Walkthru for Fable

This is a walkthru for Telstar Electronic Studio's Fable, a graphical

Throughout this walkthru useless conversation is avoided and useless objects
are ignored. Follow the conversations with all characters to get the full
story. Beware, save often! You can get killed very easily in this game and
without any warning. Even saying the wrong thing, or getting an action out of 
sequence may get you killed.

This walkthru uses the minimum of steps. Directions are orientated towards the
screen; North - up, South - down, West - left, and East - right. Throughout
the walkthru movement from one scene to another is indicated as a direction to
leave the scene (up, down, left, or right) and the location to head for on the

Examine in the walkthru means look at the object first and then look at the
object again when the pop-up window appears. Use and give have different
effects, so make sure you use the right verb! The verbs that appear on the
screen are used throughout the walkthru.

The Frozen Lands

Places to visit in the Frozen Lands:

  The Village of Balkhane
  The Bridge
  The Old House
  The Frozen Lake
  The Edge of the Forest
  The Well
  The Crossing
  The Path of Sculptures
  The Hollow Tree
  The Ravine
  The Top of the Ravine
  The Castle

The game starts in The Village of Balkhane. Talk to the village Elder and say,
"Sounds great. But what am I supposed to do?", then "Do you have any last
minute words of advice?" until you get the medallion. Walk up to The Bridge,
cross the stream and walk right to The Old House.

When you arrive at The Old House, look at the cellar door. It's on the left of
the house, under the porch. Use the cellar door to open it, then walk into the
cellar. Pick up the rope, on the ground to the left of the altar, and the
statuette from the altar. Walk back up the staircase to leave the cellar.

Use the front door of the house, and a ghost will appear. Use the medallion on
the ghost to exorcise it. Use the front door again to open it, then walk into
the house. Take the bag of seeds that is to the right of the witch.

Leave the house and walk to The Frozen Lake. Look at the chair in the boat,
then examine it to awaken Simbeline. Say, "But who..., what kind of creature
are you?" and take the orb.

Walk to The Edge of the Forest and give the statuette to the well-dressed
gentleman. Walk right to The Path of Sculptures. Examine the thing sticking
out of the ground, it is on the ground in front of the frozen soldiers, then
take the rusty shield. Walk up to The Hollow Tree and examine the tree stump
that the Drimm is sitting on. Use the lever to open the door in the large tree.
Use the bag of seed on the bird, then walk away from the bag. In front of the
tree is far enough. When the bird leaves the nest look at it and take the

Walk left and return to The Edge of the Forest, then give the necklace to the
well-dressed gentleman. You will get some gloves in return. Walk right and
return to The Hollow Tree again, then walk into the opening in the large tree.
Use the gloves, then take a blue fruit. Look at the rightmost dead solider and
take the ring. Don't use the ring on yourself or you will die!

Walk out of the tree, then walk up to The Well. Use the rope with the spool
above the well, then use the rope again to climb down into the well. Use the
orb to create some light. Examine the small pile of dirt, then take the clay
tablet. The pile of dirt is on the floor just to the left of the rope. Walk
right into the tunnel. Find the tunnel entrance by moving the cursor across
the centre of the screen from the right. Examine the second pile of dirt, then
take the other part of the clay tablet. The pile of dirt is on the floor in
the middle of the screen. Use one piece of tablet with the other to join them
together. Walk left back to the bottom of the well, take the orb, then use the
rope to climb out of the well. You can get into the Ogre's cave from the well,
but we will go an easier way.

Walk left to The Crossing, then walk to the bushy path. This path is through
the clump of bushes on the far right side of the scene. In the next scene use
the bushes that are on the far right-hand side to hide behind. Wait until the
Ogre has left, then walk through the small hole to enter the Ogre's cave. The
small hole is located in the rocks just above and to the left of the large
boulder the Ogre used to seal the cave.

Examine the pillow on the Ogre's bed to discover a key. Use the key on the
chest that is located on the far left of the scene. Take one of the flasks of
oil and leave the cave by walking through the small hole that you came in by.
The small hole is more obvious inside the cave because you can see a beam of 
sunlight shining through it.

