Telltale Games brings us yet another comic book inspired adventure game series. Enter the world of Fables with The Wolf Among Us, set before the comic books that stars “the big bad wolf” himself, Bigby Wolf as a detective in a New York populated with various fairytale “things”.
The Wolf Among Us
Written by Dalton “HorrorSpooky” Cooper and Trade
Copyright 2013 – 2014
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TABLE OF CONTENTS
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Introduction and Controls
Chapter 1: Disturbance
Chapter 2: The Woodlands
Chapter 3: Mirror Mirror
Chapter 4: Choices
Chapter 5: Consequences
Chapter 6: Trip Trap
Episode 2: Smoke & Mirrors
Chapter 1: Grief
Chapter 2: Wrath
Chapter 3: Blood
Chapter 4: Skin
Chapter 5: Secrets
Chapter 6: Revelations
Episode 3: A Crooked Mile
Chapter 1: Windy Nights
Chapter 2: Marching Song
Chapter 3: Travel
Chapter 4: Autumn Fires
Chapter 5: Happy Thoughts
Chapter 6: My Shadow
Episode 4: In Sheep’s Clothing
Chapter 1: House Call
Chapter 2: Past Due
Chapter 3: Cut Deep
Chapter 4: Hard Case
Chapter 5: Piece Together
Chapter 6: Come Knocking
Episode 5: Cry Wolf
Chapter 1: The Chapel
Chapter 2: Out in the Open
Chapter 3: Vagabonds
Chapter 4: Face to Face
Chapter 5: On Fairness
Chapter 6: The Life of a Good-for-Nothing
Characters
Locations
Other
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01. Introduction and Controls
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Bigby Wolf is the sheriff of Fabletown, with the job of keeping the other Fables safe and dealing with the various dangers that Fabletown brings along with it. Bigby’s story is shaped by the choices you make.
This game serves as a prequel to the popular graphic novel series Fables by Bill Willingham.
The Wolf Among Us is released in an episodic format. The first episode is available right now, and a season pass can be purchased that will give you all the other episodes for $5 less than if you purchase them one at a time.
The Wolf Among Us is like The Walking Dead in that the story that is being told is going to be mostly the same between players, but it’s the details of the story that will be different from experience to experience.
Basic controls for the game change from situation to situation. The left stick is used for movement, and holding RT will allow Bigby to move faster. The right stick controls the cursor on the screen. A interacts with objects, Y looks at objects, X strikes up conversation, and B aggressively interacts with objects.
Various QTEs wil put a spin on these button presses and how they work within the game. Conversation options will pop up occasionally as well, with each different dialogue choice assigned to either Y, X, B, or A. On PS3, that would be Triangle, Square, O, or X. There is a timer associated with the choices, so you have to quickly make your choice to keep the conversation going in the direction that you want it to progress.
Please feel free to e-mail me anything I miss as the episodes release and the plot becomes more complicated and builds more and more off the story told in the previous episodes.
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EPISODE 1: FAITH
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Bigby Wolf has been called to the apartment building owned by Mr. Toad due to a disturbance being caused by The Woodsman.
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CHAPTER 1: DISTURBANCE
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Upon entering the apartment, speak with Mr. Toad however you wish. When that conversation is over, Bigby will automatically head upstairs. In this hall, pick up the matches off the ground and put the phone on the hook, if for no other reason than it is incredibly annoying to hear the dial tone.
Then choose to either enter the room calmly or aggressively. To enter the room calmly, press A. To be aggressive, press B. Once again, go through the conversation options as you feel like. Remember, this is YOUR story, shape it how you wish. This guide is just here to help you along.
Anyway, the battle with the Woodsman that will then ensue is QTE based. The QTEs in The Wolf Among Us are somewhat reminiscent of the ones displayed in Telltale’s The Walking Dead, with some twists. There will be button mashing as well as aiming reticules to specific areas and then using the triggers to initiate the action. When Bigby gets the Woodsman into a hold, you will have a few options in the room of where to throw him.
When the Woodsman swings a weapon, use the left stick to avoid the attack. Keep at it until the Woodsman has been knocked down, then speak with the woman. After that, the fight will spill to the streets.
More QTEs will follow as well as dialogue choices. Complete everything and then speak with the woman again. If you picked up the matches from earlier, you can offer them to her for her to light her cigarette. You also have the choice of giving her money so that she doesn’t get in trouble with her boss. When the woman leaves, that’s the end of the first chapter.
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CHAPTER 2: THE WOODLANDS
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A much calmer chapter. Bigby will return to his apartment building. On the way to the front door, you will encounter Beauty. Speak with her as you wish, then go inside the apartment. Go to the elevator and press the button to call it. Step inside and then Bigby will encounter Beast. Again, speak with him how you wish.
In Bigby’s actual apartment, you can check the file on his desk to learn more about the wealthy serial killer named Bluebeard. Go around the corner to find Colin the pig sleeping on Bigby’s chair. Wake him up and interact with him in any manner you see fit until Bigby falls asleep.
Then follow Snow White down the hallway and talk with her using the conversation options as usual.
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CHAPTER 3: MIRROR MIRROR
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Exit the Woodlands apartment with Snow. Lift up the security jacket for a gruesome sight. Examine all three parts of the head; the neck, the mouth, and the forehead. After speaking with Snow, you can choose to immediately leave the area (which will end the chapter) or do some investigation.
The more fruitful thing to do is to investigate the area. There is a blood trail that leads to the nearby fence. Examine the blood trail, pick up the scrap of fabric on the ground near the trash can, and then examine the spokes of the fence to find more blood. Click on the front doors of the apartment building to initiate another conversation with Snow. Speak with her as you wish and then when the conversation is over, the two of you will head back inside.
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CHAPTER 4: CHOICES
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Speak with the man in the hallway in any manner you see fit before entering the office of Ichabod Crane. More conversations will follow, and whoever you name as the suspect will be the person you can check on using the Magic Mirror, but when Ichabod leaves, it’s time to investigate the library. You can check Crane’s desk for tarot cards. Keep picking them up and then Bigby will pick up the last one and put it in his inventory.
Talk to the Mirror. Examine the whereabouts of everyone possible until all the choices are faded out. Then join Bufkin and Snow at the desk. Examine the large book of Fables and examine the various characters on the page. On the far right is the king that you need to examine. Examine this and then use the Book of Symbols sitting nearby.
Bufkin will help translate the words on the Book of Symbols. Press RB to flip to the next page and you’ll find the same symbol that was on Faith’s ring. Then you’ll find out all about Faith and her story. When that is over with, return to the Magic Mirror and speak with it again.
The only one that you really need to check on is the location of Prince Lawrence, Faith’s husband. There are some suspicious circumstances going on at his apartment indeed. Go to exit the office and a phone call will interrupt the proceedings. It seems that Mr. Toad is in quite a bit of trouble yet again.
