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** The Necropolis is haunted by ghosts who's death was so sudden they don't even know they're dead. According to the Oracle, one of its inhabitants was greedy and made a bargain with [[EldritchAbomination dark forces]], leading to the city's demise.
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** The Necropolis is haunted by ghosts who's death was whose deaths were so sudden they don't even know they're dead. According to the Oracle, one of its inhabitants was greedy and made a bargain with [[EldritchAbomination dark forces]], leading to the city's demise.
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** Worse, according to the Oracle of Snowspire, Krakens are just ''one'' of the [[EldritchAbomination unknown horrors]] lurking in the [[EldritchOceanAbyss depths]] of the ocean, and the people of Albion should ''[[YouDoNotWantToKnow pray]]'' they stay [[TheseAreThingsManWasNotMeantToKnow unknown]].
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** The Necropolis is haunted by ghosts who's death was so sudden they don't even know they're dead. According to the Oracle, one of its inhabitants was greedy and made a bargain with [[EldritchAbomination dark forces]], leading to the city's demise.
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* The Spire arc.
** How about for starters that you spent 10 YEARS in this bleak place, forced to do whatever atrocity the Commandant orders you to?
** Overlapping with TearJerker, having to watch over prisoners who are to be [[DeniedFoodAsPunishment starved to death as punishment]]. The moral thing to do is to pull the lever so food drops from the ceiling, but this will cause your RestrainingBolt to [[ElectricTorture shock you]] and [[LevelDrain make you lose XP]]. Worst still is that you haven't really saved them, just prolonged their torture because they're still doomed either way. Otherwise you just sit there for 3 minutes listening to people pitifully begging for their lives.
** How about for starters that you spent 10 YEARS in this bleak place, forced to do whatever atrocity the Commandant orders you to?
** Overlapping with TearJerker, having to watch over prisoners who are to be [[DeniedFoodAsPunishment starved to death as punishment]]. The moral thing to do is to pull the lever so food drops from the ceiling, but this will cause your RestrainingBolt to [[ElectricTorture shock you]] and [[LevelDrain make you lose XP]]. Worst still is that you haven't really saved them, just prolonged their torture because they're still doomed either way. Otherwise you just sit there for 3 minutes listening to people pitifully begging for their lives.
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** Early in the Trader Escort quest, you and the two titular characters run into another trader who says he was bitten by something. You're then given the option to a) allow the trader to accompany your party or b) turn him away. If you choose the first option, near the end of the quest, the trader turns into a balverine and you have to kill him.
to:
** Early in the Trader Escort "Trader Escort" quest, you and the two titular characters run into another trader who says he was bitten by something. You're then given the option to a) allow the trader to accompany your party or b) turn him away. If you choose the first option, near the end of the quest, the trader turns into a balverine and you have to kill him.
Changed line(s) 25,26 (click to see context) from:
* Grey House is spooky enough the first time you visit (basically, think {{Mordor}}, except on a much smaller scale), but after you go into the [[HauntedHouse house]] itself and rouse the Undead inside, it's ''worse''.
** When/If you return to Grey House, there are Undead everywhere. Congratulations; you've brought on a localized ZombieApocalypse.
** When/If you return to Grey House, there are Undead everywhere. Congratulations; you've brought on a localized ZombieApocalypse.
to:
* Grey House is spooky enough the first time you visit (basically, think {{Mordor}}, except on a much smaller scale), but after you go into the [[HauntedHouse house]] itself and rouse the Undead undead inside, it's ''worse''.
** When/If you return to Grey House, there areUndead undead everywhere. Congratulations; you've brought on a localized ZombieApocalypse.
** When/If you return to Grey House, there are
Changed line(s) 29,30 (click to see context) from:
** And her old diary (found inside Grey House's cellar) implies that [[BigBad Jack of Blades]] convinced her to do so.
* Windmill Hill, an abandoned locale which is crawling with Undead. Worse, it's in fairly-close proximity to Bowerstone.
* Windmill Hill, an abandoned locale which is crawling with Undead. Worse, it's in fairly-close proximity to Bowerstone.
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** And her old diary (found inside Grey House's cellar) House) implies that [[BigBad Jack of Blades]] convinced her to do so.
* Windmill Hill, an abandoned locale which is crawling withUndead.undead. Worse, it's in fairly-close proximity to Bowerstone.
* Windmill Hill, an abandoned locale which is crawling with
Changed line(s) 32 (click to see context) from:
* Lychfield Graveyard is described in-game as "the haunted resting place of generations" and it's not at all hard to see why. As you and the groundskeeper make your way across the graveyard to find Nostro's tomb and to collect Nostro's armor and sword, Undead continuously rise up out of the ground to attack you and even manage to kill the groundskeeper while they're at it.
to:
* Lychfield Graveyard is described in-game as "the haunted resting place of generations" and it's not at all hard to see why. As you and the groundskeeper make your way across the graveyard to find Nostro's tomb and to collect Nostro's armor and sword, Undead undead continuously rise up out of the ground to attack you and even manage to kill the groundskeeper while they're at it.
Changed line(s) 35,37 (click to see context) from:
* [[HellHolePrison Bargate Prison]], in general.
** To elaborate, it's a [[BleakLevel bleak]] prison set in the desolate [[GrimUpNorth northern regions]] of Albion. People sent there are never seen again. The guards there have gone completely rogue and become [[PoliceBrutality cruel]], and the [[WardensAreEvil Warden]] fully encourages this. Prisoners spend all their time in their cells, never seeing the sun except once a year where the guards force them to race around the prison. The losers are sent to the [[TortureCellar Torture Chamber]]. [[ArsonMurderAndJaywalking Oh]], and the Warden will make you listen to his [[FauxHorrific poetry]].
** After you beat the Rescue Scarlet Robe quest, you can return to Bargate Prison...only this time, it's completely abandoned. Somehow, that makes the place even scarier.
** To elaborate, it's a [[BleakLevel bleak]] prison set in the desolate [[GrimUpNorth northern regions]] of Albion. People sent there are never seen again. The guards there have gone completely rogue and become [[PoliceBrutality cruel]], and the [[WardensAreEvil Warden]] fully encourages this. Prisoners spend all their time in their cells, never seeing the sun except once a year where the guards force them to race around the prison. The losers are sent to the [[TortureCellar Torture Chamber]]. [[ArsonMurderAndJaywalking Oh]], and the Warden will make you listen to his [[FauxHorrific poetry]].
** After you beat the Rescue Scarlet Robe quest, you can return to Bargate Prison...only this time, it's completely abandoned. Somehow, that makes the place even scarier.
to:
* [[HellHolePrison Bargate Prison]], in general.
** To elaborate, it'sPrison]]. It's a [[BleakLevel bleak]] prison set in the desolate [[GrimUpNorth northern regions]] of Albion. People sent there are never seen again. The guards there have gone completely rogue and become [[PoliceBrutality cruel]], and the [[WardensAreEvil Warden]] fully encourages this. Prisoners spend all their time in their cells, never seeing the sun except once a year where the guards force them to race around the prison. The losers are sent to the [[TortureCellar Torture Chamber]]. [[ArsonMurderAndJaywalking Oh]], and the Warden will make you listen to his [[FauxHorrific poetry]].
** After you beat theRescue "Rescue Scarlet Robe Robe" quest, you can return to Bargate Prison...only this time, it's completely abandoned. Somehow, that makes the place even scarier.
** To elaborate, it's
** After you beat the
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* The first appearance of the new, improved Balverines is quite unnerving.
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* The first appearance of the new, improved Balverines balverines is quite unnerving.
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** Especially when you wander near a Gargoyle. You know they can't hurt you, but ''sweet mother of God'', they don't help.
* Finding out what Hobbes really are: [[WasOnceAMan Transformed children]].
* Finding out what Hobbes really are: [[WasOnceAMan Transformed children]].
to:
** Especially when you wander near a Gargoyle.gargoyle. You know they can't hurt you, but ''sweet mother of God'', they don't help.
* Finding out whatHobbes hobbes really are: [[WasOnceAMan Transformed children]].
* Finding out what
Changed line(s) 54,56 (click to see context) from:
* And then there's the Banshees, who attack by sending shadowy [[CreepyChild creepy children]] after you, taunting you in their spooky voices all the while. The Banshees themselves also whisper to you about things your character has done in the past.
** The FlavorText says they "demoralize their victims by telling them everything they don't want to hear," which means it may or may not be true. However, chances are once they start telling you a story, like how Rose didn't die straight away from Lucien's shot, but heard Sparrow get blown out the window and even had time to '''cry''' before Lucien finished her off, or how Hammer secretly blames the Hero of Bowerstone for the death of the Abbot and has vowed revenge, most players will be horrifically compelled to listen, as a Banshee is invulnerable as long as her creepy shadow children are alive and attacking you.
* During the third chapter "The Hero of Skill," there's a sub-quest that involves buying Brightwood Tower and spending a night there. You enter a DreamLand where you're turned back into a child and its ruled by a living treasure chest called "[[ALizardNamedLiz Chesty]]" who puts his 'Super Best Friend' through a gauntlet of "little children" (Hobbes), his other Super Best Friends ([[TheUndead Hollow Men]]), and doggies ([[OurWerewolvesAreDifferent Balverines]]) before finally sending you home with the horribly depressing message "We'll be so lonely without you. And die." Not scary enough yet? OK, how about the fact that it's a PsychopathicManchild chest?! Every time it shows up, it tells a delightful story about games it likes to play...like shooting the legs off an adventurer and letting him crawl to what he thinks is safety but is actually a swamp infested with flesh-eating insects? Quote: "That's one of my favorites. Maybe we can play it sometime!"
** The FlavorText says they "demoralize their victims by telling them everything they don't want to hear," which means it may or may not be true. However, chances are once they start telling you a story, like how Rose didn't die straight away from Lucien's shot, but heard Sparrow get blown out the window and even had time to '''cry''' before Lucien finished her off, or how Hammer secretly blames the Hero of Bowerstone for the death of the Abbot and has vowed revenge, most players will be horrifically compelled to listen, as a Banshee is invulnerable as long as her creepy shadow children are alive and attacking you.
* During the third chapter "The Hero of Skill," there's a sub-quest that involves buying Brightwood Tower and spending a night there. You enter a DreamLand where you're turned back into a child and its ruled by a living treasure chest called "[[ALizardNamedLiz Chesty]]" who puts his 'Super Best Friend' through a gauntlet of "little children" (Hobbes), his other Super Best Friends ([[TheUndead Hollow Men]]), and doggies ([[OurWerewolvesAreDifferent Balverines]]) before finally sending you home with the horribly depressing message "We'll be so lonely without you. And die." Not scary enough yet? OK, how about the fact that it's a PsychopathicManchild chest?! Every time it shows up, it tells a delightful story about games it likes to play...like shooting the legs off an adventurer and letting him crawl to what he thinks is safety but is actually a swamp infested with flesh-eating insects? Quote: "That's one of my favorites. Maybe we can play it sometime!"
to:
* And then there's the Banshees, banshees, who attack by sending shadowy [[CreepyChild creepy children]] after you, taunting you in their spooky voices all the while. The Banshees banshees themselves also whisper to you about things your character has done in the past.
