Contents



[top]Overview

Players: 1
Estimated Time to Platinum: 15 hours (each episode is roughly 2-2 hours)
Minimum Playthroughs: 1 plus clean up via Chapter Rewind
Collectible Trophies: Novice Librarian , Apprentice Librarian , Journeyman Librarian , Master Librarian , and Grand Master Librarian
Missable Trophies: No
Glitched Trophies: None reported


[top]Introduction

The Wolf Among Us is a five episode series based on Fables (DC Comics/Vertigo), an award-winning comic book series by Bill Willingham. It's a violent, hard-boiled thriller where the characters and creatures of myth, lore and legend are real, and exist in our world. Your choices matter and will change and define the story you experience.


[top]Important Information

The Wolf Among Us plays much like Telltale's previous game series, The Walking Dead. As such, almost all trophies can be earned simply by playing right through, with the exception of one trophy in each episode for unlocking all Book of Fables Entries, which cannot all be unlocked in a single playthrough. For the most part, earning them will require you to rewind an already completed chapter in each episode and make a fundamentally different choice (see the trophy descriptions below for more details).

So please, do yourself a favour: play through without this guide, and check back once you've completed the episode for your clean-up run.

WARNING! All Walkthroughs contain Spoilers. However, with the exception of the collectibles, trophy descriptions are spoiler-free.

Walkthrough Key:
  • All sections pertaining to gameplay are in Black.
  • All descriptions of cutscenes and non-interactive sections are in Blue.
  • Binary decisions are marked Red and Green - the former are generally more aggressive choices, while the latter are more peaceful.
  • Certain Chapters require you to complete particular goals. They, along with important conversations, are marked in Purple.
  • Items or objects that you can interact with or that require your attention are in Bold.
  • Book of Fable Entries are marked in Gold.

Walkthrough Caveat:

In writing the Walkthroughs for each Chapter, I've endeavoured to explore all options and choices that I was presented with in order to provide the most comprehensive and informative guide that I can. With that said, it would take dozens of playthroughs to see every permutation of available dialogue choices and narrative decisions (and their associated consequences) so, in order to compensate, I have attempted to make each walkthrough as universally applicable as possible. Your own playthrough(s) will, in all likelihood, differ from mine, but as long as you follow the general gist you should not encounter any issues.

Walkthrough for Episode 3 Coming Soon...


[top]Roadmap

Step 1:
Play through the game. Each episode is broken into six (6) chapters; at the conclusion of each chapter you will unlock the corresponding trophy, while completing the final chapter will unlock the trophy for completing the episode.
Your first playthrough will earn you:

Episode 1
Welcome to Fabletown , Wolf in Sheriff's Clothing , The Long Goodbye , The Frog or the Prince? , Panic in the Parlours , and A Light Snowfall

Episode 2
Right to an Attorney , Breaking Point , Sisters , Made Them Cry , Can I Get a Fresh Set of Towels? , and No Respect for the Dead

Episode 3
Promising Leads , Belly Full of Stones , What Big Eyes You Have , Huff and Puff , Severe Case of Lycanthropy , and The Enchanted Land of New York City

Episode 4


Episode 5

Step 2:
Now all that remains are the collectible trophies. You'll need to use Chapter Rewind to revisit the specific chapters to collect each of the Book of Fables entries, as it's impossible to get them all in a single playthrough.
Unlocking each entry in each episode will unlock the following: Novice Librarian , Apprentice Librarian , Journeyman Librarian , Master Librarian , and Grand Master Librarian


[top]Platinum

[top]
Full Moon
Earned every Trophy in every episode of The Wolf Among Us.



[top]Episode 1 - Faith

[top]
Welcome to Fabletown
Completed Chapter 1 of Episode 1.

Story-related and cannot be missed

Once you have completed Chapter 1 - Disturbance, this trophy will unlock.
This chapter contains six Book of Fables entries, none of which are missable.



Tenement Building
South Bronx.
Sometime after Midnight...

Tenement Building, Interior, Lobby.
  1. Bigby enters the run-down apartment complex, and addresses Mr. Toad. Book of Fables Entries Bigby Wolf and Fabletown are already unlocked.
  2. Toad gives you an excuse as to why he's not Glamoured. Choose a response, or remain silent. Book of Fables Entry Glamours will unlock.
  3. Toad will beg you not to send him back to The Farm. Book of Fables Entry The Farm will unlock.
  4. Toad will complain about the price of Glamours increasing, while the quality goes down. Toad will remember your response.
  5. A Television is thrown out of one of the windows on the next floor. Toad implores you to take action. You can choose to keep talking, or head upstairs. If you keep talking, Toad will tell you that the commotion is being caused by the Woodsman. If you again choose to talk, you'll hear another voice from the room upstairs, and then head up to investigate.
  6. Book of Fables Entry Toad will unlock.

    Tenement Building, Interior, Second Floor.
  7. You will now have control of Bigby. Inside one of the rooms you will hear the Woodsman drunkenly yelling.
  8. On the floor is a Matchbook. Pick it up.
  9. Walk over to the door, and choose to either Knock, or Kick It Down.
  10. Once inside, you'll see the Woodsman beating on a young Woman. Bigby restrains him. The woman taunts the Woodsman.
  11. As the Woodsman tries to shake Bigby off, you can try to find out what's going on, or just remain silent.
  12. Before you can say anything, the Woodsman head-butts Bigby and breaks free. He asks Bigby what he's going to do about it. Choose a dialogue option, or threaten him. The Woodsman, he will remember your response.
  13. The Woodsman and Bigby will now fight. Simply follow the on-screen prompts to progress. During certain phases you will presented with different options, i.e. what object in the room to throw the Woodsman into, so keep an eye out for that. There are a number of items that you can throw him into, located on both sides of the room. Here's what I did:
    1. Throw him into the Sink, and he'll grab a razor blade and slash at you. Follow the directional prompts to dodge his attacks;
    2. Throw him into the Bookshelf, and he'll grab a lamp pole and swing it at you, dodge it, then hit him behind the knee;
    3. Throw him into the Couch. He will fall over it, then kick it back at you. When he picks you up, grab his face, then punch him in the throat;
    4. Throw him onto the Bed Frame. Knee him in the gut, then punch him the face repeatedly.

  14. The Woodsman will now go for his Axe. Dodge it, then mash the button on screen to wrestle the Axe from the Woodsman's grip. Beat him with it. He goes down, for now...
  15. Bigby advises that the Woman leaves, but she refuses to. The Woodsman starts mouthing off. Deal with him.
  16. When Bigby turns back to the Woman, you can ask her some more questions, or advise her to leave again.
  17. During the conversation, the Woodsman fills you in on the history between himself and Bigby. As he starts to get up, you can choose a dialogue option, or to Throw Him Out.
  18. Bigby and the Woodsman take a little tumble...