Now when you go to the door to leave, you are left with a choice. You can either go to Mr. Toad and check in on him or immediately go investigate Prince Lawrence and tell him of his wife’s fate. Press X for Mr. Toad or press B for Prince Lawrence.
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CHAPTER 5: CONSEQUENCES
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Depending on if you went to the Prince’s house or Mr. Toad’s house first will determine how this chapter unfolds when it comes to the minute details. For right now, this guide will assume that you went to the home of Mr. Toad first.
Upon arriving there, there will be someone spotted rummaging through the apartment of the Woodsman. Go there to find nothing and no one. Then go to the apartment of Mr. Toad. Something obviously happened there, but Mr. Toad will be stubborn about it. So start investigating the house while Snow distracts Mr. Toad’s son.
Take note of the broken lamp on the ground. Then go down the steps to the living room. Examine the dust ring on the end table and confront Toad about it. Then examine the blood on the wall and the fireplace poker on the ground. Once again, confront Toad about these issues. Then examine the window and confront Toad about that.
With all evidence gathered, continue to press Toad. Eventually, it will be discovered that Toad is bleeding from the top of his head. He will then open up a bit more about the incident.
Now time to head to the home of Prince Lawrence. Prince Lawrence is practically dead upon arriving. Talk to him. Get him water (my game did not let me do this) if you can and then speak with him until he passes. Now investigate everything in his home. This includes the gun on the ground, the shell casing, the hole in the wall behind the chair, and the note that is found on the fold-out bed in the wall.
Finally, examine the closet doors and a suspect will pop out. The chase against him is a series of QTEs. Remember that when the analog stick symbol and an arrow pops up, you are to HOLD the stick in that direction as opposed to just flicking the left stick in that direction.
If you keep up fast enough with him, there will be a point where there are two doors to go through to continue chase him. The closed door is the one he went through. Continue the chase until he comes to its conclusion and then go through the dialogue options as usual. Then speak with Snow to close the chapter.
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CHAPTER 6: TRIP TRAP
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Upon arriving at the bar, make conversation with Holly and Grendel. Or don’t. It’s up to you. Eventually, the Woodsman is going to come out of the bathroom. Now handle him as you see fit until Grendel transforms into his monstrous true form and begins a QTE battle with Bigby.
This QTE battle will end with a choice. The choice is to either A – rip off his arm (which will require mashing on the A button and then pressing Y) or B – sparing his arm. Both choices unlock an entry in the Book of Fables, so to get both entries, you’re going to have to go back and play this chapter again later.
After making that choice, Dee of Tweedle Dee and Tweedle Dum will waltz into the bar. This is the major choice of this episode. Bigby can only capture either the Woodsman or Tweedle Dee. Make your decision. For the initial playthrough used to create this guide, I chose to capture Tweedle Dee.
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EPISODE 2: SMOKE & MIRRORS
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Stunned by the recent death of a friend, Bigby Wolf is taken into the local police station for questioning.
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CHAPTER 1: GRIEF
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Chat with the detective in any manner that you see fit. As usual, the options range from being nice to the detective to being a jerk to being silent. Just go through the conversation as normal.
When that’s done with, Bigby will be in a car with Ichabod Crane. Again, all there is to do is chat with him about the incident or choose not to chat with him about the incident. When the car ride is over, chapter 1 is as well.
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CHAPTER 2: WRATH
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It’s time to interrogate whoever you snatched in the bar at the end of the previous episode. The interrogation process includes both Crane and Bluebeard, who have their own ideas on how to interrogate the prisoner.
Basically, there are two different ways to handle the interrogation. One way is to be nice to the prisoner to get them to talk that way. A second method of interrogation is to be rough. You can use their personal belongings against them, play to what they want, etc. One Book of Fables entry is unlocked by doing it the “good cop” way and another is unlocked by doing it the “bad cop” way. Try out both methods by rewinding to the episode in order to unlock all of the Book of Fables in episode 2.
Depending on your methods, you will have a conflict in the form of QTEs. Having gone through the first episode, QTEs should be a piece of cake to you by now, and the ones here are simple enough. Complete them and the interrogation will be interrupted by Snow White.
Chat with Snow White. Handle the conversation however you’d like. This is YOUR Bigby, after all.
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CHAPTER 3: BLOOD
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At the office, approach Toad and TJ and talk to them about what TJ saw that night. Be as kind as you want, or as mean as you want. When that conversation is over, you can go directly to the next section of the game, but I recommend choosing to stay behind to look around a bit to get the full experience.
If you choose to stay behind, you can talk to The Magic Mirror to get another entry in the Book of Fables. You can also check out the tarot cards on the desk, and examine the personal belongings of both Snow and Crane to have a little more dialogue options in the next part.
Whenever you’re ready to continue, go talk to Snow. She’ll be talking with Bufkin herself. They will lead you to the body. It’s time for another thorough body examination courtesy of one Bigby Wolf!
At the top part of her body, you might as well examine everything just to get the most out of the story and learn the most about the incident. When you’re done, turn your attention the lower part of her body. There you will find a clenched fist. Pry the fist open to find some petals. Check her legs for drug track marks, and her ankles to confirm TJ’s story about her death.
Snow will point out a contradiction between the body’s buttons and her own. Then open her shirt, or have Snow open it. Continue the examination until Crane interrupts the proceedings. Treat him how you want. Two new pieces of evidence will be discovered in the pocket of the coat: a picture of Snow and a weird magical object.
If you choose to mess with the object, you’ll find that it is a simple puzzle to open it. Simply rotate the dials until the object has the image of a white deer on it. This will then cause the object to open up!
You’ll then have to go talk to Holly the Troll, and you have a choice about whether or not you want to bring Snow along with you or have her stay in the office for safety reasons.
At the bar, you’ll find Grendel and Jack. If you choose to be confrontational, it can result in a short QTE squabble with Jack. Tell Holly the news. Depending on whether or not you brought Snow along with you, she will show up at the bar later and help with talking to Holly.
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CHAPTER 4: SKIN
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Georgie is not one of the pleasant Fables, as you’ll soon discover. First talk with the lady that greets Bigby at the door, but I’m afraid you won’t find her to be much help. Talk with Georgie, and then talk to Hans. After that, the fun stuff starts!
Georgie’s lack of cooperation draws the ire of Bigby, so you can handle it in a couple of days. One way is to wreck his stuff and make him talk, and the other way is to just keep threatening him. I recommend damaging the keg, as it will reveal a safe on the ground, as well as threatening to destroy his DJ booth, but you don’t have to necessarily break it. This will be enough to keep the flow going.
After getting the book of records, head to the dressing room. Inside you will find some cubbys to examine if you so wish, but go beyond them to the mirror there and you will find Nerissa. Chat with her for a while and you will further the story as well as unlock yet another entry in the Book of Fables.
