s): Hobbe Hammer Smash - 90 Damage
Location: Anywhere in Darkwood (except the Chapel of Skorm and Darkwood
Camp, obviously). In combat they'll be fighting you right alongside the
normal Hobbes.
-Hobbe Spellcaster
These guys really get on my nerve. If you can keep on eye on hem while
you're engaged with the rest of the Hobbes, try to doge the arcs of
their spell blasts.
Health: 300
Experience Gained: 22
Renown Gained: 12
Weakness: Sharpening Augmentation, Lightning Augmentation/Spell, Fire
Augmentation/Spells
Resistance: ---
Attacks(s): Hobbe Staff Whack - 80 Damage
Spell Blast - 80 Damage
Location: Hobbe Caves/Darkwood Paths, all the way in the back of the
grouping.
-Small Hobbe
These little dudes only appear when summoned by Lake Nymphs.
Health: 120
Experience Gained: 12
Renown Gained: 6
Weakness: Sharpening Augmentation, Lightning Augmentation/Spell, Fire
Augmentation/Spells
Resistance: ---
Attacks(s): Hobbe Weapon Hit - 20 Damage
Location: Spawned by a Lake Nymph, so wherever you find them you can
expect top find these guys soon.
-Small Hobbe Spellcaster
Smaller annoyances, but still annoyances.
Health: 100
Experience Gained: 16
Renown Gained: 8
Weakness: Sharpening Augmentation, Lightning Augmentation/Spell, Fire
Augmentation/Spells
Resistance: ---
Weapon(s): Hobbe Staff Whack - 50 Damage
Spell Blast - 50 Damage
Location: These are spawned by the Lake Nymphs.
Balverines
----------
These guys can do some damage if there's a group of them. But in a one-
on-one confrontation, you should be able to take them out pretty
easily. They are weak to Silver weapons, but you don't necessarily need
one to kill them. If you don't have a Silver-augmented weapon, just
keep bashing them without whatever you have until they die.
-Balverine
The workhorse of the group. These ones will lead the attack on anything
moving.
Health: 500
Experience Gained: 20
Renown Gained: 12
Weakness: Sharpening Augmentation, Silver Augmentation
Resistance: Lighting, Drain Life, explosions
Attack(s): Claw Swipe - 50 Damage
Location: Witchwood Paths, The Arena
-Weak Balverine
Each group of enemies needs one weaker enemy that just gets in the way.
These are the Balverines' version.
Health: 250
Experience Gained: 20
Renown Gained: 12
Weakness: Sharpening Augmentation, Silver Augmentation
Resistance: Lighting, Drain Life, explosions
Attack(s): Claw Swipe - 20 Damage
Location: Witchwood Paths, The Arena
-White Balverine
These are the toughest wild Balverines, but only show up twice in the
game.
Health: 3000
Experience Gained: 120
Renown Gained: 100
Weakness: Sharpening Augmentation, Silver Augmentation
Resistance: Lighting, Drain Life, Fire Spells, explosions, melee
attacks, projectiles
Attack(s): Claw Swipe - 100 Damage
Location: Knothole Glade (as part of the Hunting the White Balverine
Quest), The Arena
Undead
------
These guys are Albion's equivalent to zombies. They often come in
numbers, but since they're so slow and weak you shouldn't have any
problem while destroying them.
-Undead Soldier
The weakest of the bunch. A steady combo should destroy these ones.
Health: 400
Experience Gained: 10
Renown Gained: 10
Weakness: Sharpening Augmentation, Silver Augmentation, Fire Spells,
projectiles
Resistance: Lightning, Drain Life, explosions
Attack(s): Undead Sword/Axe Swipe - 80 Damage
Undead Sword/Axe Slash - 80 Damage
Location: Grey House, Windmill Hill, Lychfield Graveyard
-Undead Lieutenants
Now these guys can take a steady combo with a Flourish Attack tacked on
at the end. Tougher, but not by much.