    Tenement Building, Exterior, Street Curb.
  19. ...Out of the Second Story window and onto the parked car below!
  20. Oh... it's Toad's car. Make a comment.
  21. No time to recover - the Woodsman grabs Bigby by the legs and drags him off the car. Fables are resilient bastards.
  22. Throwing him against a bus shelter ad, the Woodsman begins to strangle Bigby. Try to fight back.
  23. Your efforts are fruitless. As Bigby begins to pass out, you catch a glimpse of his true self.
  24. Luckily for Bigby, he's soon saved. Unluckily for the Woodsman, he takes an Axe to the back of the head. As he goes down, you see that it was the Woman who saved you. Book of Fables Entry The Woodsman will unlock.
  25. Still alive, the Woodsman tries to crawl away, then collapses. The Woman attempts to retrieve her payment. Choose a dialogue option.
  26. Unable to keep his mouth shut, the Woodsman continues to call the Woman a "bitch." When she starts to push the Axe further into his head, you need to choose to either Let Her, or to Stop Her.
  27. While the Woman walks off to have a smoke, Bigby retrieves the Axe from the Woodsman's head, then returns to the Woman.
  28. She's unable to light her cigarette. Choose to Light It For Her, or give her the Matchbook.
  29. While you try to question her, she avoids answering. She asks if you like her Ribbon. Respond. If you tell her It's Beautiful, she'll remember your response.
  30. Bigby and the Woman keep chatting. Eventually, Bigby will notice that the Woodsman has gone. As Bigby goes to find the Woodsman, the Woman stops him. She says to let him be. Respond.
  31. Bigby will ask how much the Woodsman owed the Woman. She'll say she's fine, but you can now choose to Give Her Some Money, or tell her you that you Wish You Could Help.
  32. The Woman agrees to meet Bigby later to give a statement, then remarks on how he looks. Respond.
  33. The Woman makes a memorable exit, and walks off into the night. Bigby lights up a smoke.
  34. The Intro credits roll.

[top]
Wolf in Sheriff's Clothing
Completed Chapter 2 of Episode 1.

Story-related and cannot be missed

Once you have completed Chapter 2 - The Woodlands, this trophy will unlock.
This chapter contains five Book of Fables entries, one of which is missable.



The Woodland Luxury Apartments
Fabletown
Late...

Woodland Luxury Apartments, Exterior (Bullfinch Street).
  1. Walk to the right of the screen, towards the Gate. Enter.

    Woodland Luxury Apartments, Exterior (Courtyard).
  2. As you walk down the path, you hear someone hiding in the bushes. Call out to them.
  3. It's Beauty. Talk to her.
  4. She asks you not to tell Beast that you saw her. You have three options: Promise Not To Tell, Don't Get Involved, or Refuse to help. If you promise not to tell, Beauty will Appreciate Your Help. FINISH THIS Book of Fable Entry Beauty will unlock.
  5. After Beauty departs, Bigby heads inside.

    Woodland Luxury Apartments, Interior (Lobby).
  6. Look around the Lobby if you'd like. When you're ready, head over to the Elevator and Push the Elevator Button.
  7. As you step inside, Beast comes down the stairs, and catches up with you just before the doors shut. He asks if you've seen Beauty. You can choose to tell him you Did See Her, You Haven't Seen Her, or that you're Staying Out Of It.
    1. If you tell him you Did See Her
    2. If you tell him You Haven't Seen Her, the game will remember that you lied to Beast.

  8. Following your answer, Beast will leave in search of Beauty. The elevator doors close, and Bigby continues on his way. Book of Fable Entry Beast will unlock.

    Woodland Luxury Apartments, Interior (Bigby's Apartment).
  9. Bigby steps off the elevator, and unlocks the door to his apartment. He sets down his keys, and takes his phone off the hook.
  10. After he finishes cleaning himself up in the Kitchen, you're free to explore his apartment.
  11. Leave the Kitchen and walk over to the small desk. Use the Bluebeard File. Book of Fables Entry Bluebeard will unlock.
  12. Move away from the desk (towards the camera) to find a pig asleep in your chair! That is Colin. Poke him.
  13. Talk to him about your chair.
  14. After Bigby gives him a cigarette, Colin begs Bigby not to send him back to The Farm. Respond. Colin will remember your response.
  15. Reminisce about the old days, and talk about how the other Fables see Bigby. Colin will ask Bigby who he got into a fight with. Answer him. Colin will remember your response.
  16. Keep talking to Colin. Eventually he will mention Snow. Book of Fables Entries Snow White and Colin will unlock.
  17. Colin will again ask you for a drink. Choose to Offer Colin a Drink or Take a Drink yourself. The game will remember your decision.
  18. Bigby falls asleep in his chair...
  19. But is soon woken by someone earnestly knocking on his door. Walk over and Open the Door. It's Snow.
  20. She tells you to go with her.

    Woodland Luxury Apartments, Interior (Outside Bigby's Apartment).
  21. As the two walk down the hallway, Bigby notices that Snow seems to be in a rush. Speak to her.
  22. After some more talking, the two take the elevator down to the Lobby.

[top]
The Long Goodbye
Completed Chapter 3 of Episode 1.

Story-related and cannot be missed

Once you have completed Chapter 3 - Mirror Mirror, this trophy will unlock.
This chapter contains only one Book of Fables entry. It is not missable.



The Woodland Luxury Apartments
Fabletown
Late...

Woodland Luxury Apartments, Interior (Lobby)
  1. Standing in the Lobby, Bigby and Snow talk a little more. Bigby notices there's something on the stairs of the building.
    Woodland Luxury Apartments, Exterior (Courtyard).
  2. Grab the Security Jacket. Underneath is the head of the Woman from Chapter 1.
  3. Snow asks if Bigby knew her, and checks that she wasn't a 'Mundy'. Book of Fables Entry Mundies will unlock.
  4. Tell Snow who you think the girl is.
  5. Ask Snow a question.
  6. Examine the Head, the Neck, and finally the Mouth. Remove the Item from the Mouth.
  7. Snow will ask Bigby what he wants to do next. You can choose in Investigate More or Leave. Choose the former.
  8. Taking control of Bigby, walk to the right (there's nothing to the left). Examine and Touch the Blood Trail on the ground.
  9. Examine and Pick Up the Scrap of Fabric on the ground.
  10. Examine the Trash Can.
  11. Look At the and Touch the Fence Post.
  12. When you've finished, return to Snow and talk to her. Compare the Fabric.
  13. Talk to Snow about the crime. Answer her questions by drawing conclusions from the evidence you found. I chose to say Someone Brought Her Here... When Snow asks how you know, tell her about the Blood on the Fence. Snow will agree with you.
  14. Snow will say that she needs to tell 'Crane'. Snow will respond to what you tell her, so choose carefully.
  15. Snow leaves, and Bigby covers up the head.

[top]
The Frog or the Prince?
Completed Chapter 4 of Episode 1.

Story-related and cannot be missed

Once you have completed Chapter 4 - Choices, this trophy will unlock.
This chapter contains three, possibly four, Book of Fables entries: three
unmissable, and one if you missed it in Chapter 2.


Woodland Luxury Apartments, Interior (Hallway).
  1. As Bigby walks to the Business Office, one of the Fables waiting outside takes issue with Bigby cutting the line. Respond to him. The Fable will remember your response.

