Some you'll find in the new speciality stores -- like the "Box of Secrets," which grants you rare, mystery items in exchange for mainland goods -- and some you'll find in each of the island's three dungeons. The island itself, which stands out as one of Albion's most gorgeous environments, is also littered with buried items and chests, some of which are only accessible in certain weather. There's really an awful lot of things to drink, wear, swing, sell and shoot.
This vibrant new piece of Albion also has its share of quests, three of them explicit and two aimed at people (like us) obsessed with finding every last cool item. Oddly, our main disappointment lies with the three "real" quests. They all share the same structure and are, unfortunately, devoid of the charm and characters that made the sidequests so enjoyable in the main game. While the meteorological meddling plays to Fable's strengths (your actions visibly affect the world), the dungeons themselves are a bit too straightforward and rote. Lionhead, we never want to see a flit switch again. Ever.
This is really more of a problem if you've already completed the game, we suspect. If you were to visit Knothole in the middle of your main adventure (and you can), the tasks and combat challenges would probably feel quite a bit more substantial. As a post-game piece of content, however, some of your actions lose weight. This is particularly obvious when a character tempts you down the "evil" path with 10,000 gold. That's almost certainly a picayune payment to anybody who's completed the main quest, and it weakens the moral dilemma you'll face after three to four hours.
Though the central quests failed to blow us away (that's a weather joke, right?), Knothole Island fits perfectly into Albion. Even now, it continues to lure us back with fun potions, rare weapons, undiscovered dig spots and the strangest looking bard in the entire game. He looks positively spoony.