Health: 1000
Experience Gained: 14
Renown Gained: 14
Weakness: Sharpening Augmentation, Silver Augmentation, Fire Spells,
projectiles
Resistance: Lightning, Drain Life, explosions
Attack(s): Undead Lieutenant Sword/Axe Swipe - 100 Damage
Undead Lieutenant Sword/Axe Slash - 90 Damage
Location: Grey House, Windmill Hill, Lychfield Graveyard
-Undead General
These guys are the leaders of the Undead. They not only block
frequently, but also summon Undead Soldiers.
Health: 2000
Experience Gained: 38
Renown Gained: 36
Weakness: Sharpening Augmentation, Silver Augmentation, Fire Spells,
projectiles
Resistance: Lightning, Drain Life, explosions
Attack(s): Undead General Sword Slash - 150 Damage
Undead General Axe Swipe - 140 Damage
Location: Grey House, Windmill Hill, Lychfield Graveyard, YOUR
NIGHMARES (sorry about that one)
Nymphs
------
These will get on your nerves fast since they hover all around and can
summon other enemies. Use your bow to shoot them when their bodies
appear since you won't be able to reach them with a melee attack.
-Wood Nymph
You could also call these Fire Nymphs, I guess. Because they look like
they fly around in a ball of fire.
Health: 250
Experience Gained: 30
Renown Gained: 18
Weakness: Sharpening Augmentation, Lightning Augmentation/Spell, Fire
Augmentation/Spells
Resistance: ---
Attack(s): Thorn Spell - 50 Damage
Location: Areas in Greatwood.
-Lake Nymph
These are the ones who summon other enemies to fight while they fly
around and giggle.
Health: 500
Experience Gained: 40
Renown Gained: 26
Weakness: Sharpening Augmentation, Lighting Augmentation/Spell, Fire
Augmentation/Spells
Resistance: ---
Attack(s): Ice Spell - 80 Damage
Summon
Location: Areas in Darkwood
-Succubus Nymph
These ones are tougher and appear in shades of red.
Health: 500
Experience Gained: 50
Renown Gained: 34
Weakness: Sharpening Augmentation, Lightning Augmentation/Spell, Fire
Augmentation/Spells
Resistance: ---
Attack(s): Succubus Spell - 120 Damage
Location: Areas in the game as you make your way to Hook Coast
Trolls
------
Although being some of the games strongest enemies, these guys are
surprisingly easy to kill. Their attacks follow a simple pattern, which
you can dodge quickly and fire back with arrows or spells. Or you could
also charge them with melee attacks and dodge their ground pound
attacks.
-Earth Troll
These mounds of dirt are pretty easy to defeat.
Health: 2000
Experience Gained: 120
Renown Gained: 90
Weakness: Sharpening Augmentation, Piercing Augmentation
Resistance: Lighting, Fire Spells, Drain life, melee attacks,
projectiles
Attack(s): Earth Chunks - 100 Damage
Ground Pound - 200 Damage
Location: Greatwood Lake, Greatwood Caves, Ancient Cullis Gate
-Rock Troll
These guys remind me of Graveller from Pokemon. Is that how it's
spelled?
Health: 5000
Experience Gained: 160
Renown Gained: 113
Weakness: Sharpening Augmentation, Piercing Augmentation
Resistance: Lightning, Fire Spells, Drain Life, melee attacks,
projectiles
Attacks(s): Boulders - 150 Damage
Ground Pound - 400 Damage
Location: Witchwood Cullis Gate
Minions
-------
The melee forms of theses enemies are some of the best fighters in the
game. But this doesn't mean you can't go toe-to-toe with them. Just
make sure you're strong enough.
-Minion Dreadwing
These are like any other enemy equipped with ranged attacks, as in they
will most likely stay in the back.
Health: 2000
Experience Gained: 90
Renown Gained: 50
Weakness: Sharpening Augmentation, Piercing Augmentation, Lighting,
Fire Spells
Resistance: Drain Life
Attacks(s): Minion Dreadwing Staff Swipe - 100 Damage
Minion Spell Blast - 100 Damage
Location: Witchwood Stones, Prison Path
-Minion Wardog
These guys are different than the Dreadwings, they'll get right in your
face.