    Fabletown Business Office.
  2. Bigby walks in on Snow arguing with Crane. Interject or Stay Out Of It. Crane will remember what you say.
  3. Crane will ask Bigby if he has any leads or evidence. Whoever you name will become your Suspect (for now, anyway).
    - Note: if you missed the Bluebeard File back in Bigby's Apartment, naming Bluebeard as your suspect will unlock Book of Fables Entry Bluebeard. This is your last chance to find it.
  4. Eventually, Crane will leave. Choose a response. Before Bigby gets to have his say, though, Snow stops him. Book of Fables Entry Ichabod Crane will unlock.
  5. Once Crane has left, talk to Snow. Soon after, a flying monkey will come out of hiding. That is Bufkin. He's carrying the bottle of Wine from Crane's desk.
  6. Bufkin asks how Bigby is doing. Bufkin will remember what you say.
  7. Snow asks Bufkin to fetch her a book. Book of Fables Entry Bufkin will unlock.
  8. While Bufkin is off looking for the book, and Snow is on the phone, look around the office.
    1. Walk over to Crane's Desk (where Snow is), and Touch the Tarot Deck three times.
    2. Talk To the Magic Mirror. Ask him about the Woodsman, Snow, and Bufkin. Ask about the Woman whose name you don't know. Exit.

  9. Bufkin returns with the book, and Snow finishes on the phone. Walk over to the table where they both are.
  10. Examine the Book of Symbols. Peruse the book if you'd like. You're looking for the symbol found on the Ribbon that was in the Woman's mouth. The symbol you seek is one page over to the right, on the left-hand page.
  11. When you find the correct symbol, the Woman will be identified as Faith. After you hear her story, the Book of Fables Entry Faith will unlock.
  12. Bigby decides that they need to visit the husband, Prince Lawrence. Snow will ask why. Answer her.
  13. Examine the Book of Fables to learn a little more about some of the characters.
  14. Armed with Faith's name, return to the mirror and ask him about Faith's Father, Faith, and lastly Prince Lawrence. Exit.
  15. As Snow and Bigby are about to leave, the phone rings - it's for Bigby. Toad is calling, and in the background you can hear something is not right. Talk to him.
  16. When you're ready to leave, Use the Door.

    Woodland Luxury Apartments, Exterior (Courtyard).
  17. Outside, Bigby and Snow discuss the case, and what they plan to do next. You must now decide whether to go and check on Prince Lawrence (Lawrence's Apartment), or to see if Toad is alright, and possibly catch the intruder (Toad's Apartment).
In this walkthrough, I advise going to Lawrence's Apartment first because you have a chance to save Lawrence (I say a chance because the game doesn't make his fate clear - hopefully we'll learn more in the next episode, and I'll update this).

[top]
Panic in the Parlours
Completed Chapter 5 of Episode 1.

Story-related and cannot be missed

Once you have completed Chapter 5 - Consequences, this trophy will unlock.
This chapter contains two Book of Fables entries, none of which are missable.



Given the gravity of the decision at the end of the last chapter, I will outline the major differences between the two:
  • If you go to Lawrence's Apartment first:
    • It will be locked. You will need to get in through the window.
    • Most importantly, Lawrence will be alive (though not in good shape). The game is unclear as to whether or not he survives, but there is definitely a chance that he does.
    • When they hear someone trying to break in, Bigby and Snow will hide in the closet to surprise the intruder.
      • If you wait too long, Lawrence will shoot himself. Bigby will then chase after the unknown intruder.
      • If you jump out in time, the unknown intruder will flee, initiating the chase.

    • When Bigby and Snow make it to Toad's Apartment, Toad will criticise Bigby for arriving late.

  • If you got to Toad's Apartment first:
    • There are a few minor differences, such as TJ not being sent away by Toad.
    • When Bigby and Snow get to Lawrence's Apartment, the door is already busted open.
    • Lawrence is too far gone, and they don't get any answers out of him. Lawrence dies in Snow's arms.
    • When you investigate the Closet, someone will barge out, initiating the chase.

Lawrence's Apartment
South Bronx
Early Morning...

Lawrence's Apartment, Exterior (Street-side).
  1. Have a brief conversation with Snow.
  2. Walk over and Use the Door. Knock. Knock again. Try to Open the Door.
  3. Having been unsuccessful in your efforts, walk back to the corner, then Look At the Window. Look At it again. Open it.
  4. Bigby and Snow climb inside. Book of Fables Entry Prince Lawrence will unlock.

    Lawrence's Apartment, Interior.
  5. Now it's time to look around the room for clues.
    1. Let's start with Lawrence. Examine him.
      1. Examine the Bullet Wound, his Face, and the Pills. Look At, then Touch, his Wrist.
      2. On the floor are a Gun and a Shell Casing. Look At the Shell Casing, Examine the Gun, then Pick Up the Gun.
      3. Back Out.

    2. Next, the Bullet Hole in the wall behind Lawrence. Look at it, and choose to Use Gun With it. When that's finished, Use the Bullet Hole. Back Out
    3. Look at the Knife on the floor.
    4. You can skip over the Picture. Look At the Blood on the floor.
    5. Pull the Panel.
    6. Pick Up the Note on the bed.

  6. Snow will then find that Lawrence is actually alive! Talk to him.
  7. Eventually Lawrence will start talking about Faith. You need to choose how to respond to him. You can tell him the Truth, a Half-Truth, or Lie.
    • If you choose Half-Truth, Lawrence will realise what has happened on his own.
    • If you Lie, you're a bad person. Also, Lawrence will realise you're lying, and turn the conversation back to Faith.

  8. Someone knocks at the door. Lawrence isn't expecting anyone. Snow and Bigby form a plan to catch the Intruder. They give Lawrence the Gun, then hide in the closet.
  9. The Intruder will enter the premises. You need to choose an opportune moment to jump out and surprise him. If you wait too long, Lawrence will shoot himself.
  10. Once you jump out and surprise the Intruder, a chase will ensue. Follow the prompts on the screen to avoid the hazards and navigate obstacles.
    1. As Bigby chases the Intruder, he will reach a fork in the road, so to speak. There are 2 doors to choose from. The room number on the Left Door is swinging, indicating that it was opened very recently, so that's the door you want to pick. You stayed on his trail. The Chase continues...
    2. Bigby leaps out of the window and lands in the dumpster on the street, right on top of the Intruder!

  11. Question the Intruder.
  12. Eventually he reveals himself to be Dee, just as his brother, Dum, turns up and sucker-punches Bigby! Book of Fables Entry The Tweedles will unlock.
  13. Snow finds Bigby lying on the ground, nursing a head wound. Talk to her. Snow will call a cab and the two of them will head off to Toad's.

    The Woodsman's Apartment
    South Bronx
    Early Morning...

    Tenement Building, Interior (Lobby).

  14. Inside the Lobby of the Tenement Building, Bigby and Snow will hear someone crying, and Toad comforting them, assuring them that the person who caused the disturbance has left.
  15. Walk over to the door. Snow thinks that it's Toad's son crying. She asks Bigby to take it easy.
  16. Talk To whoever is on the other side of the door.

    Tenement Building, Interior (Toad's Apartment).
  17. Once inside, you see Toad ushering Toad Jr. (TJ) into a back room. He starts to nervously talk to Bigby and Snow, making up all sorts of excuses. Clearly something isn't right...
  18. Talk to Toad.
  19. Snow asks about TJ, then Toad tries to get the two of them to leave. Reply to Toad.
  20. In this section you need to examine the evidence around the room, and attempt to catch Toad in a series of lies.
    1. Once Snow leaves to check on TJ, you can begin your investigation.
    2. First, Examine the Busted Latch on the Door behind Bigby. You Discovered Something.
    3. Examine the Smashed Lamp on the floor. (Notice that both electrical outlets are currently occupied, meaning that the Lamp was not plugged in there)
    4. Walk to the left and down the stairs into the sitting room.
    5. Examine the Stain on the wall to Bigby's right. It's Blood. Toad will tell you he cut his hand.
    6. Pick Up the Fireplace Poker on the floor. It has Blood on it. Toad will tell you he cut his foot.
      1. After Toad says "Out with it!", choose to say "I Thought You Cut Your Hand..." You Caught Toad in a Lie (1/3).

