Revolution, rulership and saving Albion with a concrete treasury warning. Includes side-quest chains, romances, all gold keys/doors, demon doors and both story DLC packs.
Story and nineteen royal decisions, forty-three named side quests plus repeatable systems, all keys/gnomes/books/flowers, thirteen key chests, seventy-two weapon names including inherited/temporary/bonus entries, 106 achievement clothing pieces, DLC costumes/collectible chains, six spells/fifteen weaves. Exact counters for every one of the fifty weapon upgrades, all hairstyle/tattoo/consumable details and every random loot result are not yet exhaustive catalogues.
Story routes, decisions and endings may contain spoilers. You can show or hide marked sections.
Search across guides for a quest, location or item
Check your edition
Editions & platforms
Edition
Platform
Differences & notes
Fable III
Xbox 360
2010 original; backward compatible on newer Xbox hardware.
Fable III PC
Windows
2011; note historical GFWL/DLC dependencies.
Combat, Guild Seals and builds
Spend Guild Seals on melee, firearms and magic on the Road to Rule. Roll away from encirclement; disrupt distant shooters with guns before using area magic on groups. Buy healing, Slow Time and summoning potions before long dungeons.
Spellweaving combines two gauntlets once its ability is unlocked. Weapon morphs and each weapon’s three challenges are separate from combat level. Clothing sets are not Witcher-style armour sets with crafting diagrams.
Full story arc and turning points
Story details & possible consequences
Quest group
Route / decision
Life in the Castle · Leaving the Castle
Logan forces a choice between Elise/Elliot and protesters; the early sacrifice affects later relationships. Escape through the catacombs with Walter and Jasper.
A New Hero · In Wolf’s Clothing
Get equipment in Dweller Camp and recover the Guild Seal in Brightwall’s Reliquary. Disguise yourself to infiltrate the mercenary camp and defeat Saker; his fate is a moral choice.
Leaders and Followers
Complete local quests for Sabine and Brightwall and earn Guild Seals. Buy combat upgrades on the Road to Rule rather than spending every seal on expressions.
The Mistpeak Monorail · The Hollow Legion
Fight through the cave network after the crash. Defend Mourningwood Fort through the mortar phase, then defeat the Hollow Men breach and Lieutenant Simmons.
The Bowerstone Resistance · The Masquerade · Traitors
Meet Page in Bowerstone Industrial. Reaver’s masquerade leads into the arena; strengthen the resistance after the fights and prepare for Aurora.
Darkness Incarnate · Blindness · Aurora
Cross the desert ruins with Walter, operate switches and survive the Darkness. Guide the blinded Walter; note Kalin’s support and the political promise in Aurora.
The Battle for Albion · The Coronation
Return to Albion, win the revolution and judge Logan. Rulership unlocks the treasury and policy decisions but does not end the story.
The Weight of the World
Balance campaign promises with the budget. The displayed 121 days mark the last major preparation point before the final agenda; they are not 121 freely playable days.
The Final Battle
Have at least 6,500,000 gold in the royal treasury after the final expenses to save all citizens. Against possessed Walter, use distance, rolls and alternating ranged/magic attacks.
Good ending without mass casualties
Story details & possible consequences
01
Invest early
Buy businesses and homes and keep houses repaired. Accumulate income before beginning the final royal agenda.
02
Fund promises
Good decisions cost money. Personal funds are separate from the treasury: donate through Hobson. The relevant 6.5 million must remain there after final expenses.
03
121-day warning
Before continuing, check reserves and unfinished collecting quests; the next major time jump leads to the attack. Planned good expenses require extra funds above the minimum.
Side-quest chains by starting area
Start
Named quests
Goal / prerequisite
Brightwall / Dweller Camp
Chicken Chaser · Missing Child · Missing Play · Special Delivery · Mercenary Customs · Gnomes are Great! · Gnomes are Evil! · A Marriage of Inconvenience
Accept early supporter tasks in the village; Gnomes are Great! begins the gnome chain rather than awarding its final reward.
Brightwall Academy / Reliquary
An Ancient Key · An Evil Presence · The Pen is Mightier…
After Special Delivery, escort Saul into the library. Samuel collects books; search for his special volumes only after accepting each request.
Mourningwood / Ossuary
Bored to Death · Gone But Not Forgotten · Mortar and Mourning
Ghosts Max and Sam open the Ossuary route. The optional mortar challenge is separate from the regular fort battle.
Mourningwood / Dark Sanctum
Peace, Love and Homicide · Excavation · Awakening · Leverage
Unlock Lesley’s dark quest chain; Excavation costs 5,000 gold and Awakening clears Hollow Men from the Sanctum. Consider moral consequences before continuing.
Millfields → Driftwood
Restoration · Pest Control · Gift Wood for Driftwood · An Island Getaway
Develop the bridge and settlement. Deliver the letter to the Silverpines carpenter; escort Rusty from the upstairs Bowerstone Market pub to Driftwood. Development opens later key routes.
Bowerstone
Kidnapped · Animal Liberation · The Debt · The Man Who Knew Just Enough · Framed for Murder · Reaver’s Unmentionables
Complete Kidnapped before the coronation. Kidnapped enters the Cesspools through an Industrial house. Check for its book, key and gnome before returning; the final choice can reconnect you with a surviving childhood sweetheart.
Albion
In Mourning · One Ring to Find · The Final Insult · The Game · Rescue the Miner’s Brother · Hobnobbing with Hobbes
The Game starts with Bowerstone’s tabletop group and becomes a miniature fantasy adventure. Hobnobbing with Hobbes opens more of Dankwater Cavern after the story.
Aurora
Temple’s Treasure · The Prophetic Hermit · The New World · A Relic of Ages Past · The Key to a Greater Key
After Desert Star, return flowers to the temple priestess. For the greater key after the finale, pay 4,000 gold in Aurora to access Crossroads of Passing.
Herrschaft / Rulership
Whorezone · A Day at the Chicken Races · Escaped Convicts · Factory Volunteers
Policy decisions influence which activities appear. Criminal and worker assignments are repeatable system quests rather than separate story campaigns.
