Should i leave walter behind in fable 3




















It is time to leave the castle. Leave your room and head back towards where you met Eli that fateful morning. Stairs in the center of the far end of the garden are your destination. Her hands will fall and offer to you your first guild seal. Take it and be introduced to Theresa and the Road to Rule. Theresa explains herself as best she will and then offers you passage through the first gate on the Road to Rule. Your image will be preserved to the left each time you open a new gate.

Now you may step forward and claim your chest. No choice here, you will learn the Fireball Spell. It comes in the form of a gauntlet for you to wear. Enter the portal ahead to leave the Road to Rule. Now cast your spell and the floor will divide before you, offering underground tunnels to escape the castle. Down the stairs and just ahead you will find a vantage point to overlook your path down the hill.

Head to the left and down the hill. Walter and Jasper discuss plans to overthrow your brother. You will need to gather allies. At the first fork in the path go left you collect your first silver key. Return and take the right fork. Kill them with fire! Continue down the path. Another fork, marked with two large broken pillars. Go left to find a door that can only be opened with a Gold Key. Go right to travel down some stairs and torch more bats. Proceed onward to the sewer.

More bats will attempt to chew on your face, practice manipulating your fire spell on them. Take a right once inside and quickly find a break in the wall on the left. Go through and find yourself at a dead end with some fanciness, or a Cullis Gate, on the floor.

Stand on the fanciness and cast your fire to be transported to the Sanctuary. It is in disarray, having been abandoned for years, but Jasper finds a book the gives instructions on how to use the map table.

Walter intends on getting to Mistpeak and Jasper will stay behind to decipher the book. Interact with the table and maneuver your magnifying glass around the map. Choose a town, in this case the Dweller Camp and select to fast travel there. You can explore the map, but you cannot go to any town not lit with a golden glow. Follow Walter down the hill, to the left, through the camp and up another hill.

The people in the camp are starving and Walter remarks he had no idea they were suffering so much. At the gates, Walter gives you gold to buy new clothes and remarks that perhaps you can give the rest to the people while he makes introductions with the leader of the Dwellers. Turn back down the trail and hook a right at the fork. You will find garments for sale at the second caravan on your right. Purchase all and go to the Sanctuary. Go through the second door on the left, marked above with a clothes hanger.

Select the mannequin with the clothes you just bought and select the first option to equip them all. Go back to the Dweller Camp.

Swing to the left and make your way back to the large gate where Walter left you. You can interact with Dwellers as you go, and choose to give them gold if you wish. To do so, begin the interaction with the villager and select to give gold. This can earn you a more positive moral standing, although you will not gain negative moral standing by not giving. You step through the gate and start a cut scene.

There is a silver key to your right, but you will not have a chance to grab it at this time. When the cut scene ends, you are outside the gate. Make your way down the path and through the camp. Go left at the first fork and continue right past the second. Cross the bridge and travel to Mistpeak Valley. Head down the path to the large open doors and go left at the fork.

Down the bend and across the bridge will find you a small pack of wolves. Feel free to get fired up at them. Destroy them and move on to find another bridge and more wolves.

Continue down the path and across a bridge. Taking the right-most fork here will lead you to Brightwall, though a partial wall to your left hides a chest. Go down the path and across the bridge on your right to enter the village. The building next to that is the inn, where you can sleep in a bed for 6, 8, 12, or 24 hours. Between those two buildings is a path to a Demon Door. This Door would like you to lead a child to it, so it may gaze upon innocence. As you leave the Door, find a chest to your right behind the inn.

Emerging from beside the inn, food can be found at the stall on the left, potions from the stall at the far left and an armory straight across the clearing. To the right of the armory is a bridge, cross it and go right up the hill. Continue straight until you reach Brightwall Academy.

Enter and speak with the librarian, Samuel, just ahead. He will be flabbergasted and showing him your guild seal will all but send him in to a tizzy. He will then lead you down some stairs and to the right, where you will open a door with your seal and proceed alone. Down the hall and to the right will put you in front a flit switch, colored with blue to designate a melee attack is required to pass.

Go to the sanctuary and through the left-most door to choose your melee weapon from the left side of the room. The sword and hammer are both Hero weapons and will grow accordingly to use. Also, as you shape your good or evil reputation, your weapons will change to reflect that as well.

Leave the Sanctuary and strike the flit switch with a melee attack. A bridge will arrive for you to cross, landing you in a large room. Quickly, blue glowing lights will begin to fly into the floor and Hollow Men will emerge at those spots. Finish them and move across the next bridge. Just ahead, fire a spell at the red flit switch red designates a magic attack is required and after the stairway rises, notice the blue arrow embossed at the top of the stairs.

Step on it and the next piece of floor will rise to attach there. As you step on the next blue arrow, notice here the blue glowing lights dive bombing again and the Hollow Men that follow. After sending them back to their graves, lead the floor all the way left, step back one, go forward three and left two, to make all the chests available. Continue across in this manner until you reach another stairway.

Proceed down your new stairs. Hop off the broken ledge to the left and take a dive off the bridge. Swim over, blast the door with fire and continue through. Just as the room opens up, Hollow Men come to join you. Be rid of them and head for the dead man. Read his notes and laugh maniacally as you use your fire spell to light the five braziers and collect your silver key. Jump off the ledge and grab the chest straight ahead.

Make your way out of the pit and past the dead man again. Beyond him, you will find a rather dusty cavern. Trek upwards to find more Hollow Men. Smite them and move on. Ahead will eventually be another flit switch, yellow this time to designate a ranged attack is needed.