    7. Toad will ask why you don't believe him. Respond.
    8. On the far left-hand side of the sitting room, Look At the Window. There are Scratch Marks. Open the Window. Examine the Marks.
      1. Toad will say he forgot his keys, and that he had to climb in through the Window.
      2. When you are given a dialogue option, choose "You Wouldn't Need Keys." You Caught Toad in a Lie (2/3). (The lock on the Door is busted, meaning Toad wouldn't have needed to climb in through the window to get inside).

    9. Walk back towards Toad. Facing the stairs, there's a small table on the right next to a chair. Examine the Dust Ring. Clearly the Broken Lamp on the floor used to sit on that table, hence the Dust Ring (there's even a spare electrical outlet).
      1. When you're given a dialogue option, choose "The Broken Lamp was here."
      2. Toad will ask why the Lamp had to be there. Choose "The Power Outlet." You Caught Toad in a Lie (3/3).

    10. After a bit of a rant, Toad will ask "When are you going to leave?!" Choose "When You Tell Me the Truth."
    11. You can now call Toad out on his lies, or Threaten him. Since you caught all three lies, you can choose the first option.
      • Note: if you Threaten Toad, he will remember your actions, and you will frighten TJ.


  21. Snow and TJ come out of the back room. When Toad goes to hug his son, you will see the fourth and final clue: a wound on Toad's head.
  22. Removing his hat, Toad will finally start telling the truth. One of the Tweedles ransacked the place, looking for something the Woodsman supposedly had.
  23. Toad will start berating Bigby for being late. Ask what he was looking for.
  24. Toad will mention that he tried to give the attacker "the Coat." TJ will fetch it.
  25. Pick Up the Mysterious Object on the Coat. It's a letter. Snow will ask what Bigby wants to do with it. Choose what to do.
    • The contents of the letter do not offer any evidence or further insight, so what you choose to do with it is up to you. The game remembers what you choose to do.

  26. As Bigby and Snow are about to leave, Toad tells them that if they're looking for the Woodsman to try The Trip-Trap.

    Tenement Building, Exterior (Building Steps).
  27. Bigby and Snow decide to follow Toad's advice as it's they're only lead, and set off to find the Woodsman at the Trip-Trap.

[top]
A Light Snowfall
Completed Episode 1: "Faith"

Story-related and cannot be missed

Once you have completed Chapter 6 - Trip Trap (the final chapter), this trophy will unlock.
This chapter contains four Book of Fables entries, though you will only be able to get three on your first playthrough. Repeat this chapter and make a different decision to unlock the final entry.


Taxi ride

  1. As Bigby and Snow ride in the Cab, they discuss the case. Snow will ask Bigby who he thinks is responsible for the two murders. Name a suspect.
  2. The two sit in awkward silence. Say something to break the tension. Now it's even more awkward.
  3. Snow starts to lament the plight of the Fables that live outside The Woodlands. Try to reassure her.
  4. After a lengthy conversation, the cab will arrive at The Trip Trap.
  5. Before he leaves, Snow will beg Bigby to be safe. Respond.

    The Trip Trap Bar
    The Bronx

    Trip Trap, Interior.

  6. Straightening his tie, Bigby enters the bar.
  7. The Bartender asks what Bigby wants. Tell her.
  8. She fumbles about, trying to lie. She keeps looking over at the man to her right, who appears to signal her with a shake of his head. Talk to her.
  9. Look around the Bar. You're searching for signs that the Woodsman is there.
    1. Start with the Matchbook. Examine it.
    2. Examine the Half Empty Glass next to the Matchbook. Ask why she didn't dump it.
    3. Sit down on the Bar Stool and Talk to Gren.
    4. Keep talking, and keep pressing for information. Eventually the Woodsman will walk out of the bathroom.

  10. Chat to the Woodsman.
  11. As Bigby makes his way over to talk to the Woodsman, Gren stops him. Talk to Gren.
  12. Start to question the Woodsman. Ask him Why He Did It. Follow up with another question, and ask What Is He Talking About.
  13. Ask if he killed Faith. The Woodsman seems genuinely surprised by your question, and is adamant that he didn't do it.
  14. Gren starts trash-talking Bigby. Respond. Eventually you'll run out of options, and you'll be left with only one choice: Hit Him.
  15. Gren un-Glamours, revealing his true form! You now have to fight Gren.
  16. Simply follow the on-screen prompts to dodge Gren's attacks, and to land your own.
  17. As Bigby gets the s**t beaten out of him, he starts to show his true self.
  18. Partly transformed, Bigby starts thrashing Gren.
  19. Eventually, the Woodsman will say that "He's had enough!" You must now choose to either Tear Off His Arm or to Walk Away.
    • If you choose to Tear Off His Arm, the Book of Fables Entry Bigby's Vengeance will unlock, and the Woodsman and Bartender will remember what you did.
    • If you choose to Walk Away, the Book of Fables Entry Bigby's Mercy will unlock.

  20. Bigby walks to the Bar and demands a Whiskey. Drinking helps him revert to his more human self. Book of Fables Entries Holly and Grendel will unlock.
    • You will now have dialogue options, or if you chose not to give Faith the money back in Chapter 1, you can pay for your drink.

  21. The Woodsman will become anxious, and it looks like he might try to run. Talk to him.
  22. While they're talking, Tweedledee walks into the Bar.
  23. Both Tweedledee and the Woodsman make a break for it in opposite directions. You must now choose which one of the to pursue. In this walkthrough, I recommend chasing after Tweedledee.

    City Street.
  24. Regardless of who you chose, Bigby will be walking down the street with his captured suspect.
  25. There are police all over The Woodlands, and the area is cordoned off! Bigby cuffs his suspect to a lamp-post and goes to investigate.
  26. Walking past the Mundy police officers, Bigby makes his way to the steps of The Woodlands building, and discovers a nasty surprise...

[top]
Novice Librarian
Unlocked all Book of Fables entries in Episode 1.

There are a total of Twenty One Book of Fables entries in Episode 1, and they are unlocked after meeting new characters, talking about certain places or concepts, or after making important decisions.

To view an unlocked entry, press in-game and select Book of Fables, or from the Main Menu select Extras and then Book of Fables.

In Episode 1, three entries are missable: Bigby's Mercy OR Bigby's Vengeance (you will unlock only one of these on your first playthrough, and the one you get will be determined by your choices), and Bluebeard (which can be found in either Chapter 2 or 3, and is missable in both).

To unlock a missed entry, select Play from the Main Menu, then navigate to the chapter that contains the missing entry and select Rewind. Make sure to save to a new slot so that you don't mess up your main save.

The following is a list of all twenty one entries, and how to unlock them:


Chapter 1.



Bigby Wolf
- Unlocked from the beginning of the episode.

Chapter 2.


Snow White
- Unlocked while you're in Bigby's apartment, during your conversation with Colin.
Chapter 1.


The Woodsman
- Unlocked after Bigby finally stops fighting the Woodsman, and Faith puts an Axe in the back of his head.
Chapter 4.