Sunset House, The Game and edition quests
Quest
Specific route
Sunset House
Reach the estate from Mourningwood. Note the statue poses by day; at night turn the four gazebo figures to those poses. Sleep inside the materialised house, start chess with Chesty and defeat its enemy waves.
The Game
Meet the tabletop players in Bowerstone Market. Take the Scimitar of Baron Slaying +3 from the left chest inside the tower; use it against the Baron after the combat sections.
The Silverpines Curse
Collector’s/PC content: collect the skull from the crypt, legs from the village pond, tail by the ruined stairs and torso inside the torch-lit cave towards Millfields. Assemble at the altar, follow the ghost wolf and defeat the Captain for Wolfsbane.
Hunter’s Lodge
Collector’s/PC content: climb the mountain route from Mistpeak lake and take the Hunter’s Lodge branch. Check the family home and Auroran clothing.
Elise/Elliot, relationships and family
Story details & possible consequences
If Elise/Elliot survives the prologue judgment, Kidnapped can reconnect you with your sweetheart. Recommend leaving the new fiancé in the final conversation if pursuing that romance, then follow the relationship quest.
General romances require compatible orientation, positive interactions and relationship quests; unlock love/marriage on the Road to Rule. A wedding needs a ring and home. Raise children or adopt at Bowerstone’s orphanage; Brightwall’s demon door requires your own child.
Six demon doors plus the DLC door
Place
Requirement
Reward
Brightwall
Bring your own child and perform positive interactions; a toddler or adopted child, not a newborn.
Guild Seals and summoning potions
Mistpeak Valley
Perform the requested affectionate expressions with a co-op partner or marry there.
Random legendary weapon
Millfields
Reach maximum weight and wear unfashionable clothing; differently dyed opposite-sex pyjamas are a common solution.
40 Guild Seals
Mourningwood
Reach level 5 melee or ranged skill and draw the corresponding weapon at the door. Some old guides also require every legendary challenge, but those are not consistently necessary.
Military Suit
Sunset House
Return as King or Queen.
1.000.000 Gold / 1,000,000 gold
Aurora
Be 100% good or 100% evil.
Morality-dependent legendary weapon
Ravenscar Keep — DLC
Wear all five Prisoner Suit pieces.
Prison Guard Suit
All four gold keys
Silver keys are reusable; a gold key is consumed by a gold door. The ceiling key in the Sanctuary is a separate puzzle item.
Place
Access
Mistpeak / Chillbreath
Find the cave entrance left of the lakeside Brightwall trail; traverse Chillbreath to its other exit and take the key outside.
Driftwood
Finish the settlement quests; follow the Flit Switch on the right island until its Cullis Gate reaches the key path.
Shifting Sands / Crossroads of Passing
Complete The Key to a Greater Key after the story: use the bought key; solve the arrow paths left-left-forward-forward and forward-right-forward-right.
The Veiled Path / Enigma
Solve the Flit Switch, fire torches and enemy room; use yellow-blue-yellow-red-blue-red-blue-red on the coloured pads.
All four gold doors
Place
Requirement / loot
Castle Catacombs
Return after coronation; 40 Guild Seals.
Brightwall Reliquary
Special Delivery and An Ancient Key unlock its switch/platform route; Highwayman clothing.
Mourningwood Ossuary
Bored to Death and Gone But Not Forgotten unlock the Ossuary; legendary weapon.
Sunset House
In the woods right of the main gate; legendary weapon.
Weapons, chests and hidden puzzles
Target
Specific route
Sanctuary
Build 5,000,000 gold, climb the pile and take the ceiling key. Transfer the money to the royal treasury so the floor chest becomes accessible.
Bowerstone Castle — 50 keys
The 50-key chest in the garden beside the Hero’s tomb contains a legendary weapon and 2,000,000 gold.
Dark Sanctum
After the dark quest chain, activate four Flit Switches; then light four hanging braziers using blue wisps to reveal the stairs to the chest.
Aurora Mine
Accessible only if you turn Aurora into a mine. Eight hidden Flit Switches solve its statue puzzle; this policy route is not required for saving all citizens on a good path.
Gnomewrecker
Find all 50 evil gnomes after Gnomes are Great! and report to Brian. This reward is fixed; many other legendary weapon locations are random.
Collectibles: totals and specific examples
The base game has 50 silver keys, 4 gold keys, 50 gnomes, 30 rare books and 30 Auroran flowers. Collecting all 50 achievement weapons requires trading across worlds: one world does not generate every weapon. DLC weapons are separate.
Books: How to be a Crack Shot is in the Mistpeak monorail ticket booth; Attack of the Killer Puffins is on the windowsill behind Brightwall’s Fabulous Furnishings; Dangerous Things: Gunpowder sits on a Cesspools table during Kidnapped. Talk to Samuel after deliveries for special assignments.
Aurora flowers: a blue bloom is on the small island left of the docks; a green one is by two flags on the Shifting Sands road. Temple’s Treasure becomes available after Desert Star and rewards tattoo dyes.
Understone Quest Pack: all three activities
01
The Voice
Enter Boyle’s Industrial factory near the Mourningwood exit and use the rear trapdoor. Defeat robot waves and Colin; Slow Time and summons help. Free the residents or enslave them for Boyle, changing ownership and the town’s appearance.
02
Shooting Range
Return to Mercenary Camp after Saker. Prioritise rare targets and headshots: The Money Shot at 375 and Black Dragon at 450 points.
03
The Wheel of Misfortune
Return to Reaver’s Manor after The Masquerade for replayable arena fights and score goals.
Traitor’s Keep: story and side quests
Story details & possible consequences
Prisoner Suit: boots behind the damaged gallows fence; shackles below the coastal demon-door path; trousers at the cemetery end after starting Undeath Sentence; bandana among garden rocks; top in the second left cell after starting Prison Management. Wear all five for the DLC door.
01
Throne of Blood → The Traitor’s Keep
Finish the main story, then meet Hobson in the castle. After the assassination attempt, sail with Milton to Ravenscar Keep and quell the riot.
02
Like Clockwork → The Menagerie
Pursue Faraday on Clockwork Island, then investigate Mary Godwin’s estate. Revisit new areas after bosses for opened paths.