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CHAPTER 5: SECRETS
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A really short chapter here. Just talk to Beauty and get the info out of her.
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CHAPTER 6: REVELATIONS
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You can choose to mess around with the other rooms, but you can also head straight to Room 207. Beast will show up, instigating a QTE battle with Bigby. Complete the QTEs to defeat Beast. This will then result in the two of you winding up inside Room 207, so it is time for some detective work.
Pick up the cassette tape off the desk. Put it in the radio near the bed. Examine the bed to match the flowers on it to the petals taken from the dead body earlier. Look at the storybook on the desk. Then check the ground for an apple with a bite out of it.
Open the envelope that is found underneath the bed…
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EPISODE 3: A CROOKED MILE
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Bigby has discovered a major secret that could destroy the reputation of one of Fabletown’s most reputable citizens.
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CHAPTER 1: WINDY NIGHTS
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All this chapter consists of is conversations with Beast and Beauty.
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CHAPTER 2: MARCHING SONG
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Chapter 2 has a lot more action. But first, simply approach the funeral proceedings. You can choose to interrupt or to let Snow finish her eulogy. Doing the former gets things moving quicker, as expected, but doing the latter allows you to take a minute to go read the cards on the nearby table and chill out.
Reveal the situation to Snow. Dee and Dum show up, and your actions here will have a great effect on the game. You will have a split second to go after the one with the shotgun, or go after the shotgun itself, or if you take too long, you’ll just stand there and do nothing. If you want to get a missable Book of Fables entry, do NOT interrupt the eulogy and be sure to check the letters on the desk.
Regardless of what happens at this point, and who is injured and who isn’t injured (doing my best to avoid spoilers here), the chapter will end and the main title sequence will start to play.
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CHAPTER 3: TRAVEL
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Time to investigate Crane’s office. First thing you’ll want to do is talk to Bufkin. Then talk to Snow. Then investigate the desk. You can read the three letters on the desk if you want. Open the desk when ready and check the book that’s inside.
Bluebeard will come in and cause some problems. You can deal with him however you like. At the end of the confrontation, you have a pretty big choice to make. There are three different places to check out, you and you have little time to do so. These are the three choices that you can choose to investigate:
Dee’s Office – Investigate their involvement
Crane’s Apartment – Search for Crane
Holly’s Bar – Search through Lily’s old stuff to find Witch’s identity
Make your decision.
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CHAPTER 4: AUTUMN FIRES
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If you want to visit all three locations, you will want to go to Crane’s Apartment first. If you’re just concerned with completing it as fast as possible, then you should go to Holly’s Bar first, then the Dee’s Office. If you want to get a missable Book of Fables entry, first go to Crane’s apartment, then Dee’s Office. Scroll down a bit for an explanation of what to do at Crane’s apartment.
Holly’s Bar has some conversations with the Woodsman and Grendel. Oblige them, handle their conflicts in whatever manner that you wish, and then go to Holly’s office. You can choose to wake her up or to go about it the easier way, which is to pretend to be the Woodsman as she talks to you, and investigate Lily’s stuff.
Lily’s stuff is located underneath the cot. Tap on Holly’s leg to make her arm move out of the way so that you can access the stuff. Then investigate it. You’ll want to pick up the picture, and then pick up the address book underneath. The phone will ring, so talk to Snow. The end of the conversation with Snow will result in you have to pick the next area you want to go to. If you want to get this part done quick, go to the office of the Tweedles.
Talk to Flycatcher here. Be as nice or as mean to him as you wish. In their office, check the cigar box for a key. Then check the filing cabinets and read on all the files if you wish, or you can just read Crane’s file and “Donkeyskin’s” file.
After another conversation with Flycatcher, he will tell you of a hidden door in their office. Go to the cabinet opposite of the flying cabinets that you’ve already checked. Use the key on the lock here, and then check the object on the top shelf. Take or leave the money. Examine the petri dish. You’ll have another chat with Snow.
If you chose to go to Crane’s apartment first, things are a little different, though it is worth going there because there is a missable Book of Fables entry there. Check Crane’s desk for a key. Look at the Headless Horseman statue on top of the desk as well. Listen to the message on the answering machine, and then start heading back to the front door.
Jack will show up. Talk to him to get more information, the information you need to head on over to Chapter 5 even!…Well, almost. First you have to make another stop, so choose one of the other two places.
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CHAPTER 5: HAPPY THOUGHTS
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At Aunty Greenleaf’s apartment, you will find a little girl named Rachel. Investigate all over the apartment, and then speak with Rachel. Examine the tube on the desk. Then confront Aunty Greenleaf herself.
There is a choice with Aunty Greenleaf. You can choose to destroy her tree or leave it be. At any rate, at least threaten to destroy the tree so that you can get more information out of her. To get all the Book of Fables entries in the game, you’ll have to come back to this chapter and do the opposite action that you took originally regarding the tree.
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CHAPTER 6: MY SHADOW
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At the club, handle Crane however you want. Afterwards, you will be in the alley for an action segment. Mash on the button that pops up on the screen, and then you have a choice to make. Either kill the character or don’t kill the character. Keep completing the QTEs as they pop up.
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EPISODE 4: IN SHEEP’S CLOTHING
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Bigby’s in bad shape…
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CHAPTER 1: HOUSE CALL
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Chat with the doctor a bit. Put Bigby’s arm back into place by aiming the cursor at it and tapping A. Mash on whatever button pops up, and then hit the single button that follows after the button mashing. When the doctor leaves, chat with Snow and Colin.
Continue the talk with Snow in the hall. Speak with Nerissa in Bigby’s office. When the talk with Nerissa is finished, the chapter will be complete.
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CHAPTER 2: PAST DUE
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Walk down the hall and then either knock or bust into the apartment of Beauty and Beast. They will go into the other room to talk. You can examine their living room if you want. Otherwise, go knock on their door to get them to come out.
They will give you some information about the situation at hand. At the end of the conversation, you will be stuck with a choice to make. Do you go to the Lucky Pawn or do you go to the Butcher Shop? Make your decision.
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CHAPTER 3: CUT DEEP
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Chapter 3′s location will depend entirely on the choice you made at the end of chapter 2. Then in chapter 4, you will visit the opposite place that you visited initially. For the sake of this walkthrough, let’s assume that you chose to go to the butcher’s shop first.
You can look around in the front area, but what you’ll want to do is try to open the counter. This will cause the butcher to come out. When he returns to the back, open the counter again and follow him back there.
After you find him, you can choose to rough him up or treat him nicely. Whatever you do is obviously going to have an effect on his opinion about Bigby. Open the shutter in the shop to find a secret room.
Examine the chalkboard on the far wall. Then examine it again to find a secret chalkboard behind the initial one. Examine the shackles on the floor and all the various chemicals on the shelves and the table.