** The FlavorText says they "demoralize their victims by telling them everything they don't want to hear," which means it may or may not be true. However, chances are once they start telling you a story, like how Rose didn't die straight away from Lucien's shot, but heard Sparrow get blown out the window and even had time to '''cry''' before Lucien finished her off, or how Hammer secretly blames the Hero of Bowerstone for the death of the Abbot and has vowed revenge, most players will be horrifically compelled to listen, as aBanshee banshee is invulnerable as long as her creepy shadow children are alive and attacking you.
* During the third chapter "The Hero of Skill," there's a sub-quest that involves buying Brightwood Tower and spending a night there. You enter a DreamLand where you're turned back into a child and its ruled by a living treasure chest called "[[ALizardNamedLiz Chesty]]" who puts his 'Super Best Friend' through a gauntlet of "little children"(Hobbes), (hobbes), his other Super Best Friends ([[TheUndead Hollow Men]]), hollow men]]), and doggies ([[OurWerewolvesAreDifferent Balverines]]) balverines]]) before finally sending you home with the horribly depressing message "We'll be so lonely without you. And die." Not scary enough yet? OK, how about the fact that it's a PsychopathicManchild chest?! Every time it shows up, it tells a delightful story about games it likes to play...like shooting the legs off an adventurer and letting him crawl to what he thinks is safety but is actually a swamp infested with flesh-eating insects? Quote: "That's one of my favorites. Maybe we can play it sometime!"
** The FlavorText says they "demoralize their victims by telling them everything they don't want to hear," which means it may or may not be true. However, chances are once they start telling you a story, like how Rose didn't die straight away from Lucien's shot, but heard Sparrow get blown out the window and even had time to '''cry''' before Lucien finished her off, or how Hammer secretly blames the Hero of Bowerstone for the death of the Abbot and has vowed revenge, most players will be horrifically compelled to listen, as a
* During the third chapter "The Hero of Skill," there's a sub-quest that involves buying Brightwood Tower and spending a night there. You enter a DreamLand where you're turned back into a child and its ruled by a living treasure chest called "[[ALizardNamedLiz Chesty]]" who puts his 'Super Best Friend' through a gauntlet of "little children"
Changed line(s) 61 (click to see context) from:
** The ground will shake occasionally, and no reason is ever given for it, though the theory is that that's the Hollow Men making the ground shake as they pop up. Regardless, it isn't explicitly explained, and it ''is'' creepy as hell.
to:
** The ground will shake occasionally, and no reason is ever given for it, though the theory is that that's the Hollow Men hollow men making the ground shake as they pop up. Regardless, it isn't explicitly explained, and it ''is'' creepy as hell.
Changed line(s) 73,74 (click to see context) from:
** In the same section of the DLC, one of the lengthy key puzzles leads you to find an invitation from Chesty. You find the house with the 'by invite only' sign, and go inside. Immediately, there's a long table with long-dead skeletons sitting in the seats, and coat racks with similar skeletons. There's a note from Chesty saying how happy he was to spend time with his super best friends, and something about a mirror...enter the floating mirror upstairs, and you find a fog enshrouded area with a bottle of red dye...''underneath a suspended skeleton, contorted by almost ''Franchise/{{Hellraiser}}''-like chains that extend into the fog''.
* The first Hobbe cave. You help a man there terrified of going in to rescue his son, who has been kidnapped by Hobbes. He mentions then that he had always heard stories that Hobbes were all once small children who were captured by Hobbes and turned into them. This is the start of a variation of ApocalypticLog that is heard from afar as the player runs around another path to get to the man's son. The sounds and the fate of both the boy and his father are enough to make anyone feel like they want to throw up... Not to mention there is no way to stop it from happening, even if you kill his son, he will just... fall over dead.
* The first Hobbe cave. You help a man there terrified of going in to rescue his son, who has been kidnapped by Hobbes. He mentions then that he had always heard stories that Hobbes were all once small children who were captured by Hobbes and turned into them. This is the start of a variation of ApocalypticLog that is heard from afar as the player runs around another path to get to the man's son. The sounds and the fate of both the boy and his father are enough to make anyone feel like they want to throw up... Not to mention there is no way to stop it from happening, even if you kill his son, he will just... fall over dead.
to:
** In the same section of the DLC, one of the lengthy key puzzles leads you to find an invitation from Chesty. You find the house with the 'by "by invite only' only" sign, and go inside. Immediately, there's a long table with long-dead skeletons sitting in the seats, and coat racks with similar skeletons. There's a note from Chesty saying how happy he was to spend time with his super best friends, and something about a mirror...enter the floating mirror upstairs, and you find a fog enshrouded area with a bottle of red dye...''underneath a suspended skeleton, contorted by almost ''Franchise/{{Hellraiser}}''-like chains that extend into the fog''.
* The firstHobbe hobbe cave. You help Herman, a man there terrified of going in to rescue his son, son who has been kidnapped by Hobbes. He hobbes. Herman mentions then that he had always heard stories that Hobbes hobbes were all once small children who were captured by Hobbes hobbes and turned into them. This is the start of a variation of ApocalypticLog that is heard from afar as the player runs around another path to get to the man's Herman's son. The sounds and the fate of both the boy and his father are enough to make anyone feel like they want to throw up... Not to mention there is no way to stop it from happening, even if you kill his son, he Herman will just... fall over dead.
* The first
Changed line(s) 76,79 (click to see context) from:
* A lot of the Demon Doors, actually. Winter Lodge is a good example. When you walk in, it's a prettily-lit, idyllic winter path, with a warm, inviting house at the end. Walk through the door and, in a flash, it turns to a ruin, with skeletons and torture devices strewn about the area, which is now lit in dull, stark colors. And there's a screeching metal sound when the flip happens, that isn't found anywhere else in the game.
* A minor one, but when you first pass through the Bandit Coast with Hammer on the main quest to the Crucible, a distraught Lilith stops you and asks for your help. She explains that her son has been taken by Balverines into the nearby Howling Halls. Once you enter, it is revealed that Lilith is actually a Balverine who has lured others into her den to feed her Balverine children. There are several hints leading up to the discovery such as the Balverines refusing to attack Hammer and Sparrow when they're with Lilith and said woman's name, which is that of a female demon from Jewish mythology.
* The Shadow Court quest. Once you gain enough renown for Reaver to give you the time of day, he tasks you with taking his Shadow Seal to the Shadow Court in Wraithmarsh, BUT what he, {{Jerkass}} that he is, neglects to tell you is that you have to make a SadisticChoice: Keep the seal and allow the Shadow Judges to take your youth (the "good" option), or give the seal to a scared, crying girl and allow the Judges to take her youth instead (the "evil" option). If you keep the seal and get your youth drained, you gain [[GlowingEyesOfDoom glowing]] [[RedEyesTakeWarning red eyes]].
** The Shadow Judges themselves provide a massive heap of NightmareFuel. They're [[LivingShadow shadowy]], [[TheGrimReaper Grim Reaper]]-esque beings with [[RedEyesTakeWarning red eyes]] and [[VoiceOfTheLegion scary]], [[EvilSoundsDeep deep voices]]. Oh, and there's something absolutely chilling about them telling the Hero that, when the sacrifices stop, ''they will come for Reaver''.
* A minor one, but when you first pass through the Bandit Coast with Hammer on the main quest to the Crucible, a distraught Lilith stops you and asks for your help. She explains that her son has been taken by Balverines into the nearby Howling Halls. Once you enter, it is revealed that Lilith is actually a Balverine who has lured others into her den to feed her Balverine children. There are several hints leading up to the discovery such as the Balverines refusing to attack Hammer and Sparrow when they're with Lilith and said woman's name, which is that of a female demon from Jewish mythology.
* The Shadow Court quest. Once you gain enough renown for Reaver to give you the time of day, he tasks you with taking his Shadow Seal to the Shadow Court in Wraithmarsh, BUT what he, {{Jerkass}} that he is, neglects to tell you is that you have to make a SadisticChoice: Keep the seal and allow the Shadow Judges to take your youth (the "good" option), or give the seal to a scared, crying girl and allow the Judges to take her youth instead (the "evil" option). If you keep the seal and get your youth drained, you gain [[GlowingEyesOfDoom glowing]] [[RedEyesTakeWarning red eyes]].
** The Shadow Judges themselves provide a massive heap of NightmareFuel. They're [[LivingShadow shadowy]], [[TheGrimReaper Grim Reaper]]-esque beings with [[RedEyesTakeWarning red eyes]] and [[VoiceOfTheLegion scary]], [[EvilSoundsDeep deep voices]]. Oh, and there's something absolutely chilling about them telling the Hero that, when the sacrifices stop, ''they will come for Reaver''.
to:
* A lot of the Demon Doors, actually. Winter Lodge is a good example. When you walk in, it's a prettily-lit, idyllic winter path, with a warm, inviting house at the end. Walk through the door and, in a flash, and it turns to a ruin, ruin in a flash, with skeletons and torture devices strewn about the area, which is now lit in dull, stark colors. And there's a screeching metal sound when the flip happens, that isn't found anywhere else in the game.
* A minor one, but when you first pass through the Bandit Coast with Hammer on the main quest to the Crucible, a distraught Lilith stops you and asks for your help. She explains that her son has been taken byBalverines balverines into the nearby Howling Halls. Once you enter, it is revealed that Lilith is actually a Balverine balverine who has lured others into her den to feed her Balverine balverine children. There are several hints leading up to the discovery discovery, such as the Balverines balverines refusing to attack Hammer and Sparrow when they're with Lilith Lilith, and said woman's name, which is that of a female demon from Jewish mythology.
* The Shadow Court quest.Once you gain enough renown for Reaver to give you the time of day, he tasks you with taking his Shadow Seal to the Shadow Court in Wraithmarsh, Wraithmarsh. BUT what he, {{Jerkass}} that he is, neglects to tell you is that you have to make a SadisticChoice: Keep SadisticChoice. You can keep the seal and allow the Shadow Judges to take your youth (the "good" option), or option). Or you can give the seal to a scared, crying girl and allow the Judges to take her youth instead (the "evil" option). If you keep the seal and get your youth drained, you gain [[GlowingEyesOfDoom glowing]] [[RedEyesTakeWarning red eyes]].
** The Shadow Judgesthemselves provide a massive heap of NightmareFuel. They're are [[LivingShadow shadowy]], [[TheGrimReaper Grim Reaper]]-esque beings with [[RedEyesTakeWarning red eyes]] and [[VoiceOfTheLegion scary]], [[EvilSoundsDeep deep voices]]. Oh, and there's something absolutely chilling about them telling the Hero that, when the sacrifices stop, ''they will come for Reaver''.
* A minor one, but when you first pass through the Bandit Coast with Hammer on the main quest to the Crucible, a distraught Lilith stops you and asks for your help. She explains that her son has been taken by
* The Shadow Court quest.
** The Shadow Judges
Changed line(s) 84,87 (click to see context) from:
* The Reliquary where you have to find your Hero parent's treasure for Sabine is a dimly-lit and quiet (except when you're battling Hollow Men) environment. The eerie, ethereal music does not help ease the apprehension the whole place generates one bit.