03
Heroes and Villains
Expose the Turner conspiracy in the finale. Afterwards, Manhunt, Undeath Sentence, Prison Management for Beginners and Reconstruction remain as cleanup goals.
Platforms and bonus packs
Xbox 360 is the original version; Xbox One and Series use backward compatibility. The 2011 Windows version uses historical Games for Windows Live technology: check existing installations and DLC rights rather than assuming universal new-purchase availability.
Collector’s Edition content adds Hunter’s Lodge, the Silverpines curse and extras. Historical weapon, clothing, tattoo, hairstyle, dog-breed packs and Coin Golf weapons also exist. They are not additional full story expansions; availability depends on account and edition.
Prerequisites and route order
Numbers are stable guide IDs. This atlas counts 50 silver keys and 50 garden gnomes, including subareas. Some content opens only after coronation or the main ending. Gold keys are covered separately.
Complete Gnomes Are Great! for Brian in Brightwall, then begin Gnomes Are Evil! Shoot gnomes with aimed rifle/pistol shots and listen for their voices. Dankwater keys require postgame Hobnobbing With Hobbes and a later visit after the barrier is removed.
Collect the Nightshade House key before Old Quarter destruction or rebuild the district as ruler. Open Driftwood through Restoration and advance settlement/bridge quests before the final island sweep. The last Mistpeak station key is reached from Millfields.
50 silver keys — Bowerstone Castle
No.
Area
Landmark
1
Bowerstone Castle
After coronation: left of Catacombs entrance, behind ruler statue.
2
Bowerstone Castle / Catacombs
First cavern: take left branch.
50 silver keys — Bowerstone Industrial
No.
Area
Landmark
3
Bowerstone Industrial
Dock factory: switch steam valves to reach catwalk.
4
Bowerstone Industrial
After coronation: climb dock-warehouse crates; key inside lift.
5
Bowerstone Industrial / Sewers
Enter below crane; right tunnel reaches behind bars.
6
Bowerstone Industrial / Cesspools
House opposite Shelter: dive down, right, break wooden barrier.
50 silver keys — Bowerstone Market
No.
Area
Landmark
7
Bowerstone Market
Stall-side canal: behind crates beside small boats.
Nightshade House: upstairs; collect before possible destruction.
11
Bowerstone Old Quarter
Vault outside seaside gate; right by cliff/tree.
50 silver keys — Brightwall
No.
Area
Landmark
12
Brightwall
Town outskirts: beneath small stone bridge by house.
13
Brightwall
Academy entrance: behind left-hand rocks beside wall.
14
Brightwall
House of Cluck: behind house/crates beside tree.
15
Brightwall / Reliquary
After bridge dive: light six door torches with fire.
16
Brightwall / Reliquary
Pull upper lever, defeat Hollow Men, climb new stairs.
50 silver keys — City of Aurora
No.
Area
Landmark
17
City of Aurora
Towards Shifting Sands: behind rock after two flags.
18
City of Aurora
Right of large shrine; vault rooftops to street arch.
50 silver keys — Driftwood
No.
Area
Landmark
19
Driftwood
Large/eastern island: cave behind small grove.
20
Driftwood
Climb left island; vault ledge before Hobbe camp.
50 silver keys — Dweller Camp
No.
Area
Landmark
21
Dweller Camp
Sabine’s unlocked compound: right behind wagon.
50 silver keys — Mercenary Camp
No.
Area
Landmark
22
Mercenary Camp
Hill watchtower beside animal cages before Saker’s arena.
50 silver keys — Millfields
No.
Area
Landmark
23
Millfields
From station vault left fence; building at path’s end.
24
Millfields
Near telescope statue: swim across small pond.
25
Millfields
Outside lakeside cemetery entrance.
26
Millfields / Reaver’s Manor
After Masquerade: bookshelf secret bedroom, behind bed.
27
Millfields / Pepperpot Cave
Open boarded mine opposite station; cavern’s far end.
28
Millfields / Dankwater Cavern
After Hobnobbing With Hobbes: swim left, climb slope.
29
Millfields / Dankwater Cavern
Same cave: right-hand water route to dry rise.
50 silver keys — Mistpeak Valley
No.
Area
Landmark
30
Mistpeak Valley
Hill beside Mercenary Camp approach: behind logs.
31
Mistpeak Valley
Climb overlook path right of monorail station.
32
Mistpeak Valley / Chillbreath Caverns
Forest-path/bridge cave entrance; end above teddy-bear camp.
33
Mistpeak Valley / The Hole
Behind barrel racks beyond crashed train.
34
Mistpeak Valley / The Hole
Get Technician’s Key beyond arena; backtrack to locked gate.
35
Mistpeak Valley / Millfields Station
Access from Millfields only: platform end around building corner.
50 silver keys — Mourningwood
No.
Area
Landmark
36
Mourningwood
Beyond fort: break boarded bunker right of trenches.
37
Mourningwood
Eco-Warrior village: behind ruins towards fort.
38
Mourningwood / Ossuary
Climb upper stairs, vault left onto entrance ledge.
39
Mourningwood / Ossuary
Near entrance, search fourth crypt on right.
50 silver keys — Shifting Sands
No.
Area
Landmark
40
Shifting Sands
Beyond stone arch: beside anchor/T-shaped desert rock.
41
Shifting Sands
From Aurora, branch right before arch towards chest hill.
42
Shifting Sands
Beyond great arch, hug left cliff wall.
43
Shifting Sands / Sandfall Palace
First stone door: shoot flit switch, enter balcony.
44
Shifting Sands / Sandfall Palace
Desert Star room: left behind gear statue.
50 silver keys — Silverpines
No.
Area
Landmark
45
Silverpines
Leave village; pond-side ridge path to overlook.
46
Silverpines / Mine
Village mine: rear beside tracks.
50 silver keys — Sunset House
No.
Area
Landmark
47
Sunset House
At entrance, left behind rocks near demon door.
48
Sunset House
Beyond fence, right between tree and rock.
50 silver keys — The Veiled Path
No.