Before you leave, you’ll have another conversation with the butcher. This is where he will express his opinion for Bigby, and you can carry out the conversation accordingly.
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CHAPTER 4: HARD CASE
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The pawn shop is a bit more exciting. Upon getting there, open the gate to get inside. Then intervene in the fight however you want. You can either restrain Woody or you can restrain the Jersey.
Eventually, Jersey is going to morph into his monster self. At that point, the game will become mainly focused with QTEs. Just hit the buttons as they pop on the screen, mash them when prompted, you know the drill.
Bigby will be against a counter at one point. There is an anvil and a headless horseman statue in arms reach. Pick the headless horseman statue to hit him over the head with, as it is lighter and it will actually get the job done.
Afterwards, examine the jacket left by Crane. The top pocket has cash in it. You can choose to take the cash or ignore it. The second pocket has a torn picture of Snow in it. The third pocket has the piece of the Magic Mirror that you need, so you need to examine that.
When you exit the pawn shop, you will have another conversation opportunity with Woody. When that’s over, simply ride the cab to the next chapter. If you chose to go to the pawn shop first, then you will be heading to the butcher shop. Check out “Chapter 3″ for this episode for more information.
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CHAPTER 5: PIECE TOGETHER
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Chapter 5 takes place at the Business Office. Bluebeard and Mr. Toad are both there, along with Buffkin and Snow. Deal with Mr. Toad however it is you’d like. Snow will tell you one way, but you don’t have to follow her advice.
The Magic Mirror is the focal point in this chapter. Speak with it and then watch the scenes that follow.
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CHAPTER 6: COME KNOCKING
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Push the left stick forward to go through the portal. Either be nice or mean to Tiny Tim. In the next room, talk with The Crooked Man however you’d like.
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EPISODE 5: CRY WOLF
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Here it is, the final episode…
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CHAPTER 1: THE CHAPEL
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Your choices here will make no consequence on the rest of the episode. Keep your fingers at the ready for some action based QTEs. You can get a little bit creative in how you complete these fights. No matter what you do, Georgie ends up stabbed.
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CHAPTER 2: OUT IN THE OPEN
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Bigby will pursue Georgie through the streets. This is a fast-paced QTE segment. You mostly just need to worry about the left stick. Stick to the rooftops as much as possible to keep an eye on Georgie as he moves through the streets.
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CHAPTER 3: VAGABONDS
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Georgie will eventually stop at his club. There is a slight investigation segment. There’s really nothing to see, but you have the option of investigating Georgie’s vehicle. When you’re ready to continue the plot, simply head into the club to have a telling conversation with Georgie.
Again, since this is the final chapter, your choices here hardly really matter anymore, and the gameplay is going to remain basically the same, with the exception of a couple of big choices later on.
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CHAPTER 4: FACE TO FACE
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When talking with Bloody Mary, you get three different options. Two of these are dialogue options, and the third one is to hit her.
Do NOT hit her. If you hit Bloody Mary, this will cause you to miss the only Book of Fables entry in this episode that can be missed, which would require you to replay this chapter. Instead choose one of the dialogue options.
A slew of QTEs will follow this confrontation. Bigby is in his final form at this point, so you are extremely powerful in destroying the Bloody Mary clones that are running around. Killing all of them will allow you to confront the Crooked Man.
Confront him in his office. Knock the gun out of his hand and take him to the rest of the community for a trial.
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CHAPTER 5: ON FAIRNESS
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The trial can play out in a couple of different ways based on choices you made throughout all of the episodes. You can choose to have Bigby act however you’d like. The goal here though is to make sure you win over the crowd in the trial against the Crooked Man.
Once all of the evidence has been presented, you get a choice about what you want to do with the Crooked Man. If you go the violent route, Snow White will act apprehensively towards you in the next chapter. If you choose the not so violent route, Snow White will be nice to you in the next chapter.
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CHAPTER 6: THE LIFE OF A GOOD-FOR-NOTHING
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In the finale of The Wolf Among Us, you have the opportunity to speak with Snow White momentarily. You then have to deal with sending some characters to The Farm. Depending on choices made, the characters in the back of the truck may be different.
There’s a final conversation at the end of the chapter, with one final choice. Do you stay put or go after the girl? Make your decision.
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BOOK OF FABLES
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The Book of Fables can be accessed from the pause menu. It is here that you can read up on the various characters and locales encountered throughout the game. Each Episode has new Fables to unlock in the Book of Fables.
PLEASE NOTE! The following text is taken directly from in-game materials and are here to serve as reference material for those playing the game.
The Fables will not be listed in the order they are unlocked, but rather the order they appear in the Book of Fables menu.
—>CHARACTERS<—
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BIGBY WOLF
Fabletown Sheriff
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“The renowned Big Bad Wolf. He’s known for tormenting pigs and girls in red hoods, but is trying to put those dark days behind him. Bigby now acts as Fabletown’s sheriff and remains in his human form, mostly. However, due to his rough past, the citizens of Fabletown are slow to trust him. Bigby is determined to show that he’s truly changed, but some instincts are just too hard to control.”
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SNOW WHITE
Assistant to the Deputy Mayor
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“Snow White may seem cold, but this stems from her life of mistreatment and abuse back in the Homelands. After escaping assault and imprisonment, not to mention an attempt on her life, she married Prince Charming. It wasn’t long before Snow discovered that Charming cheated on her with her estranged sister, Rose Red, and she divorced him. After the Exodus, Snow focused her attention on setting up a safe haven for Fables in the New World. She now serves as Assistant to the Deputy Mayor of Fabletown.”
==============
THE WOODSMAN
Fallen Hero
==============
“The Woodsman is one of the few men who went toe to toe with Bigby in his Black Forest days and lived to tell the tale. In an attempt to save Little Red Riding Hood, he split the great wolf’s belly open with his axe, filled him full of rocks, and threw the beast into a river. To his dismay, his popularity has faded. Even his name is forgotten, and he is only known as The Woodsman.”
=====
FAITH
Donkeyskin Girl
=====
“Faith, otherwise known as the Donkeysgirl Girl, made it through the Exodus from the magical Homelands with the clothes on her back, her husband, and nothing else. She was once a beautiful princess, happily married to Prince Lawrence of a neighboring kingdom. Her life should have had a happy ending, but the mundane city of New York wasn’t kind to her, or her marriage. With no money, Faith found herself turning tricks to make the rent for a cheap apartment on the outskirts of Fabletown. She had a difficult life, but she did what she could to survive in an unfamiliar world.”
=======
BEAUTY
Caring Wife
=======
“Beauty and her husband, Beast, once lived in an enchanted castle, but they were forced to flee the Homelands in the Exodus, leaving all of their wealth behind. Now they live in a modest studio in Fabletown, New York. Though times are hard, with Beast working multiple jobs to pay the bills, the couple have the longest lasting relationship of all the Fables.”