** [[SarcasmMode Even better]], if you peruse the bookshelves you find in the entry hall after you first enter, you find two copies of a tome titled ''Darkness Descends on Albion'', {{foreshadowing}} what's to come much later in the game.
** And to top that off, the Reliquary, an area where Hollow Men come up from the ground to attack you, is located right underneath Brightwall Village (accessible through Brightwall Academy), making it much worse than Bowerstone in the very first ''Fable'' game (which was located fairly close to Windmill Hill, an area crawling with Undead).
* Mourningwood isn't a particularly nice place, filled with the the souls and bodies of apparently hundreds of soldiers, and Logan sends anyone he doesn't like there because he doesn't expect them to survive.
** [[SarcasmMode Even better]], if you peruse the bookshelves you find in the entry hall after you first enter, you find two copies of a tome titled ''Darkness Descends on Albion'', {{foreshadowing}} what's to come much later in the game.
** And to top that off, the Reliquary, an area where Hollow Men come up from the ground to attack you, is located right underneath Brightwall Village (accessible through Brightwall Academy), making it much worse than Bowerstone in the very first ''Fable'' game (which was located fairly close to Windmill Hill, an area crawling with Undead).
* Mourningwood isn't a particularly nice place, filled with the the souls and bodies of apparently hundreds of soldiers, and Logan sends anyone he doesn't like there because he doesn't expect them to survive.
to:
* The Reliquary where you have to find your Hero parent's treasure for Sabine is a dimly-lit and quiet (except when you're battling Hollow Men) hollow men) environment. The eerie, ethereal music does not help ease the apprehension the whole place generates one bit.
** [[SarcasmMode Even better]], if you peruse the bookshelvesyou find in the entry hall after you first enter, hall, you find two copies of a tome titled ''Darkness Descends on Albion'', {{foreshadowing}} what's to come much later in the game.
** And to top that off, the Reliquary, an area whereHollow Men hollow men come up from the ground to attack you, is located right underneath Brightwall Village (accessible through Brightwall Academy), making Academy). That makes it much worse than Bowerstone in the very first ''Fable'' game (which (Bowerstone was located fairly close to Windmill Hill, an area crawling with Undead).
undead).
* Mourningwood isn't a particularly nice place, filled with thethe souls and bodies of apparently hundreds of soldiers, and soldiers. And Logan sends anyone he doesn't like there because he doesn't expect them to survive.
** [[SarcasmMode Even better]], if you peruse the bookshelves
** And to top that off, the Reliquary, an area where
* Mourningwood isn't a particularly nice place, filled with the
Changed line(s) 89,91 (click to see context) from:
** The place is absolute ParanoiaFuel. If you're walking ''anywhere'' but in the town itself, [[FearIsTheAppropriateResponse it's perfectly reasonable]] to be walking slowly at all times, constantly turning the camera to view your surroundings with your rifle already in hand, ready to blow Balverines away at a distance the instant you spot them. [[FromBadToWorse And then they run at you]].
* The Sunset House quest has you finding a ruined mansion in a remote location in the middle of Mourningwood. At night, though, the beautiful ghost of the mansion reappears, and you might manage to return it to the real world. Bad idea. The house is home to a creature of terrible evil that [[DrivenToSuicide drove the old owner to suicide]] by burning down the house in an effort to stop it. His skeleton is dangling from the ceiling as you enter. The bedroom is worse. Whatever happens, don't go to sleep, or you'll meet the creature that haunts this place... and it turns out to be [[PsychopathicManchild your old Super Best Friend, Chesty]]. He wants to play chess on a giant chessboard with living statues, but decides to just kill you instead when he gets bored of that. Then he gives you the house. Except Chesty's probably still there, lurking in the unseen corners.
** The game refuses to allow you to move your family into that house, and if you sell it, it will just sit empty as no one will ever actually move in. There's probably a very good reason for that.
* The Sunset House quest has you finding a ruined mansion in a remote location in the middle of Mourningwood. At night, though, the beautiful ghost of the mansion reappears, and you might manage to return it to the real world. Bad idea. The house is home to a creature of terrible evil that [[DrivenToSuicide drove the old owner to suicide]] by burning down the house in an effort to stop it. His skeleton is dangling from the ceiling as you enter. The bedroom is worse. Whatever happens, don't go to sleep, or you'll meet the creature that haunts this place... and it turns out to be [[PsychopathicManchild your old Super Best Friend, Chesty]]. He wants to play chess on a giant chessboard with living statues, but decides to just kill you instead when he gets bored of that. Then he gives you the house. Except Chesty's probably still there, lurking in the unseen corners.
** The game refuses to allow you to move your family into that house, and if you sell it, it will just sit empty as no one will ever actually move in. There's probably a very good reason for that.
to:
** The place is absolute ParanoiaFuel. If you're walking ''anywhere'' but in the town itself, [[FearIsTheAppropriateResponse it's perfectly reasonable]] to be walking slowly at all times, constantly turning the camera to view your surroundings with your rifle already in hand, ready to blow Balverines balverines away at a distance the instant you spot them. [[FromBadToWorse And then they run at you]].
* The Sunset House quest has you finding a ruined mansion in a remote location in the middle of Mourningwood. At night, though, the beautiful ghost of the mansion reappears, and you might manage to return it to the real world. Bad idea. The house is home to a creature of terrible evil that [[DrivenToSuicide drove theold original owner to suicide]] by burning down the house in an effort to stop it. His skeleton is dangling dangles from the ceiling as you enter. The bedroom is worse. Whatever happens, don't go to sleep, or you'll meet the creature that haunts this place... and it turns out to be [[PsychopathicManchild your old Super Best Friend, Chesty]]. He wants to play chess on a giant chessboard with living statues, but decides to just kill you instead when he gets bored of that. Then he gives you the house. Except Chesty's probably still there, lurking in the unseen corners.
** The game refuses to allow you to move your family into thathouse, and house. And if you sell it, it will just sit empty as no one will ever actually move in. There's probably a very good reason for that.
* The Sunset House quest has you finding a ruined mansion in a remote location in the middle of Mourningwood. At night, though, the beautiful ghost of the mansion reappears, and you might manage to return it to the real world. Bad idea. The house is home to a creature of terrible evil that [[DrivenToSuicide drove the
** The game refuses to allow you to move your family into that
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** Its lines don't help much, especially not "You are tainted..." and the infinitely echoing hiss "He is ours. He is ours." And as for what it does to Walter and the shop windows during the climax, words can't describe.
** It's the way Walter starts freaking out the longer you spend in the Crawler's temple when you reach Aurora. At first, he tries to be brave and shrug off the general scariness of the temple. Then he starts to get more and more unnerved the farther in you go as you're exposed to horror after horror. By the time you reach the end, he's SCREAMING TO GET OUT OF THE DARKNESS.
** The Crawler infects the world with Darkness that appears to eat away at the world; he even manages to do it to the Sanctuary, which pretty much means NOWHERE IS SAFE!
** It's the way Walter starts freaking out the longer you spend in the Crawler's temple when you reach Aurora. At first, he tries to be brave and shrug off the general scariness of the temple. Then he starts to get more and more unnerved the farther in you go as you're exposed to horror after horror. By the time you reach the end, he's SCREAMING TO GET OUT OF THE DARKNESS.
** The Crawler infects the world with Darkness that appears to eat away at the world; he even manages to do it to the Sanctuary, which pretty much means NOWHERE IS SAFE!
to:
** Its lines don't help much, especially not "You are tainted..." and the infinitely echoing hiss of "He is ours. He is ours." And as for what it does to Walter and [[RealityWarper the shop windows windows]] during the climax, words can't describe.
** It's the way Walter starts freaking out the longer you spend in the Crawler'stemple when you reach Aurora.temple. At first, he tries to be brave and shrug off the general scariness of the temple. Then he starts to get more and more unnerved the farther in you go as you're exposed to horror after horror. By the time you reach the end, he's SCREAMING TO GET OUT OF THE DARKNESS.
** The Crawler infects the world withDarkness darkness that appears to eat away at the world; he world. He even manages to do it to the Sanctuary, which pretty much means NOWHERE IS SAFE!
** It's the way Walter starts freaking out the longer you spend in the Crawler's
** The Crawler infects the world with
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* Demon Doors in general tend to be this. Not so much the doors themselves, but what lies beyond them. All it takes is for one of the interiors to [[ParanoiaFuel freak you out]] for you to start getting on edge whenever you enter one. It doesn't help that sometimes the most innocuous Door request can yield the scariest results.
** As a case in point, Millfields has a Door asking you to challenge the perception of societal aesthetics (i.e. get fat and wear something ridiculous). You complete the request and it opens to Twitcher's Curtains, a spacious cavern covered in ''giant'' cobwebs that span the entire cave wall (keep in mind that the webs encountered everywhere else in the game are as big as, or slightly larger than, your character). As you approach the treasure, you can see even bigger webs in the background and you get the feeling that something might be back there... Nothing else really happens except for ''something'' screaming/roaring at you as you try to leave. Keep in mind that most Demon Doors don't have any music in their interiors, which makes the roar from nowhere even worse. It doesn't help that trying to look back into the cave results in [[NothingIsScarier nothing. Everything looks the same]].
* The Veiled Path. Walking through the sand and up flights of stairs down a long, winding path that is lined with rows and ''rows'' of [[EliteMooks Sentinels]]. They're just statues, though...which just [[NothingIsScarier makes it worse]]. You're horribly tense, waiting for them to come alive, and their eyes are ''glowing''. But they don't move. They just...don't move. It's almost a relief when a live one comes stomping down at you at the end of the path, though the statues themselves never do attack you.
** As a case in point, Millfields has a Door asking you to challenge the perception of societal aesthetics (i.e. get fat and wear something ridiculous). You complete the request and it opens to Twitcher's Curtains, a spacious cavern covered in ''giant'' cobwebs that span the entire cave wall (keep in mind that the webs encountered everywhere else in the game are as big as, or slightly larger than, your character). As you approach the treasure, you can see even bigger webs in the background and you get the feeling that something might be back there... Nothing else really happens except for ''something'' screaming/roaring at you as you try to leave. Keep in mind that most Demon Doors don't have any music in their interiors, which makes the roar from nowhere even worse. It doesn't help that trying to look back into the cave results in [[NothingIsScarier nothing. Everything looks the same]].
* The Veiled Path. Walking through the sand and up flights of stairs down a long, winding path that is lined with rows and ''rows'' of [[EliteMooks Sentinels]]. They're just statues, though...which just [[NothingIsScarier makes it worse]]. You're horribly tense, waiting for them to come alive, and their eyes are ''glowing''. But they don't move. They just...don't move. It's almost a relief when a live one comes stomping down at you at the end of the path, though the statues themselves never do attack you.
to:
* Demon Doors in general tend to be this. Not so much the doors themselves, but what lies beyond them. All it takes is for one of the interiors to [[ParanoiaFuel freak you out]] for you to start getting on edge whenever you enter one. It doesn't help that sometimes the most innocuous Demon Door request can yield the scariest results.