Faith
- Unlocked after you learn Faith's Identity from the Book of Fables in the Fabletown Business Office.
Chapter 2.


Beauty
- Unlocked after Beauty asks Bigby to lie to Beast about seeing her.
Chapter 2.


Beast
- Unlocked after Beast asks Bigby if he's seen Beauty.
Chapter 1.


Mr. Toad
- Unlocked after Bigby finishes talking to Toad in the Tenement Building Lobby.
Chapter 2.


Colin
- Unlocked while you're in Bigby's apartment, during your conversation with Colin.
Chapter 4.


Ichabod Crane
- Unlocked after Crane leaves the Fabletown Business Office.
Chapter 4.


Bufkin
- Unlocked after Snow asks Bufkin to retrieve the book.
Chapter 1.


Fabletown
- Unlocked from the beginning of the episode.
Chapter 1.


The Farm
- Unlocked during Bigby's conversation with Toad in the Tenement Building Lobby - when Toad begs not to be sent to The Farm.
Chapter 3.


Mundies
- Unlocked when Snow first mentions Mundies - on the steps of the Woodland Luxury Apartments, after Bigby finds Faith's severed head.
Chapter 1.


Glamours
- Unlocked during Bigby's conversation with Toad in the Tenement Building Lobby - shortly after Toad first mentions Glamours.

Chapter 5.


Prince Lawrence
- Unlocked after you find Lawrence in his Apartment.
Chapter 5.


The Tweedles
- Unlocked after Bigby has had the 'pleasure' of meeting Tweedledee and Tweedledum.

Chapter 6.


Holly
- Unlocked after Bigby's fight with Grendel in the Trip Trap Bar, during which Holly reveals her true form.

Chapter 6.


Grendel
- Unlocked after Bigby's fight with Grendel in the Trip Trap Bar, during which he reveals his true form.

Chapter 2/4.

Bluebeard
- Can be unlocked in Chapter 2 - on Bigby's desk in his Apartment is Bluebeard's File. Read the file to unlock this entry.
Can also be unlocked in Chapter 3 - when Crane asks Bigby if he has a suspect, name Bluebeard to unlock this entry.
*missable*

Chapter 6.

Bigby's Mercy
- In Chapter 6, during Bigby's fight with Grendel, you will be presented with a choice: Tear off his Arm, or Walk Away. Choosing the latter will unlock this entry.
*affected by choice*

Chapter 6.

Bigby's Vengeance
- In Chapter 6, during Bigby's fight with Grendel, you will be presented with a choice: Tear off his Arm, or Walk Away. Choosing the former will unlock this entry.
*affected by choice*


[top]Episode 2 - Smoke & Mirrors

[top]
Right to an Attorney
Completed Chapter 1 of Episode 2.

Story-related and cannot be missed

Once you have completed Chapter 1 - Grief, this trophy will unlock.
This is quite a brief chapter - really more of a preamble - and it contains no Book of Fable entries.



  1. After a cutscene recapping the events and choices of Episode 1, Bigby finds himself in a 'Mundy' Police interrogation room.
  2. Converse with the detective.
  3. Bigby notices that the detective's nose is bleeding. Make a comment.
  4. Both the detective and the police in the next room pass out.
  5. Deputy Mayor Ichabod Crane enters the room.
  6. Ask Crane what happened.
  7. Crane leaves. Bigby follows after retrieving the picture of Snow.
  8. Crane drives Bigby home.
  9. Converse with Crane to progress the scene. Crane will remember your response to the first dialogue option.
  10. The car stops at the lights, and a bus passes.
  11. Crane starts talking about Snow's death and how hard it is. He will remember your response.
  12. After one last conversation, Crane and Bigby arrive at The Woodlands.
  13. Bigby gets out of the car and slams the door shut.

[top]
Breaking Point
Completed Chapter 2 of Episode 2.

Story-related and cannot be missed

Once you have completed Chapter 2 - Wrath, this trophy will unlock.
This chapter isn't too long, and isn't too short; it's just right. The
Red set of choices, however, will save you a few minutes. It contains only two (2) Book of Fable entries.



In this chapter, Bigby will interrogate either Tweedledee or The Woodsman, depending on who you went after in Episode 1. If you're following this guide, then you went after Tweedledee.
  1. Bigby and Crane walk in on Bluebeard 'chatting' with Tweedledee.
  2. Bigby takes over the interrogation.
  3. Respond to Dee's taunts.
  4. Ask Dee a question (it doesn't matter which).
At this point in the chapter the interrogation will begin. Your goal is to get Dee talking, which can be achieved by being kind to him (Good Cop) or by beating and torturing him (Bad Cop). Your choice will also determine which Book of Fables Entry you unlock at the end of the Chapter.

Good Cop
  1. Select the dialogue option "I'm not messing around."
  2. While looking at Dee, press to select the Picture of Snow, then choose to show it to him.
  3. Pick a dialogue option, then listen to what Dee says. (You Got Dee Talking 1/4).
  4. Crane presents Dee's personal effects.
  5. Examine Dee's Cash. Pocket the Money - You will need it later. Crane will disapprove of your actions. (You Got Dee Talking 2/4).
  6. Ask a follow-up question.
  7. Pick up Dee's Whiskey and Offer Dee a Drink.
  8. Bluebeard will express his displeasure, and then Dee will start talking.
  9. Dee will accuse Faith of being a thief. Ask a follow-up question. (You Got Dee Talking 3/4).
  10. Pick up Dee's Cigar and Offer Cigar to Dee. Dee will start talking. (You Got Dee Talking 4/4).
  11. Dee will start bragging about being close to Beauty. Let him talk.
  12. Bluebeard takes issue with your methods, and decides to take matters into his own hands.
  13. Choose to Grab Bluebeard. Flick down with the Right Analogue Stick to dodge Bluebeard's punch. Mash to grapple.
  14. Your fight will be interrupted by the arrival of an unexpected visitor...
  15. The Book of Fables Entry Bluebeard's Mercy will unlock.
Bad Cop
  1. While you're chatting to Dee, choose the option to Hit Him.
  2. While looking at Dee, press to hit him in the face, then listen to what he says. (You Got Dee Talking 1/4).
  3. Crane presents Dee's personal effects.
  4. Examine Dee's Cash. Pocket the Money - You will need it later. (You Got Dee Talking 2/4).
  5. Ask a follow-up question.
  6. Pick up Dee's Cigar. Burn Dee. Crane will object to your actions.
  7. Dee will accuse Faith of being a thief. Ask a follow-up question. (You Got Dee Talking 3/4).
  8. Pick up Dee's Whiskey, then Smash Dee with it. (You Got Dee Talking 4/4).
  9. Crane will attempt to interrupt. Tell Crane to back off.
  10. Your argument will be interrupted by the arrival of an unexpected visitor...
  11. The Book of Fables Entry Ichabod's Denial will unlock.

[top]
Sisters
Completed Chapter 3 of Episode 2.

Story-related and cannot be missed

Once you have completed Chapter 3 - Blood, this trophy will unlock.
This is the longest chapter in Episode 2, and contains six (6) Book of Fable entries.



