Fable II Strategy Guide

Guide Information

  • Publisher
    Microsoft Game Studios
  • Platforms
    Xbox 360
  • Genre
    Action Role-playing
  • Guide Release
    3 June 2014
  • Last Updated
    21 March 2018
  • Guide Author
    Paul Williams

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Campaign Walkthrough

Campaign Walkthrough

The Spire

When you are ready to continue with the story, meet up with Hammer and head down to the docks. As you walk down the ramp look up on the cliff face above and to the right to spot a gargoyle and when you reach the beach, look behind the crates on the right side of the area to find a silver key .

Behind crates to the right of the ship is a key. Above the ramp to the beach is a gargoyle.

Talk with the ship captain and agree to start the quest, they will strip you of your armour, your weapons and your dog. All of which Hammer will look after until you return from the quest. Agree with the pirate to watch a brief story-scene.

Walk towards the light...

When you regain control of your character you will be inside The Spire with a group of other people. Behind you, guards will start herding you forward, so follow the crowd towards the light in the distance. When you reach the end you will see another story scene.

Week 1

You will awaken to an informative guard who will give you a little information about the Spire and your place in it. After his spiel, you are free to move around. You need to report to the commandant, so head straight out of the door in front of you, and out the door on the opposite side of the room. Follow the path until you reach a prison area. You will encounter Bob, one of the people who came with you on the boat. Follow him and he will take you to Garth.

Afterwards, head through the opened door and up the stairs to the right; follow this hallway to the end to enter the commandant’s room. Walk close to him to trigger a scene. Do what he says using the appropriate expression or you will lose experience.

Obey or disobey the commandant.

Week 38

The game will jump to week 38 and it starts with Bob blathering on again. You will be told to go to the prison and will be given the task of guarding the prisoners. You can choose to either feed the prisoners or let them starve. The choice is yours. Feeding them will give you +30 good morality points per prisoner, but you will lose any unused experience. Letting them starve will net you +30 evil morality points per prisoner. You are given 3 minutes to make up your mind.

Week 137

The next scene is in week 138 and you are told report to the commandant. Make your way back to the commandant’s room and following a brief scene, he will give you a sword. If you attack the commandant you will be given +10 good morality points but lose experience. Killing the other guard will earn you +50 evil morality points.

...to kill, or not to kill.