** As a case in point, Millfields has a Demon Door asking you to challenge the perception of societal aesthetics (i.e. , get fat and wear something ridiculous). You complete the request request, and it opens to Twitcher's Curtains, a spacious cavern covered in ''giant'' cobwebs that span the entire cave wall (keep wall. (Keep in mind that the webs encountered everywhere else in the game are as big as, or slightly larger than, your character). character.) As you approach the treasure, you can see even bigger webs in the background and you get the feeling that something might be back there... Nothing else really happens except for ''something'' screaming/roaring at you as you try to leave. Keep in mind that most Demon Doors don't have any music in their interiors, which makes the roar from nowhere even worse. It doesn't help that trying to look back into the cave results in [[NothingIsScarier nothing. Everything looks the same]].
* The Veiled Path. Walking through the sand and up flights of stairs down a long, winding path that is lined with rows and ''rows'' of [[EliteMooksSentinels]].sentinels]]. They're just statues, though...which just [[NothingIsScarier makes it worse]]. You're horribly tense, waiting for them to come alive, and their eyes are ''glowing''. But they don't move. They just...don't move. It's almost a relief when a live one comes stomping down at you at the end of the path, though the statues themselves never do attack you.
** As a case in point, Millfields has a Demon Door asking you to challenge the perception of societal aesthetics (i.e.
* The Veiled Path. Walking through the sand and up flights of stairs down a long, winding path that is lined with rows and ''rows'' of [[EliteMooks
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* One of the more darkly humored loading screen posters advertises a [[https://s-media-cache-ak0.pinimg.com/736x/8e/62/1e/8e621e3e2bd3aa4c656d3a7387ad62b3--free-haircut-fable-.jpg trepanning procedure.]]
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* One of the more [[BlackComedy darkly humored humored]] loading screen posters advertises a [[https://s-media-cache-ak0.pinimg.com/736x/8e/62/1e/8e621e3e2bd3aa4c656d3a7387ad62b3--free-haircut-fable-.jpg trepanning procedure.]]
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* During the third chapter "The Hero of Skill," there's a sub-quest that involves buying Brightwood Tower and spending a night there. You enter a DreamLand where you're turned back into a child and its ruled by a living treasure chest called "[[IncrediblyLamePun Chesty]]" who puts his 'Super Best Friend' through a gauntlet of "little children" (Hobbes), his other Super Best Friends ([[TheUndead Hollow Men]]), and doggies ([[OurWerewolvesAreDifferent Balverines]]) before finally sending you home with the horribly depressing message "We'll be so lonely without you. And die." Not scary enough yet? OK, how about the fact that it's a PsychopathicManchild chest?! Every time it shows up, it tells a delightful story about games it likes to play...like shooting the legs off an adventurer and letting him crawl to what he thinks is safety but is actually a swamp infested with flesh-eating insects? Quote: "That's one of my favorites. Maybe we can play it sometime!"
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* During the third chapter "The Hero of Skill," there's a sub-quest that involves buying Brightwood Tower and spending a night there. You enter a DreamLand where you're turned back into a child and its ruled by a living treasure chest called "[[IncrediblyLamePun "[[ALizardNamedLiz Chesty]]" who puts his 'Super Best Friend' through a gauntlet of "little children" (Hobbes), his other Super Best Friends ([[TheUndead Hollow Men]]), and doggies ([[OurWerewolvesAreDifferent Balverines]]) before finally sending you home with the horribly depressing message "We'll be so lonely without you. And die." Not scary enough yet? OK, how about the fact that it's a PsychopathicManchild chest?! Every time it shows up, it tells a delightful story about games it likes to play...like shooting the legs off an adventurer and letting him crawl to what he thinks is safety but is actually a swamp infested with flesh-eating insects? Quote: "That's one of my favorites. Maybe we can play it sometime!"
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Changed line(s) 56 (click to see context) from:
* During the third chapter "The Hero of Skill," there's a sub-quest that involves buying Brightwood Tower and spending a night there. You enter a DreamWorld where you're turned back into a child and its ruled by a living treasure chest called "[[IncrediblyLamePun Chesty]]" who puts his 'Super Best Friend' through a gauntlet of "little children" (Hobbes), his other Super Best Friends ([[TheUndead Hollow Men]]), and doggies ([[OurWerewolvesAreDifferent Balverines]]) before finally sending you home with the horribly depressing message "We'll be so lonely without you. And die." Not scary enough yet? OK, how about the fact that it's a PsychopathicManchild chest?! Every time it shows up, it tells a delightful story about games it likes to play...like shooting the legs off an adventurer and letting him crawl to what he thinks is safety but is actually a swamp infested with flesh-eating insects? Quote: "That's one of my favorites. Maybe we can play it sometime!"
to:
* During the third chapter "The Hero of Skill," there's a sub-quest that involves buying Brightwood Tower and spending a night there. You enter a DreamWorld DreamLand where you're turned back into a child and its ruled by a living treasure chest called "[[IncrediblyLamePun Chesty]]" who puts his 'Super Best Friend' through a gauntlet of "little children" (Hobbes), his other Super Best Friends ([[TheUndead Hollow Men]]), and doggies ([[OurWerewolvesAreDifferent Balverines]]) before finally sending you home with the horribly depressing message "We'll be so lonely without you. And die." Not scary enough yet? OK, how about the fact that it's a PsychopathicManchild chest?! Every time it shows up, it tells a delightful story about games it likes to play...like shooting the legs off an adventurer and letting him crawl to what he thinks is safety but is actually a swamp infested with flesh-eating insects? Quote: "That's one of my favorites. Maybe we can play it sometime!"
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'''WARNING''': Spoilers are unmarked.
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* The general state of Albion in the first two games. It's [[SceneryPorn gorgeous]] and [[{{Arcadia}} idyllic]], but there doesn't seem to be any [[SkeletonGovernment government]]. There are few authority figures, and in both games the leadership of Bowerstone is held by [[RichBitch Lady Grey]] and [[BigBad Lord Lucien]], both corrupt and evil figures. The areas outside the cities are overrun by bandits and nightmarish creatures, and the guards aren't enough to keep the roads safe. Smaller settlements like Oakvale or Oakfield are completely at the mercy of well-organized bandit or cultist raids. Albion appears to be a [[CrapsackWorld failed state]] like Somalia, and that's before you start counting the [[TheWorldIsAlwaysDoomed doomsday]] threats looming in every game.
** The third game is a mixed bag. There's some government going on now, with an army! Oh, but at the same time there's heavy industrialization, massive wealth inequality, pollution...
** The third game is a mixed bag. There's some government going on now, with an army! Oh, but at the same time there's heavy industrialization, massive wealth inequality, pollution...
to:
* The general state of Albion in the first two games. It's [[SceneryPorn gorgeous]] and [[{{Arcadia}} idyllic]], but there doesn't seem to be any [[SkeletonGovernment government]]. There are few authority figures, and in both games games, the leadership of Bowerstone is held by [[RichBitch Lady Grey]] and [[BigBad Lord Lucien]], both of whom are corrupt and evil figures. The areas outside the cities are overrun by bandits and nightmarish creatures, and the guards aren't enough to keep the roads safe. Smaller settlements like Oakvale or Oakfield are completely at the mercy of well-organized bandit or cultist raids. Albion appears to be a [[CrapsackWorld failed state]] like Somalia, UsefulNotes/{{Somalia}}, and that's before you start counting the [[TheWorldIsAlwaysDoomed doomsday]] threats looming in every game.
** The third game is a mixed bag. There's some government going on now, with an army! Oh, but at the sametime time, there's heavy industrialization, massive wealth inequality, pollution...
** The third game is a mixed bag. There's some government going on now, with an army! Oh, but at the same
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* Darkwood is dark and creepy at ''any'' time of day, and often infested with balverines, hobbes, bandits, nymphs, and trolls.
to:
* Darkwood [[SwampsAreEvil Darkwood]] is dark and creepy at ''any'' time of day, and often infested with balverines, hobbes, bandits, nymphs, and trolls.
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** Also, it's all but outright stated that Wraitmarsh is [[SwampsAreEvil Darkwood]] from the first game. Except now that everyone in Oakvale died thanks to Reaver, the swamp is ''spreading''. Wraitmarsh is even worse than Darkwood. At least Darkwood was regularly-travelled by merchants, it had human enemies in the form of bandits, there was a merchant camp and a bordello you could visit, you know, ''human presence''. Wraitmarsh has none of that, and once again, it's ''spreading''.
to:
** Also, it's all but outright stated that Wraitmarsh Wraithmarsh is [[SwampsAreEvil Darkwood]] also Darkwood from the first game. Except now that everyone in Oakvale died thanks to Reaver, the swamp Darkwood is ''spreading''. Wraitmarsh Wraithmarsh is even worse than Darkwood. At least Darkwood was regularly-travelled regularly traveled by merchants, it had human enemies in the form of bandits, there was a merchant camp and a bordello you could visit, you know, ''human presence''. Wraitmarsh Wraithmarsh has none of that, and once again, it's ''spreading''.
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* The general state of Albion in the first two games. It's [[SceneryPorn gorgeous]] and [[{{Arcadia}} idyllic]], but there doesn't seem to be any [[SkeletonGovernment government]]. There are few authority figures, and in both games the leadership of Bowerstone is held by [[RichBitch Lady Grey]] and [[BigBad Lord Lucien]], both corrupt and evil figures. The areas outside the cities are overrun by bandits and nightmarish creatures, and the guards aren't enough to keep the roads safe. Smaller settlements like Oakvale or Oakfield are completely at the mercy of well-organized bandit or cultist raids. Albion appears to be a [[CrapsackWorld failed state]] like Somalia, and that's before you start counting the [[TheWorldIsAlwaysDoomed doomsday]] threats looming in every game.
** The third game is a mixed bag. There's some government going on now, with an army! Oh, but at the same time there's heavy industrialization, massive wealth inequality, pollution...
** The third game is a mixed bag. There's some government going on now, with an army! Oh, but at the same time there's heavy industrialization, massive wealth inequality, pollution...
** Also, it's all but outright stated that Wraitmarsh is [[SwampsAreEvil Darkwood]] from the first game. Except now that everyone in Oakvale died thanks to Reaver, the swamp is ''spreading''. Wraitmarsh is even worse than Darkwood. At least Darkwood was regularly-travelled by merchants, it had human enemies in the form of bandits, there was a merchant camp and a bordello you could visit, you know, ''human presence''. Wraitmarsh has none of that, and once again, it's ''spreading''.
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** It might even be a example of NothingIsScarier or ParanoiaFuel: "Any minute now, these statues will come alive and kill us."
to:
** It might even be a example of NothingIsScarier or ParanoiaFuel: "Any minute now, these statues will come alive and kill us."" Even better, your [[EvilDetectingDog dog]] will growl when you walk in the cave full of inanimate suits of armor. The dog normally only growls when there are enemies nearby, but the cave simply doesn't have any enemies...
** Terry's bedroom! It's dark, except for a weird unexplained ball of electricity floating on the ceiling. His skeleton is on the bed, ''surrounded by inanimate suits of armor''.
