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tales of albion: fragments of the old kingdom [22 Oct 2009|02:50pm]

Tales of Albion Part I: Fragments of the Old Kingdom

Reign of the Court
Legend has it that, when the world was young, Albion was a peaceful land full of tranquility and beauty. Then three came from the Void: the Knight, the Queen, and the Jack of Blades. They coveted Albion and demanded that all men bow down before them.

When the people refused, the Court burned Albion until the earth turned black and the sky was thick with smoke. Then the Court demanded obedience again, only to be refused a second time. This time the Court lifted the sea into the sky and flooded the world.

A third time the Court demanded that men worship them, promising peace and an end to the misery. Those who survived still refused. So the Court twisted their minds until brother slew brother, parents abandoned their children, and friend turned against friend.

Finally, the people of Albion bowed to the Court. They and their descendants toiled to raise monuments to those who came from the Void.

Birth of William Black
In the days when the people still suffered under the Court's cruelty, a humble blacksmith and his wife had a boy. They named him William Black, and he would become the key to saving Albion.

Little is known about William's youth. As a grown man, he amazed others with the powers of his mind, by which he was able to protect his village and perform feats that a dozen other men could not equal. These acts came to be celebrated as the "Powers of Will."

William grew obsessed with the Court, determined to find a way to overthrow it. One night, while consulting a mysterious tome, he was suddenly transported from Albion into the Void. Here he met Jack, who sat on a throne surrounded by ghastly figures. Jack tried to enslave William with the powers of an ornate sword, but William fought back and managed to steal the sword before escaping the netherworld.

Back in Albion, the sword spoke to William. It called itself the Sword of Aeons, and it promised to help him defeat the Court - but only if William offered his soul in bondage.

With the Sword of Aeons, William set off to find the Court.

Fall of the Court
William scaled the peak of Ruon, Albion's highest mountain, and challenged the Court to combat. The Knight of Blades appeared first, and, wielding the Sword of Aeons, William destroyed him completely.

Next the Jack of Blades appeared. They fiercely struck at one another until William broke Jack's body. Some say that Jack was not truly slain, and that his soul escaped to the Void.

The Queen of Blades was the last to face William. For weeks their battle raged across Albion. Mountains were raised and valleys were formed by their mighty blows. At last, William slew the Queen and freed the people from their yoke. They acclaimed William, who now took the title Archon, as their king.

Rise of Albion
Once he had vanquished the Court, the Archon set his mind to unifying Albion into a great kingdom. His powers of Will were so great that it seemed the world reshaped itself in accordance with his wishes. Cities were built in a week's time, and marvelous machines were constructed that ran on Will alone. Through a thousand years of peace, Albion reigned as the greatest center of commerce and philosophy the world had ever known.

But without an enemy to vanquish, the Archon's children grew petty and cruel. They called themselves Heroes and used their powers of Will to terrorize the people. A younger Archon might have stopped them, but his battle with the Queen and his time in the Void had infected his body and mind with a wasting illness. Faced with this decay, William wrapped his body in golden mail and a royal blue cloak before vanishing.

Thus began the corruption of the Kingdom.

Fall of the Kingdom
When the Archon vanished, Albion descended into chaos. Three out of every four people were slain in the wars or died from disease or starvation. Meanwhile, the Archon's many descendants vied for power.

These new rulers were not as kind or wise as the first. Each new Archon, fearful of a coup, brought fresh tyranny to Albion. A massive wall was constructed around the city, to keep citizens in and beasts and undesirables out.

The Archons' personal guard, who were encased in armor from birth, enforced their harsh decrees: no citizens were allowed out after nightfall, every citizen must appear when an alarm bell sounded, and any who opposed the Archon's rule were killed along with their families. The people witnessed these cruelties from behind masks that signaled their status while concealing their fear.

When the Kingdom had grown to its greatest extent, the Archon demanded that an immense tower be built to focus Will. Just after it was completed, the sky was filled with a sudden bright light, and all Albion shook. In the morning the tower was gone and the Old Kingdom lay in ruins. All its people were gone except for those who lived beyond the walls.

Darkest Times
After the fall of the Old Kingdom, the few villages that survived the destruction of the Spire fell into isolation. Distance bred suspicion, which grew into bloodshed. Villagers fought for food, land, livestock, and fresh water. Soon, they were fighting even over women of child-bearing age.

Mercenaries sold their swords to the highest bidder and fought in a series of petty squabbles. If the mercenaries didn't like the price being offered, they extracted payment by threatening the villagers.

But this was not the darkest time for Albion. The Fallow Wars, an age of darkness and blood, would bring Albion to the edge of extinction.

World's End
Human scavengers poked through the ruins of the Old Kingdom. What they found they did not understand, and priceless artifacts were cast aside or traded as trinkets. Finally the forest grew over the ruins, and it was as if the rich heritage of Old Albion had never been. The population dwindled, and those who survived would awaken each day to a darker world.

It seemed there was no safe haven. Hope faded as bandits stole and murdered with impunity. The people, starving, scoured the land for food and fresh water, but as the years passed there was less of each to find. Crazed prophets preached that the end of the world was at hand.

Then, out of the east, hope arrived in the most unexpected form. A bandit and mercenary by the name of Nostro came forth, pledging to bring peace and prosperity to Albion.

Rise of Nostro
In his youth, Nostro was a bandit and a mercenary driven by an ambition to leave his mark on the world. He was not without a sense of decency, but he did not reach his full potential until he met a wise old man named Scythe. Scythe was a wraith of a man, wizened and stern. He carried an ornate sword and shrouded himself in a tattered blue cloak that hid tarnished golden armor. He seemingly appeared out of nowhere and took a profound interest in Nostro.

Scythe saw in Nostro something more than a mere bandit. He sensed that Nostro unknowingly possessed the power that all the Archon's descendants shared. Scythe hatched a plan: if he could properly guide Nostro, this bandit could achieve great things. He might even unite Albion and undo the damage done by the first Archon and his children.

And so Scythe began to teach Nostro how to be a leader of men.

Albion Reborn
Following Scythe's counsel, Nostro set about returning security and prosperity to Albion.

First, he gathered men and women from throughout Albion and founded a Guild where they could train to become true Heroes. Meanwhile Scythe tutored Nostro in the ways of the Will. Using his new-found power, along with Scythe's sage counsel, Nostro gathered an army and forced peace on the warring peoples of Albion.

For a time, it seemed that Albion might return to its former greatness. Those hopes were in vain.

Fall of Nostro
While the Guild was taking shape, Nostro commissioned a number of other great creations. One was the Witchwood Arena, intended to be a venue in which anyone could settle disputes in public. At the same time, Nostro's smiths forged a sword known as the Tears of Avo, patterned on reports of the Sword of Aeons, which had been lost with the Archon's disappearance.

Despite Scythe's teachings, Nostro increasingly fell under the sway of a power-hungry courtesan named Magdalena. In time, she corrupted Nostro to the point where the Arena was debased into a source of popular entertainment and the Heroes' Guild became nothing more than a house of mercenaries driven by lust for profit and fame.

These developments disgusted Scythe, who could only watch as Nostro and the Guild fell into disrepute. Finally he vanished, leaving Nostro to his fate.

Death of Nostro
Near the end of his life, Nostro could finally see how power had corrupted him, and how far short he had fallen of his youthful ideals. By then his followers and even his wife had long since abandoned him. Isolated, he was easy prey for an assassin who slipped poison into his food.

Nostro knew that he was dying. He called out for Scythe, and his old mentor came to sit vigil with him in his final hours. Scythe with warm affection of the good things Nostro had done in his life. Finally, at peace with himself, Nostro died with the dawn's first light.

Scythe disappeared shortly thereafter. Some say that, to this day, he wanders Albion alone, seeking another who bears the power to restore Albion to greatness.

Aftermath
After Nostro's death, Albion continued to grow and thrive, as did the Heroes' Guild.

The Guild came to be led by a succession of Will users, who individually varied from well-meaning to cruel in their intentions. The Guild itself adopted a simple code: complete the quest to the letter, ask for payment up front, and obey the local law enforcement unless a Hero is on a quest. The Heroes who graduated from the Guild were at times admired and feared by the populace they served.

As for Magdalena, she went on to wed a series of husbands. Her children used their mother's connection to Nostro to establish hereditary power for themselves over Bowerstone.

tales of albion: fall of the heroes [22 Oct 2009|02:49pm]

Tales of Albion Part II: Fall of the Heroes

Graduation Day
Today I graduate from the Heroes' Guild. My wife gave me this journal so I can capture my thoughts and record my adventures.

The graduation was to be in the Chamber of Fate. Instead - and rightly so, I think - it was in the courtyard memorializing those Heroes who died when Jack attacked Albion. I was so young then. When the Hero emerged from the fight, I was watching from the crowd. He defined what a Hero was: strong, resolute, and brave. I told my father I would be a Hero. He tried to talk me out of it, but I left for the Guild a few days later.

I tried everything to be noticed. I cleaned practice arenas. I fetched apples. I delivered supplies from Bowerstone, where I met my future wife. Finally the Guildmaster approached me and asked why I wanted to be a Hero. I told him I wanted to help Albion. My parents were apprehensive, but the Guildmaster spoke with them, and they relented: I could begin Guild training. For years I learned everything I could. Now those labors are over, and my real work has begun.

Back From Oakvale
Back from a quest in Oakvale, where I dealt with a group of pirates. It's strange that bandits on land are reviled, while those on sea make women swoon. It was exciting to visit the birthplace of the Jack-slayer.

I wish I could say I enjoyed Oakvale. I was walking toward the tavern when a rock struck me in the back of the head. I turned to see who threw it, but no one was looking at me. Later, the tavern owner explained that some people don't respect Heroes anymore. A couple of years back, around harvest, another Hero came through, got drunk, and set fire to a row of houses. Heroes haven't been welcome since then.

Not everyone was cold to me. Some, mostly shopkeepers, were eager for my gold, and a married couple with family in the Guild invited me to their home for dinner. But the animosity from the others is something I never expected. I still believe that Heroes are well regarded by most people. Surely the others will come around in time.