Health: 1800
Experience Gained: 80
Renown Gained: 40
Weakness: Sharpening Augmentation, Piercing Augmentation, Lightning,
Fire Spells
Resistance: Drain Life
Attacks(s): Minion Duel Sword Slice - 120 Damage
Location: Witchwood Stones, Prison Path
Screamers
---------
Normal weapons won't do much against these foes, but augmentations and
spells (check the information below) can really tear them up. Of
course, if you're strong enough, you won't need any special weapons,
either.
-Screamer
These guys will chase after you and, well, scream. Not much to worry
about though, since they have no melee attacks.
Health: 400
Experience Gained: 80
Renown Gained: 32
Weakness: All magic and augmentations
Resistance: All melee and projectiles
Weapon(s): Drain Life
Location: Hook Coast
Bosses
------
Here is the information for and ways to defeat the bosses in Fable.
-Wasp Queen
Health: 400
Experience Gained: 0
Renown Gained: 50
Weakness: Sharpening Augmentation, melee attacks
Resistance: ---
Weapon(s): Strike - 30 Damage
Wasp Summon
-Whisper
Health: 15000
Experience Gained: 0
Renown Gained: 0
Weakness: sharpening Augmentation
Resistance: ---
Weapon(s): Whisper's Staff - 120 Damage
-Twinblade
Health: 3000
Experience Gained: 100
Renown Gained: 120
Weakness: Sharpening Augmentation, attacks while his blades are stuck
in the ground
Resistance: All attacks when blades are free
Weapon(s): Twinblade's Sword - 120 Damage
Twinblade's Sword (Ranged) - 120 Damage
-Scorpion King
Health: 7000
Experience Gained: 200
Renown Gained: 300
Weakness: Sharpening Augmentation, Piercing Augmentation
Resistance: Everything except Weaknesses
Weapon(s): Tail Strike - 500 Damage
Claws - 300 Damage
-Thunder
Health: 3000
Experience Gained: 1000
Renown Gained: 0
Weakness: Sharpening Augmentation, Piercing Augmentation
Resistance: Everything except Weaknesses
Weapon(s): Thunder's Sword - 200 Damage
Lightning Strike - 200 Damage
-Kraken Tentacle
Health: 700
Experience Gained: 20
Renown Gained: 15
Weakness: Sharpening Augmentation, Fire Augmentation/Spells
Resistance: Everything except Weaknesses
Weapon(s): Kraken Tentacle Strike - 550 Damage
-Kraken Head
Health: 5000
Experience Gained: 150
Renown Gained: 75
Weakness: Sharpening Augmentation, Fire Augmentation/Spells
Resistance: Everything except Weaknesses
Weapon(s): Kraken Fire Blast - 350 Damage
-Jack Of Blades
Health: 10000
Experience Gained: 5000
Renown Gained: 20000
Weakness: Sharpening Augmentation
Resistance: Everything but Weakness
Weapon(s): Sword Of Aeons - 500 Damage
IXX. DEMON DOORS
================
Demon Doors are another bonus in Fable. Behind them are very pretty,
usually one-room areas that hold secret items. You will need to pass
certain requirements to pass through the doors, all of which are listed
below. I've listed them here as well as in the body of the FAQ for any
of those out there who are too lazy to read through the walkthrough and
find the information.
-Demon Door #1
Location: Heroes' Guild
Method: Use your Lamp in front of it
Reward: Elixir of Life, Howl Tattoo, various books
Return to the Demon Door south of the small magic testing island in the
Heroes' Guild. Use your Lamp in front of it to gain access to the
Library Arcanum. Inside you'll find an Elixir of Life (it doubles your
health bar), a Howl Tattoo, and several books in the bookcases.
-Demon Door #2
Location: Greatwood Gorge
Method: Have a completely evil alignment bar/do evil deeds
Reward: Wellow's Pickhammer
Find this Demon Door near the entrance to the Greatwood Cullis Gate. If
you are completely evil by the time you talk to it, it will open.
Otherwise you'll have to perform evil deeds in front of it. Some good
evil deeds to do are eating around ten Crunchy Chicks or getting four
people to follow you to the door and then murdering them in front of
it. Inside you'll find the Arboretum and a chest containing Wellow's
Pickhammer.