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* The first Hobbe cave. You help a man there terrified of going in to rescue his son, who has been kidnapped by Hobbes. He mentions then that he had always heard stories that Hobbes were all once small children who were captured by Hobbes and turned into them. This is the start of a variation of ApocalypticLog that is heard from afar as the player runs around another path to get to the man's son. The sounds and the fate of both the boy and his father are enough to make anyone feel like they want to throw up... Not to mention there is no way to stop it from happening, even if you fry his son with fire.
to:
* The first Hobbe cave. You help a man there terrified of going in to rescue his son, who has been kidnapped by Hobbes. He mentions then that he had always heard stories that Hobbes were all once small children who were captured by Hobbes and turned into them. This is the start of a variation of ApocalypticLog that is heard from afar as the player runs around another path to get to the man's son. The sounds and the fate of both the boy and his father are enough to make anyone feel like they want to throw up... Not to mention there is no way to stop it from happening, even if you fry kill his son with fire.son, he will just... fall over dead.
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* During the third chapter "The Hero of Skill," there's a sub-quest that involves buying Brightwood Tower and spending a night there. You enter a DreamWorld ruled by a living treasure chest called "[[IncrediblyLamePun Chesty]]" who puts his 'Super Best Friend' through a gauntlet of "little children" (Hobbes), his other Super Best Friends ([[TheUndead Hollow Men]]), and doggies ([[OurWerewolvesAreDifferent Balverines]]) before finally sending you home with the horribly depressing message "We'll be so lonely without you. And die." Not scary enough yet? OK, how about the fact that it's a PsychopathicManchild chest?! Every time it shows up, it tells a delightful story about games it likes to play...like shooting the legs off an adventurer and letting him crawl to what he thinks is safety but is actually a swamp infested with flesh-eating insects? Quote: "That's one of my favorites. Maybe we can play it sometime!"
to:
* During the third chapter "The Hero of Skill," there's a sub-quest that involves buying Brightwood Tower and spending a night there. You enter a DreamWorld where you're turned back into a child and its ruled by a living treasure chest called "[[IncrediblyLamePun Chesty]]" who puts his 'Super Best Friend' through a gauntlet of "little children" (Hobbes), his other Super Best Friends ([[TheUndead Hollow Men]]), and doggies ([[OurWerewolvesAreDifferent Balverines]]) before finally sending you home with the horribly depressing message "We'll be so lonely without you. And die." Not scary enough yet? OK, how about the fact that it's a PsychopathicManchild chest?! Every time it shows up, it tells a delightful story about games it likes to play...like shooting the legs off an adventurer and letting him crawl to what he thinks is safety but is actually a swamp infested with flesh-eating insects? Quote: "That's one of my favorites. Maybe we can play it sometime!"
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** Worse, Grey House, like Windmill Hill, is located very close to the otherwise-peaceful settlement of Barrow Fields.
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* Lychfield Graveyard is described in-game as "the haunting resting place of generations" and it's not at all hard to see why. As you and the groundskeeper make your way across the graveyard to find Nostro's tomb and to collect Nostro's armor and sword, Undead continuously rise up out of the ground to attack you and even manage to kill the groundskeeper while they're at it.
to:
* Lychfield Graveyard is described in-game as "the haunting haunted resting place of generations" and it's not at all hard to see why. As you and the groundskeeper make your way across the graveyard to find Nostro's tomb and to collect Nostro's armor and sword, Undead continuously rise up out of the ground to attack you and even manage to kill the groundskeeper while they're at it.
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** The story of how Oakvale became Wraithmarsh is as chilling as it is [[TearJerker/{{Fable}} saddening]], especially when Theresa relates the tale to the Hero via Guild Seal. Apparently, one villager (the future Reaver) made a DealWithTheDevil for immortality. And because of [[ImmortalityImmorality one man's selfishness and fear of death]], a bright and beautiful hamlet is reduced to a cursed, monster-infested wasteland. It also speaks to the series's CentralTheme of how a simple choice, be it good or evil, can have far-reaching consequences.
to:
** The story of how Oakvale became Wraithmarsh is as chilling as it is [[TearJerker/{{Fable}} saddening]], especially when Theresa relates the tale to the Hero via Guild Seal. Apparently, one villager (the future Reaver) made a DealWithTheDevil for immortality. And because of [[ImmortalityImmorality one man's selfishness and fear of death]], a bright and beautiful hamlet is reduced to a cursed, monster-infested wasteland. It also speaks to drives home the series's CentralTheme of how a simple choice, be it good or evil, can have far-reaching consequences.
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*** "''He is ours.''"
--->'''The Crawler:''' ''He is ours.''
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--->'''The Crawler''': ''Darkness shall spread across the world...''
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--->'''The Crawler''': Crawler:''' ''Darkness shall spread across the world...''
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* [[OurWerewolvesAreDifferent Balverines]]. They're [[LightningBruiser quick]], [[SuperPersistentPredator aggressive]], and often [[ZergRush appear in large packs]].
to:
* [[OurWerewolvesAreDifferent Balverines]]. They're [[LightningBruiser quick]], they're [[SuperPersistentPredator aggressive]], and they often [[ZergRush appear in large packs]].
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** Early in the "Trader Escort" quest, you and the two titular characters run into another trader who says he was bitten by something. You're then given the option to a) allow the trader to accompany your party or b) turn him away. If you choose the first option, near the end of the quest, the trader turns into a balverine and you have to kill him.
*** Though if you're quick you can reach [[GhibliHills Barrow Field]] before he turns, and he's apparently just fine once he's out of Darkwood.
*** Though if you're quick you can reach [[GhibliHills Barrow Field]] before he turns, and he's apparently just fine once he's out of Darkwood.
to:
** Early in the "Trader Escort" Trader Escort quest, you and the two titular characters run into another trader who says he was bitten by something. You're then given the option to a) allow the trader to accompany your party or b) turn him away. If you choose the first option, near the end of the quest, the trader turns into a balverine and you have to kill him.
*** Though if you'requick quick, you can reach [[GhibliHills Barrow Field]] Fields]] before he turns, turns and he's apparently just fine once he's out of Darkwood.
*** Though if you're
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* When you find out about Lady Grey's origins. In order to come to power as Bowerstone's Mayor, she trapped her sister in the cellar of their childhood home and left her to die.
** And her old diary (found inside Grey House) implies that [[BigBad Jack of Blades]] convinced her to do so.
** And her old diary (found inside Grey House) implies that [[BigBad Jack of Blades]] convinced her to do so.
to:
* When you find out about Lady Grey's origins. origins: In order to come to power as Bowerstone's Mayor, she trapped her sister Amanda in the cellar of their childhood home and left her to die.
** And her old diary (found inside GreyHouse) House's cellar) implies that [[BigBad Jack of Blades]] convinced her to do so.
** And her old diary (found inside Grey
* Lychfield Graveyard is described in-game as "the haunting resting place of generations" and it's not at all hard to see why. As you and the groundskeeper make your way across the graveyard to find Nostro's tomb and to collect Nostro's armor and sword, Undead continuously rise up out of the ground to attack you and even manage to kill the groundskeeper while they're at it.
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** Not to mention the torture the Hero himself has to go through when he is imprisoned in Bargate Prison. His bloodcurdling scream after the scene cuts away from him in the cutscene drives everything home.
to:
** Not to mention the torture the Hero himself has to go goes through when he is imprisoned in Bargate Prison. His bloodcurdling scream after the scene cuts away from him in the cutscene drives everything home.
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** After you beat the "Rescue Scarlet Robe" quest, you can return to Bargate Prison...only this time, it's completely abandoned. Somehow, that makes the place even scarier.
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** After you beat the "Rescue Rescue Scarlet Robe" Robe quest, you can return to Bargate Prison...only this time, it's completely abandoned. Somehow, that makes the place even scarier.
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*** Though if you're quick you can reach [[GhibliHills Barrow Field]] before he turns, and he's apparently just fine once he's out of Darkwood.
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* [[OurWerewolvesAreDifferent Balverines]]. They're quick, aggressive, and often appear in large packs.
* Hobbes are sometimes PlayedForLaughs, but their lairs in ''[[VideoGame/FableI Fable 1]]'' and ''[[VideoGame/FableII II]]'' aren't. They're also much creepier with TheReveal that they're [[WasOnceAMan children turned into monsters]] by [[TheFairFolk nymphs/dark whispers]].
* Hobbes are sometimes PlayedForLaughs, but their lairs in ''[[VideoGame/FableI Fable 1]]'' and ''[[VideoGame/FableII II]]'' aren't. They're also much creepier with TheReveal that they're [[WasOnceAMan children turned into monsters]] by [[TheFairFolk nymphs/dark whispers]].
to:
* [[OurWerewolvesAreDifferent Balverines]]. They're quick, aggressive, [[LightningBruiser quick]], [[SuperPersistentPredator aggressive]], and often [[ZergRush appear in large packs.
packs]].
* Hobbes are sometimes PlayedForLaughs, but their lairs in ''[[VideoGame/FableI Fable1]]'' I]]'' and ''[[VideoGame/FableII II]]'' aren't. They're also much creepier with TheReveal that they're [[WasOnceAMan children turned into monsters]] by [[TheFairFolk nymphs/dark whispers]].
* Hobbes are sometimes PlayedForLaughs, but their lairs in ''[[VideoGame/FableI Fable
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* Darkwood is dark and creepy at any time of day, infested with balverines, hobbes, bandits, nymphs, and trolls.
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* Darkwood is dark and creepy at any ''any'' time of day, and often infested with balverines, hobbes, bandits, nymphs, and trolls.
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* [[OurZombiesAreDifferent Undead]] aren't particularly scary or anything, but when you kill them, they explode in a shower of dust and bones ''and release a [[HellIsThatNoise screaming]] ghost''.
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* [[OurZombiesAreDifferent Undead]] aren't particularly scary or anything, but when you kill them, they explode in a shower of dust and bones bones, ''and release a [[HellIsThatNoise screaming]] ghost''.
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* In ''The Lost Chapters'' portion of the game, Jack of Blades' disembodied voice periodically taunts the Hero after the completion of the Necropolis quest, especially when he tries to sway the Hero to perform all the 'evil' options (kill Thunder, Briar Rose, and the Guildmaster).
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* Another scary location is the Necropolis where you have to find the Glyphs of Inquiry. It's the frozen ruins of an ancient city where the ghosts of the people who died in a long-ago cataclysm wander about along with the occasional Undead and balverine.
** During the Necropolis quest, if you unearth a wrong tablet, you get attacked by Minions and Summoners.
* In ''The Lost Chapters'' portion of the game, Jack of Blades' [[TheVoice disembodiedvoice voice]] periodically taunts the Hero after the completion of the Necropolis quest, especially when he tries to sway the Hero to perform all the 'evil' options (kill Thunder, Briar Rose, and the Guildmaster).