Happy news: soon I'll be a father. My training didn't prepare me for this.

Father is Ill
Returned to the Guild for work and a reunion with my wife. More troubles on the way: I came across a crowd listening to a man shouting slanders against the Guild. Others handed out leaflets saying that Heroes are worse than outlaws, that we think we're above the law.

I talked to a few in the crowd. A shopkeeper from Knothole Glade told me about a Hero who robbed her. A traveling merchant showed me his scars from when a Hero failed to protect him on a trip to Barrow Fields. With Jack gone, people say there is no need for Heroes. I reminded them that most Heroes serve others, but all I got was angry words in return.

One merchant was hawking the oddest invention: a hand cannon that fires a small lead ball. Many people were interested, but no buyers. This "fire-arm" is far too expensive for villagers. I don't imagine that much will come of it.

When I met my wife in Bowerstone, I met also with sad news: my father is gravely ill. Tomorrow we head to Gibbet Woods to see him.

Death and Life
My father has died. His passing was peaceful; he'd been sick since last harvest. My wife helped Mother while I spent days by my father's side.

Father told me how worried he was. He has seen a growing resentment of Heroes. The villagers think the guards never took strong enough action against Heroes known to be dishonest. Eventually, my father said, people will have their fill of Heroes. That was why he didn't want me at the Guild. Mother told me later that Father stood up for me when others, even old friends, spoke out against Heroes.

I am seeing more of those firearms on villagers' belts as of late.

We buried Father on the small hill behind the house. He handled his death just like in the tales, when Nostro, with Scythe by his side, was calm and content in the face of death.

In mourning, we greeted a new life: my wife gave birth to a beautiful, healthy daughter. If only her grandfather could have held her.

Worrying and Waiting
I am frustrated by the way Guildmaster has handled the disrespect of Heroes. Months have passed and still he refuses to step in. He reassures us that this will pass. Heroes, he says, have been following their destiny to good or evil for decades, and people never complained before ...at least not this loudly.

I can't tell what he is thinking. He seemed so wise when I first started here. He's more cautious now. A few Heroes are eager to slit throats; the rest of us are trying to hold them back.

With the threat of violence at Bowerstone, I have arranged for my wife and daughter to stay here. They are both shaken by what is happening. My wife has lost friends because I'm a Hero. She wants to know what I'll do to stop this. I have no answers.

At least they're safe. They're sleeping now, but lately I've found it hard to sleep. A couple other Heroes have said they feel like the walls are closing in. I feel something else, as if the whole world is set to explode.

All Gone
The Guild is lost. This morning, a group of traveling Heroes ventured through Bowerstone, unaware of the recent unrest. Fighting broke out and the Guildmaster sent us to calm matters. We were too late. Bodies were everywhere. Only two Heroes stumbled to us. We were tending to their wounds when the mob returned, firing pistols and carrying torches.

We fell back to the Guild with the mob on our heels. Before we knew it, they had breached the Guild's doors. Most of us hesitated to attack the people we had sworn to protect. The mob saw our hesitation and cut through us without mercy.

The last of us fled into the woods, hoping to escape under the cover of darkness. Behind us, the Guild was engulfed in flames. The mod celebrated by firing their guns in the air.

I sent my wife and daughter off to my mother's farm. The look in my wife's eyes - was it fear? Loneliness? Anger? Now I am alone. The fire still burns where I once lived, trained, and dreamed. It is all gone.

Still Running
A year now since the Guild was burned, and I am still running. News of what happened has affected every village I have seen. When I visit a new place, when I pass a group of villagers or enter a tavern, I feel them watching me. I feel them sizing me up. I travel in disguise. What worries me the most is the merchants and shopkeepers. They have pristine memories. I make sure never to cross paths with any who might know me from before.

After the Guild fell, I left off from writing in this journal. Now, though, I feel a new compulsion to record what has taken place. I also shall start using pages to write to you, my dear wife. My next task will be to find someone I can trust to get these messages to you.

I know you and my father worried about my being a Hero. I know you must think your worst fears have come true, but this will pass. Heroes have been around for centuries.

I'll write when I can. I dream of you and our daughter. Kiss her for me.

A Winter Without You
My wife, I hope this message finds you and our daughter well. It has been another winter without you both. I feel hollow.

I made it to Knothole Glade after hiding near Witchwood Lake for the winter. I've been working as a day laborer, fixing homes and building new settlements. The Arena ...it made me sick when I saw it. They use it now to execute Heroes. Some fight for their lives, but their bodies always end up on the pyre. When I smelled the smoke it was like the Guild was burning all over again.

There's little to stop criminals from attacking smaller towns. One night, a gang of bandits attacked the Glade. If you could have seen me - it was like old times. I cut them down in the blink of an eye. When the sun came up, the villagers came out of hiding and thanked me with knives and fists. Before I could protest, they were pelting me with rocks. I couldn't bear to fight them, but I knew they would skin me if they could.

I am hunted again. I shall write when I find a safe haven.

In Hiding
My love, I'm on Hook Coast. For months I have been dodging the anti-Hero crowds. They seem to be everywhere. In fact, I entered Hook Coast just a day after another mob swept through.

They have taken to killing anyone who resembles a Hero. I have heard stories of people denouncing their rivals as Heroes, with a will for revenge or perhaps to remove suspicion from themselves.

For almost two years now, I have watched the people of Albion slaughter Heroes and turn on each other. At first I felt sorry for them; they were caught in their own ignorance. Now, I feel as if I have been misled by my own naivety. My father saw the anger growing among the populace more clearly than I could.

I have not heard from you. I have sent each letter by three messengers, in the hope that one would reach you. Please give our daughter my love. Now more than ever, make sure she does not reveal her abilities. A Hero's blood flows in her veins. The mob must never learn that.

Reduced to Theft
I am still on Hook Coast, though a mob of Hero hunters has recently arrived. Their numbers are smaller than before. Perhaps they are just a scouting party. I have cut my hair and changed my clothes. I've pawned my bow, but I have almost no money.

I have been reduced to theft. I travel along the shoreline, stealing clothes from laundry lines and fruit from orchards. I am ashamed of what I do to survive. My behavior is unworthy of a Hero, and it's the sort of thing for which I would punish others. At night, I can hear mobs in the distance, and I wonder if they are coming to punish me.

I miss you both so much. I can only imagine what life is like for you back home. To my horror, I discovered my messengers' bodies strung up in trees, a "Hero Worshipper" banner wrapped around their corpses.

Now I am out of hope. This will not pass until we are all dead. I am heading north.

A New Home
No sign of hunters for months. Perhaps they're unwilling to follow as far as Snowspire. Even in midsummer, the air is crisp. For all the cold and snow, I feel at home. This is where Jack-slayer vanquished Jack in his final form.

I have a job unloading crates from the mainland ferries. I sold some of my gear and bought warm clothes. The harbormaster has rented me a small shack just outside Snowspire. There's little to do here, but, after the past few years, I prefer the quiet. I have learned to fish. It brings me a measure of peace and puts food on my table. I've been dreaming more as of late. In my dreams I see a time, long after we are all dead, when Heroes will return. I can't see the new Heroes' faces, but I can see our legacy carried forward. I am at peace.

The people here are not suspicious of Heroes hiding in their midst, so I can send this directly to you. Come as soon as you can. Bring our daughter. There is a future for her here. There is a place for all of us. I wait for you.

Discovered
Very weak now. The mob found me. Was fishing by the river when I was ambushed by some scouts. They shot their rifles at me, hit me on my left side. It burns like fire.

Back in the cabin now. Torches are hitting the roof. Smoke. They're taunting me. I'm in the cellar. Dark and damp. I can smell the sea even through the smoke. Cellar window is dirty but I can see them. Some have masks, some wear helmets.

I thought I saw you out there, my love. But no. My mind plays tricks. You would never shout those hateful things. You would never lead the mob to my door. Would you?

Oh, my beautiful baby girl. I had hoped to see you again. Now they've taken everything from me. But I still believe. The world needs Heroes, just not this one. I'm not afraid anymore.

They've broken through the door. It won't be long.

diaries [22 Oct 2009|02:48pm]

Lord Lucien's Diary

Extract One: Tonight I look down on the mobs crowding around the Bowerstone streets and feel a dark, bitter envy. I covet their comfort, their vibrancy, their... life. Castle Fairfax is silent. My dear Helena, my cherished Amelia... I miss you both terribly.

Extract Two: There is no more certain cure for pain than anger. And I am filled with enough of that to bring the world to a smoldering halt. That people will accept death and despair as part of life - as fate - is beyond my comprehension. I find myself wanting to shout into their ignorant faces, to shake them out of their complacency. For surely they are insane. This world, and every living thing in it, must be insane.

Extract Three: I resumed my research today; I can read for an hour at a stretch before that dark cloud descends upon my mind once more. The moments of clarity I have suffice. I think. Perhaps in these papers I can find something that will ease my suffering. And even others. Perhaps.

Extract Four: I am no longer alone in my research. Garth is from the western reaches of Samarkand and his work far outstrips my own. He shows a remarkable facility with Old Kingdom artifacts. Today I have watched in wonder as lights, delicately spun like cobwebs, shimmered in solid stone. Remarkable.

Extract Five: I have discovered that by the end of their reigns, the Archons of the Old Kingdom faced their own mortality with anger; they came to reject the inevitability of death. That we share at least this philosophy is some comfort. They made great efforts to change the world. Great efforts. When I mentioned this to Garth, he grew silent, I wonder at this.

Extract Six: I've found it! Images of the Tattered Spire are now burned into my mind. It is the sun looked upon for too long, the melody that echoes ceaselessly. I've found it. The key to the new world! I pray that I have the will to do what I must.

Extract Seven: Garth finally capitulated. Together we took a frigate to the site sent down drag-lines. We circled the area for a week, growing more irritable with each day. Then today our lines hit stone! It is there! It is deep! Unfathomably deep. And yet the task is not impossible. It must not be.