=====
BEAST
Concerned Husband
=====
“Beast and his wife, Beauty, left everything behind when they escaped the Homelands in the Exodus. Without his former wealth, Beast must pick up extra work to make ends meet. He is able to get around Fabletown without a glamour most of the time, but if Beauty gets too angry with him he becomes more beastly by the minute, growing horns and large teeth. Despite the occasional bickering, the two are truly in love and have the longest lasting relationship of anyone in Fabletown.
========
MR. TOAD
Slum Lord
========
“Mr. Toad is the superintendent for a defunct tenement on the edge of Fabletown proper. Because he’s a three and a half foot talking amphibian, Toad is required by Fabletown law to keep his family and himself magically glamoured to appear human. The problem is Toad isn’t too concerned with what the law is, and has to be reminded often.
=====
COLIN
Couch Surfer
=====
“Colin is better known as one of the Three Little Pigs. Back in the Homelands they were harassed by The Big Bad Wolf, who blew down Colin’s house of straw. After the Exodus, Colin and the other Fables who couldn’t pass for human were sent to live at The Farm in upstate New York. Unable to stand such a boring life, Colin constantly makes trips down to Fabletown to bother Bigby. He is always caught and sent back to The Farm, but he doesn’t let that stop him.”
=============
ICHABOD CRANE
Deputy Mayor of Fabletown
=============
“Hailing from the haunted town of Sleepy Hollow, Ichabod Crane has been Deputy Mayor of Fabletown for nearly 115 years. Crane is a bundle of nerves and takes his job very seriously. Though that doesn’t mean he always does it well. As one of Fabletown’s elite, Crane is often blind to the troubles of the less well-off citizens. Overall, Crane is authoritarian, cowardly, and always hiding something.”
======
BUFKIN
Fabletown Librarian
======
“Bufkin is the talking, winged monkey from the land of Oz. Now, as Fabletown’s librarian he spends his time reading and stealing the deputy mayor’s booze. He’s prone to mischief, so when something goes wrong he assumes he’ll receive the lion’s share of the blame. He’s helpful when he wants to be, but most of the time he’d rather be drinking. Someone would have fired him a long time ago, but he’s the only one who can make sense of the filing system.”
========
MUNDIES
Non-Fables
========
“Short for ‘mundane’, mundy is a catch-all term that Fables use to refer to the non-magical inhabitants of their adopted home. Warding spells placed around the blocks of Fabletown and The Farm keep their minds distracted and dull within certain boundaries. However, if anything should pique the curiosity or scrutiny of a large group of mundies, these magical protection charms would overload and fail. As sheriff of Fabletown, one of Bigby’s primary functions is ensuring the Fabletown community maintains a low profile.”
================
PRINCE LAWRENCE
Faith’s Husband
================
“After escaping the Homelands, Prince Lawrence and his wife, Faith, immediately fell victim to the harsh realities of the mundane world. They moved to New York hoping to find aid in a community of fellow Fables, but without enough money to live in Fabletown they had to settle on an apartment on the outskirts of the neighborhood. Unfortunately, that meant they were out of sight and out of mind when it came to government assistance. Their prospects dwindling, Faith left Lawrence to try to make it on her own. Now, without his wife for support, Lawrence struggles to motivate himself and quickly sinks into depression.”
=============
THE TWEEDLES
Hired Goons
=============
“The Tweedle brothers, Dum and Dee, are thugs for hire. They appear human, allowing them to carry out their contracts in the mundy world without drawing suspicion. They are as inseparable as they are ruthless.”
======
HOLLY
The Trap Owner
======
“Holly is a no-nonsense kind of troll, and the owner of the Trip Trap Bar. She’s glamoured to appear human, but her patrons know better. Holly takes good care of her regulars, often the downtrodden Fables with little to spare, but she has no patience for the Fabletown government that has done nothing to locate her missing sister.”
========
GRENDEL
Drifter
========
“Grendel just wants to be left alone. In the old days he terrorized Norse mead halls, but lately he can be found occupying a stool in various quiet, dumpy bars around New York. He hates the noise of the city, but must work there to afford his Glamour. Despite his gruff bearing, he’s fiercely loyal to those who’ve learned to offer him the space and silence he desires. Talking to him is like watching a time bomb tick down, it’s only a matter of time.”
==========
BLUEBEARD
Wealthy Scoundrel
==========
HOW TO UNLOCK: Read the file that is on Bigby’s desk in his apartment in Chapter 2, Episode 1.
“Bluebeard managed to escape the Homelands with his riches intact, and continues to be one of the wealthiest Fables in New York. The Fabletown government depends on his generous contributions, and he often uses his influence for his own benefit. As a former serial killer, he claims his days of decapitating his brides are over. But even if he was able to leave his violent ways in the Homelands, that hasn’t stopped him from making the occasional trip down Crooked Lane.”
================
THE MAGIC MIRROR
Magic Mirror
================
HOW TO UNLOCK: In Chapter 3, Episode 2, after the talk with TJ, Snow gives Bigby the choice to go look at the body or stay behind in the office for a minute. Choose to stay behind and then go talk to the mirror.
“The Magic Mirror speaks mostly in rhyme and demands that others do the same. He also requires the name of whatever object or person you wish to find. If you follow these rules, the mirror will show you a glimpse of whatever you want to see, but nothing more.”
===========
JACK HORNER
Harmless Trickster
===========
“Jack is always up to something, but he’s not nearly as smart as he thinks he is. His plans to get rich quick often backfire, but his confidence never wavers. He thinks he’s the most important person in Fabletown, but everyone knows him as a mostly harmless smart ass.”
====
LILY
Estranged Sister
====
“Lily and her sister Holly grew up in the Homelands together, but had a falling out shortly after moving to the mundane world. Aimless and increasingly destitute, Lily turned to prostitution, and now she’s the second victim in an ongoing murder investigation.”
==============
GEORGIE PORGIE
The Pimp
==============
“Georgie runs the Pudding and Pie, a strip club that also caters to the unmentionable desires of Fabletown’s citizens. He has tried just about everything there is to try in pursuit of worldly pleasures, but none of it satisfies him for long. He does seem to enjoy pushing people’s buttons. He takes pride in his nightclub, and doesn’t react well to anyone meddling in his affairs.”
===========
CLEVER HANS
Bouncer/Janitor/Handyman
===========
“Clever Hans always does exactly as he’s told. However, he often misunderstands his instructions and ends up hurting himself or behaving oddly, as in the case of his noted fable, where he threw sheep’s eyes at his wife. Unsurprisingly, she left him, and now Hans works as a bouncer at Georgie’s club. He hopes to dance on stage one day, but for now he’s content sweeping up and making sure the crowd doesn’t get out of hand.”