-Demon Door #3
Location: Rose Cottage
Method: Give the door a gift
Reward: Bright Will User's Outfit
All you need to do is give this door a gift, like Chocolates or a Red
Rose (which can be bought from nearly any item store). Once you do that
you'll be allowed into the Secret Haven, where you can retrieve your
full Bright Will User's Outfit from the chest inside.
-Demon Door #4
Location: Greatwood Caves
Method: Have a Combat Multiplier above 14
Reward: Cutlass Bluetane
If you reached this point early on in the game like I did, it may be
hard to get a high enough multiplier. In order to do it, you NEED the
Physical Shield spell. Don't try to be a bad-ass and do it without it
because you're only going to waste your time and get pissed off. What I
did was sprint back and forth between the Greatwood Caves and the Hobbe
Caves, killing everything in sight. The Physical Shield spell made sure
I didn't lose any Combat Multipliers when I got hit, which happened a
lot because I ran right into the center of a group of them and starting
slashing all of them. The main problem with this technique is that
during the (frequent and heinous) load times, your Combat Multiplier
decreases. This pissed me off to no end. It didn't seem fair at all. To
raise the Multiplier, you need to be controlling your character and
killing things. How can you do that when the game pauses the action so
it can load the next area? It doesn't seem fair at all. But you can
still do it, as long as you're quick enough with the kills and running.
You'll need a Multiplier of at least 20 or higher to even last you the
run back to the Demon Door, at which point it might just barely be at
14 when you reach it. If you can do it, though, I think the prize is
worthless. I got maybe around 690 kills with the Bluetane, just because
it's so cool looking.
I got an email from Sylver who told me about a much easier way to get
your Combat Multiplier high enough, which is cool except I wish I'd
heard of it sooner to maybe save myself from having to run back and
forth between areas. Here's what he said:
"Get into a good spot where an enemy you see can't see you, preferably
alone so you don't have to deal with other enemies after you do this.
Pull out your bow, and lock onto him (either through zooming in or
holding L, but zooming in will be easier on your hands). Now, hold down
X for a few minutes. Yes, literally minutes. At least two minutes I
think should suffice. Now, shoot your opponent. He will die instantly
and your combat multiplier will be HUGE. Now, just go to the Demon Door
and walk on in.
One really good idea I found is, if you want to wait for a bit later in
the game, Witchwood Lake (I think) has a Rock Troll that is always
there, and he is the only enemy in the area. Above him (where you
probably fought he White Balverine for the last time), is a perfect
spot to shoot him. Go to the Demon Door, and teleport to Knothole
Glade, then walk to this spot, at the hole in the wall next to the
path. Zoom in, and hold down X for like... Five minutes. When you let
go, you should do around 5000 damage and your combat multiplier should
be 61, possibly depending on the bow (I did it with an Ebony Longbow).
Then teleport back (should be on Recall), and open the Demon Door. This
is also the best time to use Ages of Might, Ages of Skill, and Ages of
Will potions, as each one will give you 6100 experience."
-Demon Door #5
Location: Darkwood Marshes
Method: Defeat the summoned Hobbes
Reward: Will User's Dark Robes
This is probably one of the easiest Demon Doors to open. The only
problem you may run into is if you try to open it while you're leading
the traders through Darkwood. If you do that there's a chance they'll
get slapped around. So it would be a safe bet to leave them in a far
enough away area and then accept the Door's challenge. Defeat all the
Hobbes it summoned to gain access to the Darkwood Sanctum, where you
will find a chest containing a full set of Will User's Dark Robes.
-Demon Door #6
Location: Barrow Fields
Method: Gain weight
Reward: Will Master's Elixir
Find this Demon Door in the south of Barrow Fields to be told that you
need to be fat to enter. So you know what that means: go and eat lots
of hocks of Red Meat and Apple Pies. You should eat until you can't
possibly get any fatter in order to gain access to the Old Kingdom
Spring. Inside you'll find a Will Master's Elixir. And don't worry if
you don't want to be fat, you can always lose all your weight by
remaining active in the game.
-Demon Door #6
Location: The Grey House
Method: Marry Lady Grey
Reward: Ronok The Axe
The Demon Door at the north end of the path at the Grey House will only
open for one who has a "posh wife with a title." This means that no
ordinary wife will do. You'll need to marry Lady Grey to get this door
to grant you access to the Lost Garden. Once you have married her
return here to claim your prize.