Extract Eight: There is no alternative; enforced labor is the only way the Spire can be completed within my lifetime. Garth shares my apprehension at this prospect, but I believe he shares my determination as well. Sometimes conventional notions of morality must be subverted, suspended, no matter how difficult that may be. Morality is a fine thing... but taken to its logical extreme, it can hold us back from true greatness.

Extract Nine: Perhaps Westcliff is the answer to the enforcement dilemma. Crucible Winners must be of particularly sturdy stock; ideal recruits, physically. As for issues of obedience... I believe I may have found an answer to any dissatisfaction that might develop once they are here. I cannot allow anything to compromise during the Spire's construction.

Extract Ten: Blood seems to be the key; in particular those whose lineage can be traced back to the ancient line. But where do I find such folk? Can their ancestry be determined by the naked eye? It strikes me that I have not made sufficient note of Garth's peculiarities before now. I shall inquire...

Extract Eleven: I feel unexpectant joy at being so far out from the mainland. Here I can imagine that no other ties bind me to this world. No past. No pain. Just the great task before me. Now the base is almost complete. Our ships will have a harbor, at least! Sadly, today saw the first of our workers fall. This was not unexpected. We must continue regardless.

Extract Twelve: Each month it becomes harder to imagine a return to mundane duties. The Spire whispers to me, still faint but already somehow familiar and comforting. As I lay my hand upon the walls that are only now beginning to take shape, I can almost feel the heartbeat of those that came before us. Today the peace was interrupted briefly by a minor uprising. I had no choice but to deal with it harshly. I do not begrudge the men that stood against me; they do not understand. But they will learn in time.

Extract Thirteen: Garth informs me that four workers leaped to their death this morning. It is regrettable, and yet I must remain focused. The work is what matters. In fact, I wonder if we should not be less discriminating when it comes to the recruitment of labor. Our progress seems less a function of their efforts and their skill, than the sheer weight in numbers. I shall forgo the use of the collars on these men. I believe the more traditional forms of discipline is just as efficient.

Extract Fourteen: Today, I felt the first stirring of Will. It was unlike anything I've ever experienced. Powerful, seductive. And all too brief. I hunger for more. Garth seemed displeased. 'Beware hubris' was all he could think to say. It is becoming clear to me that his thinking, while brilliant, is often conflicted and timid. Can he not grasp the beauty of what we shall accomplish?

Extract Fifteen: My beloved Helena and Amelia still visit me whenever I close my eyes, but last night my dreams were unlike anything that have haunted me before. I saw a blind, hooded woman, and other figures, shadowed and gaunt. But sunrise has already stripped me of any meaning it may have held. Is this all my new abilities have to offer? Cryptic visions and prophetic riddles? I would sooner enjoy a full night of rest.

Extract Sixteen: One question has consumed me of late; if the Spire and its component parts react to Will, would not small slivers of the Spire within a man grant him heroic powers? I had prepared an experiment to test this arresting theory, only for Garth's interruption to ruin it. He is becoming a greater impediment the further we progress. Yet I have no thought of removing him... Once indispensable for his intellect alone, he is now crucial to this great project in ways he may not even suspect. I hope he does not.

Extract Seventeen: My life and my purpose lie far beyond Albion's shores now. I shall not stay long in the castle that bears my name. My facility with the technology of the ancients increases exponentially, and today I learned of two promising candidates right within the city. Could it be that two of the titans I seek right under my nose? They are only children, but... Oh, my dear Amelia.


Reaver's Diary

Currently being transcribed.

the tattered spire [22 Oct 2009|02:47pm]

The Tattered Spire was a massive tower created near the end of the Old Kingdom. Its purpose was to channel all the Will energy in the world to grant the master of the tower a single wish. When the tower was first activated by the Archon of the Old Kingdom there was a bright light and a large explosion, Albion was "shattered" and the kingdom descended into chaos (probably the one wish mentioned in the Legends). Lucien rebuilds the Spire to create a "perfect" world under his control. It is unclear what the Spire is made from or where the materials come from. There are moments when slaves seem to be breaking through a rock formation in order to create a doorway; other incomplete parts of the Spire seem to be made from the same rock. The walls are similar in appearance to Obsidian, a black stone.

It is not known exactly what happened to the Spire after Lucien's demise, although Theresa stays there and says to the Hero, "But the spire... is mine. Be gone." and that is the last the Hero hears of Theresa (until See the Future), but the Spire is still visible. The Spire makes a return appearance at the end of See the Future. After completing the first two quests from the items Murgo sells you, he will freely give you a model of the Spire, which you can use to transport specifically to the room Theresa resides in. She will greet you and insinuate that she meant for you to come before her once more. She will then give you a vision of the future, with the Hero (or one of his/her descendants) becoming King of all Albion. At the end she will mention the name Aurora, but nothing more about it. Afterward, you are transported back to wherever you used the Spire model.

bower lake [22 Oct 2009|02:46pm]

Bower Lake is the largest region in Albion, and links to Brightwood and Bowerstone. It is the location of the Old Tomb, the Gypsy Camp and the first of four Cullis Gates. Bower Lake features several roaming traders, all of whom sell something different from master weaponry to clothing. There is a general trader at the Gypsy Camp who sells general goods, as well as gypsy clothing, augments and tattoos. There is a minor Albion Guard presence in the area, consisting of a Sheriff and a few regular guards. They patrol the main path from Bowerstone to Brightwood and occasionally roam into the Gypsy Camp.

Bower Lake Tomb & Hero Hill: Both of these landmarks can be found in the middle of Bower Lake. The larger of the two, a hill rumored to possess magical properties, is topped with high, rocky spires. Down below, on a small mound in the middle of the lake, lies a tomb that only a few brave treasure hunters have entered. None are known to have emerged alive.

Thag's Camp: Far from the nearest law enforcement, bandits have set up a settlement in Bower Lake. The leader of this encampment is known as Thag the Impatient. He and his gang have recently taken to kidnapping in order to fund their fledgling criminal empire. While the fate of Thag's victims is unknown, we may hope that the ugliest rumors - of a local slave market - prove unfounded.

Mysterious Tomb: Tucked away near the northeast corner of Bower Lake, this tomb is a mystery to the locals (hence the name). It could be filled with monsters, gold, or any number of curious sights. No one knows for sure, though parents should bear in mind that children have been known to disappear into its depths.

Bower Lake Demon Door: This door claims to be Albion's greatest playwright. This assertion is not all that bold, as Albion is not known for its great body of dramatic literature; however, it's always good when someone takes an interest in the arts. Even a sentient stone door. To open this door, you must act out the story the Demon Door tells. The order of expressions to use are as follows: laugh, fart, point & laugh, middle finger, vulgar thrust, growl, bloodlust roar, worship, dance and blow a kiss. If you succeed, the door will open to reveal The Arid Sea, where you can obtain the Lucky Charm augment.

Key Locations: 4/4
1. A key can be found on the small island (the entrance to Bower Lake Tomb). You can get this at the beginning of the story.

2. In the Gypsy Camp, enter the camp and head to the right. There is an opening in the fence which leads up a dirt track. If you follow this path you'll see a ruined tower. The key is on top of the tower. The opening in the fence won't be available until you return from the Spire.

3. By the second largest lake (the one on the right side of the map) walk to the end of the platform that goes into the water and turn around to face the way you entered. Walk alongside the rocks on your left and behind the first tree is a key.

4. Inside the Tomb of Heroes (the Rescuing Charlie mission will unlock this area) you'll enter an area with a pool of water in the center of the floor. Walk through the area into the arched doorway, then follow the path until you meet Charlie. Look behind the pillars on the right.

Gargoyle Locations: 6/6
1. Go to the edge of the largest lake, and you will see some arch ruins. It is located directly opposite the entrance to the Old Tomb at the center of the lake. Inside the arches on your left high up is the gargoyle.

2. Inside the Old Tomb at the center of the lake, you will reach an area with water and ruins. Follow the path upward and you'll enter above the water and next to some stalactites. Drop down once on your right and look upward from where you jumped to see the gargoyle.

3. On the east side of the map there is an exit point and slightly northwest of that is a a ruined archway. If you look up, the gargoyle is high up on the right.

4. On the same archway in the southeast part of the map, there is a ruined archway with a gargoyle above the arch.

5. Coming from the Gypsy Camp, follow the path until you come to a bridge that crosses the river. On your left there is a waterfall. Follow the small grassy area before the bridge that leads you closer to the waterfall. On the rocks above the falls on the right is the gargoyle. You can get closer to it after returning from the Spire, and taking the path that leads out through the rear of the Gypsy Camp.

6. Inside the Tomb of Heroes you will enter an area with a pool of water in the center of the floor. Walk through the area into the arched doorway at the end and turn around to look up at the opposite side of the door.

bowerstone [22 Oct 2009|02:45pm]

Bowerstone is a large city in Albion that links to Bowerstone Market, Gargoyle's Trove, Fairfax Gardens, Bowerstone Old Town, Bowerstone Cemetery, Rookridge and Bower Lake. Guards patrol all areas regularly. Bowerstone is noted to be one of the more prominent areas to buy houses and shops as much money can be farmed from them. Under the bridge in Bowerstone Market is the entrance to the Gargoyle's Trove.

Bowerstone Old Town: In the shadow of the towering Fairfax Castle, Bowerstone's destitute struggle to survive. Small-time merchants and vendors fight to make deals, while the poor look for their next meal. Various criminal elements infest Old Town and employ the downtrodden as cheap labor. Ultimately, this working-poor neighborhood could rise to new prosperity or descend further into ruin.

Bowerstone Cemetery: This sprawling estate is where the living pay their respects to the dead. You can find tributes both great and small: mausoleums the size of houses and tombstones with epitaphs too worn to decipher. If you can get past the idea that you are surrounded by the dead, the cemetery is an impressive experience. Take a moment to review the tombstones and learn about Bowerstone's former inhabitants.

Bowerstone Cemetery Demon Door: Located just beyond the cemetery's entrance, this growling stone edifice is hungry. Very hungry. To open this door, you must kick a chicken at it until it makes a bloody mess on the stone. If you succeed, the door will open to reveal the Forgotten Keep, where you can obtain one phial each of Balverine Strength Potion, Practiced Skill Potion and Infused Will Potion.