Area
Landmark
49
The Veiled Path
At top, right before huge sealed stone door.
50
The Veiled Path / Enigma
Flit switch, torches and enemies; chamber with coloured candles.
50 garden gnomes — Bowerstone Castle
No.
Area
Landmark
1
Bowerstone Castle
After coronation: garden birdbath beside Catacombs entrance.
2
Bowerstone Castle
Kitchen: shelf above large barrel.
3
Bowerstone Castle / Catacombs
Turn around in cavern; beside left pillar.
50 garden gnomes — Bowerstone Industrial
No.
Area
Landmark
4
Bowerstone Industrial
Bridge towards Market: small alcove above canal.
5
Bowerstone Industrial
Dock end: alley past bridge opposite sewer approach.
6
Bowerstone Industrial
Animal Liberation: cage beneath factory catwalk.
7
Bowerstone Industrial / Cesspools
After dive, continue towards lit tunnel end.
8
Bowerstone Industrial / Sewers
Crane entrance: left, through wall-hole; illuminated sewer grate.
50 garden gnomes — Bowerstone Market
No.
Area
Landmark
9
Bowerstone Market
The Doghouse: rear garden wall; buy/enter property.
10
Bowerstone Market
By Flower Bower: alcove beside battlement stairs.
11
Bowerstone Market
Town gate: tower above entrance, reached by battlements.
50 garden gnomes — Bowerstone Old Quarter
No.
Area
Landmark
12
Bowerstone Old Quarter
Centre near sea gate: side of house.
13
Bowerstone Old Quarter
Uphill towards park: wall above garden between houses.
50 garden gnomes — Brightwall
No.
Area
Landmark
14
Brightwall
Brian’s house: high interior wall, first quest gnome.
15
Brightwall
House of Slats: inspect chimney.
16
Brightwall
Bumbler’s Gruff: rock behind house.
17
Brightwall / Reliquary
Beyond platform chamber: right pillar on small balcony.
18
Brightwall / Reliquary
After bridge dive: right wall above rubble.
50 garden gnomes — City of Aurora
No.
Area
Landmark
19
City of Aurora
Docks: between houses beside The Dunes.
20
City of Aurora
Wanderer’s Retreat: reverse of arch above book shrine.
50 garden gnomes — Driftwood
No.
Area
Landmark
21
Driftwood
Farthest small island: rock by later shipwreck.
22
Driftwood
Left shore: short woodland path, little caravan.
50 garden gnomes — Dweller Camp
No.
Area
Landmark
23
Dweller Camp
From fast travel, right along upper switchback path.
50 garden gnomes — Mercenary Camp
No.
Area
Landmark
24
Mercenary Camp
After Saker: water tower beyond second gate.
50 garden gnomes — Millfields
No.
Area
Landmark
25
Millfields
Monorail-to-lake path: rock on right.
26
Millfields
Reaver’s garden: lowest path to end, above ledge.
27
Millfields
Bridge to lake island: adjacent ruined arch.
28
Millfields / Dankwater Cavern
First large chamber: ledge beside twin waterfalls.
29
Millfields / Dankwater Cavern
Beyond waterfalls: rear between two stalagmites.
50 garden gnomes — Mistpeak Valley
No.
Area
Landmark
30
Mistpeak Valley
Near demon door: atop frozen waterfall.
31
Mistpeak Valley
Monorail overlook path: right earthen mound.
32
Mistpeak Valley
Dig-site/camp above two bridges: left rock.
33
Mistpeak Valley / Chillbreath Caverns
Forest-bridge entrance: ceiling between hanging rocks.
34
Mistpeak Valley / Chillbreath Caverns
Entrance near station: right fork, frozen-pond rock spire.
35
Mistpeak Valley / The Hole
Lamppost behind crashed monorail.
36
Mistpeak Valley / The Hole
Hobbe arena: upper-left rear wall.
50 garden gnomes — Mourningwood
No.
Area
Landmark
37
Mourningwood
From fort, right up cemetery hill; reverse of arch.
38
Mourningwood
Beside Industrial sewer approach, left rock wall.
39
Mourningwood / Ossuary
Beyond large tree: between crypts opposite lamppost.
50 garden gnomes — Shifting Sands
No.
Area
Landmark
40
Shifting Sands
Leaving Aurora: first pillar ahead.
41
Shifting Sands
Red-bannered pass to Sandfall: canyon wall near palace.
42
Shifting Sands
Route to great desert arch: on canyon wall.
43
Shifting Sands / Sandfall Palace
Second water chamber: upper-right wall.
50 garden gnomes — Silverpines
No.
Area
Landmark
44
Silverpines
At village mine entrance.
45
Silverpines
Above mine: side of large lift tower.
50 garden gnomes — Sunset House
No.
Area
Landmark
46
Sunset House
Up mansion-ruin hill; rock on right.
50 garden gnomes — The Veiled Path
No.
Area
Landmark
47
The Veiled Path
Immediately right of entrance on canyon wall.
48
The Veiled Path
Further uphill: rubble at stair base.
49
The Veiled Path
Upper trail: atop large stone pillar.
50
The Veiled Path / Enigma
Third chamber: side room opens during shadow battle.
30 rare books: access and sequence
Start The Pen is Mightier with Samuel at Brightwall Academy and return books there. There are 25 standard finds and five quest books. Original English titles support inventory matching.
Special requests follow 5/10/15/20 standard books plus previous quest books: normally 5/11/17/23 in total. Book of Doom requires 29 returned books. Liver of Darkness needs the story and Hobnobbing With Hobbes, so the complete collection finishes afterwards.
Books 01–25: individual locations
No.
Area / title
Landmark
01
Bowerstone Castle — Alchemy and Immortality
After coronation: child’s bed beside royal bedroom.
02
Bowerstone Industrial — Famous Killers: Terence Posture
Collect five each of yellow, purple, blue, green, orange and red blooms. Collection starts on the first Aurora visit; full exploration is easier later. Return colour sets to Priestess Mara for Temple’s Treasure tattoo dyes. Flower Power tracks the 30 collected flowers. Numbers are guide IDs.
Auroran flowers — City of Aurora
No.