  1. Following the events of Chapter 3, Snow confronts Bigby about what transpired. Explain yourself.
  2. As the two wait for the elevator, keep talking.
  3. Inside the elevator you will have another conversation. However you respond, Snow will remember what you say.
  4. Tell Snow that you're glad she's alive.
  5. Bigby and Snow exit the elevator.
  6. Tell Snow it's not her fault.
  7. Tell Snow what the next move is.
  8. Clarify your remarks.
  9. After Snow asks Bigby to tone it down, the two enter the Fabletown Business Office.

    Fabletown Business Office
  10. After Bufkin arrives, look around the room. Make sure to Look At the Perfume Bottle on Snow's desk.
  11. When you're finished, walk over and Talk To Toad and TJ, who are using the Magic Mirror.
  12. Appease Toad.
  13. Now Bigby and Snow will start to ask TJ some questions. Just keep trying to move the investigation forward, making every effort to be as gentle and reassuring possible.
  14. TJ will ask if it's true that Bigby can tell if people are lying. TJ will remember your response. I chose to say "It's my job."
  15. TJ will then tell you that he heard someone say "Stop laughing." Ask all of the available questions until Snow points out that TJ is scared. You can then ask one final question, or choose to Let Him Go.
  16. Eventually TJ will say he wants to go home, in which case you'll be given the option to Let Him Go or to tell him Not Yet.
    - If you chose Not Yet, Toad will grab TJ and storm out. Toad will remember your response. You will have one last dialogue option before they leave.
    - If you chose Let Him Go, Toad and TJ will leave on good terms. Tell TJ he did a good job. TJ will remember your response.
  17. Snow will now ask Bigby if he's ready to see the body. Your options are Yeah or In a Minute. Make sure you choose the latter.
  18. Talk to the Magic Mirror.
  19. Ask him what Toad was watching.
  20. The Book of Fables entry The Magic Mirror will unlock.
  21. Talk to the Mirror again. Ask him to show you the Woodsman, then Tweedledum.
  22. Talk To Snow and Bufkin.
  23. Tell Snow you're ready to see the body.

    Witching Well Chamber
  24. Follow Snow and Bufkin to the body.
  25. Comfort or reassure Snow.
  26. Begin examining the body. Make sure to investigate every available detail.
  27. Head, Brooch, Neck Mark 1/3, Neck Mark 2/3, Neck Mark 3/3. Move down to the lower-half of the body by flicking the Left Analogue Stick to the right
  28. Examine the Rope Marks on the ankles, then the Track Marks on the thigh.
  29. Discuss Glamors. During this conversation, the Book of Fables entry Thirteenth Floor will unlock.
  30. Keep examining the body. Use Coat Buttons.
  31. Tell Snow you need to open the coat.
  32. Reassure her again.
  33. Crane will arrive. Tell him you're not finished yet.
  34. Keep examining the body. Lingerie, Use lower Pocket 1/2, Use upper Pocket 2/2.
  35. Tell Crane he worries too much.
  36. Tell Snow and Crane that Bigby can figure out the puzzle.
  37. Rotate the four sections of the puzzle by flicking the Left Analogue Stick up or down. Flick it left or right to change section. They will line up to form a deer.
  38. Examine the Rolled Photograph to obtain the Picture of Snow.
  39. Examine the Lock of Hair.
  40. While Snow and Bigby are talking, the Glamor on the body wears off. Bigby makes a remark.
  41. Respond to Snow's question.
  42. Bigby and Snow agree that they need to tell Holly about Lily.
  43. After some more talking, Crane will attempt to stop Snow from leaving. You must choose to tell her It's Too Dangerous or to tell Crane that It's Up to Snow. Your decision will determine whether or not Snow accompanies you to the next area. I chose to let Snow make up her own mind.
  44. When you leave the Witching Well Chamber, with or without Snow, the Book of Fables entry The Witching Well will unlock.

    The Trip Trap Bar
  45. Inside the Trip Trap, Holly and Grendel are talking about Bigby, while a fresh face, Jack, paces up and down, impatiently waiting for Holly to find the darts so he can play.
  46. Bigby enters, along with Snow if you chose to let her come with you.
  47. Address the Fables in the bar.
  48. Jack starts to bother Bigby. Brush him off.
  49. Grendel will say that Tweedledee was in the bar earlier. Respond.
  50. Eventually Jack and Holly start arguing. Try to get a word in.
  51. Choose to Throw Jack Out, or Let Jack Talk.
    - If you chose to throw him out, deal with Jack to progress. The book of Fables entry Jack Horner will unlock.
    - If you chose to let him stay, Holly will ask you a question.
  52. Break the news about Lily to Holly in whichever manner you prefer.
  53. Grendel will start to rant. After Holly breaks the glass and bottle, choose a dialogue option.
  54. At this point, if you didn't let Snow come with you, she turns up at the Bar. Talk to Snow. She will notice what you say.
  55. Snow will approach Holly and give her the Brooch found on Lily's body.
  56. Tell Snow "that was a good call."
  57. Holly will ask Grendel to leave. If you didn't throw Jack out, he will also leave, after which the book of Fables entry Jack Horner will unlock.
  58. After Holly takes a drink, ask her about Lily.
  59. After another dialogue option, Holly will mention that she needs to collect Lily's body. The dialogue option that follows is a choice in disguise:
    - Tell Holly that the body is evidence; (You refused to give Holly the body)
    - Tell Holly that she can have the body; (You agreed to give Holly the body)
    - Or Tell Holly that you'll check with Crane. (You promised to check with Crane)
  60. Holly will leave with Snow. The Book of Fables entries Lily and Troll Cross will unlock.
  61. Bigby leaves the bar, and catches a cab to the Pudding and Pie.

[top]
Made Them Cry
Completed Chapter 4 of Episode 2.

Story-related and cannot be missed

Once you have completed Chapter 4 - Skin, this trophy will unlock.
Another medium length chapter, this one contains the last three (3) Book of Fable entries.



The Pudding and Pie
  1. Bigby arrives at the Pudding and Pie. An unknown (yet sexy) Fable stamps out a cigarette, then walks over to greet him.
  2. Chat to her.
  3. The Fable will tell you that Georgie is in a bad mood. Respond. If you say "I don't care" she will remember your response.
  4. Bigby and the Fable enter the club. Make small-talk.
  5. Once inside the club, Bigby sees Georgie berating a Dancing Girl. Make a comment about what you see.
  6. Walk over and talk to Georgie. Once he starts yelling at the Dancing Girl again, say "Leave her alone, asshole." The Dancing Girl will remember your response.
  7. Chat to Georgie.
  8. Eventually you will be given the option to show Georgie an item. It doesn't matter which item you choose.
  9. After denying any knowledge, Georgie will turn the boombox back on and tell the Dancing Girl to resume dancing. You can try to turn it off, or tell Georgie to turn it off.
  10. Georgie will attempt to confront you. You can ask him a question, threaten him, or hit him.
    - If you ask Georgie a question or threaten him, he'll try to take a swing at Bigby, but stumble over and break his Boombox.
    - If you hit Georgie, he'll fall and knock the Boombox over, breaking it. Georgie will remember what you did.
  11. Georgie will swear like a trooper, and tell the Dancing Girl to leave. He will then pick up the broken Boombox and give it to Hans.
  12. Attempt to talk to Hans. Georgie will try to answer for him, telling Bigby that Hans doesn't know anything.
  13. Hans will innocently let it slip that Georgie keeps information on the club girls and their clients in a little book. Georgie tells him to shut up, then reaches for a cricket bat called "Crowd Control."
  14. Bigby grabs the bat from Georgie, and slams it on the counter. You can now pursue one of two paths:

    The Path of Destruction
    - Break the Boombox. Georgie will remember what you did.
    - Break the Cigarette Machine.
    - Destroy the TV.
    - Wreck the Keg.
    - Georgie will deny having a key. Hurt him. Georgie will remember what you did.
    - Smash the Sign.
    - Demolish the DJ Booth. Georgie won't forget what you did.

