Albion’s Most Wanted – Fable II

This guide will help you complete the Albion’s Most Wanted quest in Fable II.

Albion’s Most Wanted Walkthrough

fable ii albions most wanted quest 1

After being initiated into Albion with the splatter of a bird dropping and listening to your sister Rose dream about living in Castle Fairfax, you’ll hear some commotion coming from down the street. Follow your sister to a caravan, where a merchant calling himself “Mystical Murgo” is trying to sell what he believes are “wondrous” items. After someone in the crowd buys the magic mirror (that makes you beautiful – but only in complete darkness!), the merchant will spotlight a music box that he’s selling for 5 gold pieces. Your sister scoffs at the idea that it could be magical, but a nearby robed woman (who you’ll come to know as Theresa) gets her interested by suggesting that it really is enchanted. “For 5 gold coins, you could have your answer,” she says.

fable ii albions most wanted quest 2

You and your sister now have a goal, and the Albion’s Most Wanted quest is the first step in reaching it. Speak to the guard Derek nearby and he’ll hire you to track down five arrest warrants that blew out of his hands. The arrest warrants flew down the street to your left, so that’s the direction you should begin your search. After completing the Barnum’s Image Capturing Device quest and dealing with the dog bully, you’ll be able to reach all five.

The first one you’ll find is the Warrant for Arson, which is lying just down the road from where you dealt with the dog bully. Just beyond that, next to the sewer grate, lies the Warrant for Sneakiness. Off to your left, in front of the nearby house, you’ll discover the Warrant for Burglary. To obtain the next warrant, you’ll have to participate in the Tramp’s Treasure quest. When you fetch the bottle of booze and hand it over to either Betty or Pete, they’ll give you the Warrant for Guntoting that was stuck inside the bottle. After you’ve spent a little more time running errands, the Warrant for Assault will show up across the road from Betty and Pete. You’ll know when it’s there because the dog you met earlier will be barking to bring your attention to it.

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With all five warrants now in your possession, you can begin the trek back to Derek. Along the way, though, you’ll once again be approached by Arfur. He wants the warrants for his own purposes and is willing to give you a gold piece for them. Handing them over earns you five Evil points, but refusing his offer and returning them to Derek earns you five Good points. This particular decision will actually alter the state of the Bowerstone Old Town region when you’re older, so choose wisely.

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Val Hull
Val Hull

Resident role-playing RPG game expert. Knows where trolls and paladins come from. You must fight for your right to gather your party before venturing forth.

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