Colour
Landmark
01
Yellow
Small side building beside Sandsky House.
02
Purple
Cold Star Manor: behind small front-yard shrine.
03
Blue
At docks, swim left to small strip of land.
04
Green
Shifting Sands path: two flags by demon door.
05
Orange
Right of large shrine; colony version inside fence.
Auroran flowers — Shifting Sands
No.
Colour
Landmark
06
Yellow
Bottom of Aurora stairs: beside pillar.
07
Orange
From Aurora entrance, follow cliff wall left.
08
Purple
Right canyon: pillar base beside small arch.
09
Yellow
Before great arch, left onto small hill.
10
Purple
Beyond great arch, right into hollow between dunes.
11
Orange
Beyond great arch, by buried slanted pillar.
12
Blue
Beyond arch, keep left; dune beside rubble.
Auroran flowers — Sandfall Palace
No.
Colour
Landmark
13
Red
First open chamber: stair foot beside palm.
14
Green
Down first stairs, left to water beside palms.
15
Blue
Second water chamber: around gears to shrine.
16
Green
Second water chamber: immediately left by palms/water.
17
Red
Beyond Desert Star chamber: through door, immediately left.
Auroran flowers — The Veiled Path
No.
Colour
Landmark
18
Blue
Immediately right after entering region.
19
Orange
Between early ruins during ascent.
20
Purple
Uphill left of lone statue, by stone door.
21
Red
Opposite pair of large statues.
22
Orange
Left side: short stairs onto ledge.
23
Purple
Base of long stone walkway/stairway.
24
Yellow
Ascent on right: stair base, gnome behind.
25
Yellow
Base of long staircase with statues above.
26
Blue
Top of long staircase: left.
27
Red
Further uphill: left side of next stairs.
28
Green
Path end: right of huge door, near silver key.
Auroran flowers — The Enigma
No.
Colour
Landmark
29
Green
Second chamber centre; open flit-switch door.
30
Red
Third chamber; light torches in second chamber.
All achievement weapons: Swords
Unaugmented base damage at five stars; Strength/Stature and augment bonuses excluded. Objectives are abbreviated; check the weapon’s own counters because Windows often requires fewer actions than Xbox 360.
Weapon
Base at 5 stars
Acquisition
Three upgrade objectives
The Casanova
88
Shop pool
friendships · ugly enemies · lovers
The Love Sword
77
Shop pool
children · romance encounters · lovers
The Merchant’s Bodyguard
78
Shop pool
spending · mercenaries · online gifts
Mr Stabby
88
Shop pool
human flourish kills · evil morality · forced labour
Unaugmented base damage at five stars; Strength/Stature and augment bonuses excluded. Objectives are abbreviated; check the weapon’s own counters because Windows often requires fewer actions than Xbox 360.
Weapon
Base at 5 stars
Acquisition
Three upgrade objectives
Aurora’s Shield
101
Shop pool
Auroran enemies · jail criminals · lovers
Dragonbone Hammer
115
Shop pool
human flourish kills · unweaved Fireball · forced labour
Unaugmented base damage at five stars; Strength/Stature and augment bonuses excluded. Objectives are abbreviated; check the weapon’s own counters because Windows often requires fewer actions than Xbox 360.
Unaugmented base damage at five stars; Strength/Stature and augment bonuses excluded. Objectives are abbreviated; check the weapon’s own counters because Windows often requires fewer actions than Xbox 360.
Weapon pools, trading and misleading location lists
The achievement set contains 12 swords, 13 hammers, 13 pistols and 12 rifles. Keep all 50 in the inventory together until We Need Guns, Lots of Guns unlocks. Hero weapons and DLC/preorder weapons do not replace a missing achievement weapon.
Shop pool: Brightwall Blades, Iron Hoof in Bowerstone Market and Aurora’s Armoury. Each world offers only part of the pool; sleeping does not reliably produce every missing weapon. Chest pool U: Mourningwood’s 10-key chest, Millfields/Aurora 20-key chests, Mistpeak demon door, Sunset House gold door/mirror puzzle and mortar reward.
Pool R: Aurora demon door, Ossuary gold door and Auroran Mine puzzle. Relic pool: the Castle garden’s 50-key chest and Sanctuary gold-pile chest. These locations determine the rarity pool, not one guaranteed random weapon. Sunset House’s demon door gives 1,000,000 gold, not a random weapon; some old lists confuse it with the gold door.
Equip the relevant weapon before noncombat augment tasks; inspect its objective before permanently changing relationships or policies. Unweaved Fireball/Shock means a single-gauntlet spell without Spellweaving. Evil objectives are optional role-playing choices, not requirements for completing the good main story.
Fetch three groups of three in the Chicken Suit: arch below his house, residential alley and market statue. Return to the farm; kill them or follow Patsy’s rescue request.
A Day at the Chicken Races
Brightwall · House of Cluck
After Chicken Chaser place bets with Horace. Repeatable; odds do not guarantee profit and maximum bets are not required by the story.
Missing Child
Brightwall · Laura an der Brücke
Use the marked Chillbreath entrance beyond the wooden bridge; find the girl and lead her back to Laura. Take her hand again after fights.
Missing Play
Brightwall Academy · Lambert / Pinch
Take Morley’s book at the Academy’s rear. Wear the provided costumes through three scenes; obeying the script grants good alignment, reinterpretation grants evil. The scripted final defeat is not a normal knockout.
Special Delivery
Brightwall · Mrs Tibbins
After Leaders and Followers deliver the parcel to Saul in the Academy’s left room; unlocks An Ancient Key.
An Ancient Key
Brightwall Academy · Saul
Escort Saul through the Reliquary and side stairs to the locked library. Take the book; the flit-switch chain later opens the gold-door route.
An Evil Presence
Brightwall Academy · Saul
After An Ancient Key return to the new library, defeat both Hollow Men groups, open the final chest and report to Saul.
Mercenary Customs
Mistpeak · Billy vor Monorail
After Leaders and Followers escort Billy along the lakeside route to Brightwall through three ambushes. His wares become cheaper afterwards.
Gnomes Are Great!