=======
NERISSA
The Little Mermaid
=======
“Nerissa’s story never had a happy ending. She’s known as the Little Mermaid, the young girl who gave up her tail for a pair of legs in the hopes of winning the heart of a handsome prince. When he married a princess instead, Nerissa was left heartbroken. She made the journey to the mundane world hoping for a better life. Now she dances at the Pudding and Pie, but each step she takes feels like walking on shards of glass. She has very little left, but finds some comfort in the company of her fellow dancers.”
======
VIVIAN
Georgie’s Girl
======
“Much of Vivian’s past is unknown since she prefers not to talk about her life back in the Homelands. She wanted to start fresh in Fabletown, but she finds herself working for Georgie at the Pudding and Pie. It’s not a terrible life. Georgie took a liking to Vivian, so he doesn’t make her take jobs at the Open Arms. Instead she plays hostess and helps Georgie ensure complete customer satisfaction.”
==============
DR. SWINEHEART
The Army Surgeon
==============
“Dr. Swineheart is the resident Fabletown physician. So skilled in the art of instrumental surgery that he can safely operate on himself, he served as an army medic for many years, sometimes using his talents to impress the locals. He currently runs the ‘Special Research Section’ of the Knights of Malta Hospital, so named to discourage people for investigating what is actually a reserved, Fables-focused health facility.”
==========
FLYCATCHER
The Frog Prince
==========
HOW TO UNLOCK: Choose to go to the Dee’s office in Episode 3.
“A former prince turned to a frog by a witch, the friendly, genial Flycatcher now carries the nickname as an unsubtle reference to his propensity for catching and eating flies. His wife and their children were brutally murdered back in the Homelands, a fact he attempts to deny himself by committing to a series of endless tasks and janitorial duties.”
==================
HEADLESS HORSEMAN
The Hessian Spirit
==================
HOW TO UNLOCK: Examine the statue on Crane’s desk. Choose to go this apartment in Episode 3.
“Thought to be the spirit of a particularly fearsome, especially macabre German military contractor, the Headless Horseman lost his head from cannon fire during the Revolutionary War. Most famous for hounding Ichabod Crane one night in the woods of Sleepy Hollow, it is rumored that this phantom is only the most recent incarnation of a primordial demon, whose previous forms include a Middle-Aged chieftain who brandished a whip made from human bone, and a Scottish lord who was decapitated in a fight over shares of land.”
===============
AUNTY GREENLEAF
The White Deer
===============
“Horticulturist, alchemist, and lover of animals, Aunty Greenleaf is one of the few rogue witches still living outside of the Thirteenth Floor, unsupervised and unrestricted. Rumored to have lost a daughter in the Homelands, she suffers paranoia and depressive mood swings, and will only venture outside at irregular hours under the guise of an ethereal, white deer, an oft-whispered specter of Brookhaven natives.”
============
BLOODY MARY
The Urban Legend
============
“The true history of the person known as ‘Bloody Mary’ is almost completely unknown, even to Fables most acquainted with its members. Her name Mary, at least, is not up for contention, nor is her penchant for shocking violence, an inlaid resistance to magic and spells, and a strange ability to use any reflective surface as a portal, effectively short-cutting space and time. Thought by mundies to be the wailing apparition of a childless ghost, though any evidence of that is as yet unseen.”
===============
THE JERSEY DEVIL
Garden State Goon
===============
“Not all of the Fables who came to this world landed in Fabletown. There are those who scattered across the farthest corners of the Earth. And there are those who simply prefer the Garden State to the Empire State. Such is the Jersey Devil. Reports of its appearance have varied…although most accounts make mention of leathery wings. But an encounter with a certain axe of legend some years ago has temporarily rendered that feature absent.”
=======
JOHANN
The Butcher
=======
“His name is often said in the same breath as that of the Baker and Candlestick Maker of Fabletown. And like those other tradesmen, Johann the Butcher’s storefront has served Fabletown for ages: fresh cuts, exotic meats, and even full sides of beef for the vigorous appetites of ogres and trolls. But Johann’s business has fallen on hard times and fallen in with the wrong crowd. As the quality of his products declined, and his business turned into a front operation for the Crooked Man, some have started to wonder if they ever really knew Johann.”
================
THE CROOKED MAN
Crime Lord
================
“The Crooked Man has slowly built himself into one of the most powerful figures in Fabletown. His operation started with a crooked sixpence and a crooked house – two things he cared about more than his wife or children, whom he killed rather than let them stand in his way. In his rise, The Crooked Man has ensnared many Fables in his criminal web, providing them with what they need, but always at a high cost. He is cunning, persuasive, and ruthless.”
=======
TINY TIM
Sentry
=======
“While most Fables theorize that their longevity and overall wellbeing is improved by the Mundy world’s knowledge of them, for a select few, that does not seem to apply. When a malady or injury is an integral part of a Fable’s story, that notoriety can make recovery nearly impossible. That’s what Tiny Tim thinks, at least. And no medical care or magic – rather, none that he can afford – can heal his leg.”
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—>LOCATIONS<—
==========
FABLETOWN
Home of the Fables
==========
“Fabletown is a community located on Bullfinch Street in Manhattan’s Upper West Side. To regular people (or mundies), it appears to be an ordinary New York neighborhood. But it is really the home of Fables from many worlds, and within the business office at the Woodlands lies a massive cavern, a vast library, and hundreds of magical items of immense power. All non-human Fables live upstate on The Farm, an extension of Fabletown.”
=========
THE FARM
Fabletown Annex
=========
“The Farm is home to Fables who cannot pass as human – giants, goblins, animals, etc. It is located in upstate New York, far enough away from the mundies to avoid detection. Some of its residents resent their confinement to The Farm, despite its size and comforts. To them, The Farm is a prison. They would be allowed to leave The Farm if they could purchase a glamour, but many don’t have the money for something so expensive. Though some, like Colin, sneak out into the city anyway.”
================
THIRTEENTH FLOOR
The Witches and Wizards of…
================
“The Thirteenth Floor of the Woodland Building is home to a group of witches and wizards tasked with the protection of Fabletown. They use their powers to keep the community hidden from prying mundie eyes, but all magic has its limits…and every spell has its cost.”
=================
THE WITCHING WELL
=================
“The Witching Well is located in a chamber inside the Woodland building, where it is used to dispose of things meant never to be seen again. Dead Fables are committed to its depths, as are the most nonredeemable criminals. No one is entirely sure what lies at the bottom of the well, nor indeed if it has a bottom at all, but it is widely assumed to be the passageway to the final resting place.”
===============
THE TRIP TRAP BAR
The Watering Hole
===============
HOW TO UNLOCK: Choose to go to the bar in Episode 3.
