What Happens if You Obey the Commandant in "Fable 2"?
“Fable II” is an action role-playing game developed by Lionhead Studios. This second installment in the “Fable” series was released in late 2008 and is set 500 years after the original game. It allows for a range of character choices, including gender, sexuality and morality. The way you play through some plot lines significantly affects the game. For instance, choosing to obey or disobey the commandant changes your character morality and how much experience you get.
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Spire Quest
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You encounter the commandant over the course of the “Tattered Spire” quest. To start this quest, go to the Westcliff Docks to meet Hammer. You will need to leave all of your gear and your dog with this character before you leave. Going to the Spire also closes several other quests and suspends all active quests. Captain Raynards will take you to the Spire, where you will be inducted as a Spire guard following the commandant. This quest includes numerous moral choices, including whether to feed hungry prisoners and whether to kill innocent people.
Commandant Background
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The commandant is the first successful result of an experiment involving the implanting shards of the Spire into a person. He is disfigured and dresses all in black, but has increased will power. He is a follower of Lord Lucien Fairfax, the game's primary antagonist.
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Week 38
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After 38 weeks in the Spire, the commandant summons you and orders you to the prisoner watch detention area. The other guard in this area goes on break. You have the option to obey the commandant's orders and starve the prisoners or to offer them some food. Feeding the prisoners gives you 30 good points per prisoner. Starving them gives you 25 evil points every 30 seconds. Feeding the prisoners also costs you experience: 1,600 the first time, 2,400 the second time and 4,000 the third time.
Week 137
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After 137 weeks in the Spire, you are again summoned before the commandant. This time, he wants you to kill Bob, a fellow guard you met upon arriving. The commandant gives you a master cutlass for this mission. You can obey the commandant, kill Bob and gain 50 evil points or disobey and attack the commandant. Attacking him is unsuccessful and causes you to gain 50 good points. It also costs you some experience. In both situations, Bob is killed and you don't get to keep the cutlass.
Years Later
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After several years in the Spire, the commandant summons you to find a missing guard. After you find the guard's body, you get a steel clockwork pistol, steel cutlass and three cure-all health potions. Garth, the hero of will, appears behind you and frees you from the commandant's obedience collar, preventing you from losing any more experience for good actions. Follow Garth to the commandant's office and kill him using charged melee attacks and will powers; then fight your way back to the ship.
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