Brightwall · Brian beim Froschteich
Visit the attacked Mistpeak caravan above the lake, defeat bandits and carry the gargoyle to Brian’s pedestal.
Gnomes Are Evil!
Brightwall · Brian
Shoot Lionel on the house wall and let Brian finish speaking. Shoot all 50 atlas gnomes and claim reward milestones through Gnomewrecker.
A Marriage of Inconvenience
Brightwall · streitendes Paar über Marktplatz
Gift and court the estranged spouse, lead them to the bridge and kiss; own a house and ring to propose. Allow the divorce or kill either partner. Twenty seals; the claimed inheritance is unreliable.
Dig the Normanomicon from Mrs Spade’s Millfields grave, repel Hollow Men and return it. Check the crypt’s rare book.
Gone But Not Forgotten
Mourningwood cemetery · Sam
After Bored to Death chase Max through the Ossuary, avoiding spotlights. Defeat ghost waves at the organ and take the Normanomicon. Check two keys, the gold door and book along the way.
Mortar and Mourning
Mourningwood Fort · Jammy
Buy the fort after The Hollow Legion. Aim mortar shots at groups within the timer; 2,000 points award the random weapon once, later rounds support other prizes/upgrades.
In Mourning
Mourningwood Eco Village
After Masquerade speak to the widow by Happy Hippies’ Hut and escort her through the swamp to the grave, repelling Hollow Men.
Peace, Love, and Homicide
Mourningwood · Lesley am Flammentor
After meeting Page kill Rhys in the Eco Village and return. This murders an innocent; a good completion run must consciously weigh that moral conflict.
Excavation
Dark Sanctum · Lesley
After Rhys’s death pay 5,000 gold for excavation; leave and return later for Awakening.
Awakening
Dark Sanctum
After Excavation clear Hollow Men from the main hall and report to Lesley; unlocks Leverage.
Leverage
Dark Sanctum
Use Lesley’s key on the stairway door, raise platforms to the lever chest and return it. The separate Tenderiser flame puzzle remains afterwards.
Restoration
Millfields · Griffith am Brückenhügel
Pay 750 gold; after leaving and allowing time, cross the repaired Driftwood bridge.
Pest Control
Driftwood · Robin
After Restoration clear hobbes from the three island groups and report back. Settlement construction needs some in-game time.
Gift Wood for Driftwood
Driftwood · Richard
After Pest Control deliver the letter to the carpenter’s stump-surrounded cabin outside Silverpines, clearing its balverines.
After Pest Control escort Rusty from The Cock in the Crown upstairs through Millfields to Driftwood. His house opens the gold-key flit route.
Animal Liberation
Millfields · Katie vor Dämonentür
After Masquerade take the factory key; use the alley beside Industrial’s steam-valve factory, operate the catwalk and cage levers. A gnome hangs beneath the catwalk.
Kidnapped [vor Krönung / before coronation]
Bowerstone Industrial · Shelter
Follow Laszlo/Linda through the house hatch into Cesspools, defeat Ferret’s gang and rescue the fiancé. If Elise/Elliot survived: suggest leaving to unlock Lost Romance later; urging a return preserves the other couple.
One Ring to Find
Bowerstone Industrial · James
After Masquerade enter the sewer under the large crane near Reaver’s factory. Defeat hobbes, dig up the ring and return it; a key lies in the entrance’s right tunnel.
Reaver’s Unmentionables
Bowerstone Market · Benjamina vor Tor
After Masquerade revisit Reaver’s Manor, loot his upstairs right bedroom and return the underwear. Take the rare book left of the entrance.
Framed for Murder
Bowerstone Old Quarter · Russel
After Masquerade accept the contract against Thomas Kaidkin, kill the artist in Brightwall square and report to Russel. Evil alignment, 500 gold, five seals.
The Debt
Bowerstone Market · Cedric am Fluss
After Masquerade kill Alan at Industrial’s Riveter’s Rest and return to Cedric. Optional evil contract: 500 gold and five seals.
The Man Who Knew Just Enough
Bowerstone Market · Bob unter Brücke
After Masquerade use the cell lever beside Goods & Gumf, kill Leonard and report to Bob. Avoid the guard; 500 gold and five seals.
The Final Insult
Millfields · Arthur vor Clixby-Stanners
Deliver the letter to Zachary by Brightwall’s well overlooking the square. The destination is Brightwall; some old prose mistakenly repeats Millfields.
The Game
Bowerstone Market · Tabletop-Haus
After meeting Page cross the bridge towards Old Quarter and enter the house on the left. Visit Lightwater Tower, defeat the Baron and rescue the princess; the Scimitar of Baron Slaying +3 is a temporary quest weapon and normally disappears afterwards.
The Pen is Mightier…
Brightwall Academy · Samuel
Deliver all 30 atlas books. Accept special requests at 5, 11, 17, 23 and 29 returned books; an unrequested special book will not yet be present.
After Desert Star bring five flowers of each of six colours. Each completed colour unlocks a tattoo dye; return to the temple to recolour.
A Relic of Ages Past
Aurora · Himilcar bei Dämonentür
After the finale recover Tannar’s statue from a rubble-side dig spot in far Shifting Sands beyond the great arch and return it.
The Prophetic Hermit
Aurora · Karen am Markt
After the finale carry the brain jar to the hermit’s tent at the end of the Veiled Path, fighting dark enemies en route.
The Key to a Greater Key
Aurora · Vallo
After the finale pay 4,000 gold and open Crossroads of Passing in the far-left Shifting Sands canyon. Two side switches and the platform route lead to a gold key.
The New World
Aurora docks · Malusa
After the finale donate 8,000 gold; days later visit the shipwreck behind Millfields’ islands, its letters and chests totalling 20,000 gold.
Hobnobbing with Hobbes
Millfields · Dans Mourir
After the finale escort the author from ruins opposite the lake gazebo to Dankwater. Return days later for the deeper cave, two keys and book.
Rescue the Miner’s Brother
Millfields quarry · Bill
Only after the finale and choosing the quarry. Reach the brother in the mine and lead him out; clearing every side room is unnecessary.