Shelley Crypt: Located in the Bowerstone Cemetery, this cave is a macabre place filled with shredded banners, menacing statues, crumbling walls and steps, and a scene out of a torture victim's nightmares. According to legend, there is treasure hidden away in the depths. After entering the cemetery, take the low road and then make a right at a broken iron fence. When you hear insults and see piles of junk, you're close to your destination.

Fairfax Tomb: The Fairfax family has been prominent in Bowerstone for generations, and this is where its members are interred after they depart this life. As with Fairfax Castle, few have discovered the tomb's secrets. The entrance to the tomb is locked, but there are rumors that a second entry point may be found in Bowerstone Cemetery.

Fairfax Castle & Gardens: Built hundreds of years ago, the castle - now in the hands of the Fairfax family - looms over Bowerstone like a sentinel. Those who witnessed the interior of the castle in its glory days describe the opulence of the grand rooms with awe and wonder. However, most of the rooms have become desolate since the death of Lucien Fairfax's wife, Lady Fairfax, and their daughter Amelia. Lucien is little seen in Bowerstone these days, and he is believed to be holed up in his study. Visitors to Bowerstone should take time to tour the lovely Fairfax Gardens, located on the castle grounds.

Lady Grey's Tomb: Scholars and history buffs might recall the Lady Grey scandal five centuries ago. The then-Bowerstone mayor, Lady Elvira Grey, is said to have been involved in the untimely death of a member of her own family, along with other scandals.

Fairfax Gardens Demon Door: This living stone door is tucked away in Fairfax Gardens and claims that it is the oldest Demon Door in all of creation. Be warned: it is quite unfriendly and refuses to open for anyone. To open this door, you must first open the eight other Demon Doors in Albion. If you succeed, the door will open to reveal The Sanctum, where you can obtain 50,000 in gold.

Bowerstone Market: Passing across the bridge over River Bower, travelers find themselves in Bowerstone's bustling economic center. During the day, the air is filled with the sounds of stall vendors hawking their wares, the shouts of the Town Crier, and the hammering of the local blacksmith. Those with an eye for profit may buy and sell goods to the local merchants, invest in real estate, or even work in the booming blacksmith trade. For a quieter experience, travelers are advised to enjoy a drink in the local tavern before they continue on to Old Town or Fairfax Castle.

Key Locations (Bowerstone Old Town): 3/3
1. Inside The Invisible Hand residence there is a key upstairs on the outside. The house is near the exit to Rookridge to the north on the map.

2. In the cellar next to the residence called The Helping Hand. This is next to the Gift and Food stalls and is located following the path straight ahead as you enter from Bowerstone Market.

3. In the Old Town Warehouse behind some crates under the stairs. The warehouse is located up the second set of stairs next to a crane. It's near the Rookridge entrance to the north on the map.

Key Locations (Bowerstone Cemetery): 4/4
1. In the area containing a broken down shed, a stove and a man tied up. It's the top left area of the map. The key is in the broken shed.

2. The next key is in the second to last turn at the bottom of the Bowerstone Cemetery map.

3. Go to the top floor of the Cemetery Mansion. The key is in the bedroom.

4. In the Shelley Crypt after you have purchased the Cemetery Mansion. Go down the spiral stairs and drop down. You'll enter a room with coffins, and if you walk up the slopes by the coffins you'll see a crack in the wall. Smash this open to find the key.

Key Locations (Fairfax Gardens): 2/2
1. In the tunnel under the Castle that leads to the Demon Door.

2. Inside Lady Grey's Tomb during or after the Love Hurts quest. Drop down and make your way into the main chamber. Upon exiting this area, you'll enter some tunnels and then a set of stairs. The key is on your right. This is right before a huge set of stairs.

Key Locations (Bowerstone Market): 3/3
1. In the cellar of the furniture shop (first shop on the right as you enter from Bower Lake). Shoot the glowing orb to unlock the door.

2. As you first enter Bowerstone from the Lake entrance, there is a gate doorway on your immediate left - however you need to enter a dive spot to access it. Jump into the river and swim to the left near a dock platform. There is a dive spot directly under the platform's stairs that will take you to the key.

3. There is a small alley by the side of the Inn in the Town Square. Enter the alleyway and your dog will find a dig spot at the end with a key inside. Your dog needs to be a four or five star treasure hunter to sniff it out.

Gargoyle Locations (Bowerstone Old Town): 2/2
1. As you enter from the Cemetery side, you'll see steps leading up to the Warehouse/stalls and there's an arch on the left. There's a water tower above. The gargoyle sits on the water tower.

2. Inside The Felling Residence on the staircase that leads to the second floor. Go to the top of the stairs and turn around. The gargoyle is on the wall. The house is located just on the right before you get to the dead end with the large tree in the middle.

Gargoyle Locations (Bowerstone Cemetery): 5/5
1. Facing the expression statue in the main part of the Cemetery, follow the path up the steps and veer to the left as you reach the top. You'll see an area with some tombs. If you look on the right of the largest tomb you'll see the gargoyle on the roof.

2. At the highest point of the Cemetery there is a large crypt. If you stand on the steps and face away from the doorway, you'll see a building on your left. The gargoyle is on the roof of the building.

3. Following the path upward from the expression statue you'll reach steps going up. Keep going up the second flight of steps and immediately take a sharp right. On the roof of the large tomb is a gargoyle.

4. In the Cemetery Mansion area there is a locked gate that requires buying the mansion to acquire. You can get around buying it by hugging the tree and bookcase on the right of the gate. If you aim and look up to the tower on your left between the trees, you'll see the gargoyle.

5. Inside the Shelley Crypt after purchasing the Cemetery Mansion. This gives you the key to the locked gates outside the mansion. Once inside, follow a single path as the quest plays out. Once you enter the room where you shoot the orb switch to light the invisible walkways go toward the exit and turn right and the gargoyle is on the rocks. He is hard to hear.

Gargoyle Locations (Fairfax Gardens/Castle): 3/3
1. High up above the main entrance to the Castle. You'll need to stand back a bit to see it.

2. Inside Lady Grey's Tomb, during or after the Love Hurts quest. Once you enter, follow the path until you need to vault/dive. Before jumping, the gargoyle is right in front of you on the rocks.

3. Inside Castle Fairfax in the Library. You must beat the game and buy Castle Fairfax for 1,000,000 gold to access it.

Gargoyle Locations (Bowerstone Market): 4/4
1. Upon entering from Bower Lake, before crossing the main bridge go down to the water's edge. Go down the slope and under the bridge. On your right above two arches is a gargoyle.

2. Upon entering from Bower Lake, before crossing the main bridge go up to the ramparts and follow the path to the end. The gargoyle is at the end on top of one of the spires. To reach the spires the entrance is to the left and slightly behind the statue of the person riding a pig (after returning from the Spire).

3. Before crossing the main bridge from the Bower Lake entrance there is a Carriage building. The gargoyle inside the building.

4. On the top floor of the furniture shop in a corner near the door.

rookridge [22 Oct 2009|02:44pm]

Rookridge is a mountainous coastline located between Oakfield, Bowerstone Old Town and Brightwood. It is heavily infested with bandits and Hobbes. This area features the Hobbe Cave and The Wellspring, as well as the Lucky Heather Tavern, the Temple of Shadows and the Gemstone Grotto. There are many traveling traders, and one can buy drinks at the Lucky Heather Tavern. Since this is a remote area, there are no guards and not many people outside of the Lucky Heather Tavern. This is because the tavern is the only building in the area apart from The Temple of Shadows.

Temple of Shadows: Depending on your point of view, this is either the worst place in Albion or a delightfully depraved theme park. The morbidly curious will be chilled to the bone when they cross the bridge from Rookridge to their mountaintop destination, which has been perversely crafted to look like a cathedral. Cornelius Grim's club caters to wealthy clients who enjoy the occasional bit of evil. The entrance requirements are a closely guarded secret, but rumor has it that terrible and ghastly acts are involved. Friday is poker night.

The Wellspring: Few venture into this cave due to the foul stench that exudes from its walls. No one knows what causes the awful odor, and most people who catch a whiff don't want to know. Although the community is eager to rid itself of the loathsome reek, none have had the fortitude to trace it back to its source.

Gemstone Grotto: An abundance of what can be only described as crystal shrubbery breaks up the otherwise dank atmosphere of this cavern. The crystals amplify the light shed by a luminous fungus, which turns what would be just another hole in the ground into a glittering experience. Of course, getting here is difficult, and something might try to eat your legs, but the trip is worth the risk.

Hobbe Cave: As you might have guessed by the name, this cave is packed with filthy, odious Hobbes. Nervous locals claim that, when not eating raw flesh or biting random passersby, they steal children. This cave would be exactly the sort of place for such gruesome goings-on. Entering the cave is not recommended unless you have a very good reason.

Rookridge Demon Door: This sentient stone facade believes that the world is boring. After thousands of years, it has seen it all ...well, all the boring stuff, anyway. If you seek entry, be prepared to provide the door with some light entertainment. To open this door, your dog must know at least four different tricks. Try Urinate (by using Point & Laugh), Fetch, Cower (by using Fart) and Roll Over (using Chicken). If you succeed, the door will open to reveal Memory Lane, where you can obtain the Potion of Life.

Key Locations: 6/6
1. Traveling along Bowerstone Road on the south part of the map, you'll be attacked by bandits. Just past this area following the road, you'll see a wooden walkway with a statue at the end. There is a key at the base of the statue.

2. You'll be tasked with taking out the bandits in Rookridge. From the Rookridge Inn back exit, follow the path to reach the old station. The path goes past a wooden shack next to a rail track. If you follow the track to the end (to the right) you'll find a key.

3. Inside the Hobbe Cave in a narrow area there is a dig spot next to the path/entrance with a key inside (the dig spot looks like a black smudge on the ground). It is just after (or before depending on which way you're coming from) the large open room with stone walkways, fire torches and a misty bottom. This room is just as you enter from Rookridge (down the ladder) or the last room if you entered from the Gemstone Grotto/beach side. You will need to make sure your dog is at least a three star treasure hunter or the dig spot won't appear.