Walk left, back to the forest path, then walk up towards the mountains. When
you are accosted by the bandits say, "I'm off to kill the Ice Giant", then
"Would you settle for some sort of valuable object instead?". Give the ring to
the bandit leader. He will wear the ring and die. Look at the dead bandit 
leader and take first his knife, then his scarf. Carry on walking up towards
the mountains.

Walk to The Ravine. When there, use the ancient clay tablet to start an
earthquake and open the ravine. Before you go to the castle walk to The Top of
the Ravine. This isn't easy to find, but the path is behind the thin strip of
snow on the far right of the scene. Move the cursor over the centre of this 
strip to find the path. Once at the top of the ravine examine the frozen
carcass and take the sulphur stick.

Walk back down to The Ravine. The path is on the far right of the scene. Walk
up to the castle. Once at the castle, walk across the drawbridge and the Ice
Giant will come out to greet you. Use the flask of oil, then the sulphur stick
on the Ice Giant to melt him. Walk through the palace gates and into the 

Once inside the palace use the scarf on the rusty shield to polish it up. Then,
just use the shield. This will protect you as you walk through the photon
pulses. Take the emerald, it is on the floor in front of the bird. Finally,
give the blue fruit to the bird and you will be transported to The Land of

The Land of Mists

Places to visit in the Land of Mists:

  The Wooden Tower
  The Swamp Path
  The Spider's Platform
  The Stairs on Mists
  The Ancient City

Walk right towards the swamp path across the small wooden bridge. Say "See ya
later alligator" to get past the lizard guard. Walk right again to The Swamp
Path. Look under the small wooden bridge that is in front of you as you enter
the scene and take the dead possum. Now walk right, back to the Wooden Tower.
Give the dead possum to the lizard guard and he will give you a strange hearing
aid in return. Examine the hearing aid to find the wax plugs, then use them to
plug your ears.

Walk right, back to the Swamp Path, then walk up towards the Spider's Platform.
As you walk past the swamp Jemima emerges and plays her drum. Because you are
wearing the ear plugs you are immune to the hypnotic music. When Jemima
disappears take the drum that is floating in the swamp just to your right.
Carry on walking up towards the Spider's Platform.

Once on the platform walk towards the scattered bones in the centre of the
scene. When the spider appears from her den use the strange hearing aid (horn)
to drive her away. Now, examine the skeleton with the purple tunic and take
the small gold key. Walk back to the Wooden Tower again.

When you are back at the Tower, use the hypnotic drum to send the lizard guard
to sleep. Take the guard's spear then examine the guard and take his key. Use
the guard's key with the tower door and walk inside the tower. Take the axe
from the wall and take the wool blanket from under the cage, then look behind
the red curtain and take the book. Use the small gold key with the cage to
release Iris the fairy. Say "You could start by telling me who you are", to
get the magic powder. Now, walk out of the tower and up the mountain path
towards The Stairs of Mists.

Carefully move the cursor over the vases on the platform and take the vase
(singular), then walk up towards the Ancient City.

Use the magic powder with the vase of water to kill Titan. Then use the axe
with the door of the gate- keeper's shack to break down the door. The door of
the shack is the small door on the left of the scene. Then walk inside the

Look at the hay that is illuminated by the sun beam. The hay is on the floor to
the centre right of the scene. Take the five gold coins and walk out of the

Now, look carefully at the paved path leading up to the city gate. In the
centre of the path there are three lighter coloured flagstones. Walk on the
stones in the following precise order: left-hand stone, lower stone, then
upper stone to open the city gate. Walk through the city gate.

Use the door that is on the far right-hand side of the scene and walk into the
library. Give the book you found in the lizard guard's tower to Izion. You
will get the Mecubarz's key and another key. Each time you acquire a gem use
it with the Mecubarz's key to place the gem in the key. Walk out of the 

Look at the town perch that the gargoyle is sitting on and use the key that
Izion gave you on the lock. The key is the larger of the two you now have.
This will release the gargoyle and allow you to walk around the rest of the

Use the wooden door to the left of the library and walk inside the small house.
Say "I was just leaving thank you" to the gargoyle. Take the lollipop from the
left-hand child. You will have to wait for her to take the lollipop out of her
mouth before you can take it. Walk out of the house.