Whorezone
Bowerstone Industrial · Deidre
Only after the finale and turning the orphanage into a brothel. Kill rival Lucy in a Bowerstone Market alley and report back; five seals, evil contract.
Hunter’s Lodge [Collector/Windows]
Mistpeak Valley
Climb from the lake towards Brightwall, right at the first two crossroads, then left across the long wooden bridge; turn right before the summit. The house contains Auroran Suits.
The Silverpines Curse [Collector/Windows]
Silverpines crypt
Take the wolf skull from the sarcophagus; dive for legs in the village pond, dig the tail at the ruin stairs and retrieve the torso in the woods. Bring all bones to the stone altar; follow Seth to the crypt, claim Wolfsbane and defeat the Captain’s ghosts.
These repeat with varying targets and rewards. Friendship, gift, date, marriage and adoption tasks are generated through NPC relationships; no finite universally identical list of every person’s name exists.
Name
Region
Mechanic
Escaped Prisoner
Brightwall
Take the escapee by the hand back to the guard.
Escaped Convict
Bowerstone Market
Same arrest mechanic.
Bounty Hunting
Bowerstone Industrial
Same arrest mechanic; do not shoot the target.
Convict on the Run
Millfields
Same arrest mechanic.
Factory “Volunteers”
Bowerstone Industrial
After the finale bring a citizen to the factory: evil alignment.
Back to the Salt Mines
Aurora
Only after industrialisation; deliver a citizen.
Miners Required
Millfields
Only after choosing the quarry; deliver a citizen.
Twenty-two sets plus the separate cook’s hat total 106 pieces. DLC costumes are additional and do not replace achievement items. Keep everything on one Hero. The opposite monarch outfit requires trading; also check the opposite masquerade early. Some versions stock both masquerades at Bower Threads before the party; for completed saves, trading remains the reliable alternative.
Set / item
Count
Pieces: English inventory terms
Acquisition / tailor
Men’s Mercenary Suit
5
Hat · Jacket · Gloves · Trousers · Boots
Frou Frou Frocks · Brightwall
Women’s Mercenary Suit
5
Hat · Jacket · Gloves · Shorts · Boots
Frou Frou Frocks · Brightwall
Men’s Highwayman Suit
5
Hat · Coat · Gloves · Trousers · Boots
Frou Frou Frocks · Brightwall / Reliquary Prism
Women’s Highwayman Suit
5
Hat · Coat · Gloves · Trousers · Boots
Frou Frou Frocks · Brightwall / Reliquary Prism
Men’s Pyjama Suit
4
Nightcap · Nightshirt · Longjohns · Bedsocks
Start as prince / Brightwall tailor
Women’s Pyjama Suit
4
Nightcap · Nightshirt · Bloomers · Slippers
Start as princess / Brightwall tailor
Chicken Suit
4
Head · Body · Gloves · Feet
Chicken Chaser / Brightwall tailor
Elegant Prince Suit
4
Jacket · Gloves · Trousers · Boots
Bower Threads · Bowerstone Market
Elegant Princess Suit
5
Hat · Bodice · Gloves · Skirt · Slippers
Bower Threads · Bowerstone Market
Practical Prince Suit
4
Jacket · Gloves · Trousers · Boots
Bower Threads · Bowerstone Market
Practical Princess Suit
4
Blouse · Gloves · Skirt · Boots
Bower Threads · Bowerstone Market
Men’s Warrior Suit
5
Hat · Coat · Gloves · Trousers · Boots
Bower Threads · Bowerstone Market
Women’s Warrior Suit
5
Helmet · Coat · Gloves · Trousers · Boots
Bower Threads · Bowerstone Market
Men’s Magic Suit
5
Hat · Coat · Bracers · Trousers · Boots
Robes Are Us · Aurora
Women’s Magic Suit
5
Hat · Coat · Bracers · Skirt · Boots
Robes Are Us · Aurora
Dweller Men’s Suit
5
Bandana · Coat · Gloves · Trousers · Boots
The Raggle Taggle · Dweller Camp
Dweller Women’s Suit
5
Bandana · Coat · Gloves · Trousers · Boots
The Raggle Taggle · Dweller Camp
Men’s Masquerade Suit
6
Hat · Mask · Coat · Gloves · Trousers · Shoes
The Masquerade as prince / trading
Women’s Masquerade Suit
6
Hat · Mask · Bodice · Gloves · Skirt · Shoes
The Masquerade as princess / trading
King’s Suit
5
Crown · Jacket · Gloves · Trousers · Boots
Coronation as prince / trading
Queen’s Suit
5
Crown · Jacket · Gloves · Skirt · Boots
Coronation as princess / trading
Military Suit
4
Jacket · Gloves · Trousers · Boots
Gloves: Reliquary chest; remainder: Mourningwood demon door
Cook’s / Chef’s Hat
1
Hat
Understone: Sandgoose Museum cellar / random castle cook gift
Together with the 50 achievement weapons this catalogue covers 72 names. Four are bound inherited weapons and one is temporary, so this does not mean 72 permanently collectible achievement weapons. Bonus licences and Coin Golf transfer depend on edition/services; an old store description does not guarantee a new code today. Mods alter the normal collection scope.
Weapon
Base at 5 stars
Acquisition / availability
Hero Sword
76
A New Hero: inherited, not tradeable
Hero Hammer
100
A New Hero: inherited, not tradeable
Hero Pistol
73
A New Hero: inherited, not tradeable
Hero Rifle
81
A New Hero: inherited, not tradeable
Scimitar of Baron Slaying +3
76
The Game: temporary; normally removed afterwards
The Channeler
89
Historical preorder bonus / relevant DLC licence
The Inquisitor
89
Historical preorder bonus / relevant DLC licence
Shardborne
89
Balverine Order book code / historical Steam bonus
Wolfsbane
88
The Silverpines Curse · Collector / Windows
Donna’s Kebab
101
Historical Coin Golf transfer; no ordinary map location
Prisoner: five pieces; Prostitute: four; Sand Fury: five. Wear all five prisoner pieces at Ravenscar’s demon door: Prison Guard Suit is inside. Bowerstone Soldier belongs to the separate free compatibility pack.
