There's a minor twist followed by a moral choice, which is hardly a tough decision especially so if you've completed Fable III's story. It's perhaps more meaningful if you've ascended to the throne but not yet finished your kingly duties, though that probably won't apply to the majority of buyers. Anyway, after about 20 minutes or so, and with a few more Guild Seals tucked in your back pocket, it's time to try the Crucib er, rather, Reaver's Wheel of Misfortune.
Here you get a nice bit of new dialogue from Stephen Fry "we ask that losers decompose quickly" - while Jonathan Ross's character, Jonathan Ross, introduces six rounds of combat, featuring wolves, mercenaries, Hobbes, Hollow Men, Sand Furies (in that order) and a final "Cweature Bundle" featuring a mix of those five and a small handful of Balverines thrown in for good measure.
Two additional weapons are your impetus to earn a high score, with a multiplier building the more enemies you kill without being hit. I perhaps should have paid more attention to the scores required to earn these prizes (90,000 and 150,000 sounds about right) but I wrongly assumed I wouldn't do well enough on my first go to win either. Walking away with a score of over 200,000, described as "godlike" by Ross, I celebrated the easiest 40 Guild Seals I'd ever earned by returning for another bash. This time I earned over 400,000 on the Sand Furies stage alone by standing at the back of the room and firing my rifle into the middle.
The shooting gallery at the mercenary camp is a little trickier, taking me three goes before I'd unlocked the mythical Black Dragon revolver. The slightly sluggish aiming makes it tougher than the Wheel of Misfortune, though helpfully your crosshair sticks to the targets on each of the wooden cut-outs that glide past when you're close enough. It was only on my third play-through that I realised you could blast the rabbits and ravens in the background, rewarding me with a substantial score boost that took me over the 450-point barrier to top the leaderboard.
After a total of 45 minutes, I'd unlocked everything, though that's not quite your lot: there are additional houses to buy in both the mercenary camp and Understone should you wish to further expand your property empire. Disappointingly, there's no way to directly access Understone from the map, meaning that if you want to adjust the rent, repair or sell any of your subterranean properties, you'll have to visit the area and do it manually rather than the safety of your Sanctuary. Admittedly, some will relish the chance to escape Jasper and his constant whining about the new items in the bloody shop, but it seems a slightly thoughtless exclusion nonetheless.
So that's 400 Microsoft Points (£3.40 / 4.80) for a mission that certainly wouldn't make it into the game's ten best quests, and two other additions that are essentially little more than variations on ideas from Fable II. It's hardly a king's ransom, but the brevity of the quests and the lack of anything particularly new will still cause most Fable fans to feel royally ripped-off.