“The oldest bar in New York City, the Trip Trap was established in 1725 in secret by Starkad – the legendary Viking and reprobate – as a place for Fables to meet and drink and commiserate. Known then as the Grammarian’s Tavern, he eventually lost it in a bet to a tribe of mountain trolls, who quickly renamed it and made it their own. Holly is the current proprietor, having inherited it from her mother when she died in a boating accident in the early 20th century.”
================
THE CROOKED LAIR
Headquarters
================
“Occupying a desanctified church, this is just one of many locations the Crooked Man’s operation uses to run the Fabletown underworld. Its lounge atmosphere makes for a comfortable meeting place, unless you are an unwelcome guest. It is completely boarded up to the outside world, and the only way in is through one of the many portals, marked by a door with the Crooked Man’s Catherine Wheel Icon, scattered throughout the city…and elsewhere.”
================
THE PUDDING N’ PIE
Vivian and Georgie’s Place
================
“Vivian and Georgie met during the Exodus from the Homelands, and they helped each other survive the long journey to the mundane world. Upon their arrival, however, they found it hard to make a decent living. With what little money they had, they opened the Pudding N’ Pie. Operating a strip club may not have been the most desirable occupation, but they figured it was better to be in charge of a place like this than be forced through desperation to work at one.”
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—>OTHER<—
=========
GLAMOURS
Disguise Spell
=========
“Glamours are spells that allow the user to change their appearance. They are expensive, but can be purchased by non-human Fables in order to pass for human among the mundies. Cheap glamours can be found in the seedier parts of Fabletown, but they are often unreliable and prone to sudden failure.”
============
BIGBY’S MERCY
============
HOW TO UNLOCK: To unlock this entry in the Book of Fables, choose to NOT rip off Grendel’s arm when given the chance in the bar. Episode 1, Chapter 6.
“In the days leading up to the Exodus, the Big Bad Wolf hunted armies of men and goblins i the Black Forest. These invading forces had driven off the great beast’s preferred quarry, and their own flesh was rotten with corruption — hardly a suitable replacement. He made it his game to destroy their camps, devour the night watchmen, and disrupt their supply trains while sparing their prisoners. One day he broke their ranks and discovered a particular woman they held captive. Her skin was white as snow, but her hair was as dark as the night sky. He approached her, and she, knowing no sword could match the giant wolf’s power, bravely placed her shackles in the beast’s mouth. He freed her, but years would pass before the two met again in the mundy world.”
================
BIGBY’S VENGEANCE
================
HOW TO UNLOCK: To unlock this entry in the Book of Fables, choose to rip off Grendel’s arm when given the chance in the bar. Episode 1, Chapter 6.
“Long ago in the Homelands, the North Wind fell in love with a blazing white she-wolf. Taking canine form, he courted her and stayed by her side for two seasons. However, the wind by nature must change direction and North’s temperament carried him back to his wintery castle. The she-wolf was heartbroken, and soon after her lover fled she gave birth to a litter of cubs, including the one that would become the Big Bad Wolf of legend. Watching his mother die of sadness and unrequited love, young Bigby Wolf swore vengeance against the capricious North Wind. Seven times the beast journeyed to the great castle, but was no match for the elemental might of his father. Having failed to taste vengeance, he swore to think no more of his dead mother or loathsome father. Buried hatred, however, is seldom forgotten.”
===============
ICHABOD’S DENIAL
The Legend of Sleepy Hollow
===============
HOW TO UNLOCK: In Chapter 2, Episode 2 during the interrogation scene, be mean to the prisoner. This will cause Crane to try to intervene in the proceedings. At that point, choose to punch Crane.
“During his days in Sleepy Hollow, Ichabod Crane fell in love with a wealthy young woman named Katrina van Tressel. She was beautiful and very rich, but that meant she also caught the attention of another suitor, Abraham “Brom” van Brunt. As Ichabod’s rival, Brom would plan nasty pranks in order to humiliate the often superstitious schoolteacher. Despite Brom’s plots to win Katrina over, Ichabod believed he would be chosen as her favorite. After a party at her father’s home, Ichabod proposed to Katrina and was very quickly rejected. He immediately rode off in shame and was never seen in Sleepy Hollow again. According to Crane, he was chased out of town by the Headless Horseman, but in reality it was probably just another one of Brom’s pranks.”
=================
BLUEBEARD’S MERCY
Bluebeard’s Last Wife
=================
HOW TO UNLOCK: In Chapter 2, Episode 2 during the interrogation process, be nice to the prisoner. This will cause Bluebeard to try to intervene and rough up the prisoner. Choose to pull him away from the prisoner to unlock this entry.
“After a long line of marriages resulting in ‘mysterious disappearances’, Bluebeard’s last wife in the Homelands was naturally suspicious of him. One day he departed on business, leaving her alone in his estate. He gave her free reign of all the rooms, but made her promise not to open the closet on the ground floor. She defied him, of course, and discovered the location of his missing wives. When Bluebeard returned he knew he must kill her before she revealed his murderous secret. She persuaded him to allow her a moment to pray, which he reluctantly granted. This small mercy gave her brothers time to arrive and rescue her, and Bluebeard’s crimes were exposed.
===========
TROLL CROSS
Lily’s Brooch
===========
“A troll cross is an amulet made of iron that was foolishly thought to protect the wearer from trolls. Lily acquired hers while wandering through the wilderness searching for something to eat. She came across a human, but before she could devour him he held the troll cross out and shouted, ‘Back! Back you troll!’ After enjoying her tasty snack, Lily plucked the cross from the dead man’s hands. After the Exodus, she wore the troll cross constantly as a reminder of better days.”
==================
TROLL FUNERAL RITES
The Long Absence
==================
” ‘The gaze of Great Mother Death is always upon us. Beneath her affectionate eye we fight our battles. We nurse our wounds. We shout our victories. We endure our sorrows. And when we fall, she is there. Her embrace ise the ilence of the mountain, the heavy peace of the Stone.’
Approximately translated. Troll funeral is a sacred ritual, passed down by oral traditions from troll-mother to son. It begins at sunset with the creation of the Cairn, a small pile of stones to represent the many generations of troll that have traveled and died before them, the foundation upon which the living stand. Weapons are divided amongst the troll’s closest comrades, the body and the rest of their possessions are burned, and though each viewer must speak to the life of the lost, the eulogy’s candor would make a mundy blush.”
=============
GLAMOUR TREE
The Last Seed
=============
HOW TO UNLOCK: Burn down Aunty Greenleaf’s tree in Chapter 5, Episode 3.
“Grown from a seed spirited away from her family’s enchanted orchard, this tree is the sole remaining source of Aunty Greenleaf’s magical enchantments. Its bark is used for Glamour tubes, its leaves are crushed for ointments and spells, and its twigs and sticks can be used as rods for a variety of entrancing purposes.”
=============
GLAMOUR TUBE
The Handy Disguise
============
HOW TO UNLOCK: Don’t burn down Aunty Greenleaf’s tree in Chapter 5, Episode 3.
