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Fable: The Lost Chapters Hints
Trader Escort
1 of 23: The quest card for this one is on the guild map table after you finish the Orchard Farm quest.
2 of 23: Go from Lookout Point to Greatwood Entrance to Greatwood Lake to Greatwood Gorge, where you'll encounter the Bandit Toll bronze quest if you haven't dealt with it already.
3 of 23: Next is the Greatwood Cullis Gate area, followed by the Greatwood Caves. There you can finally enter the Darkwood Entrance and meet the traders who need the escort.
4 of 23: About halfway through the Darkwood Entrance area, you'll come across a third trader who asks to join your little caravan.
5 of 23: Just past him are a couple of barrels you can bash and a chest with a resurrection phial down a short side path. If you don't already have the max of 9 phials, get it!
6 of 23: Starting with the Darkwood Marshes area, you'll want to use the "wait" command to leave all of your traders standing at the entrance to the area (or near the exit of the previous area) while you clear out all the monsters.
7 of 23: The marshes have the first of several balverines (werewolf-like creatures) that you'll have to fight on this mission. Using the Physical Shield and/or Slow Time spells is very handy for those who aren't physically maxed out and carrying a very high-quality weapon.
8 of 23: Soon after the balverine fight, you'll come to a marshy place where explosive mushrooms are growing all around.
9 of 23: Use your bow to shoot them individually from a distance, or just hit them with some quick magic lightning. (Note that these things regrow when you leave and reenter the marshes area.)
10 of 23: TIP: If you want to open the Darkwood Marshes Demon Door, wait until you can get the traders near the exit to the Darkwood Lake area and have them wait there for you. (Or it might be a better idea to wait until you finish this quest and then go back to the door later on.)
11 of 23: The Darkwood Lake area has bandits that hide so that you can't see them on the mini map until they attack. They also go running for your traders, even if you leave them standing at the beginning of the area.
12 of 23: Either leave the traders in the marshes while you hack bandits, or heal them when any of them is badly injured by standing near them and using the Heal Life spell.
13 of 23: NOTE: There's a silver key to be gotten in this area, plus another one further along. See the Silver Keys list if you want to know exactly where they are. Also, get the cool legendary crossbow out of the silver chest (near the closed bordello's door) if you have enough silver keys.
14 of 23: When you're done in this area, head on to the Darkwood Camp. It's enemy-free, so relax and check out the camp for treasure and merchants.
15 of 23: When you're ready to go, head on out to the Ancient Cullis Gate area (unless you really want to check out the Chapel of Skorm right away).
16 of 23: In this area, you'll need to go back to having your traders wait at the entrance while you scout ahead and finish off all hostiles. Then it's on to the Darkwood Weir.
17 of 23: The weir is where that weird third trader you may have picked up earlier will finish turning into a balverine.
18 of 23: Because of this, you'll want to leave the other two traders at the entrance to the area and only take the third one with you as you scout ahead. (You also might want to do that in the Ancient Cullis Gate area, since he sometimes turns there. Thankfully, he usually comes after you even if the other traders are closer to him.)
19 of 23: In the weir, leave your traders in about the middle of the area and explore around the stream to the south to find a sort of hidden nook with a couple of bashable barrels and a treasure chest with a lightning augmentation in it. Add it to your favorite weapon.
20 of 23: Guarding the exit to this area is a large earth troll. If you're not powerful enough to use Physical Shield and hack it to pieces with a melee weapon, then hang back and shoot it with a bow or spells while dodging its projectiles.
21 of 23: After it's dead, the traders should follow you again automatically, so lead them triumphantly into the stone passageway to Barrow Fields.
22 of 23: Once there, they'll lead you to a bridge where the quest will finally end and you'll get your reward. Be sure to do a "world save" right away!
23 of 23: NOTE: After the trader quest is over, most of the Darkwood areas revert to being what they normally are -- places with unlimited numbers of respawning traders and monsters (much like the Greatwood always was).