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The days of magic and adventure are fading away, giving way to the age of industry and science. As the aged last Hero sits upon the throne of Albion, two friends-the privileged Thomas and his loyal servant, John- set out for the East in search of a legendary beast: the vicious, rarely-seen balverine. But their desire for adventure may be their ultimate undoing-because their quarry has just found them...
"A Complete Strategy Guide with Secrets Revealed: incredibly detailed maps with Silver Keys, treasure chests, Demons Doors, and points of interest revealed. The Making of a Hero: an in-depth look at the creation of one of gaming's greatest franchises, featuring interviews with members of the original Fable team. From Sketch to Screen: a fascinating look at the art of Fable, tracing the evolution of Albion, its inhabitants, its creatures and its Heroes from early concepts to final design. Fable's Untold Tales: a tantalising glimpse at some of the stories, creatures and places developed for Fable but lost in the annals of time, featuring never-before-seen artwork and recollections from members of the Fable team. Experience a Classic: a wonderful re-telling, exploration, and strategies of an instant classic."--Amazon website.
The official prequel novel to the Xbox 360 videogame, Fable:™ The Journey It’s been almost a decade since the events of Fable 3, when the Hero vanquished the threat across the sea and claimed his throne. As king he led Albion to an era of unprecedented peace and prosperity. But on the night of his wedding to his new queen, ominous word arrives: The darkness has returned. Beyond a harrowing mountain pass, the exotic desert country Samarkand has been overrun by shadowy forces. Within the walls of its capital city, a mysterious usurper known only as the Empress has seized control. To protect his realm, the king must lead his most trusted allies into a strange land unknown to outsiders. As they forge ahead along Samarkand’s ancient Great Road, populated by undead terrors and fantastic creatures once believed to be the stuff of legend, the king is drawn ever closer to his greatest challenge yet. But soon Albion is engulfed in a war of its own. As the darkness spreads, town by town, a treacherous force has infiltrated the queen’s circle. Now the fate of all that is good rests with a faint flicker of hope . . . that somewhere, somehow, heroes still do exist. © 2012 Microsoft Corporation. All Rights Reserved. Microsoft, Fable, Lionhead, the Lionhead logo, Xbox, and the Xbox logo are trademarks of the Microsoft group of companies.
Fable: The Lost Chapters Covers Everything New and Old - Walkthroughs for every ADDITIONAL region, storyline, side quest, and optional mission - Tips for using NEW armor and weapons - Recover all 12 long-lost Legendary Weapons - Find all Silver Keys and open all Demon Doors - Customize your hero with all the hidden Hairstyle and Tattoo cards - Learn the fundamentals of Fable. Find love and marry, or become a master criminal!
A commemorative edition of the landmark book from Patrick Lencioni When it was published ten years ago, The Five Temptations of a CEO was like no other business book that came before. Highly sought-after management consultant Patrick Lencioni deftly told the tale of a young CEO who, facing his first annual board review, knows he is failing, but doesn't know why. Refreshingly original and utterly compelling, this razor-sharp novelette plus self-assessment (written to be read in one sitting) serves as a timeless and potent reminder that success as a leader can come down to practicing a few simple behaviors that are painfully difficult for each of us to master. Any executive can learn how to recognize the mistakes that leaders can make and how to avoid them. The lessons in The Five Temptations of a CEO, are as relevant today as ever, and this special anniversary edition celebrates ten years of inspiration and enlightenment with a brand-new introduction and reflections from Lencioni on new challenges in business and leadership that have arisen in the past ten years.
A guide that picks up the story of life in Albion over half a century after the events of Fable II. It tracks the decisions you make, determining the type of ruler you become.
In this game, you begin as a penniless street-urchin, with your destiny to become Albion's greatest Hero. But will your power lie in kindness or cruelty? Choose your own path to glory and experience how those choices change you and the world forever. The strategy offered in this guide provides tips and tricks to finish every quest to your satisfaction, and even indicates if a quest may not be of interest to your Hero. It includes a complete list of all Fable II achievements, and how to get them, as well as item and weapon lists, developer tips, and expert boss strategy. The guide helps you discover all the gargoyles, dig spots, dive spots, demon doors and chests.
"David Elkind [is] one of psychology's leading lights."--Washington Post With the first edition of The Hurried Child, David Elkind emerged as the voice of parenting reason, calling our attention to the crippling effects of hurrying our children through life. He showed that by blurring the boundaries of what is age appropriate, by expecting--or imposing--too much too soon, we force our kids to grow up too fast, to mimic adult sophistication while they secretly yearn for time to act their age. In the more than two decades since this book first appeared, our society has inadvertently stepped up the assault on childhood through the media, in schools, and at home. In this twenty-fifth anniversary edition of this classic, Dr. Elkind adds important new commentary to put a quarter century of trends and change into perspective for parents today, including a detailed, up-to-the-minute look at the Internet, classroom culture, school violence, and movies and television. Showing parents and teachers where hurrying occurs and why, Elkind offers insight, advice, and hope for encouraging healthy development while protecting the joy and freedom of childhood. "A landmark book."--Chicago Sun-Times
Religion Online provides new insights about religiosity in a contemporary context, offering a comprehensive look at the intersection of digital media, faith communities, and practices of all sorts. Recent research on Apple users, video games, virtual worlds, artificial intelligence, digital music, and sports as religion supports the idea that media and religion, once considered separate entities, are in many cases the same thing. New media and religious practice can no longer be detached; this two-volume set discusses how religionists are embracing the Internet amidst cultural shifts of secularization, autonomous religious worship, millennials' affinity for new media, and the rise of fundamentalism in the global south. While other works describe case studies, this book explains how new media are interwoven into the very fabric of religious belief, behavior, and community. Chapters break down the past, present, and projected future of the use of digital media in relation to faith traditions of many varieties, extending from mainline Christianity to new religious movements. The book also examines the impacts of digital media on beliefs and practices around the world. In exploring these subjects, it calls on the study of culture, namely anthropology, to conceptualize a technological period as significant as the industrial revolution.