Use the door of the temple to open it and then walk inside. Use the lizard
guard's spear with Angor the Snake Demon to kill him. Take the diamond that
falls out of the demon's crown. It is on the floor, just below the demon. Look
at the bones to the left of the pit and take the gold coins. Walk out of the 

Walk onto the balloon ship, then talk to the Captain. Say, "Do you think that
this ship is seaworthy?", then "The Engulfed Fortress might be fun to visit".
The Captain will then tell you the fare that you can't afford and hit the
cabin boy. Give the lollipop to the cabin boy and he will change the price in 
the Captain's book. Now, give the gold coins to the Captain and you will be on
your way.

Once the ship is on the sea use the cabin door to open it and walk into the
Captain's cabin. Take the parchment from the table and the smelly socks from
the bed. The socks aren't obvious, but they are on the bed. Examine the
Captain's bed and take the hairpin. Use the hairpin to bend it into shape, then 
use it on the box. The box is on the floor, between the bed and the chest. Take
the magic stone from the box and then walk back out onto the deck.

Use the hatch on the deck to open it and walk down the ladder into the hold.
Look at the barrel behind the ladder and take a piece of raw steak. Use the
fuel tank to open the door. The fuel tank is on the far left of the scene. Use
the steak with the gunky fuel to cover it in fuel, now use the gunk steak with
the smelly socks. Walk back up to the deck.

Use the stuffed sock with the shark to kill it. The shark is to the left of the
ship. Now, use the magic stone to swallow it, then use the parchment to recant
the spell. Use the water to jump in and descend to The Engulfed Fortress.

The Engulfed Fortress

Places to visit in the Engulfed Fortress:

  The Seaweed Forest
  The Shell
  The Edge of the Abyss
  The Coral Path
  The Engulfed Fortress

When the seahorses arrive say, "Is this the Engulfed Fortress?", then "I really
appreciate your concern", then "I'll take my chances anyway, good-bye". You
have now been given a piece of kelp. Walk to the sandy path to the right of
the scene and then walk to The Edge of the Abyss.

Ignore the Siren and use the knife on the oyster shell. There are two oysters
in the scene, both on the sand at the edge of the abyss. Use the knife on the
shell closest to the Siren. Some oysters are empty and some contain pearls.
Ignore the empty oyster shells. Take the pearl and walk left back to The 
Seaweed Forest.

Walk up the hidden path. This path is in the gap in the seaweed to the right of
the sandy path, directly above the starfish, and walk to The Coral Path. Use
the knife on the shell that is in front of you on the upper path. Take the
pearl. Walk to the second bend in the path and use the knife of the right-hand 
shell of the two. Take the pearl. You should now have three pearls. Walk back
up the path and left back to The Seaweed Forest, then walk left again to The

Use the door in the shell house to knock on it. Say "Could I interest you in
some pearls?" when the turtle answers the door. When you are inside the
turtle's house give the three pearls to him. You will receive a treasure map
in return. Walk left to leave the house, then walk down and back to The 
Seaweed Forest. Walk to the large building in the distance and then to The
Engulfed Fortress.

Give the kelp weed to Leroy the crab and take the shovel. The shovel is to the
right of Leroy. Walk down and then back to The Seaweed Forest. Examine the
treasure map and notice the position of the treasure; X marks the spot. Use
the shovel on the sandy bottom just above the starfish. If you don't get the
right spot the first time just move the cursor slightly and try again. Use the
bent hairpin with the chest and take King Thut's treasure. Walk up the hidden
path and back to The Coral Path.

Give King Thut's treasure to Khor and he will flee with the loot. Take Khor's
spear and walk into the cave entrance. You are now back in The Land of Mists!
The platform will take you back up to The Stairs of Mists. The platform will
descend again if you use the broom handle behind the rightmost vase. However,
this doesn't do you much good, so ignore the platform and walk into the small
tunnel entrance on the far left-hand side of the cave.

