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The Fist Fighters Gang is a gang of people who fight using only their fists in Fable, Fable: The Lost Chapters and Fable Anniversary. 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 the Hero takes too many hits 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, if the Hero loses the fight against the leader specifically, fifty renown points are lost. Winning a round progresses the Hero to the next round. Gold, renown, and a certificate are awarded at the completion of a competition. Strength does affect 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 Elite 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 the Hero can try again the next night for gold or boredom. Or he can leave the fighting area with loading screens then come back, the leader will reappear himself to let the Hero re-challenge them for gold, renown and experience until dawn. Upon beating the final challenge, the Hero gains 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. This is a very strong strategy against the Chief of Knothole Glade. Knock him over with a Flourish, then strafe behind him as he stands up, then get a lot of punches in his back. Watch the ring timer to ensure that it does not expire, and you can get in a lot more hits.
  • Another way to avoid losing health is to push the opponent to the edge of the circle. You then hit him, quickly roll backwards, then walk up to him and land another hit before quickly rolling backwards again. Even if the opponent blocks and follow up with a counter attack, you are out of reach.
  • Straying outside of the ring can be used to your advantage as you will not lose until the timer reaches zero. Be careful not to run too far out as the game will then end instantly.
  • A good way to beat the chieftain is to constantly block. After his consecutive 3 punch combo, smack him a few times, flourishing when able, and retreating until he repeats his punch combo.

Bugs[]

  • In Fable Anniversary there is a problem with the fist fighting where your punches won't register, or if they do, they make the noise, but they won't count towards the hit. This leaves you open for an attack by your opponent and can cause you to lose the fight.

Trivia[]

  • In the original Xbox version of Fable, it is possible to have the same fist gang appear multiple times. If the player attacks the gang enough times, they will turn hostile. If the player manages to reach a bed and sleep until next night, a duplicate of this gang will appear and if the player attacks it they turn hostile, sleep again and a third gang appears the next night on top of the previous two.
  • During the Twinblade's Elite Camp fist fight, if a bandit is too close to the ring, he may attack your opponent, even if the bandit isn't following you. This might get you stuck, because if your opponent dies, the next round can't come up and you'll have to retry the event another night. On a different note, any follower you have except Mercenaries, will actually help you in the fights. This also applies to the two guards or bandits in Witchwood Stones, but it's best to have them wait near the ring and tell them to follow you when you have to fight the Chief of Knothole Glade.
  • If you talk to a Gang leader, time will pass normally in game. That means you can speak to the leader and keep the dialogue active until the gang members retreat, but you can still accept to fight and the only difference is that there will be no members shouting or cheering around the ring.
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