-Demon Door #7
Location: Abandoned Road
Method: Dress up in three sets of clothes
Reward: The Dollmaster's Mace
This Demon Door has lost some of his vision, but still wants to see his
old friends again, who are the gallant knight, the evil mage, and the
rascally bandit. You'll already have collected the bandit gear from the
chests on the road. So this means you'll have to get the full set of
Will User's Dark Robes from the Demon Door in Darkwood Marshes, and a
full set of Bright Plate Armor. At this point in the game you won't
have this, but later one you'll be able to buy it from the Arena,
Knothole Glade, and wandering traders in the Greatwood Area. Come back
when you have all of these clothes and model each outfit for the door
to gain access to the Bitter Shrine, where you can collect the
Dollmaster's mace.
-Demon Door #8
Location: Witchwood Stones
Method: Spell its name using the large stones
Reward: 15-key Silver Key Chest containing Health Augmentation,
Chainmail Leggings, Resurrection Phial, Howl Tattoo, Sapphire, and Ruby
In Witchwood Stones there are a group of large stones in the north part
of the area. On each of them is a letter: I, H, T, and S. If you ask
the man at the Temple of Avo he'll tell you the name of the Door in
exchange for a Ruby. But it's really not all that hard to figure out on
your own. But just incase you're lazy; the Demon Door's name is HITS.
Hitting the stones in that order gives you access to the Witchwood
Caverns and the treasures inside.
-Demon Door #9
Location: Knothole Glade
Method: Fire an arrow at it hard enough
Reward: Elixir of Life
Players who have been predominantly using their archery skills will
probably not have a problem with having the proper equipment for
unlocking this door. Other players may want to purchase a better bow or
use a Multi Arrow spell. What you have to do is hit the Demon Door in
the face with an arrow hard enough for it to open up to give you access
to the Hidden Copse, where a chest containing an Elixir of Life awaits.
XX. SILVER KEY LOCATIONS/SILVER KEY CHESTS
==========================================
Here is the reprinting of the list of locations of the Silver Keys, as
well as the locations of the Silver Key Chests and what they hold
inside.
A. Silver Key Locations
-----------------------
-Silver Key #1
Location: Lookout Point
Method: Slash bushes blocking path
Near the main junction of all the roads, target and slash the bushes to
find a path leading to the first Silver Key.
-Silver Key #2
Location: Balcony of Clothing Shop
Method: Climb the stairs and go outside.
Right near the gates where you enter is the Clothing Shop. Head
upstairs and out to the balcony to grab the second Silver Key.
-Silver Key #3
Location: Fisher Creek
Method: Fish at the ripples in the water
The ripples in bodies of water indicate that special items can be
fished out from there. Repeatedly use your Fishing Rod at the ripples
here until you pull up the third Silver Key, among other items.
-Silver Key #4
Location: Guild Woods
Method: Fish at the ripples in the stream
The ripples in bodies of water indicate that special items can be
fished out from there. Repeatedly use your Fishing Rod at the ripples
here until you pull up the forth Silver Key.
-Silver Key #5
Location: Greatwood Lake
Method: Grab from end of broken bridge
At the very north of the area is a broken bridge. Walk up it to grab
the Silver Key at the end.
-Silver Key #6
Location: Orchard Farm
Method: Fish at the ripples in the water
The ripples in bodies of water indicate that special items can be
fished out from there. Repeatedly use your Fishing Rod at the two
ripples here until you pull up the sixth Silver Key or a Coron Visor
tattoo Card.
-Silver Key #7
Location: Rose Cottage
Method: Dig out of ground
Outside of the cottage, find the rose-lined patch of dirt. Stand in the
center and use your Spade to dig up the Silver Key.
-Silver Key #8
Location: Hobbe Caves/Focus Chamber
Method: Dig out of ground
Find the ring of mushrooms in the north area of the room and dig in the
center to uncover the Silver Key.
-Silver Key #9
Location: Darkwood Lake
Method: Shot out of rock
The south area of this section of Darkwood has a rock standing straight
up. Firing an arrow into the hole at the top knocks lose the ninth
Silver Key.
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