“Glamours can be produced in a variety of ways, but one of the most common due to its ease of use is to take a small, hollowed out tube or container, and place within it several items unique to whomever the caster wants to copy. A witch is required for the reactionary charm. Two downsides of this type of glamour is that totally unique appearances are completely impossible, and the nature of the vessel makes it quite unstable.”
=============
RING OF DISPEL
The Arthurian Band
=============
“Reputed to be fashioned by a Byzantine clan in an attempt to ward off a coven of witches, the Ring of Dispel (or Dispelling Ring, or Magic-Canceling Ring) eventually was given to Lancelot by the Lady in the Lake. Recovered by the Business Office after the emigration to New Amsterdam, it was assigned to Greenleaf for caretaking.”
=============
SILVER BULLETS
Wolf’s Weakness
=============
“The legends of great and magical wolves often make mention of their weakness against weapons made of silver. And those tales bear out to be true. The silver bullet Mary shot Bigby with was not the first. But any of them could be his last. Any silver left in Bigby’s body weakens his system, slows his healing, and can cause long-term damage.
=============
ACTING DEPUTY
Snow White
=============
“With Ichabod Crane firmly out of the picture, and King Cole still absent, the task of leading Fabletown falls squarely on Snow’s shoulders. She has performed many of the job’s duties for a long time, picking up the slack for Crane. But now that she’s fully in charge of the Business Office, she has to deal with a new level of politicking she had not previously been exposed to.”
===============
DONKEYSKIN COAT
Hide in Plain Sight
===============
“Only the truly beautiful will fully understand the power of a coat that makes its wearer appear ugly. it is the power to be invisible while still being seen. Unfortunately, its value can also be hard to see. But it is still a magic coat and, to some collectors, that is enough.”
==========
BRIAR ROSE
The Sleeping Beauty
==========
“One of the few Fables to find fortune in this world, Briar Rose has even turned her weakness into a strength. When her finger is pricked, it not only puts her to sleep, but also those within a certain radius of her slumber. This can be a powerful tool, and is just one of the ways this Sleeping Beauty is more than just a pretty face. If only she didn’t need a kiss from a prince to wake her up.”
===============
WOODSMAN’S AXE
Ensorcelled by Druids
===============
“Once just a simple tool for felling trees, the axe became much more when it was ensorcelled by Druids and marked with their ruines. But it truly became an object of legend when the Woodsman used it to slice the Big Bad Wolf from nave to neck, in protection of Little Red Riding Hood. It may carry Old World charm, but its simplicity of design and quality workmanship make it an effective tool – or weapon – even today.”
=================
BLUEBEARD’S MONEY
=================
“One might think that Bluebeard donates funds to the Fabletown government for nefarious purposes – seeking special favors, or to have a louder voice in government proceedings. But what he really wants is stability and strength. Because, as far, as Bluebeard is concerned, Fabletown exists to insulate him from the Mundy world. As much as his money can be a sword, it also serves as a shield.”
===============
LIFE ON THE FARM
===============
“With its idyllic location, and managed community, the Farm would seem to be a welcome alternative to eking out an existence in Fabletown. But those who have lived there see it very differently. They see it for what it is: a prison. A place where you are free to be who you are and do whatever you please…except leave. It doesn’t help that while Fables who appear human do not have to worry about being sent to the Farm, they always seem to fill the leadership roles there.”
============
VIVIAN’S STORY
The Girl with the Ribbon
============
“Vivian was the very first to bear the curse of the purple ribbon. Removing the ribbon would result in death, and any attempt to talk about it was thwarted by the spell upon it. As time went on, she tried to live a normal life. Eventually she married a nice man, but he was constantly wondering about the ribbon around her neck. Despite her pleas for him to leave it alone, one night while she was sleeping he attempted to remove it. As he pulled on the edge of the string, Vivian woke and saw what her husband was doing. In a panic she pulled way, preventing the ribbon’s knot from being undone. Furious, she tried to express the severity of his actions, but her husband was unable to understand. She realized then that she couldn’t trust him, and decided to leave. She lived alone for the rest of her days in the Homelands, preferring the safety of isolation to the risk of another betrayal.”
===========
WINTER WOLF
Bigby’s Mother
===========
“Bigby’s Mother, Winter, fell in love with the North Wind and bore him seven wolf cubs. But he quickly grew tired of her and left Winter. Heartbroken and alone, she tried to care for her cubs despite her grief. She was especially fond of Bigby, but as the runt of the litter he was often teased by his older brothers. After Winter’s death, Bigby’s siblings went in search of their father, but Bigby stayed behind to protect his mother’s corpse from scavengers. Unfortunately, he was too small to defend her. From then on he vowed to eat something bigger each day until he was large enough to confront his father and finally make him pay for the pain he caused his family.”
===============
THE BIG BAD WOLF
Bigby’s True Form
===============
“Bigby’s true form is that of a giant, eight-foot-tall wolf. In addition to his iconic “huff and puff” power, he has also inherited other abilities from his father, the North Wind. For example, Bigby is able to hold his breath for an abnormally long amount of time, making it impossible for him to drown.”
=============
MARY’S LOYALTY
Part of the Job
=============
“Bloody Mary began working for the Crooked Man many centuries ago. He promised her freedom to do as she pleased, as long as she agreed to act as his personal body guard and hit man. Because of the Crooked Man’s power and influence, Mary never had to worry about getting caught by the authorities. She enjoys her job immensely, and would defend the Crooked Man to the death… mostly because she finds it fun.”
=================
FABLETOWN JUSTICE
=================
“When a criminal is captured in Fabletown, the traditional procedure is to hold a formal hearing in front of the community or concerned parties. However, exceptions are often made to expedite the process. In reality, there aren’t any hard-and-fast rules for these types of situations, and the extent to which policies are upheld can depend on who is being charged.”
===========
A NEW ORDER
Snow White in Charge
===========
“With Crane out of the picture, Mayor Cole has officially appointed Snow White as the Director of Operations and Deputy Mayor in his absence. Many would say this promotion is a long time coming, since she was instrumental in the establishment of Fabletown and personally ensured that many Fables made it to the new world safely. She’s also been doing the work of Deputy Mayor unofficially for years.”
============
SHERIFF BIGBY
============
“After fleeing the Homelands, Bigby Wolf spent many years wandering through Europe. With a Fable colony quickly developing in the New World, Snow White and Feathertop tracked down the wolf and offered him passage to Fabletown. He agreed, and Snow cut him with a lycanthrophy stained knife to give him the power to change into human form at will. Bigby became sheriff of Fabletown under King Cole’s administration, but because of his violent past, many Fables didn’t trust him and he was banned from ever setting foot on The Farm. To this day, he struggles to redeem himself in the eyes of the community.”
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