4. Upon exiting the Hobbe Cave you will come to an area on the other side of the broken bridge you dived off of toward the beginning of the game. You will see a yellow and brown house with a path that leads around it. Follow the path and there is a key behind it.

5. In the Gemstone Grotto (off the coast of the beach/entrance to the Hobbe Cave), follow the pathway and you'll come to a single chest before you drop down. In the room right before the chest there is a path to the left with a visible key in front of a statue.

6. Inside the Temple of Shadows, go to the main room with the dial and take a left to enter the main chamber (a room with a misty floor). There is a key behind the chair and desk.

Gargoyle Locations: 5/5
1. In the Rookridge Inn, go upstairs and out the back exit. Follow the rail tracks and work your way to the second set of tracks by following the path. At the end of the tracks there's a pulley tower, and the gargoyle is on it.

2. Inside the Hobbe Cave as you enter the cavern with wooden beams and chains (the room where you ascend the ramps to the top). The gargoyle is on the wall on your left as you're going up the ramps.

3. At the beach entrance to the Hobbe Cave, there is a gargoyle on the cliff face viewable from the beach.

4. At the entrance to the Temple of Shadows before going down the winding stairs, walk to the large windows where there are two statues and lots of arches. Facing the windows, turn right and you'll see the gargoyle perched on the wall beyond the arches.

5. Inside the Temple of Shadows, go to the main room with the dial and follow the left pathway to the main chamber (a room with a misty floor) and there is a gargoyle above the doorway opposite the chair and desk.

oakfield [22 Oct 2009|02:43pm]

Oakfield is a small village near Rookridge and is home to many farmers and Monks. Its main areas include a Tavern named after the legendary Sandgoose, the Ritual Cave, the Echo Mine and the Temple of Light. The area is also famous for its harvests thanks to the Golden Oak tree. The region is quite big, and there are two caves to be explored. There are three stalls around Oakfield: one selling weapons, one selling clothing and one selling fruits and vegetables. Near to the entrance from Rookridge there is a Coach House. All of these can be bought. The Hero may also take a job as a Woodcutter or Bartender. There is a strict law in the village, much like Bowerstone Market.

Strangely, Oakfield and Oakvale have extremely close names. While later on they are revealed to be two different towns, some people believe that the town was created by survivors of the destruction of Oakvale brought on by Reaver, and there are several facts supporting this. When the Hero first meets Hammer, she will be singing "Down by the Reeds," a song dedicated to Oakvale. The children of Oakfield will also make comments about the town, one saying, "I've heard of a town named Oakvale! I've heard that our founders were from there!" which supports the fact, as it's doubted the people of Oakvale would leave to make a new village while it was still intact. Oakfield was likely made by those who were strong enough to get through Darkwood. The town may have also been formed by those who descended from the original survivors of the first destruction of Oakvale, or by Oakvale townspeople who left the town for various reasons; traveling, trading, or for a change of scenery.

Ritual Cave: This place is sacred to the Temple of Light because it plays a vital part in the Golden Oak ritual that maintains Oakfield's lush beauty. Temple acolytes attest that it is home to the Wellspring of Light, a potent water source that flows throughout Oakfield. As a result, this place is off limits to everyone but those few chosen by the temple.

Echo Mine: This locale is a bit of a mystery. Once an active mine, access to most of its inner chambers has been sealed off by a door assembled from assorted wood planks, almost as if it were hastily constructed to keep someone out - or something in.

Oakfield Demon Door: No living stone portal has ever been so lovelorn. Claiming that none have known a love so pure, it asks for a remembrance of happier times. As of yet, the door has not found anything that satisfies its romantic requirements. To open this door, you must first purchase an engagement ring from the Jeweler at Bowerstone Market or the stall vendor in Oakfield by the Sandgoose. Find a woman/man and woo them, then propose to them in front of the Demon Door. If you are already married, simply find a man or woman and use the Blow a Kiss expression on them in front of the Demon Door. If you succeed, the door will open to reveal the legendary Homestead (also known as Serenity Farm), where you can obtain the Hammerthyst from a chest inside the windmill.

Key Locations: 6/6
1. As you enter Oakfield coming from Rookridge, the second house on the right (near the produce stall) has a key inside.

2. As you return to the Abbot from Oakfield, if you look at your map you'll see a small lake on the right. Go there and you'll see the key next to the path by the lake.

3. As you enter the Echo Mine, follow the path to the open room. Take the path to the right and you'll see the key on your right.

4. Go through Oakfield until you come to the Sculptor's workshop near the sea. The house next door to the workshop is called Porridge Cottage. If you go inside and up the stairs you'll find a key.

5. Once you enter the Ritual Cave with Hannah and go through door one (of the three), you'll see a key behind the platform you stand on to trigger the water flow to Hannah's jug.

6. After the scene at the planted tree and the end of the mission with Hannah, follow the path and there is a key by some bales of hay. These bales are located near Luminous Cottage at the top of the hill (with a windmill behind it).

Gargoyle Locations: 3/3
1. On the wall behind the Sculptor's workshop.

2. Opposite the Sandgoose Inn there is a small bridge going over the stream. The gargoyle is on the side of the bridge.

3. Swim to Oakfield Cemetery. As soon as you exit the water look up to your left. On a ruined pillar/arch there's a gargoyle.

brightwood [22 Oct 2009|02:42pm]

Brightwood is a forest area that links to Bower Lake and Bandit Coast. Featured here is Giles' Farm, Brightwood Tower, the second Cullis Gate (to Wraithmarsh), the Forsaken Fortress and the fabled Nightmare Hollow. It has its own Demon Door as well as a few underground tombs to explore. The area is brimming with Hobbes, bandits, Highway Men and the occasional Balverine. One or two traveling merchants as well as a traveling Games Master (Spinnerbox) can be found in this area. There are no shops or stalls. The Albion Guard are present in the region, and a Guard can usually be found on the main path between Bower Lake and Giles' Farm. A Sheriff occasionally makes an appearance in the area between the gates of Brightwood Tower and the bridge. Brightwood is probably the remains of Greatwood. Though it is closer in size to Greatwood, its strange stones with glowing cracks and holes through the middle are very similar to the Witchwood Stones.

Nightmare Hollow: For decades, Albion mapmakers have struggled to pinpoint this fabled location. Myriad tales in arcane texts state that it lies in Brightwood, but the entrance and exit are never mentioned. Replete with vague references to lurking terrors and a dark spirit that inhabits an ordinary vessel, these stories are dismissed by sensible folk as little more than cautionary tales parents tell their misbehaving children.

Forsaken Fortress: According to local law enforcement, there is a deep and dark enclave within Brightwood that is positively packed with bandits. Needless to say, this fact has put a damper on tourism in the region - the Brightwood picnic industry has never recovered. Yet, even with the bandits, the occasional Hobbe infestation and a scant police presence, the area surrounding Forsaken Fortress remains an ideal place for nature lovers - as long as they are heavily armed.

Farm Cellar: There are stories that, beneath one farm in Brightwood, lies a labyrinth filled with puzzles and the angry undead. Your first challenge is to determine how to make your way past the cellar's entrance, which is locked. Considering the horrors that are said to rest in the cellar's depths, this is probably for the best.

Brightwood Demon Door: When you first come across it, this Demon Door urgently warns you to flee for your life. What danger awaits? A fearsome monster, of the door itself? Or is there in fact any danger at all? Perhaps not - the situation is not entirely clear. And the Demon Door itself is the most muddled of all. To open this door, you must first remember to be patient, because this is the most complicated/frustrating door of them all. When you approach the door, it will immediately tell you to run for your life. Just keep talking to it and eventually it will ask you for cheese. Any type will do. Next, it will say that you look nothing like the 'sacred bearer of cheese' and it will request you to change your appearance. For your hair, it will either request a mullet or dreadlocks. Dreadlocks can only be purchased at Bloodstone or Knothole Island. It will also request either a handlebar mustache or the mutton chops (simply known as The Chops). Either of these can be purchased in Bowerstone Market. When you return to the door, it will ask you to get either a bandit cap or a farmer's hat. The bandit cap can be found in Bloodstone or Rookridge, while the farmer's hat (known as a Yokel Hat) can be found in Oakfield at the clothing stall. The door also asks that you don either a Corset or a Posh Gentleman's Shirt/Noble Blouse. These can be found in Bowerstone Market. Lastly, it will ask you to purchase a Strumpet Skirt (Tart Skirt) or Noble Trousers. The skirt can be found in Bloodstone, and the trousers in Bowerstone Market. Do not attempt to put all of these things on at once and walk up to the door, because it will change its mind and make you find different things. If you succeed, the door will open to reveal The Sepulchre, where you can obtain a Merchant's Cap, a Tied Shirt and Jester Pants (also known as the male prostitute outfit).

Key Locations: 5/5
1. Inside Archon's Knot; to get here you need to go into Brightwood Tower to the first floor with the Cullis Gate. From this level if you walk to the sides near the Cullis Gate, the camera view will auto change and show a hole you can vault into. This leads into Archon's Knot. Once inside you'll go past a spiky floor puzzle and then onto a second puzzle with an expression statue. You need to evil laugh at the statue, then go up the stairs and the key is on the left side of the spiky floor. Do NOT attempt to get the key until you complete the puzzle and hit the blue switch in front of the door. This deactivates the spikes completely.

2. On the road to Bandit Coast/Westcliff heading west just before the sharp slope/turn in path there is a left turn with a key. This requires the locked gate from Brightwood Tower to be opened. If not opened yet, then simply head to the bandit camp which is the south part of the map between the broken bridge and the lake with the tower. Follow the path to the locked gate and the key is on the right.

3. A collapsed bridge on Westcliff road near the Forsaken Fortress, the key is on one side of the bridge.

4. In between two horse statues at the northeast part of the map. If you're coming from Bower Lake it's the first left turn near the sign post.

5. Inside the Giles' Farm cellar there is a portcullis that needs a key. You need to buy the property to get the key from the upstairs drawer. Once inside there is an area with statues, pillars and a key. If you chose to do the Red Harvest quest, you must locate Giles' grave and dig up the cellar key before proceeding into the cellar.