Welcome to the only maze in the game. The maze is completely regular and very
easy to map. To save you the effort there are only two interesting locations
in the maze. To get to Ismael from the first room in the maze take the
following route: up, right, up, right, up. This walkthru ignores Ismael, but 
you now know where he is if you would like to visit him. To get to the Gorgon
inside The Engulfed Fortress take the following route from the first room in
the maze: left, left, up, right, take the crowbar lying on the floor on the
cave, left, down, down, left, up. Use the crowbar on the door and walk through
the open door.

The maze is:

                        +---+ +---+ +---+
                        X   O-O   O-O   X
                        +-O-+ +-O-+ +---+
                          |     |
            +---+ +---+ +-O-+ +-O-+
            X   O-O   X X   X X   X
            +-O-+ +O--+ +O--+ +O-O+
              |    | |---| |---| |
            +-O-+ +O-O+ +--O+ +--O+ +---+
            X   X X   X X   X X   X |  {-Ismael
            +-O-+ +-O-+ +-O-+ +---+ +-O-+
              |     |     |           |
+---+ +---+ +-O-+ +-O-+ +-O-+ +---+ +-O-+
X   O-O   X X   O-O   O-O   O-O   O-O   X
+---+ +-O-+ +--O+ +---+ +---+ +-O-+ +---+
        |----| |    Crowbar     |
      +---+ +O-O+ +-|-+ +---+ +-O-+ +---+
Gorgon-}  | X   O-O v X X   O-O   O-O   X
      +-D-+ +-O-+ +---+ +-O-+ +---+ +---+
        |     |           |
      +-D-+ +-O-+ +---+ +-O-+
      X   X X   O-O   O-O   O-} Platform
      +-O-+ +-O-+ +-O-+ +---+
        |     |     |
      +-O-+ +-O-+ +-O-+
      X   O-O   O-O   X
      +---+ +---+ +---+

X = Blocked passage
O = Opening
D = Door

To kill the Gorgon use Khor's spear on the cosmic window below the Gorgon. Take
the sapphire from the alcove on the left. Use the control switch, located on
the far right panel. This controls the direction of the platform in the large
cave. Walk left through the tunnel port, then, once back in the maze follow
this route to exit: down, right, right, up, right, right. You are now back at
the platform.

The Land of Shadows

Use the control box in front of the platform and you will descend on the
platform. When the platform gets stuck use the wool blanket and you will float
to the bottom of the shaft. Talk to the gates and answer, "The Boogie Man".
Walk through the gates and you will be captured by the guards and thrown in a

Take the spoon from the table and the cup from in front of the table. Look at
the floor ramp below the window and use the spoon on the loose stone. Talk to
the prisoner and he will wake up. When he is awake say, "My name's
Quickthorpe. I've come to free you". When the prisoner dies examine him and
take the key. Use the tunnel to return to your cell. Look at the door and use
the key with the lock. The key is the larger of the two you have. Walk out of
the cell.

Talk to Bill, the left-hand skeleton. Say, "Could I have one of your official
ID cards?". You will get an ID card. Finish the conversation and walk out of
the scene to the left. Use Khor's spear and you will vault over the gap in the
bridge. Walk to the top of the ledge on the left-hand side of the cave.

Use the cup with the river Stynx to get a cup full of lava. Give the ID card to
the Grim Reaper, then use the Hell Rail to cross the Stynx. Walk into the cave
entrance on the left.

Say, "Just a routine inspection. I'll be on my way" to The Fire Demon. Then use
the cup with The Fire Demon to kill him. Take the final gem, a ruby, from the
pedestal on the far right of the scene. Now, use the empty catacomb that is
immediately to the left of where the ruby was standing. You will crawl through
a tunnel and back out into the platform dock again.

The End Game

Use the control switch on the panel on the far right of the scene to call the
platform down. Now walk onto the platform to ascend.

Walk into the tunnel entrance on the far left side of the cave to enter the
maze again. Once in the maze follow these directions to get back to The
Engulfed Fortress: left, down, left, left, up, up.

If you haven't done so, use all four gems with the Mecubarz's key to complete
it. Then use the key on the security port to open it. Walk through the
security port.

Use the button on the middle chair, it is on the left-hand arm of the chair,
then sit in the middle chair. End of game.

Fable is copyright 1996 Telstar Electronic Studio.

This walkthru copyright 1996 by Mark and Karen Howell. All rights reserved.

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