Return to the Sanctuary and go back through the door to the left to select your ranged weapon from the right side of the room. Just like your melee weapon, this will morph over time. You can choose between a rifle and a pistol. Leave the Sanctuary, shoot the flit switch with your ranged weapon and proceed. Hollow Men attack immediately. Roll some bones and head on. As you continue up, Hollow Men will attack again.

Just after them, you will land on a platform with a chest. Here, Hollow Men will attack, including a larger and tougher Hollow Man. Three ramps up, you will find more of these bigger, stronger Hollow Men, as well as a dozen or so of the regular sort. Pick them off one by one however you can manage and continue forward. Follow the ramp up until it dumps you inside a room with exceedingly large doors.

Charge forward heedlessly, take the music box and step into the light. Go through the gate and choose your next chest s.

Exit the Road to Rule and return to the Brightwall Academy to startle the librarian and then head to the inn to meet Walter. At the inn, Walter gives you information on infiltrating the mercenaries who have been plaguing the Dwellers. He instructs you to take the clothes of the man lying prone across the table and go earn some gold , to be precise so you can buy the tattoos and facial hair to complete the disguise.

There are jobs around town to be had, Lute Hero, or Pie Maker. Go to the Sanctuary, second door from the left, to equip these and your mercenary getup. FYI, this is consistent whether playing as male or female. Leave the town by bridge and turn left towards Mistpeak Valley. Go straight down the path and around the bend to the right. Take the trail to left. More to the left and under a bridge is a Demon Door. He wants you to bring him a co-op playing Hero.

Heading back, go towards the lake, veering to the left before taking a dip. Making your way through the camp, you will be called Jimmy and your disguise will hold. However past the second gate, you will be recognized and will have to fight your way through the rest of the camp.

Slaughter on until you come upon a large round structure, slip under the gate and find your first boss, Captain Saker, leader of the mercenaries. He likes to light and flick cigars at you and has a frightful strength in melee range. His buddies will also jump into the fray intermittently.

Slow Time and Health potions come into great use here, as well rolling away. Eventually, Saker will call an end to the fight and you have a choice to make: Let him live, or kill him. This will impact your moral standing and if he lives, he will serve as an ally. Make your choice and enter the Road to Rule. Choose your chest s and exit. Back at the Mercenary Camp, you can either hoof it back to Brightwall, or you can go to the Sanctuary and use the map table to fast travel.

Either way, meet Walter back at the Brightwall Inn. Walter and Samuel explain you will need to help out the people of Brightwall in return for their help to the people of the Dweller Camp. Follow the curve to the left and Bernard, who has lost his chickens. Bernard explains his chickens have mysteriously escaped and they have spread all over town!

He asks that you don a chicken suit, befriend the wayward fowl and lead them home. Equip the chicken suit in the Sanctuary Dressing Room and begin your chicken hunt through the town.

The chickens loiter about in groups of three and when you find them, give your wings a mighty flap to coerce the chickens into following you. Lead them back to Bernard and chase again. After returning all the chickens back to Bernard, his wife comes out and announces she released the chickens, as she believes they deserve to be freed.

Bernard gets indignant and suggests that maybe it would just be best to kill the chickens rather than let them visit feathery destruction upon the town. Like the Shifting Sands , you cannot do much in Aurora at the moment.

Kalin will let you explore the ruined city, but you can really only run up and down one road. On this road, approach the man by the shrine your gold path leads to and listen to his story. After this your dog will seek out more shrines if you want to listen to the memories of Aurorans.

One can be found on the tall spire in the plaza and another is up the road a bit just over a low wall. You don't have to explore at all, though; you can just run back to Kalin on the temple steps to continue.

Kalin will make you promise to restore Aurora. With another promise to keep -- or to break -- you'll find yourself in the Road to Rule.

Be sure to pick up the one new spell here: Blades! Fable 3 Wiki Guide. Last Edited: 16 Oct pm. Shifting Sands You cannot grab any collectibles until you return to the Shifting Sands later in the game, so don't worry about it now. Eventually the darkness will catch up with you… When you wake up you'll see a familiar face. Weave Blades with Fireball for a truly awesome spell.

Board the ship to return to Albion. Was this guide helpful? YES NO. In This Wiki Guide. The fables of Fable continue to be told with this third series entry -- a revolution for the series that gives you power over your character and environment like never before.

Release Date. In Partnership with Wal-Mart. Sony Has Sold Did you abandon him right when he asked you to? You might get evil points if so, but either way you're ultimately forced to abandon him anyway. Desert gameplay doesn't change based on whether you leave him behind, since you have to.

User Info: White Wolf Kiba. Stuff happens and you find yourself in the camp, wake up and see they're treating Walter there, some more stuff happens and Walter wakes up perfectly fine. The Prince then apologizes for leaving him behind. Oh I didn't know you had to. We had just emerged from the cave and he said "Don't leave me" and since I am trying to be an evil character and that's harder this time around as soon as he said that I left him then ran until I found the wall to vault off of.

You might get evil points, I'm honestly not sure. But if you hadn't left him at the first opportunity, but then did when the game forced it, you wouldn't have gotten evil points, I know that. If that makes sense. User Info: Pezdis. The amount of "evil points" you get doesn't truly affect you at that point in the game, regardless. No matter what you choose, your Hero always says "soz 4 leavin u behind" when Walter wakes up. You then go and At which point you become The Big Cheese, and you start making the decisions that truly impact your playthrough.



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