Gargoyle Locations: 5/5
1. In the southeast area of the map there is a large lake behind Brightwood Tower with a ruined building in the center that has a treasure chest inside. Go behind the building and the gargoyle is on the wall.

2. Inside Archon's Knot, as soon as you drop down into the water there is a gargoyle directly behind you. Swim to shore, turn around and shoot it.

3. En route to Bandit Coast/Westcliff you'll see three ruined arches that you can walk through with a small pond next to them. The gargoyle is above the arches. This is before the southwest exit.

4. Inside the Forsaken Fortress. As you enter the grounds there are two staircases on each side of you. Take the stairs on the right all the way to the top. The gargoyle is at the end at eye level on a ruined pillar.

5. Inside Brightwood Tower after you buy it. The gargoyle is on the very top floor in the room you sleep in to get to Nightmare Hollow. Shoot the windows out until you find the gargoyle attached to an outside column.

bandit coast [22 Oct 2009|02:41pm]

Also known as the Green Mile, the Bandit Coast is a coastal section of road inhabited by and entirely controlled by bandits. It connects the forests of Brightwood to the coasts of Westcliff. Some say this scenic stretch is very beautiful, which might explain why legions of Bandits have set up camps there. The Bandit Coast contains many treasures to be found, as well as a cave to explore. There are no traders or guards here.

The Green Mile: This scenic stretch of road connecting Brightwood's forests to Westcliff's coastlines is quite beautiful, which may explain why legions of murderous bandits have chosen to make their encampments there. When you're not fighting off bandit attacks, make a point of enjoying the lush greenery reclaiming ancient stonework along the region's main road. Venture into this region only if you are in a large, armed party or an aspiring Crucible champion looking to get in a few practice beheadings.

Key Locations: 1/1
1. There's not much deviation here, so about halfway down the path on the left there's a key. It's before the path turns back on itself on the map.

Gargoyle Locations: 2/2
1. Before you reach the main bandit camp you can drop down on the path to the left (alongside a cliff) where there are two flags and a small wooden platform. Follow the narrow path to a cave and enter to find a chest and gargoyle on the left inside a hole in the wall.

2. In the main part of the bandit camp there are ruins at the west of the map. There is a gargoyle high up on the ruins.

westcliff [22 Oct 2009|02:40pm]

Westcliff is home to a town similar to a bandit camp that takes up most of the area. The town's major attractions are The Crucible and the Westcliff Shooting Range. The original Westcliff Camp contains 3 stalls; food, weapons and tattoos. There is also a makeshift pub called The Bloody Stump. None are for sale. The improved Westcliff contains a food stall, potions stall, gifts stall, clothes stall, a blacksmith, a new pub, a general store and seven caravans - all of which can be bought. There is also a new carriage driver up the hill towards the mine winch. The wilderness contains the Howling Halls and is heavily infested with Balverines. You can access the Old Tin Mine by swimming through an entrance in the lake (located in the wilderness). To get to Westcliff you must pass through the Bandit Coast, an area that contains a large, spread-out camp infested with bandits and led by a Highwayman.

The Crucible: Carved out of a mountain that looms over Westcliff is the sporting spectacle known as The Crucible. Aspiring champions risk their lives at a chance at fame in a series of grueling battles against monsters that beg description, while Crucible commentators Murray and Mad-Dog entertain the fans with their on-the-fly wit and insight. If you tire of the banter and bloodshed, the encampment around The Crucible is an interesting assemblage of shops and other diversions.

Forsaken Fortress: According to local law enforcement, there is a deep and dark enclave within Brightwood that is positively packed with bandits. Needless to say, this fact has put a damper on tourism in the region - the Brightwood picnic industry has never recovered. Yet, even with the bandits, the occasional Hobbe infestation and a scant police presence, the area surrounding Forsaken Fortress remains an ideal place for nature lovers - as long as they are heavily armed.

Howling Halls: Travelers making their way to The Crucible encounter this quaint passage on the final leg of their journey. Although a full survey of this route has never been completed, due to the fact that those who attempt a survey tend to disappear without a trace, the Greater Westcliff Society for the Promotion of Tourism offers its assurances that vacationers have nothing to fear in this series of dank, crumbling halls that smell of wet animal fur.

Old Tin Mine: Tucked away in Westcliff is this watery mine said to be filled with bandits who don't welcome intruders. Recently, the following note was found nailed to a nearby tree: "Stay out, or you'll be carrying your head home." The Greater Westcliff Society for the Promotion of Spelunking categorically states that you have nothing to worry about.

Westcliff Demon Door: This talking stone face has inspired hedonists for at least a century. Convinced that there is no reward to be found in the hereafter, it encourages listeners to surrender to the sins of the flesh and live life to its fullest. The door also says that it will allow access to its treasure only when it meets one who truly heeds its words. To open this door, you must be at least 75% corrupt. Try raising the rent on houses/businesses you own, and sleep for days at a time. If you succeed, the door will open to reveal The Vault, where you can obtain the legendary weapon Calavera.

Key Locations: 4/4
1. On the south part of the map there is a ruined camp on a hilltop before the Howling Halls. Inside the wooden hut is a key.

2. Inside the Howling Halls you'll come to a spiral staircase that leads to the exit. At the top in one of the alcoves is a key.

3. On the beach to the right behind some crates.

4. In the same body of water containing the Old Tin Mines (in the wilderness near the Howling Halls archway), swim along the rock face and you'll see a key on a raised grassy section.

Gargoyle Locations: 5/5
1. On the south pathway on the map (entering Westcliff from Bandit Coast) you'll see some stones and a stone archway before a wooden shack. With the shack in front of you turn left and you'll see a stone archway in the trees and a treasure chest. The gargoyle is on the stone archway as you turn around from the chest.

2. Near the entrance to the Howling Halls there is a ruined tower you can climb. On one of the edges you can dive and the other vault. Use the vault option to drop down onto a raised section with a chest and gargoyle.

3. Outside the entrance to the Howling Halls there is a large archway. Go to the Howling Halls doorway but do not enter. Turn around and look up at the arch on the left and the gargoyle is there.

4. Inside the Howling Halls as you make your way down from the entrance, you'll come to to a room with a spiky floor that is infested with Balverines. After you cross the toppled column that goes over the spikes, look around and you'll find the gargoyle on the wall behind a pillar.

5. From the Westcliff Camp as you make your way down the stairs to the beach, you can see the gargoyle on the cliff face.

wraithmarsh (formerly oakvale) [22 Oct 2009|02:39pm]

Wraithmarsh is a swampland which has grown over the now-abandoned village of Oakvale and Barrow Fields. Wraithmarsh is the result of a curse on the town of Oakvale. Around 200 years ago, a young man who feared death (who later became known as Reaver) made a deal with the Shadows that would allow him to stay youthful forever. The Shadows took the lives of everyone in the village as a down payment, and established a court next to the old bridge. With no one left alive to help fend off the evil creatures or the swamp itself, Oakvale and the Barrow Fields were absorbed by the marshes and turned into an area of evil. The area is mostly destroyed, and most remnants of the original Oakvale were swept away in the 200 years since the massacre. However, a few of the buildings still seem to surface above the swamp; there are a few recognizable landmarks, most notably the large bridge that spanned the entrance to Oakvale. Also, hidden in the depths of Wraithmarsh are tombstones of the Hero of Oakvale's father, an unknown trader and a victim of the massacre - in addition to the teddy bear "Rosie." This area is infested with Hollow Men, Banshees and Balverines, and has no traveling traders, stalls or law enforcement.

Twinblade's Tomb: This is said to be the final resting place of the bandit king Twinblade, who centuries ago threatened Albion until a Hero stopped him. One story claims that, after his death, the spirit of this Hero-turned-criminal passed into Twilight, a mysterious realm where life and death intermingle. If so, he left behind a pile of bones.

Shadow Court: Travelers who venture so far into Wraithmarsh's mysterious swamps report an overwhelming sense of dread when they pass by Shadow Court's ornate doors. Some say it is Death's doorway. Others claim they have heard weeping on the other side, but no one has figured out how to open the doors. Most travelers now pass by as fast as they can.

The Well: Wraithmarsh was a vibrant port city until it was wiped out by some terrific force. Since that fateful day, the nearby swamps first encroached, and then engulfed the ruins. However, that doesn't mean that Wraithmarsh is dead. In this flooded locale you can find a well that leads down to a cavern. If you see anything moving down there, be advised that it may try to cut off your head.

Wraithmarsh Demon Door: Claiming that it was a master thespian in its day, this haughty slab of stone craves recognition of its legendary theatrical prowess (which it is happy to describe in excruciating detail). To open this door, you first need to get 10-12 people to follow you to it. If you succeed, the door will open to reveal Terry Cotter's Army, where you can obtain the legendary weapon Perforator. You can also collect four books that have been scattered throughout: Visitor's Book, Terry Cotter's Diary, Terry Cotter's Final Diary and The Knights' Aberrant.

Key Locations: 6/6 (+1 extra)
1. Inside the abandoned farm building on the top floor just after crossing the lake. It's the first building on left as you approach the second lake with the well in the middle (the Drowned Farm).

2. As you make your way through an area with buildings you can't enter, there is a pool of fog before you with several statues and coffins around it. On your left is a key.

3. After the water area where you defeat a second banshee, you'll enter another flooded area with a green hut. There is a path next to this hut that leads to a key. It's the right path if you're facing the hut's steps.

4. Inside Twinblade's Tomb once you navigate the puzzles to reach the coffin room, there is a key inside the room to the right of the coffin.

5. Inside Twinblade's Tomb there is another key inside of the coffin.

6. As you exit Twinblade's Tomb (after destroying the wall in the coffin room), there is a key directly ahead.

7. There is a seventh key in the Shadow Court which makes the total 51 keys rather than the 50 required keys. In the room where you have to fight various Shadows, there is a cracked wall on the back left side when you enter the room en route to the main court chamber. Break through the wall to get the key.

Gargoyle Locations: 6/6
1. Inside the small house upon entering Wraithmarsh for the first time.

