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You're an Evil, Evil Man


We’ve all heard it before: "But, the game lets you do evil things! You can kill ____ in ____ with a ___, and you get points for it! What about the children?"

The children should talk to their parents before playing a Rated M title like Fable®, for starters. Gamers generally understand that many games, including that most infamous example, Grand Theft Auto 3, offer you choices in how you play your character. Yes, you can choose to betray all of the noble ideals that make the Jedi guardians of peace and so forth, but many gamers will just as likely choose to play through as the hero. And, if anecdotal experience is any indication, many gamers do just that on their first play-though of any good choice-offering roleplaying game (RPG).

Got that out of your system now? Good, let's get evil. (You know you're going to sooner or later … )



You don't have to be good to be great.

Fighting Dirty
Heroes in Fable can be as evil as they want to be. Since your greatness in the world of Albion is measured in renown—that is, fame or infamy, depending on your actions and proclivities—the Heroes' Guild won't cut you out of the loop unless you get so evil that you start attacking Guild members in the Guildhall itself. So, don't sweat killing guards, helping bandits, or slaying unarmed foes begging for their lives. Follow a few easy steps, and you'll be sporting a magnificent set of horns and glowing red eyes in no time.


He used to be such a good boy …

Evil Is as Evil Does
Do you dress as scary as you look? Do you wear the dark clothing options that lower your morality alignment automatically and take spells that bring evil into your soul every time you use them? Do you swear in front of the tykes of Bowerstone South? Does your purchased name strike terror into the hearts of the burliest Fist Fighter? Items, spells, and expressions can help you maintain that touch of badness that makes people scream like idiots when you walk into the tavern. The name "Maleficus" will let everyone know what you're about. The name "Piemaster," to my chagrin, did not … at first. Now, they all fear the Piemaster!

"Unlawful" Side Quests
Instead of a Star Wars®: Knights of the Old Republic™-style dialogue tree to guide your morality, you get "good" or "evil" points according to individual actions, big or small. Certain quests can put you on the opposite side of the law, like helping bandits free gang leaders from execution or delivering secret treasure under the nose of the guards. You can even gain bonus evil points by fighting guards, who each give up some evil-osity when slain.


Evil armor adds to your evil score.

Beware the Light Side
Main story quests are the same for good or evil characters, but individual actions within those quests can certainly have effects (especially, the very last choice, which I'm not going to spoil.) When playing main story quests, take the long road to the mission start and slay some guards or innocents on your way. It will help make up for the good points you get from slaying story line foes like Undead and Minions.

Random Acts of Unmitigated Violence
Here's a not-so-secret feature about the way Albion handles crime: There's a very short statute of limitations on the most heinous acts. That means, once you're sure you can take it without getting killed (an event that would get you thrown out of town and fined), you can start taking out entire villages. Keep an eye on the town teleport points, since an arrow in the back can interrupt your Guild seal teleportation. When you think you've done enough damage—killing building owners to free them up for purchase, for example, and extending your horns a bit more by slaughtering guards—teleport to another town, where you haven't recently been evil and no fines are in effect. Buy some apple pie. Eat it. Maybe engage in a fist fight. Teleport back to the town where you went on the rampage—now forgotten—and start buying up the real estate.


Li'l tiny horns. So it begins …

Guiding Others to Their Doom
If you can get someone to like you or find you attractive (you'd be surprised how many Albionians dig a big pair of horns), you can probably get them to follow you. If you want to be evil, guide one or more innocents into the woods and cut them all down with an axe. If you want to be very evil, guide one or more innocents to the Temple of Skorm and offer the innocents up for sacrifice to the dark god. If you want to be incredibly evil, lead your wife to the Temple of Skorm.

Article by Danny Chihdo

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