Piece
Region
Chest
Prisoner Boots
Ravenscar
Behind broken fence at gallows.
Prisoner Shackles
Ravenscar
Drop right from coastal route to demon door.
Prisoner Trousers
Ravenscar
Undeath Sentence: final cemetery chest.
Prisoner Bandana
Ravenscar
Among rocks in rear garden.
Prisoner Top
Ravenscar
Master key: left cell block, second left cell.
Prostitute Boots
Clockwork
Break left barricade in Street of the Future.
Prostitute Stockings
Clockwork
Drop from crane-roof catwalk to lower platform.
Prostitute Gloves
Clockwork
After Faraday: bridge beyond main gate, sharp left.
Prostitute Bustier
Clockwork
New generator alley, chest immediately right.
Sand Fury Hood
Godwin
Left before electric gate into cemetery; first chest.
Sand Fury Trousers
Godwin
Open right crypt beyond first ethereal Hollow Men.
Sand Fury Top
Godwin
After generator return to garden, behind fountain.
First finish Manhunt, Undeath Sentence and the DLC story. Hadley supplies the master key. On turn-in choose prison policy: freeing political prisoners is good; imprisoning dissenters is evil.
Volume
Directions
I
Turner’s cell: desk.
II
Upper left cell block: escape tunnel, sewer right behind door.
III
Records-room passage: locked left boiler-room door.
Speak to Huxley after Faraday. Disable three generators: crane roof; fenced area at the boss plaza; new alley beyond the canal factory. This opens the electric gate containing head, torso and Faraday V.
After receiving the master key shoot every skull. The marked cell in The Pit contains the second East Hare Egg. Put both eggs on pedestals in Clockwork’s coastal cave: left from docks to small pier, enter water and swim left. Use the separate Millfields catalogue for the first egg.
The three Coen graves below the Spade cemetery give the clues. Practical order: Walter at noon, Theodore at midnight, Jeffrey at dawn; use beds to advance time. Look for a flash/scream. Then collect the egg in the lake pavilion. No special clothing is required. See the eight-skull catalogue for the second egg and Clockwork secret door.
Statue
Location
Action / time
Walter Coen
Behind Clixby-Stanners Manor, directly before demon door/silver chest.
Hit with a sword in broad daylight.
Theodore Coen
Hill opposite the cemetery, near Dankwater Cavern entrance.
Shoot around midnight.
Jeffrey Coen
At Gypsy Camp bridge, rise beside Fakeney Hall.
Hit with unweaved Fireball at sunrise, around 4 a.m.
Plus adds revenue, minus spends; personal gold counts only after transfer. Before the final 121-day court session secure at least 6.5 million after all planned spending. Windows adds Commission the Albion Army as confirmation; Xbox advances directly after Mistpeak.
Days left / judgement
Treasury change
World consequence
365 · Taxes
Lower −400,000; maintain 0; raise +200,000.
Lower good, raise evil.
365 · Factory
School −200,000; child labour +500,000.
School keeps Page’s promise.
365 · Old Quarter
Rebuild −550,000; ruins 0.
Ruins lose most property and unfinished district quests.
339 · Guard Budget
Increase −200,000; maintain 0; cut +200,000.
More guards: good; cuts: evil.
339 · Castle Decoration
Both options 0.
Blue/white or red/dark; no morality points.
339 · Aurora
Rebuild −700,000; mine +500,000.
Mine breaks Kalin’s promise, opens a puzzle dungeon/weapon pool.
294 · Child Benefits
Benefits −200,000; maintain 0; child fine +200,000.
Fine is evil. An older GB page says 1.25 million incorrectly; multiple independent lists confirm 200,000.
294 · Shelter
Renovate −50,000; brothel +1,250,000.
Brothel unlocks Whorezone; adoption remains possible outside.
Spare or execute: zero treasury gold; moral/story consequence.
The Desert Star
Leave Aurora, turn right in Shifting Sands towards red banners → Sandfall Palace. Shoot the flit above the early stone door for key/tattoo. Cross both water chambers, take diamond, defeat Sand Furies, exit right. Hobson pays 700,000; choose treasury or personal account.
Crime & Punishment
Speak to Page at the old rebel headquarters. Clear robbers from Market’s Cock in the Crown; read note. Across bridge, down canal steps, iron door to Ferret’s Hideout. Pursue through fights, collect silver key in right storage-cell corridor. Imprison Nigel or take 100,000 personally; no treasury gold.
Stolen Statue
Meet Muriel in Millfields; follow white balverine through Silverpines to ruined clearing. Refuse Connor: defeat enemies, save village, receive statue from Jacob. Accept: destroy three village silver-nitrate lanterns, allow massacre, return to Connor. Donate the 500,000 proceeds or keep them.
An old data-pack entry does not imply current purchasing availability. Check Xbox and GFWL/Windows entitlements separately; cosmetic rights do not open another story map.
Pack / content
Acquisition
Auroran Men’s Suit / Auroran Women’s Suit
Collector/Windows: Hunter’s Lodge entitlement and gift; two distinct sets.
Dog Suit
Dog Outfit: head, body, front/back paws as Sanctuary gift.
Fireball starts magic; later chests appear with story progress. Buy Spell Weaving; select two different gauntlets in the Sanctuary weapon room. Archmage requires casting each combination, not merely equipping it. Combinations ignore hand order.
Open Ravenscar’s demon door wearing the full Prisoner Suit.
Fable III
Your checklist
0 / 537 guide tasks completed
Ticks are saved on this device for each game and carry over when you change language. The counter measures guide tasks and does not alter your game save.
Sources & editorial date
Independently written game guidance. The following sources support quest routes, mechanics and edition notes. Editorial date: 22 October 2026.
How do I open the Mistpeak Valley Demon Door in co-op?Fable III
The door asks for interactions between two Heroes. A second local character also works.
Bring both characters to the Demon Door in Mistpeak Valley. A second local profile can provide the other Hero.
Use different friendly expressions on the other Hero in front of the door. Try hugging, kissing and tickling, and vary the expressions until the door responds.
Enter and open the chest containing a legendary weapon.