    The Path of Diplomacy
    - Keep pressing Georgie about the book.
    - When you reach the keg, tell Georgie to "Hand it over while [he] still can.
    - Bigby will soon notice that the Keg is sitting on top of a floor safe.
    - Georgie will deny having a key. Keep pressing him about the book.
    - When you reach the DJ booth, threaten to destroy the place and Georgie will cave. He won't forget what you did.

  15. Georgie retrieves the key, opens the floor safe, and hands Bigby the book. Bigby finds Lily's last entry - a 'Mr. Smith'.
  16. While Georgie is denying knowing what's in the book, Bigby notices the Dancing Girl from before peeking out from the dressing room.
  17. Walk over and Open the Door.

    The Pudding and Pie - Dressing Room
  18. Just inside the door, examine the person effects to Bigby's left. Make sure to Examine the Note on the ground.
  19. Step around the corner and meet the Dancing Girl. Chat to her. She tells you her name: Nerissa - formerly known as 'The Little Mermaid'.
  20. Ask her a question. She will say she can't talk about work. "These lips are sealed."
  21. Respond. Nerissa will remember what you say.
  22. Still unable to answer his questions, Nerissa asks if Bigby would like to make "an appointment." Reply "Okay."
  23. Nerissa will ask for money.
    - If you took the Roll of Bills from Tweedledee in Chapter 2, choose to Pay Her.
    - If you went back and looked inside the floor safe while Georgie was on the phone and took the money inside, Give Her What You Have.
    - If you have no money, say "I'm Broke" and Nerissa will pay out of her own pocket.
  24. When Nerissa leaves to talk to Georgie, the Book of Fable entries Georgie Porgie, Clever Hans, and Nerissa will unlock.
  25. Nerissa returns with a Room Key for Room 204 at the Open Arms Hotel. She wishes Bigby good fortune, and exits.

[top]
Can I Get a Fresh Set of Towels?
Completed Chapter 5 of Episode 2.

Story-related and cannot be missed

Once you have completed Chapter 5 - Secrets, this trophy will unlock.
This is the shortest chapter by far. It contains no Book of Fable entries.



  1. Bigby leaves the Pudding and Pie, and walks down the street towards the Open Arms Hotel.

    The Open Arms Hotel

  2. Once Bigby is inside, take a look around. When you're ready to proceed, Ring the Bell. Someone you weren't expecting to find comes forward.
  3. During your conversation, Beauty will mention what might happen if Beast were to find out where she works. Beauty will remember your response.
  4. Ask about Faith, Lily, Tweedledee, and Snow.
  5. After your line of questions, Bigby and Beauty will talk a little more, then head upstairs to investigate the rooms...

[top]
No Respect for the Dead
Completed Episode 2: "Smoke and Mirrors"

Story-related and cannot be missed

Once you have completed Chapter 6 - Revelations (the final chapter) this trophy will unlock.
Another medium length chapter, this one contains no Book of Fable entries.



The Open Arms Hotel - Upstairs
  1. After Beauty asks Bigby not to include her in his report, use the Room Key in your inventory to open Room 204.
  2. Examine the Desk on Bigby's left, and then the Bed on his right. Exit the room.
  3. Attempt to enter Room 207. Ask Beauty to open the door.
  4. Beast will appear, and wrongly assume that you and Beauty are meeting for a secret dalliance.
  5. Attempt to reason with him.
  6. Fight with Beast.
  7. During the fight, Bigby will tackle Beast to the ground. After you hit him once, you will have the option to hit him a second time. Beauty will beg you to stop, and you must decide to either Hit Him Again, or that He's Had Enough.
  8. Once Beast smashes a bottle over Bigby's head, tackle him through the door (if you don't, he will!).
  9. After Bigby and Beast realize what they've crashed into, tell Beauty not to enter the room.
  10. Bigby asks Beast to keep watch in the hallway.
  11. With Beast out of the room, you should look around the room for evidence and clues.
  12. Look at the bed. Use the Flower in your inventory to match it with the flowers on the bed.
  13. On the other side of the room, Examine the Storybook. Make sure to look at all the pages, taking note of the pictures.
  14. On the final page is a picture of Snow White in the glass coffin. Mention that the coffin matches the Bed. (Evidence connected 1/3)
  15. Examine the closet to the right of the book. Mention that the Dress is a Snow White costume. (Evidence connected 2/3)
  16. Return to the opposite side of the bed. On the floor is an Apple. Mention that it's just like in the Book. (Evidence connected 3/3)
  17. After examining the Apple, pick up the Envelope on the floor.
  18. A scene will play out, leading to another shocking conclusion, as well as a cliff-hanger which will lead into Episode 3 - A Crooked Mile.

[top]
Apprentice Librarian
Unlocked all Book of Fables entries in Episode 2.

There are a total of Eleven Book of Fables entries in Episode 2, and they are unlocked after meeting new characters, or after making important decisions.

To view an unlocked entry, press in-game and select Book of Fables, or from the Main Menu select Extras and then Book of Fables. All entries are in chronological order of when they can be unlocked, so if you find that you're missing one, use the others around it to locate it within the narrative.

In Episode 2, three entries are missable: Ichabod's Denial OR Bluebeard's Mercy (you will unlock only one of these on your first playthrough, and the one you get will be determined by your choices), and The Magic Mirror (which is missable in Chapter 3).

To unlock a missed entry, select Play from the Main Menu, then navigate to the chapter that contains the missing entry and select Rewind. Make sure to save to a new slot so that you don't mess up your main save.

The following is a list of all eleven entries, and how to unlock them:


Chapter 2.


Ichabod's Denial
- If you choose to play Bad Cop by beating and torturing Tweedledee, Ichabod Crane will intervene. After you choose a dialogue/action option, this entry will unlock. For more information, see the relevant section of the Chapter 2 Walkthrough.
*affected by choice*

Chapter 2.


Bluebeard's Mercy
- If you choose to play Good Cop and are gentle towards Tweedledee, Bluebeard will take issue with your methods and step in. After an altercation between Bigby and Bluebeard, this entry will unlock. For more information, see the relevant section of the Chapter 2 Walkthrough, located.
*affected by choice*

Chapter 3.


The Magic Mirror
- After interviewing T.J. and Toad, Snow will ask if you are ready to see the body. Decline, and instead speak to the Mirror. Ask him to show you what Toad was Watching, after which this entry will unlock. For more information, see the relevant section of the Chapter 3 Walkthrough, located.
*missable*
Chapter 3.


Thirteenth Floor
- While examining the body in the Witching Well Chamber, you will eventually start discussing Glamors. When Bufkin says that black market Glamors are not technically illegal, this entry will unlock.

Chapter 3.


The Witching Well
- Once you have finished examining the body and leave the Witching Well Chamber, this entry will unlock.
Chapter 3.