** During the Necropolis quest, if you unearth a wrong tablet, you get attacked by Minions and Summoners.
* In ''The Lost Chapters'' portion of the game, Jack of Blades' [[TheVoice disembodied
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** The fact that the region's theme is essentially a NightmareFuel version of the original Oakvale theme doesn't help...especially as you look out into the ruins of the village itself and realize that one of the best towns in the first game is now nothing but a haunted ruin.
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** The fact that the region's theme is essentially a NightmareFuel version of the original Oakvale theme doesn't help...especially as you look out into at/pass through the ruins of the village itself and realize that one of the best towns in the first game is now nothing but a haunted ruin.
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** The story of how Oakvale came to be Wraithmarsh is as chilling as it is [[TearJerker/{{Fable}} saddening]], especially when Theresa relates the tale to the Hero via Guild Seal. Apparently, one villager (the future Reaver) made a DealWithTheDevil for immortality. And because of [[ImmortalityImmorality one man's selfishness and fear of death]], a bright and beautiful hamlet is reduced to a cursed, monster-infested wasteland. It also speaks to the series's CentralTheme of how a simple choice, be it good or evil, can have far-reaching consequences.
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** The story of how Oakvale came to be became Wraithmarsh is as chilling as it is [[TearJerker/{{Fable}} saddening]], especially when Theresa relates the tale to the Hero via Guild Seal. Apparently, one villager (the future Reaver) made a DealWithTheDevil for immortality. And because of [[ImmortalityImmorality one man's selfishness and fear of death]], a bright and beautiful hamlet is reduced to a cursed, monster-infested wasteland. It also speaks to the series's CentralTheme of how a simple choice, be it good or evil, can have far-reaching consequences.consequences.
** A street sign reads "Whatever was written here has been erased by time." Creepy and sad all at once.
** A street sign reads "Whatever was written here has been erased by time." Creepy and sad all at once.
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** The game refuses to allow you to move your family into that house. There's probably a very good reason for that.
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** The game refuses to allow you to move your family into that house.house, and if you sell it, it will just sit empty as no one will ever actually move in. There's probably a very good reason for that.
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* Darkwood is dark and creepy at any time of day, infested with balverines, hobbes, bandits, nymphs, and trolls.
** Early in the "Trader Escort" quest, you and the two titular characters run into another trader who says he was bitten by something. You're then given the option to a) allow the trader to accompany your party or b) turn him away. If you choose the first option, near the end of the quest, the trader turns into a balverine and you have to kill him.
** During the same quest, any bandits in the regions you traverse go straight for the traders. Be sure you have obtained the Heal Life spell by this point.
** The Chapel of Skorm, where you can sacrifice innocent people to rack up some evil points. Or you can kill the two cultists. One problem, though: If you kill the cultists and return to the Chapel later on, the cultists will have re-spawned.
** Early in the "Trader Escort" quest, you and the two titular characters run into another trader who says he was bitten by something. You're then given the option to a) allow the trader to accompany your party or b) turn him away. If you choose the first option, near the end of the quest, the trader turns into a balverine and you have to kill him.
** During the same quest, any bandits in the regions you traverse go straight for the traders. Be sure you have obtained the Heal Life spell by this point.
** The Chapel of Skorm, where you can sacrifice innocent people to rack up some evil points. Or you can kill the two cultists. One problem, though: If you kill the cultists and return to the Chapel later on, the cultists will have re-spawned.
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** To elaborate, it's a [[BleakLevel bleak]] prison set in the desolate [[GrimUpNorth northern regions]]. People sent there are never seen again. The guards have gone completely rogue and became [[PoliceBrutality cruel]], and the [[WardensAreEvil Warden]] fully encourages this. Prisoners spend all their time in their prison cell, never seeing the sun, except once a year where the guards force them to race around the prison. The losers are sent to the [[TortureCellar Torture Chamber]]. [[ArsonMurderAndJaywalking Oh]], and the Warden will make you listen to his [[FauxHorrific poetry]].
** After you beat the "Rescue Scarlet Robe" quest, you can return to Bargate Prison...only this time it's completely abandoned. Somehow, that makes the place even scarier.
** After you beat the "Rescue Scarlet Robe" quest, you can return to Bargate Prison...only this time it's completely abandoned. Somehow, that makes the place even scarier.
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** To elaborate, it's a [[BleakLevel bleak]] prison set in the desolate [[GrimUpNorth northern regions]].regions]] of Albion. People sent there are never seen again. The guards there have gone completely rogue and became become [[PoliceBrutality cruel]], and the [[WardensAreEvil Warden]] fully encourages this. Prisoners spend all their time in their prison cell, cells, never seeing the sun, sun except once a year where the guards force them to race around the prison. The losers are sent to the [[TortureCellar Torture Chamber]]. [[ArsonMurderAndJaywalking Oh]], and the Warden will make you listen to his [[FauxHorrific poetry]].
poetry]].
** After you beat the "Rescue Scarlet Robe" quest, you can return to Bargate Prison...only thistime time, it's completely abandoned. Somehow, that makes the place even scarier.
** After you beat the "Rescue Scarlet Robe" quest, you can return to Bargate Prison...only this
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* In ''The Lost Chapters'' portion of the game, Jack of Blades' disembodied voice taunting the Hero after the completion of the Necropolis quest, especially when he tries to sway the Hero to perform all the 'evil' options (kill Thunder, Briar Rose, and the Guildmaster).
to:
* In ''The Lost Chapters'' portion of the game, Jack of Blades' disembodied voice taunting periodically taunts the Hero after the completion of the Necropolis quest, especially when he tries to sway the Hero to perform all the 'evil' options (kill Thunder, Briar Rose, and the Guildmaster).
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** To elaborate, it's a [[BleakLevel bleak]] prison set in the desolate [[GrimUpNorth northern regions]]. People sent there are never seen again. The guards have gone completely rogue and became [[PoliceBrutality cruel]], and the [[WardensAreEvil Warden]] fully encourages this. Prisoners spend all their time in their prison cell, never seeing the sun, except once a year where the guards force them to race around the prison. The losers are sent to the [[TortureCellar Torture Chamber]]. [[ArsonMurderAndJaywalking Oh]], and the Warden will make you listen to his [[FauxHorrific poetry]].
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* Hobbes are sometimes PlayedForLaughs, but their lairs in Fable 1 and 2 aren't. They're also much creepier with TheReveal that they're [[WasOnceAMan children turned into monsters]] by [[TheFairFolk Nymps/dark whispers]].
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* Hobbes are sometimes PlayedForLaughs, but their lairs in ''[[VideoGame/FableI Fable
* [[OurZombiesAreDifferent Undead]] aren't particularly scary or anything, but when you kill them, they explode in a shower of dust and bones ''and release a [[HellIsThatNoise screaming]] ghost''.
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* Grey House is spooky enough the first time you visit, but after you go into the [[HauntedHouse house]] itself and rouse the [[OurZombiesAreDifferent Undead]], it's ''worse''.
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* The Hobbe Cave. It starts with a pile of bones outside a cave entrance and a sign saying "[[Literature/TheDivineComedy Abandon All Hope]]." It features a CannibalLarder filled with bones and crude bags full of dismembered human limbs. The bandit prisoner you can find in the "Hobbe Cave" quest mentions seeing his buddies get dragged off one by one and he heard their [[CruelAndUnusualDeath blood-chilling]] [[HellIsThatNoise dying screams]].
* Grey House is spooky enough the first time youvisit, visit (basically, think {{Mordor}}, except on a much smaller scale), but after you go into the [[HauntedHouse house]] itself and rouse the [[OurZombiesAreDifferent Undead]], Undead inside, it's ''worse''.
** When/If you return to Grey House, there are Undead everywhere. Congratulations; you've brought on a localized ZombieApocalypse.
* Grey House is spooky enough the first time you
** When/If you return to Grey House, there are Undead everywhere. Congratulations; you've brought on a localized ZombieApocalypse.
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* The Hobbes Cave. It starts with a pile of bones outside a cave entrance and a sign saying "Abandon All Hope It features a CannibalLarder filled with bones and crude bags full of dismembered human limbs. The bandit prisoner you can find in the "Hobbe Cave" quest mentions seeing his buddies get dragged off one by one and he heard their [[CruelAndUnusualDeath blood-chilling]] [[HellIsThatNoise dying screams]].
* TheUndead aren't particularly scary or anything, but when you kill them they explode in a shower of dust and bones ''and release a [[HellIsThatNoise screaming]] ghost''.
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[[/folder]]
[[/folder]]
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* The Hobbes Cave. It features a CannibalLarder filled with bones and crude bags full of dismembered human limbs. The bandit prisoner you can find in the "Hobbe Cave" quest mentions seeing his buddies get dragged off one by one and he heard their [[CruelAndUnusualDeath blood-chilling]] [[HellIsThatNoise dying screams]].
to:
* The Hobbes Cave. It starts with a pile of bones outside a cave entrance and a sign saying "Abandon All Hope It features a CannibalLarder filled with bones and crude bags full of dismembered human limbs. The bandit prisoner you can find in the "Hobbe Cave" quest mentions seeing his buddies get dragged off one by one and he heard their [[CruelAndUnusualDeath blood-chilling]] [[HellIsThatNoise dying screams]].screams]].
* TheUndead aren't particularly scary or anything, but when you kill them they explode in a shower of dust and bones ''and release a [[HellIsThatNoise screaming]] ghost''.
* TheUndead aren't particularly scary or anything, but when you kill them they explode in a shower of dust and bones ''and release a [[HellIsThatNoise screaming]] ghost''.
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* Hobbes are sometimes PlayedForLaughs, but their lairs in Fable 1 and 2 aren't. They're also much creepier with TheReveal that they're [[WasOnceAMan children turned into monsters]] by [[TheFairFolk Nymps/dark whispers]].
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* The Hobbes Cave. It features a CannibalLarder filled with bones and crude bags full of dismembered human limbs. The bandit prisoner you can find in the "Hobbe Cave" quest mentions seeing his buddies get dragged off one by one and he heard their [[CruelAndUnusualDeath blood-chilling]] [[HellIsThatNoise dying screams]].
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WARNING: Spoilers are unmarked.
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** The story of how Oakvale came to be Wraithmarsh is as chilling as it is [[TearJerker/{{Fable}} saddening]], especially when Theresa relates the tale to the Hero via Guild Seal. Apparently, one villager (the future Reaver) made a DealWithTheDevil for immortality. And because of [[ImmortalityImmorality one man's selfishness and fear of death]], a bright and beautiful hamlet is reduced to a cursed, monster-infested wasteland. It also speaks to the series's running theme of how a simple choice, be it good or evil, can have far-reaching consequences.
to:
** The story of how Oakvale came to be Wraithmarsh is as chilling as it is [[TearJerker/{{Fable}} saddening]], especially when Theresa relates the tale to the Hero via Guild Seal. Apparently, one villager (the future Reaver) made a DealWithTheDevil for immortality. And because of [[ImmortalityImmorality one man's selfishness and fear of death]], a bright and beautiful hamlet is reduced to a cursed, monster-infested wasteland. It also speaks to the series's running theme CentralTheme of how a simple choice, be it good or evil, can have far-reaching consequences.
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WARNING: Spoilers are unmarked.