2. After crossing the lake there is a house with a shed in front of it. The shed has a wheel on it. Around the side of the shed is the gargoyle.

3. After crossing the dilapidated Oakvale covered bridge, follow the path until you reach some old ruins. On your right there is a path that leads to a chest. Go to chest, turn around and you'll see the gargoyle on the ruined arch.

4. As you make your way through an area with buildings you can't enter, there is a pool of fog before you with several statues and coffins around it. Progress from here and you'll reach some ruined tombs. The gargoyle is on the last tomb on your left, just before you go under a large arch.

5. Inside Twinblade's Tomb once you navigate the puzzles to reach the coffin room at the top, there's a gargoyle inside this room above the door.

6. Inside the Shadow Court, follow the path until you descend the stairs. You will see a corridor with spikes coming from the floor. Run past these and then turn around. The gargoyle is above the doorway where you entered the spiked floor room. Make sure you have disabled the spikes first.

bloodstone [22 Oct 2009|02:38pm]

Bloodstone is located on a harbor near the remnants of Oakvale. It is surrounded by Wraithmarsh on three sides, with the ocean on the fourth. This makes it almost completely cut off from the rest of Albion, so the only way of traveling to Bloodstone (other than using the Cullis Gate from Brightwood Tower to Wraithmarsh) is by taking the ship that leaves from Westcliff. For the most part, it's a modest town of average size. While there is no real figure of power, the pirate known as Reaver is the unofficial Mayor of the town and runs the port. He does little to help the town's growth, however, spending most of his time and energy capturing ships. The law in the town is limited. The town has no sheriff or guard units, making it lawless. This does not mean it is unprotected. The citizens of the town are vigilantes and are free to take the law in their own hands, though they are not much of a threat as they are not very strong.

There are many sources that say Bloodstone is actually what became of Twinblade's Camp. It is also located in the same area of Twinblade's Camp in relation to the remnants of Oakvale. Survivors of the destruction likely came here to get away, as death would come to those unable to fend for themselves in the marshes. It is the camp the archaeologist scroll found in Bloodstone. The clue is, "Site where camp once stood." Bloodstone apparently was already founded before Oakvale's destruction, according to a tombstone viewable after using The Cursed Snowglobe (in See the Future). Whether or not Reaver was the leader at this time is unknown. In the houses of Bloodstone there are childrens' beds but no children.

Smuggler's Beach: Once you've had your fill of Bloodstone's illicit and illegal pursuits, this cheerful patch of seaside might provide a refreshing change of pace. The sunset is said to be so romantic that even a Hobbe begins to seem strangely alluring. There's a large boat docked here, ownership unknown, but the locals report that the beach belongs to Bloodstone's most famous resident, Reaver. Be sure to bring the family for a day of fun in this quiet, picturesque and completely safe locale.

Sinkhole: Tucked away along the Bloodstone coastline is a haunted cavern, if certain pirate-based rumors are to be believed. Those who venture into the cave report hearing a ghastly voice telling them to leave, but the voice is doubtless a fraud perpetrated by Bloodstone's "haunted cavern" industry, which is a lucrative sidelight to the region's thriving prostitution and alcohol industries.

Bloodstone Demon Door: Bloodstone party-goers aren't alone in enjoying a good song. If you suffered through years of music lessons as a child, this face of stone would like for you to stop by. In fact, if you possess a lute and the talent to play it, the door will beg for a tune. Play poorly, and you can expect an insult in return. To open this door, you need to buy a Lute. The statue will ask you to play for an extended period of time, and you must end the song perfectly (by landing in the green zone) for the door to applaud you and open. If you succeed, the door will open to reveal the Winter Lodge, where you can obtain a Master Longsword.

Key Locations: 5/5
1. As you enter Bloodstone from Wraithmarsh, you'll see a crypt on your right with an expression statue inside. Perform the Blow Kiss expression, and a crypt door on the right further up the path will open for you. Inside is a key.

2. As you enter the Sinkhole there is a key in front of the dive hole. You won't be able to reach it until you finish the related quest and raise the water level. Once you return to Salty Jack with his ship, go back into the Sinkhole to reach the key.

3. On Lionhead Island (inside the Sinkhole) while finding the ten treasures, you'll drop into a watery area around a large tree. To exit this area you need to climb up a grassy path near the waterfalls. Before you enter the stone archway, there is a silver key on a lower ledge. You need to drop down to reach it.

4. Inside the cellar next to the furniture shop, hit the orb to open the secret door. The shop lies at the east part of the map.

5. Go to the waterfront and follow the docks all the way to the end where there is a crane (far west of map). Jump in the water below the crane to find a dive spot. The key is in the dive spot.

Gargoyle Locations: 4/4
1. Head to the boathouse where a boat is being built. Before going in through the door, look between the boathouse and the house on the left. The gargoyle is on the side.

2. At the Waterfront where the large ship is docked, jump in the water and head to the only sandy area against the rocks (it's just big enough to stand on). Facing out to sea you'll see a gargoyle on the rocks.

3. Travel along the Waterfront until you come to a row of smoky huts and a large crane. The gargoyle is on the crane.

4. On Lionhead Island (inside the Sinkhole) while finding the ten treasures, you will drop into a watery area around a large tree. To exit this area you need to climb up a grassy path near the waterfalls. The second waterfall has a gargoyle on the left side.

knothole island (downloadable content) [22 Oct 2009|02:37pm]

Hundreds of years ago, the tribe from Knothole Glade heard of the existence of an island far off the mainland that was said to offer its inhabitants full control over the weather. Tired of constant Balverine attacks and damp, dreary weather, the tribe elders decided they would find this mythical island and settle there. The ancient civilization that originally inhabited the island created the magical totems that control the weather, and hid them in dangerous caves as a set of tests their warriors were to complete every year. Knothole Island offers new clothes, potions, and weapons. The clothes include Chasm Armor, Barbarian Outfit, Biker Gear, Knothole Skirt, Bandit Gloves, completed Harlot/Assassin sets and Knight Armor. Most of these clothes are available for trades in the Box of Secrets shop, but the Knight's Armor is found throughout the three weather chambers. New potions can be found at the Cosmetician's shop. They include a beauty treatment, fat/skinny potions, short/tall potions and scar removal potions. There are new weapons to find as well. A Holy Cutlass, a Mage's Scepter, a Barbarian's Mace, an evil sword and Hal's Rifle can be found in the Box of Secrets. In addition to these new legendary weapons, new augments and weapons with up to four augmentation slots may be bought.

Village: The inhabitants of this village are perpetually at the mercy of Knothole Island's capricious weather system. The villagers are governed by the Chieftan, a figure who possesses a considerable amount of self-importance but very little meteorological influence. Be it snow, heat or rain, Knothole Island is a place of extremes - much to the villagers' dismay. Only the weather totems enshrined nearby can truly ease the villagers' discomfort, but the village itself does feature some rather nice shops. Consumerism is a fine panacea.

Winter Shrine: The ski and high-country set should pencil in a few hours to visit this mountaintop monument to Knothole Island's breezy winter months. You're hard pressed to find a local shop keep who doesn't have an anecdote about the bitter chill of a Knothole winter, usually ending with "the poor thing didn't thaw until springtime." It's worth noting that pet ownership in the greater Knothole area is currently at a historic low. The Knothole Chamber of Lucrative Visitation notes that winter is an excellent time to come to the island, and recommends you wait until arriving to take advantage of the excellent selection of sweaters, jackets and frostbite treatments available in the shopping district.

Sun Shrine: Sun-worshipers will feel right at home at the Island's festive Summer Shrine, nestled lakeside near the heart of the town. The Shrine itself is, according to the Chieftain's office, "Closed for remodeling and new exhibits, unless you've seen a key somewhere. No? Well, it doesn't hurt to ask," but the shores of the lake make a nice day trip all the same. The residents of Knothole delight in expressing their opinion of the Island's summer, and what things can be fried upon what other things. The Knothole Chamber of Lucrative Visitation assures that the summer is actually quite temperate, and that the local inns have special rates for those visitors who are, for whatever reason, recovering from heatstroke and third degree burns.

Storm Shrine: Those visiting from Albion's wetter climates should take the hike up to the hillside edifice of Knothole's Storm Shrine, a beautiful landmark celebrating the island's monsoon season. The islanders consider the rain to be a welcome change at the end of their long summers, cooling off the town and, to quote a local merchant: "Keeping the family from tryin' to visit, unless they've got gills, but that'd be the missus' side." The Knothole Chamber of Lucrative Visitation would like it noted that the monsoons are typically a "welcome mid-afternoon interlude, lasting only a few minutes and not interfering with a visitor's busy shopping schedule." They also point out that Knothole artisans are renowned for their world-class umbrella designs.

Dog Resurrection: If your dog was killed during your adventures in Albion, Knothole Island has a place where you can bring him back to life. Located in the graveyard between the village and the docks is the crypt of a mage called "Cheet-Ur." Lead a villager to this crypt and the doors will open. Lead them inside, then go outside and pull the lever. When the door opens again you'll see your dog, very much alive. The villager will be killed in the process, but that's a small price to pay for the return of your faithful companion.

Box of Secrets Items: 13/13
1. Sexy Garment: You will need to trade one copy of Marriage and How to Survive It (book). Your reward is the Knothole Skirt.

2. A Stylish Accessory: You will need to trade one Eternal Love Ring. Your reward is the Greaser Wig, which accompanies the Black Wheel Gang outfit.

3. Rebellious Costume: You will need to trade one Pretty Necklace. Your reward is the Black Wheel Gang outfit.

4. Murderous Attire: You will need to trade two Puny Carrots. Your reward is the Assassin outfit.

5. A Lovely Hairdo: You will need to trade two bottles of Table Wine. Your reward is Cascading Hair.

6. Barbaric Garments: You will need to trade two copies of Murgo's Big Book of Trading (book). Your reward is the Brodican Warrior Queen outfit.

