Fist Fighting Tips
The hot new Xbox® roleplaying game Fable® is rife with sly, subtle, and not-so-subtle homage to popular culture and the history of fantasy gaming. The pirate ghost is reminiscent of The Simpsons' sea captain and Geoffrey Rush in The Pirates of the Caribbean. The Teutonic boss of the Witchwood Arena sounds like he could run for governor of Cah-lee-foh-nee-ah. And, the game's chickens are the most abused videogame poultry since Link stalked the fowl of Hyrule on the SNES. Then, of course, there's the one thing you should never talk about: Fight Club!

The first rule is: Lose the shirt.
Everybody Was Fist-Fu Fighting!
Fable's take on bare-knuckles brawling consists of a series of tournaments that pits you against the toughest hombres in Albion: the battered and bruised members of the Fist Fighters' Gang. Fight through each of the towns' gangs, in order, and you'll become known as the baddest of the bad—and earn yourself a chunk of change and one sweet trophy!

Your quest begins in Bowerstone South.
1. Bowerstone South: You'll find your first chance to join in on the slugging in the upper-northwest corner of Bowerstone South (or "The BS," as locals call it). Talk to the Mohawk-wearing fellow with the green aura to get in. This is a relatively easy round, even for a lower-level character. Just keep dodging and get in your hits, and the gold—along with a Fist Fighter Level 1 certificate—is yours. This is also where you learn the pattern of the fights: Fight grunts first and then the leader.
2. Oakvale: Your hometown hasn't changed much since you've been away at the Heroes Guild. But, if you show up at the right time of day, you'll find one big change: a local gang of Fist Fighters that meet in a fighting ring near the barns you "guarded" as a child. Once again, look for the Mohawk dude with the green aura to sign up.
3. Bandit: The bandits at Twinblade Elite's Camp (that's the area between the bandit camp entrance and Twinblade's tent) are the third tier of the Fist Fighters' tournament. Here you find another Mohawk dude to pay and another chance to fight. However, this fight is noticeably tougher than the first two. Stay on your toes, and unless you're feeling incredibly ambitious, wait to tackle this one after you've handled the Twinblade quest.
4. Knothole Glade: This Balverine-afflicted town is the last stop on the Fist Fighters' tour, and you finally get to sign up with someone who isn't a clone of the Bowerstone gang leader. The Chief of Knothole Glade himself is the champion of this town. He can finish you with only two punches, so don't get hit. Then, when you finally knock that vest-wearing hick to the ground, you'll become the undisputed Fist Fighters' champion, with a shiny new trophy, a heap of gold, and the renown to prove it!

Dodge. Fists can't hit what isn't there.
The Rules of the Fist Fighters' Gang
You can't survive bare-knuckles brawls without some style and strategy. Here are seven rules to help you on your guest for Fist Fighter dominance:
1. Don't talk about the Fist Fighters' Gang unless you're with Fist Fighters: This one isn't too hard to follow, since no one else will bring up the subject with you. More importantly, talk all you want to blue-aura bystanders, but you only get into the fight yourself if you talk to the right person—the green-aura gang leader. But, he only lets you in if you've proven yourself (except at Bowerstone—there, all you need is the cash).
2. Fight by night: In most towns, the Fist Fighters only get together once the sun goes down. Don't waste time trying to find them in the bright light of day.
3. Your health means nothing: The Fist Fighters' Gang doesn't care if your health bar is empty or full. You're only getting scored on the number of punches you land and the number that land on you. Pay close attention to the temporary "hit bar" that comes up when you enter the fight. If the bar starts changing from green to red, that means you're getting closer to losing. The bar refills for each individual fight.
4. Stay in the ring: You're allowed outside the ring for 10 seconds, so avoid leaving its confines. It's easiest to leave the ring when you're dodging or following up a punch with a longer combo.
5. Dance, fool! The best way not to get hit is not to be there when the fist arrives. That means lock on to your opponent with the left trigger. Then, when he moves in for the attack, roll out of his way.
6. Flourish those fists: Build up an unstoppable flourish strike, even if you don't have a weapon. Just keep punching your opponent until you hear the tinkling sound effect that means you can flourish. Then, hit the B button to knock him onto his back and out of the ring.
7. Study your foe: Every fighter—even the tough Chief of Knothole Glade, who can eliminate you with only two punches, no matter how tough you are—likes to use a jab-jab-roundhouse attack pattern. Watch for this attack to begin and dodge the first two punches, rolling around to get behind the other fighter. As he draws back for the big finishing punch, you'll find he's facing away from you, the idiot. Now, as a wise man once said, "It's time to kick some back!"
Article by Ben Barker