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* Grey House is spooky enough the first time you visit, but after you go into the [[HauntedHouse house]] itself and rouse [[spoiler:the [[OurZombiesAreDifferent Undead]]]], it's ''worse''.
* When you find out about Lady Grey's origins. In order to come to power as Bowerstone's Mayor, she [[spoiler:trapped her sister in the cellar of their childhood home and left her to die]].
** And her old diary (found inside Grey House) implies that [[spoiler:Jack of Blades convinced her to do so]].
* When you find out about Lady Grey's origins. In order to come to power as Bowerstone's Mayor, she [[spoiler:trapped her sister in the cellar of their childhood home and left her to die]].
** And her old diary (found inside Grey House) implies that [[spoiler:Jack of Blades convinced her to do so]].
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* Grey House is spooky enough the first time you visit, but after you go into the [[HauntedHouse house]] itself and rouse
* When you find out about Lady Grey's origins. In order to come to power as Bowerstone's Mayor, she
** And her old diary (found inside Grey House) implies that
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* The treatment of the Hero of Oakvale's family, namely [[spoiler:Theresa [[EyeScream having her eyes cut out]] by [[BigBad Jack of Blades]] and left in the woods to die, while Scarlet Robe is captured and likely tortured by Jack]].
** Not to mention the torture the Hero himself has to go through when he [[spoiler:is imprisoned in Bargate Prison]]. [[spoiler:His bloodcurdling scream after the scene cuts away from him in the cutscene drives everything home.]]
** Not to mention the torture the Hero himself has to go through when he [[spoiler:is imprisoned in Bargate Prison]]. [[spoiler:His bloodcurdling scream after the scene cuts away from him in the cutscene drives everything home.]]
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* The treatment of the Hero of Oakvale's family, namely
** Not to mention the torture the Hero himself has to go through when he
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* In ''The Lost Chapters'' portion of the game, Jack of Blades[[spoiler:' disembodied voice taunting the Hero after the completion of the Necropolis quest, especially when he tries to sway the Hero to perform all the 'evil' options (kill Thunder, Briar Rose, and the Guildmaster)]].
to:
* In ''The Lost Chapters'' portion of the game, Jack of
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* Finding out what Hobbes really are: [[spoiler:[[WasOnceAMan transformed children]]]].
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* Finding out what Hobbes really are:
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** The FlavorText says they "demoralize their victims by telling them everything they don't want to hear," which means it may or may not be true. However, chances are once they start telling you a story, like how Rose [[spoiler:didn't die straight away from Lucien's shot, but heard Sparrow get blown out the window and even had time to '''cry''' before Lucien finished her off]], or how Hammer [[spoiler:secretly blames the Hero of Bowerstone for the death of the Abbot and has vowed revenge]], most players will be horrifically compelled to listen, as a Banshee is invulnerable as long as her creepy shadow children are alive and attacking you.
* During the third chapter "The Hero of Skill," there's a sub-quest that involves buying Brightwood Tower and spending a night there. [[spoiler:You enter a DreamWorld ruled by a living treasure chest called "[[IncrediblyLamePun Chesty]]" who puts his 'Super Best Friend' through a gauntlet of "little children" (Hobbes), his other Super Best Friends ([[TheUndead Hollow Men]]), and doggies ([[OurWerewolvesAreDifferent Balverines]]) before finally sending you home with the horribly depressing message "We'll be so lonely without you. And die."]] Not scary enough yet? OK, how about [[spoiler:the fact that it's a PsychopathicManchild chest?! Every time it shows up, it tells a delightful story about games it likes to play...like shooting the legs off an adventurer and letting him crawl to what he thinks is safety but is actually a swamp infested with flesh-eating insects? Quote: "That's one of my favorites. Maybe we can play it sometime!"]]
* During the third chapter "The Hero of Skill," there's a sub-quest that involves buying Brightwood Tower and spending a night there. [[spoiler:You enter a DreamWorld ruled by a living treasure chest called "[[IncrediblyLamePun Chesty]]" who puts his 'Super Best Friend' through a gauntlet of "little children" (Hobbes), his other Super Best Friends ([[TheUndead Hollow Men]]), and doggies ([[OurWerewolvesAreDifferent Balverines]]) before finally sending you home with the horribly depressing message "We'll be so lonely without you. And die."]] Not scary enough yet? OK, how about [[spoiler:the fact that it's a PsychopathicManchild chest?! Every time it shows up, it tells a delightful story about games it likes to play...like shooting the legs off an adventurer and letting him crawl to what he thinks is safety but is actually a swamp infested with flesh-eating insects? Quote: "That's one of my favorites. Maybe we can play it sometime!"]]
to:
** The FlavorText says they "demoralize their victims by telling them everything they don't want to hear," which means it may or may not be true. However, chances are once they start telling you a story, like how Rose [[spoiler:didn't didn't die straight away from Lucien's shot, but heard Sparrow get blown out the window and even had time to '''cry''' before Lucien finished her off]], off, or how Hammer [[spoiler:secretly secretly blames the Hero of Bowerstone for the death of the Abbot and has vowed revenge]], revenge, most players will be horrifically compelled to listen, as a Banshee is invulnerable as long as her creepy shadow children are alive and attacking you.
you.
* During the third chapter "The Hero of Skill," there's a sub-quest that involves buying Brightwood Tower and spending a night there.[[spoiler:You You enter a DreamWorld ruled by a living treasure chest called "[[IncrediblyLamePun Chesty]]" who puts his 'Super Best Friend' through a gauntlet of "little children" (Hobbes), his other Super Best Friends ([[TheUndead Hollow Men]]), and doggies ([[OurWerewolvesAreDifferent Balverines]]) before finally sending you home with the horribly depressing message "We'll be so lonely without you. And die."]] " Not scary enough yet? OK, how about [[spoiler:the the fact that it's a PsychopathicManchild chest?! Every time it shows up, it tells a delightful story about games it likes to play...like shooting the legs off an adventurer and letting him crawl to what he thinks is safety but is actually a swamp infested with flesh-eating insects? Quote: "That's one of my favorites. Maybe we can play it sometime!"]]sometime!"
* During the third chapter "The Hero of Skill," there's a sub-quest that involves buying Brightwood Tower and spending a night there.
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** The story of how Oakvale came to be Wraithmarsh is as chilling as it is [[TearJerker/{{Fable}} saddening]], especially when Theresa relates the tale to the Hero via Guild Seal. [[spoiler:Apparently, one villager (the future Reaver) made a DealWithTheDevil for immortality. And because of [[ImmortalityImmorality one man's selfishness and fear of death]], a bright and beautiful hamlet is reduced to a cursed, monster-infested wasteland.]] It also speaks to the series's running theme of how a simple choice, be it good or evil, can have far-reaching consequences.
to:
** The story of how Oakvale came to be Wraithmarsh is as chilling as it is [[TearJerker/{{Fable}} saddening]], especially when Theresa relates the tale to the Hero via Guild Seal. [[spoiler:Apparently, Apparently, one villager (the future Reaver) made a DealWithTheDevil for immortality. And because of [[ImmortalityImmorality one man's selfishness and fear of death]], a bright and beautiful hamlet is reduced to a cursed, monster-infested wasteland.]] It also speaks to the series's running theme of how a simple choice, be it good or evil, can have far-reaching consequences.consequences.
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* The first Hobbe cave. You help a man there terrified of going in to rescue his son, who has been kidnapped by Hobbes. He mentions then that he had always heard stories that Hobbes were all [[spoiler:once small children who were captured by Hobbes and turned into them]]. This is the start of a variation of ApocalypticLog that is heard from afar as [[spoiler:the player runs around another path to get to the man's son. The sounds and the fate of both the boy and his father are enough to make anyone feel like they want to throw up... Not to mention there is no way to stop it from happening, even if you fry his son with fire]].
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* The first Hobbe cave. You help a man there terrified of going in to rescue his son, who has been kidnapped by Hobbes. He mentions then that he had always heard stories that Hobbes were all
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* A lot of the Demon Doors, actually. Winter Lodge is a good example. [[spoiler:When you walk in, it's a prettily-lit, idyllic winter path, with a warm, inviting house at the end. Walk through the door and, in a flash, it turns to a ruin, with skeletons and torture devices strewn about the area, which is now lit in dull, stark colors. And there's a screeching metal sound when the flip happens, that isn't found anywhere else in the game]].
* A minor one, but when you first pass through the Bandit Coast with Hammer on the main quest to the Crucible, a distraught Lilith stops you and asks for your help. She explains that her son has been taken by Balverines into the nearby Howling Halls. Once you enter, it is revealed that [[spoiler:Lilith is actually a Balverine who has lured others into her den to feed her Balverine children]]. There are several hints leading up to the discovery such as [[spoiler:the Balverines refusing to attack Hammer and Sparrow when they're with Lilith and said woman's name, which is that of a female demon from Jewish mythology]].
* The Shadow Court quest. Once you gain enough renown for Reaver to give you the time of day, he tasks you with taking his Shadow Seal to the Shadow Court in Wraithmarsh, BUT what he, {{Jerkass}} that he is, neglects to tell you is that [[spoiler:you have to make a SadisticChoice: Keep the seal and allow the Shadow Judges to take your youth (the "good" option), or give the seal to a scared, crying girl and allow the Judges to take her youth instead (the "evil" option). If you keep the seal and get your youth drained, you gain [[GlowingEyesOfDoom glowing]] [[RedEyesTakeWarning red eyes]]]].
* A minor one, but when you first pass through the Bandit Coast with Hammer on the main quest to the Crucible, a distraught Lilith stops you and asks for your help. She explains that her son has been taken by Balverines into the nearby Howling Halls. Once you enter, it is revealed that [[spoiler:Lilith is actually a Balverine who has lured others into her den to feed her Balverine children]]. There are several hints leading up to the discovery such as [[spoiler:the Balverines refusing to attack Hammer and Sparrow when they're with Lilith and said woman's name, which is that of a female demon from Jewish mythology]].
* The Shadow Court quest. Once you gain enough renown for Reaver to give you the time of day, he tasks you with taking his Shadow Seal to the Shadow Court in Wraithmarsh, BUT what he, {{Jerkass}} that he is, neglects to tell you is that [[spoiler:you have to make a SadisticChoice: Keep the seal and allow the Shadow Judges to take your youth (the "good" option), or give the seal to a scared, crying girl and allow the Judges to take her youth instead (the "evil" option). If you keep the seal and get your youth drained, you gain [[GlowingEyesOfDoom glowing]] [[RedEyesTakeWarning red eyes]]]].
to:
* A lot of the Demon Doors, actually. Winter Lodge is a good example.
* A minor one, but when you first pass through the Bandit Coast with Hammer on the main quest to the Crucible, a distraught Lilith stops you and asks for your help. She explains that her son has been taken by Balverines into the nearby Howling Halls. Once you enter, it is revealed that
* The Shadow Court quest. Once you gain enough renown for Reaver to give you the time of day, he tasks you with taking his Shadow Seal to the Shadow Court in Wraithmarsh, BUT what he, {{Jerkass}} that he is, neglects to tell you is that
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** [[SarcasmMode Even better]], if you peruse the bookshelves you find in the entry hall after you first enter, you find two copies of a tome titled [[spoiler:''Darkness Descends on Albion'', {{foreshadowing}} what's to come much later in the game]].
to:
** [[SarcasmMode Even better]], if you peruse the bookshelves you find in the entry hall after you first enter, you find two copies of a tome titled [[spoiler:''Darkness ''Darkness Descends on Albion'', {{foreshadowing}} what's to come much later in the game]].game.