7. An Evil Weapon: You will need to trade three Crunchy Chicks. Your reward is the Wretcher's Blade.

8. Vile Attire: You will need to trade two packs of Crucible Peanuts. Your reward is the Chasm Outfit.

9. A Saintly Weapon: You will need to trade Monk's Robes (just one). Your reward is the Judge's Steel (sword).

10. A Strong Willed Weapon: You will need to trade one Diamond. Your reward is the Staff of Wrath.

11. Rare Ranged Weapon: You will need to trade one phial of Pure Experience Extract. Your reward is Hal's Rifle.

12. Weapon of Note: You will need to trade two Lute's. Your reward is the Axe of Disharmony.

13. Barbaric Weapon: You will need one bottle of Regal Purple Dye. Your reward is the Brodican Mace.

Bibliophile Book Locations: 10/10
1. Given to you by the submarine captain.

2. Inside the Ice Shrine, there is a ramp going up to a lever that is blocked by pairs of gargoyles shooting lightning. You need to hit the orbs to stop the lightning. To the right of the first set of gargoyles, there are some breakable icicles. After these are broken, you can drop down off the ledge to find another lever. This lever thaws a frozen chest in a previous room. After you climb the ladder, you can find this book nearby.

3. Inside the Sun Shrine, there is a room that requires standing on a glowing blue button to advance. In this room, there is also a breakable wall. Behind the wall is this book.

4. To the right as you enter the Storm Shrine in one of the alcoves.

5. With either the Sun Totem or Storm Totem active, the ramp leading to the Ice Shrine will be gone. Drop off the ledge where the ramp was previously located. Head to the left and follow the path. The book is located in the woods to the right of the path.

6. The Sun Totem must be active to reach this book. With all the water dried up, this book can be found between the wooden pillars that support the Box of Secrets shop section of buildings.

7. Near the Sun Shrine entrance.

8. To the left of the Knothole Island graveyard in the woods.

9. To the left as you exit the Sun Shrine, near a dig spot.

10. To the right as you exit the Storm Shrine.

see the future (downloadable content) [22 Oct 2009|02:36pm]

See the Future features two new major quests in two new areas. In the first quest, Murgo and his caravan full of magical items returns to Bowerstone. He will sell you a Cursed Snowglobe, and you will make a startling discovery about the model village inside it (Oakvale). In another quest, Murgo sells you a Cursed Skull (Costume Party) that will transport you to help a cursed knight by disguising yourself as a hated enemy. Also available from Murgo's caravan are potions to change the breed of your faithful companion. This expansion also offers The Colosseum, a much larger and more complicated version of The Crucible.

Chesty's Tea Party: After you have completed the Cursed Snowglobe, go back to the house between the starting location and the blue gate. The house is next to a bridge. Inside the house is a yellow target. Shoot it, then follow it out to the field. Here you'll have to defeat some Hobbes. The target will then move under the bridge. Follow it. When it flies into the next field, you'll have to defeat some Hollow Men. Defeat them and follow the target. Each time the target comes to an open field, you'll have to defeat some enemies. This will continue until you get to the beach, where you'll find a chest with Chesty's Tea Party Invitation. Head back to the village with the well. There is house with a sign out front that identifies it as Myrtle Cottage. With the invitation you can enter the house. At the table you'll find a note directing you upstairs. Go there and use the mirror you see. You'll be transported to a foggy area. Here you'll find a single table, and you'll be able to collect the red dye.

Grumpy Rabbit: The first hint about this side quest comes during the Cursed Snowglobe quest. In the Red Door Dungeon you can find the book "The Grumpy Rabbit" which tells the story of a rabbit and several gates. After you have completed the Costume Party quest, you can head back to the pond. Here are several stone gates that look like the stones from Stonehenge. You must walk through them in the order listed in the Grumpy Rabbit story. First, go through the gate that is to your left as you enter the pond. Going through this gate requires knocking down some bushes (unless you've already knocked them down). This is the same area where you found the Murgo "Tickled Pink" Model. The second gate in the one covered in ivy. The third gate is the one next to the tree stump. The fourth and final gate is on the far side of the pond from the first one. There is a skeleton here, and if you've walked through the gates correctly he will be holding an egg. Pick up this "Dingly Egg." Take the egg to the entrance to the Mysterious Cavern that is just up the hill. In front of the cavern is a tree, and next to the tree you'll see a rabbit and a basket. Use the basket (this will place the egg in it) and you can enter the rabbit's burrow. Head through this tunnel and you'll find a large number of carrots (these are Puny Carrots, and can be used to gain an item located in the Box of Secrets on Knothole Island). You'll soon come to a room filled with beds. Here you'll find a dig spot containing a Devastation Augment. You'll also find the Ashfield House Key in one of the nightstands. The Ashfield house is located in the Cursed Snowglobe area. Use the snowglobe to get there. Go to the village with the well, and it's the house just past the gate. Enter the house and you'll find a chest. There are also presents here, but you can't pick those up. Inside the chest is a Commemorative Mug.

The Last Beacon: After the Costume Party quest, there is one more thing you can do in this area. Head back to the gate just before the pond. This gate requires the Hobbe Costume, so you can now open it using the Point and Laugh expression. Inside is a target. Hit it, use will on it, then shoot it. The target will go on the other side of a wall. Go to the Hobbe statue here, the one with the top hat. This Hobbe will open the door for you. This will take you to a garden filled with statues. Each statue is a different costume in the game. Next to the gate is a statue of the clothing you wore when you used the Cursed Skull. Stand next to it and use the Heroic Pose expression. You will then have to fight all the statues. Defeating them opens a gate. It leads to a portal which takes you to the Last Beacon. Here you'll find a chest containing Ethical Green Dye.

The Colosseum: Once you've completed the Costume Party and seen the future, speak to Murgo who will give you the Colosseum Model. Using this item will transport you to the Colosseum. This area is a fighting contest, similar to The Crucible. It is a large open room. You'll be attacked by waves of enemies, and you must kill them as quickly as possible. For each enemy you kill you will get points.

Colosseum Points Chart:
15,000: Ultimate Prize
10,000: First Prize
5,000: Second Prize
2,500: Third Prize

Colosseum Teddy Bear Locations: 3/3
1. Wizard Teddy: The easiest of all the teddies, Wizard Teddy is on top of one of the statues with outstretched arms, up in the sky. Enter The Colosseum and stay on the edge. You will come across a telescope on a plinth. Turn around and get your ranged weapon out and look towards the moon. Just below the moon and towards the left a bit you should find a Teddy sitting on top of a statue. Shoot at and you have it. You may need to wait for your sight to zoom in a little before you can see it.

2. King Teddy: Another easy teddy. After you get Wizard Teddy, stay around the edge. Run over to the closed doors with the candles that are not lit. Equip Inferno and aim at the candles. Set them alight with and the doors should open. Sitting on the throne will be King Teddy.

3. Captain Teddy: The hardest teddy of all. Now that you have the others, you need to run into The Colosseum and fight. You need to get exactly 1985 points and the teddy will spawn on a plinth, diagonal from the telescope.

Important: You can save at any point and when you load the game back up you will start from where you saved. The order that enemies appear during your battle will be: (1) Bugs, (2) Highwaymen, (3) Hobbes, (4) Balverines and (5) Bandits. AVOID ALL MULTIPLIERS. If at any point you accidentally hit a Kill Switch, you will need to quit. Multipliers will ruin your chances to get the magic 1985 score. Yes, you can still kick chickens. Make sure you have a high level Time Control spell. This will be your best friend through this endeavor.

Step One to 1985 points: Get a score at around 1500 Points, then save. This can be your safety net. To do this you need to start by hacking your way through the Bugs, Highwaymen, Hobbes and Balverines. Note: Kick Chickens as they spawn to help get your score closer to 1500 points, but be sure to save one for the end. And remember, NO MULTIPLIERS. Try to kill each wave of enemies in groups. Having each breed of enemy eliminated before continuing helps keep your score neat and tidy.

Step Two: Kill anything that is not a bandit. Once bandits start to spawn, use your Time Control spell and clean your battle floor of remaining Hobbes and Balverines.

Step Three: Shoot bandit head shots until your score is a multiple of five. If you shoot a bandit anywhere other than the head, it will knock your score off track. Be sure to hold the left trigger (aim) button down until after the head shot. If this happens don't worry, just keep shooting heads until your score is a multiple of five again.

Step Four: Head shot large bandits for 30 points. Once your score is in a multiple of five, kill the larger bandits. Each large bandit head shot will add 30 points to your score. Do this to get your score even closer to 1985. Note: Remember to save as you go.

Step Five: Head shot small bandits for 10 points. When your score nears 1985 start head shooting small bandits for 10 points until your score equals 1985. If you pass your desired score of 1985, quit without saving and then load your save file. Try again until you get it right.

Step Six: Once your score equals 1985 points exactly you will see text that says, "A New Cuddly Toy." Finish your battle and the teddy will spawn on a plinth, diagonal from the telescope. Collect it and you will get dye and a Teddy Trophy.

The Colourist Dye Locations: 10/10
1. Balverine Brown Dye (Costume Party Area): In a coffin near the first group of wisps.

2. Cursed Grey Dye (Cursed Snowglobe Area): In the red door dungeon, in the chest that is locked until you complete the Snowglobe quest.

3. Ethical Green Dye (Costume Party Area): At the end of the Last Beacon side quest.

4. Gory Glory Red Dye (Cursed Snowglobe Area): In the foggy area on the other side of the mirror, at the end of Chesty's Tea Party side quest.

5. Jaunty Jaundice Dye (Cursed Snowglobe Area): The chest in the well, in the room with the suits of armor. The chest is locked until you complete the Cursed Snowglobe quest.

6. Night Blue Dye (Costume Party Area): In the Mysterious Cave, in the room where you get the Hobbe Costume.

7. Performer Blue Dye (Cursed Snowglobe Area): In the windmill, near the entrance to the Snowglobe area.

8. Strawberry Blonde Dye (The Colosseum Area): You must collect three teddy bears from The Colosseum.

9. Well Red Dye (Cursed Snowglobe Area): In the chest behind the schoolhouse. You must complete the Cursed Snowglobe quest before you can open it.

10. Wisp White Dye (Costume Party Area): From the Cursed Knight, go into the next room and turn left and enter the tomb.

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