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The Fist Fighters Gang is a gang of people who fight using only their fists in Fable and Fable: The Lost Chapters. Several towns in Albion have residents who fight as a form of recreation. The action is possibly illegal, as the gangs only gather at night, yet the Albion Guard do not seem to mind the fighting and the Bandit troops of Twinblade's Camp don't have enforcement aside from themselves. During the competition, fighters remove their shirts and gloves and revert to melee combat with their fists.

A competition consists of a set number of rounds. Within each round, the hero fights against a single opponent in a circular ring. The hero must land enough blows on his opponent to win. If his bar is depleted or he strays outside of the ring for too long, the entire challenge is lost and he must wait until the next night to try again. Additionally, fifty renown points are lost. Winning a round progresses the hero to the next round and replenishes his hit bar. Gold, renown, and a certificate are awarded at the completion of a competition. Strength does effect the amount of blows the hero must land on his opponent. A high level of strength can reduce the required amount by as much as a half.

The Hero of Oakvale can challenge a gang for gold, renown, and access to the next gang.

Locations

Bowerstone Quay

Bowerstone Quay Circle

The Bowerstone Quay Fist Fighters Gang.

The first gang to be fought; assemble next to the shipping barns.

1st Contestant
Base Health: 5 blows
Hero's Health: 8 blows
2nd Contestant
Base Health: 8 blows
Hero's Health: 7 blows
3rd Contestant
Base Health: 10 blows
Hero's Health: 6 blows
Leader: Rund
Base Health: 16 blows
Hero's Health: 5 blows

Reward: 300 Gold (350 Gold if the Hero wasn't hit), 50 Renown, 100 General Exp, Fist Fighting Level 1 Passed

Oakvale

Oakvale Circle

The Oakvale Fist Fighters Gang.

The second gang to be fought; assemble next to the shipping barns.

1st Contestant
Base Health: 5 blows
Hero's Health: 7 blows
2nd Contestant
Base Health: 8 blows
Hero's Health: 6 blows
3rd Contestant
Base Health: 12 blows
Hero's Health: 5 blows
4th Contestant
Base Health: 15 blows
Hero's Health: 4 blows
Leader: Rendel
Base Health: 21 blows
Hero's Health: 4 blows

Reward: 400 Gold (450 Gold if the Hero wasn't hit), 100 Renown, 200 General Exp, Fist Fighting Level 2 Passed

Twinblade's Camp

The third gang to be fought; assemble next to the gate to Twinblade's Tent.

1st Contestant
Base Health: 3 blows
Hero's Health: 6 blows
2nd Contestant
Base Health: 4 blows
Hero's Health: 4 blows
3rd Contestant
Base Health: 6 blows
Hero's Health: 4 blows
4th Contestant
Base Health: 8 blows
Hero's Health: 4 blows
5th Contestant
Base Health: 10 blows
Hero's Health: 4 blows
Leader: Rind
Base Health: 13 blows
Hero's Health: 4 blows

Reward: 500 Gold (550 Gold if the Hero wasn't hit), 150 Renown, 300 General Exp, Fist Fighting Level 3 Passed

Knothole Glade

The fourth and final gang to be fought; assemble on the path up to Knothole Glade's Tavern.

1st Contestant
Base Health: 8 blows
Hero's Health: 6 blows
2nd Contestant
Base Health: 8 blows
Hero's Health: 4 blows
3rd Contestant
Base Health: 8 blows
Hero's Health: 4 blows
4th Contestant
Base Health: 8 blows
Hero's Health: 3 blows
5th Contestant
Base Health: 8 blows
Hero's Health: 3 blows
6th Contestant
Base Health: 8 blows
Hero's Health: 2 blows


Leader: Knothole Glade Chieftain

Base Health: 50 blows
Hero's Health: 2 blows

Reward: Fist Fighter's Trophy

Finishing

Once each gang is beaten, they disband and do not return for the rest of the night. Once defeated you can try again the next night for gold or boredom. Or you can leave the fighing area with loading screens then come back, the leader will reappear himself to let you rechallenge them for gold and renown and exp until dawn, it's very useful at the very beginning if you want to be a pure mage. Upon beating the final challenge, you gain the Fist Fighter's Trophy.

Strategies

  • Punching your opponent from behind is the best way to reduce his health without giving him the opportunity to block or retaliate.
  • Straying outside of the ring can be used to you advantage as you will not lose until the timer reaches zero. Be careful not to run too far out as the game will end instantly.
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