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* The Sunset House quest has you [[spoiler:finding a ruined mansion in a remote location. At night, though, the beautiful ghost of the mansion reappears, and you might manage to return it to the real world. Bad idea. The house is home to a creature of terrible evil that [[DrivenToSuicide drove the old owner to suicide]] by burning down the house in an effort to stop it. His skeleton is dangling from the ceiling as you enter. The bedroom is worse. Whatever happens, don't go to sleep, or you'll meet the creature that haunts this place... and it turns out to be [[PsychopathicManchild your old Super Best Friend, Chesty]]. He wants to play chess on a giant chessboard with living statues, but decides to just kill you instead when he gets bored of that. Then he gives you the house. Except Chesty's probably still there, lurking in the unseen corners.]]
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* The Sunset House quest has you
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* The first encounter with [[spoiler:the Crawler and its spawn is quite well done for a non-horror game. It starts with a fight with the [[GlowingEyesOfDoom glowy-eyed]] [[LivingShadow shadow creatures]], then every moment you look around, you feel it's onto you. Except it isn't. It is only when it has lulled you into a false sense of security that it attacks again, harder this time]].
** [[spoiler:And it does that TWO times, creating a very strong ParanoiaFuel for the player]]. Very unnerving to play when it's the middle of the night.
** Its lines don't help much, especially not "You are tainted..." [[spoiler:and the infinitely echoing hiss "He is ours. He is ours."]] And as for what it does to [[spoiler:Walter]] and the [[spoiler:shop windows during the climax]], words can't describe.
** It's the way [[spoiler:Walter]] starts freaking out the longer you spend in [[spoiler:the Crawler's temple when you reach Aurora. At first, he tries to be brave and shrug off the general scariness of the temple. Then he starts to get more and more unnerved the farther in you go as you're exposed to horror after horror. By the time you reach the end, he's SCREAMING TO GET OUT OF THE DARKNESS]].
** [[spoiler:The Crawler infects the world with Darkness that appears to eat away at the world; he even manages to do it to the Sanctuary, which pretty much means NOWHERE IS SAFE!]]
*** Go through game. Reach final battle. Need to pause for whatever reason. [[spoiler:Scream.]]
** [[spoiler:And it does that TWO times, creating a very strong ParanoiaFuel for the player]]. Very unnerving to play when it's the middle of the night.
** Its lines don't help much, especially not "You are tainted..." [[spoiler:and the infinitely echoing hiss "He is ours. He is ours."]] And as for what it does to [[spoiler:Walter]] and the [[spoiler:shop windows during the climax]], words can't describe.
** It's the way [[spoiler:Walter]] starts freaking out the longer you spend in [[spoiler:the Crawler's temple when you reach Aurora. At first, he tries to be brave and shrug off the general scariness of the temple. Then he starts to get more and more unnerved the farther in you go as you're exposed to horror after horror. By the time you reach the end, he's SCREAMING TO GET OUT OF THE DARKNESS]].
** [[spoiler:The Crawler infects the world with Darkness that appears to eat away at the world; he even manages to do it to the Sanctuary, which pretty much means NOWHERE IS SAFE!]]
*** Go through game. Reach final battle. Need to pause for whatever reason. [[spoiler:Scream.]]
to:
* The first encounter with
**
** Its lines don't help much, especially not "You are tainted..."
** It's the way
**
*** Go through game. Reach final battle. Need to pause for whatever reason.
Changed line(s) 77,81 (click to see context) from:
** Walter's [[spoiler:eyes]] when you [[spoiler:free him from the darkness bindings]]. Oh, god. [[spoiler:His ''[[EyeScream eyes]]'']]. It initially appears as though [[spoiler:they'd been removed until, right before you have to leave him behind, the darkness fades enough that it's just a dark outline around normal-seeming eyes]].
** And after all that, once you get out of the darkness and into daylight, you'd THINK you'd be safe, right? [[spoiler:The Crawler continues to torment you outside of the temple, showing you mirages in broad daylight, all whilst apparently delving into Walter's mind, digging up his own NightmareFuel for being afraid of the dark and mimicking his disembodied voice. Long story short, day or night, the Crawler's already able to do anything to you from anywhere.]]
* The ending to the quest "Darkness Incarnate." After rescuing Walter, as you lead him out of the tomb, you are pursued towards the light by the Crawler hissing after you.
* The Crawler's "children."
-->'''The Crawler''': ''Darkness shall spread across the world...''
** And after all that, once you get out of the darkness and into daylight, you'd THINK you'd be safe, right? [[spoiler:The Crawler continues to torment you outside of the temple, showing you mirages in broad daylight, all whilst apparently delving into Walter's mind, digging up his own NightmareFuel for being afraid of the dark and mimicking his disembodied voice. Long story short, day or night, the Crawler's already able to do anything to you from anywhere.]]
* The ending to the quest "Darkness Incarnate." After rescuing Walter, as you lead him out of the tomb, you are pursued towards the light by the Crawler hissing after you.
* The Crawler's "children."
-->'''The Crawler''': ''Darkness shall spread across the world...''
to:
** Walter's [[spoiler:eyes]] eyes when you [[spoiler:free free him from the darkness bindings]]. bindings. Oh, god. [[spoiler:His God. His ''[[EyeScream eyes]]'']]. eyes]]''. It initially appears as though [[spoiler:they'd they'd been removed until, right before you have to leave him behind, the darkness fades enough that it's just a dark outline around normal-seeming eyes]].
eyes.
** And after all that, once you get out of the darkness and into daylight, you'd THINK you'd be safe, right?[[spoiler:The The Crawler continues to torment you outside of the temple, showing you mirages in broad daylight, all whilst apparently delving into Walter's mind, digging up his own NightmareFuel for being afraid of the dark and mimicking his disembodied voice. Long story short, day or night, the Crawler's already able to do anything to you from anywhere.]]
*anywhere.
** The ending to the quest "Darkness Incarnate." After rescuing Walter, as you lead him out of the tomb, you are pursued towards the light by the Crawler hissing after you.
* ** The Crawler's "children."
-->'''The --->'''The Crawler''': ''Darkness shall spread across the world...''''
** And after all that, once you get out of the darkness and into daylight, you'd THINK you'd be safe, right?
*
** The ending to the quest "Darkness Incarnate." After rescuing Walter, as you lead him out of the tomb, you are pursued towards the light by the Crawler hissing after you.
Changed line(s) 83 (click to see context) from:
* In the late game--[[spoiler:Treasury Value: 0/6,500,000. Projected Civilian Casualties: 6,500,000.]]
to:
* In the late
Changed line(s) 85 (click to see context) from:
*** You think that's bad? Try [[spoiler:going into the final battle when you're in minus figures]] and walk the streets of the towns afterward. [[spoiler:No shops are open, there's nobody walking the streets...why? Because you tried to be a good person and almost everyone died for it.]]
to:
*** You think that's bad? Try [[spoiler:going going into the final battle when you're in minus figures]] figures and walk the streets of the towns afterward. [[spoiler:No No shops are open, there's nobody walking the streets...why? Because you tried to be a good person and almost everyone died for it.]]it.
Changed line(s) 87,88 (click to see context) from:
** As a case in point, Millfields has a Door asking you to challenge the perception of societal aesthetics (i.e. get fat and wear something ridiculous). You complete the request and it opens to Twitcher's Curtains, [[spoiler:a spacious cavern covered in ''giant'' cobwebs that span the entire cave wall (keep in mind that the webs encountered everywhere else in the game are as big as, or slightly larger than, your character). As you approach the treasure, you can see even bigger webs in the background and you get the feeling that something might be back there...]] Nothing else really happens [[spoiler:except for ''something'' screaming/roaring at you as you try to leave. Keep in mind that most Demon Doors don't have any music in their interiors, which makes the roar from nowhere even worse. It doesn't help that trying to look back into the cave results in [[NothingIsScarier nothing. Everything looks the same.]]]]
* The Veiled Path. Walking through the sand and up flights of stairs down a long, winding path that is lined with rows and ''rows'' of [[EliteMooks Sentinels]]. They're just statues, though...which just [[NothingIsScarier makes it worse]]. You're horribly tense, waiting for them to come alive, and their eyes are ''glowing''. But they don't move. They just...don't move. [[spoiler:It's almost a relief when a live one comes stomping down at you at the end of the path, though the statues themselves never do attack you]].
* The Veiled Path. Walking through the sand and up flights of stairs down a long, winding path that is lined with rows and ''rows'' of [[EliteMooks Sentinels]]. They're just statues, though...which just [[NothingIsScarier makes it worse]]. You're horribly tense, waiting for them to come alive, and their eyes are ''glowing''. But they don't move. They just...don't move. [[spoiler:It's almost a relief when a live one comes stomping down at you at the end of the path, though the statues themselves never do attack you]].
to:
** As a case in point, Millfields has a Door asking you to challenge the perception of societal aesthetics (i.e. get fat and wear something ridiculous). You complete the request and it opens to Twitcher's Curtains, [[spoiler:a a spacious cavern covered in ''giant'' cobwebs that span the entire cave wall (keep in mind that the webs encountered everywhere else in the game are as big as, or slightly larger than, your character). As you approach the treasure, you can see even bigger webs in the background and you get the feeling that something might be back there...]] Nothing else really happens [[spoiler:except except for ''something'' screaming/roaring at you as you try to leave. Keep in mind that most Demon Doors don't have any music in their interiors, which makes the roar from nowhere even worse. It doesn't help that trying to look back into the cave results in [[NothingIsScarier nothing. Everything looks the same.]]]]
same]].
* The Veiled Path. Walking through the sand and up flights of stairs down a long, winding path that is lined with rows and ''rows'' of [[EliteMooks Sentinels]]. They're just statues, though...which just [[NothingIsScarier makes it worse]]. You're horribly tense, waiting for them to come alive, and their eyes are ''glowing''. But they don't move. They just...don't move.[[spoiler:It's It's almost a relief when a live one comes stomping down at you at the end of the path, though the statues themselves never do attack you]].you.
* The Veiled Path. Walking through the sand and up flights of stairs down a long, winding path that is lined with rows and ''rows'' of [[EliteMooks Sentinels]]. They're just statues, though...which just [[NothingIsScarier makes it worse]]. You're horribly tense, waiting for them to come alive, and their eyes are ''glowing''. But they don't move. They just...don't move.
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* In the final part of ''[[DownloadableContent Traitor's Keep]]'', [[spoiler:as Commander Milton extracts the Hero's essence, the Hero lets out a bloodcurdling scream of pain that lasts for at least a minute]].
to:
* In the final part of ''[[DownloadableContent Traitor's Keep]]'',