Jack Horner
- You encounter Jack at the Trip Trap Bar, which you visit after leaving the Witching Well Chamber. Once Jack leaves the bar, this entry will unlock.
Chapter 3.


Lily
- Once you have concluded your business in the Bar, this entry will unlock.
Chapter 3.


Troll Cross
- Once you have concluded your business in the Bar, this entry will unlock.
Chapter 4.


Georgie Porgie
- At the beginning of the chapter you visit the Pudding and Pie, a strip club run by Georgie Porgie. This entry will unlock at the end of the chapter.
Chapter 4.


Clever Hans
- You meet Hans during your visit to the Pudding and Pie, after Georgie's Boombox is broken. Like the previous entry, this one will unlock at the end of the chapter.
Chapter 4.

Nerissa
- You first see Nerissa when you walk into the Pudding and Pie, but you don't meet her until after your altercation with Georgie. Like the previous two entries, this one will unlock at the end of the chapter.


[top]Episode 3 - A Crooked Mile

[top]
Promising Leads
Completed Chapter 1 of Episode 3.

Story-related and cannot be missed

Once you have completed Chapter 1 - Windy Nights, this trophy will unlock.
There are no Book of Fable entries in this chapter.

This is perhaps one of the briefest chapters in the game so far. Picking up right where we left off last time, react to the revelation at the end of Episode 2, then simply participate in the conversation as the scene plays out. After Bigby walks away from Beauty, this trophy will unlock.

[top]
Belly Full of Stones
Completed Chapter 2 of Episode 3.

Story-related and cannot be missed

Once you have completed Chapter 2 - Marching Song, this trophy will unlock.
There are two Book of Fables entries in this chapter; one is missable.

This chapter takes place during Lily's funeral. Following an interruption by some uninvited guests, and the ensuing altercation, the introductory credits will roll, and this trophy will unlock.

[top]
What Big Eyes You Have
Completed Chapter 3 of Episode 3.

Story-related and cannot be missed

Once you have completed Chapter 3 - Travel, this trophy will unlock.
There is one Book of Fables entry in this chapter; it is unmissable.

This chapter takes place entirely within the Fabletown Business Office. At the end you will be faced with a true conundrum: a three-way decision!
Regardless of which option you choose, the chapter will end, and this trophy will unlock.

[top]
Huff and Puff
Completed Chapter 4 of Episode 3.

Story-related and cannot be missed

Once you have completed Chapter 4 - My Kingdom, this trophy will unlock.
There are three Book of Fables entries in this chapter; it is possible to miss one, depending on your choices.

In this Chapter there are 3 areas to visit: Dee & Dum's Office, Crane's Apartment, and The Trip Trap Bar. Once you find all the information that you need, or visit all three locations (whichever comes first), this chapter will end. Either way, this trophy will unlock once Bigby makes his way to Aunty Greenleaf's apartment.

[top]
Severe Case of Lycanthropy
Completed Chapter 5 of Episode 3.

Story-related and cannot be missed

Once you have completed Chapter 5 - Happy Thoughts, this trophy will unlock.
There are three Book of Fables entries in this chapter; two of them are linked to a single decision, which you will need to revisit in order to get both.

This chapter takes place in Aunty Greenleaf's Apartment. Once you find out what you need to know, and conclude your business there, Bigby and Snow will leave, and this trophy will unlock.

[top]
The Enchanted Land of New York City
Completed Episode 3: "A Crooked Mile"

Story-related and cannot be missed

Once you have completed Chapter 6 - My Shadow, this trophy will unlock.
There are two Book of Fables entries in this chapter; neither are missable.

In this chapter, Bigby and Snow track Crane down to the Pudding and Pie. After taking Crane into custody, they make to leave, but are accosted by some familiar villains, and new, far less incompetent one. This trophy will unlock at the conclusion of the episode, once the teaser for the next episode begins.

[top]
Journeyman Librarian
Unlocked all Book of Fables entries in Episode 3.

There are a total of Eleven Book of Fables entries in Episode 3, and they are unlocked after meeting new characters, talking about certain places or concepts, or after making important decisions.

To view an unlocked entry, press in-game and select Book of Fables, or from the Main Menu select Extras and then Book of Fables.

In Episode 3, six entries are missable.
Note: to get all 3 entries in Chapter 4 in a single playthrough, there's a specific order you must follow. You must first go to Crane's Apartment, followed by Dee & Dum's Office, then finally The Trip Trap Bar.

To unlock a missed entry, select Play from the Main Menu, then navigate to the chapter that contains the missing entry and select Rewind. Make sure to save to a new slot so that you don't mess up your main save.

The following is a list of all eleven entries, and how to unlock them:

Chapter 2. Troll Funeral Rights - When Bigby arrives at Lily's funeral, you have the option to interrupt Snow, or to wait. Choose to wait, then walk to the left of the screen, and interact with the Offering Table. Examining any of the trinkets or tokens will unlock this Book of Fables entry.
*missable*
Chapter 2. Vivian - While at Lily's funeral, Bigby will chat to Nerissa. Eventually she will be called away by Vivian, after which this Book of Fables entry will unlock.
Chapter 3. Dr. Swineheart - Following the events at the Funeral, Bigby gets patched up by Dr. Swineheart, the Fabletown doctor. Once he makes his exit, this Book of Fables entry will unlock.
Chapter 4. Flycatcher - Choose to go the Dee & Dum's Office. This Book of Fables entry will unlock once you conclude your business there, including investigating the hidden basement, where you discover an important clue...
*missable*
Chapter 4. Headless Horseman - Choose to go to Crane's apartment. Look around until you find the statue of the Headless Horseman on his desk. This Book of Fables entry will unlock once you have examined the statue.
*missable*
Chapter 4. The Trip Trap Bar - Choose to go to the Trip Trap Bar. When you eventually get your hands on Lily's things, pick up the small book. Bigby will find the information that he's looking for, and Snow will call. As Bigby goes to answer the phone, this Book of Fables entry will unlock.
*missable*
Chapter 5. Aunty Greenleaf - Once you've finished looking around Greenleaf's apartment, speak to Rachel. During the conversation, Bigby will notice a Glamour Tube. Once Bigby opens it, and reveals the hidden mystery, this Book of Fables entry will unlock.
Chapter 5. Glamour Tree - In Chapter 5, Bigby will be faced with a choice: whether or not to burn the Glamour Tree in Aunty Greenleaf's apartment. To unlock this Book of Fables entry, you must listen to Snow and burn down the Glamour Tree.
*missable*
Chapter 5. Glamour Tube - In Chapter 5, Bigby will be faced with a choice: whether or not to burn the Glamour Tree in Aunty Greenleaf's apartment. To unlock this Book of Fables Entry, you must defy Snow and refuse to burn the Glamour tree.
*missable*
Chapter 6 Ring of Dispel - At the Pudding and Pie, Crane tries desperately to use the Ring of Dispel to get Nerissa to reveal who really killed Lily. Once he finally realises that the ring no longer works, he will give up, and this Book of Fables entry will unlock.
Chapter 6. Bloody Mary - In the final chapter, Bigby has the (unfortunate) pleasure of meeting The Crooked Man's enforcer: Bloody Mary. This Book of Fables entry will unlock during the conversation in which she first introduces herself.


[top]Acknowledgements

Thanks to DaveyHasselhoff for his help with Apprentice Librarian

Thanks to Coug for her help with Journeyman Librarian



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