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Part 3
Fable II

Part 3

Your Fable II Part 3 walkthrough: Find warrants, deal with Arfur, deliver a letter, and unlock your first Will abilities in the Chamber of Fate. Plus, the Birth of a Hero quest!

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Your Fable II Part 3 walkthrough: Find warrants, deal with Arfur, deliver a letter, and unlock your first Will abilities in the Chamber of Fate. Plus, the Birth of a Hero quest!

Alright, so you've made it to Part 3! This section's going to cover a few different things, from grabbing some warrants to starting your journey as a grown-up hero. Don't worry, I'll walk you through it all.

Part 3 - The Town

First things first, we need to grab a few warrants. You'll see a lamppost on your right. Keep heading down the street, and you'll come out into an open area. Look for a big box near some stairs – the second warrant is right there. To the left, past a couple chatting folks, you'll find the third warrant by another lamppost and some building stairs.

Now, head up those stairs to the big building. A guy by the door will ask you to clear out some beetles on the second floor. Go ahead and accept that quest. You'll pop right inside the building, and then Arfur shows up in a window. He'll tell you to smash his stock instead. It's your call: you can either blast those beetles with your pistol using the [Y] button, or just go around smashing all the crates. Either way, you'll snag 2 gold pieces.

After that, go back to the two people you saw earlier and accept the quest to recover Pete's booze. To the right of the stairs leading up to the warehouse, there's a little alley where a beggar is sleeping. Just run up to the bottle next to him and press [A] to snag it. Then, head back to Pete. Now comes a choice: who do you give the booze to? Pick wisely, because after you decide, you'll get the fourth warrant and your third gold piece.

Turn around, and you should see the dog you saved earlier. The last warrant is right next to him, so grab it and start making your way back to the guard who wants the warrants. On your way, Arfur will pop up, wanting the warrants for himself. You'll have to choose who to give them to: Derek or Arfur. If you'd rather just give them to the guard, you can totally ignore Arfur. No matter who you choose, you'll get another gold piece.

Next up, find the man talking to the girl on the balcony, near the guard. Once he walks off, disappointed, go talk to him and accept the quest to deliver a letter. Head to the house and knock on the door using [A]. When it opens, you can give the letter to the mother, or you can sneak upstairs and give it to the girl. Once that's done, you'll get your final gold piece for this part.

Finally, find Murgo the trader and buy the Music Box. Now, head back to where you first started the game. You'll see a box with a red cloth on it near a tree. Use the Music Box on it. After that, follow Rose back to your shelter and press [A] on the bed to go to sleep. You'll then be summoned to Fairfax Castle. Walk up to the guards and accept. Follow Jeeves to Lucien's study, and when Lucien tells you to, stand on the circle. Then, just enjoy the show!

The Birth of a Hero

Okay, now that you're all grown up, turn right and head down the path into The Gypsy Camp. Go past the campfire and up to your caravan. Grab your starting gear from the chest: you'll get a Rusty Longsword, a Light Splintered Crossbow, a Placebo Health Potion, Dog Elixir (this stuff heals your dog and never runs out, which is super handy!), a Collar of Holding so you can rename your dog, and a Spade for digging up treasure your dog finds.

Now, go find Theresa. She's hanging out by the gate under the bridge. She'll give you the Bower Lake Tomb Seal. After that, jump down towards the ruins by the water. Your dog will sniff out a chest containing a Jet. Swim over to the island with the tomb. If you want it, there's a Silver Key on the right side of the tomb. Then, head inside.

Go down the stairs and press [A] to dive into the water. Swim towards the opening and then vault down into the next area. Here, you'll have to fight some Giant Beetles. This is a good time to try out your new weapons! After you defeat them, remember to hold [RT] to suck up all the experience orbs – always do this after killing enemies.

There's a Silver Key hidden behind some rocks in this area. Keep going into the next beetle-filled tunnel. When you emerge, you'll see two gates: one on the left, one on the right. Head through the left gate and open the chest inside for 100 gold.

Now, go back and head through the other gate. A Flit Switch will appear. Shoot it with [Y] to activate it and continue through the next tunnel. In here, there's a side tunnel on the left that leads to a chest with a Rusty Mace. I highly recommend using it with [X] because it's better than your Rusty Longsword. Keep following the main tunnel until you reach some water. Swim to the right to find a platform with a skeleton on it. Press [A] to search the skeleton when it turns green, and you'll get Brendan's Diary. Across from this spot, there's another platform with a skeleton – search it to get Erik's Letter. Now, go into the opening in the water and into another tunnel where you'll find the last skeleton. Search it to get Drake's Suicide Note.

When you come out of that tunnel, you'll be above the area you were just swimming in. If you searched all the skeletons, you'll see ripples in the water below. Dive down and press [A] near the ripples to get your reward: a Bewitching Augmentation. Keep moving through the tunnels until you reach a small room with a stone circular platform and blue flames. Stand right in the middle of it. Another Flit Switch will pop up. Shoot it with [Y], then hit it with [X], and shoot it one more time to open the door.

Continue down the tunnel until you reach a side tunnel on the left with a bookshelf. Follow this tunnel into an area filled with beetles, books, and two chests. Once you've looted them, get out of there and keep following the main tunnel. Cross a bridge and you'll enter the Chamber of Fate. Go into the light to unlock your Abilities. Now, press up on the D-Pad to open the abilities menu, select 'Will,' and choose a spell. I suggest Shock – it's super powerful, even though Blades has more damage, its area effect is pretty weak later on. So, picking Shock and sticking to just 2-3 spells throughout the game will let you really power them up later. (I won't tell you exactly which ones to upgrade, but my advice is to be a well-rounded Hero. The game is way more rewarding, and combat is a lot more fun if you mix Strength, Skill, and Will powers.) Once you've picked your spell, press [B] to cast it at the Flit Switch. Now, use the Cullis Gate, and you'll appear on the Bower Lake Hill Top. You're done with this part!

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