The fairy-tale elements pile on as Bigby enters through the main gates. Beauty, of “Beauty and the Beast” fame is hiding in the trees. After a short conversation, Bigby can choose whether to keep her secret or not – it’s up to you.
Inside the building, there’s a little more to check out. Each dot represents several different actions – looking, talking, or interacting.
There’s not much of worth to see here. The important button is for the elevator.
Before leaving, Beast will appear and ask where Beauty is. This is Bigby’s chance to keep his promise or flake out.
Bigby’s Apartment
Again, not much to find in the apartment, except two important points of interest. Examine the Bluebeard file on the desk to unlock a new Fable entry.
Next, poke Colin the pig to start a chat. Yep, it’s one of the three little pigs, and he lays on the guilt trip hard. He’s escaped the farm – tell him to go back or get glamor, and how you respond when he asks what’s up with your hands to elicit special reactions.
Eventually, you’ll have the chance to give Colin a drink. Give it to him, or don’t – and he’ll remember if you try to lie to him about who you helped.
Once Colin is gone, Bigby will start snoozing, just before he’s interrupted again by a knock at the door.
It’s none other than Snow White, and there’s something urgent on her mind. She leads Bigby outside to discuss important news.
Downstairs, Snow will lead Wolf to something covered in Grimble’s jacket – a severed head.
The girl, the same one from the encounter with the Woodsman earlier, has been left at Bigby’s doorstep. Examine all three parts and remove the ribbon from her mouth to acquire the unique ring.
Afterward, don’t leave just yet. Stay behind to investigate. There are clues to the right – blood on the ground, and on the fence post.
Click the apartment entrance doors to continue when you’re finished investigating. Tell Snow that you believe it’s a message because of the placement of the head, and she’ll agree with your astute theory.
Snow will ask for your recommendation – tell the Mayor of Fabletown whether to keep the information a secret, or tell him. Remember, keeping a secret might get you into trouble later.
Business Office
However you respond to the angry man in line, he’ll remember it. But, he’s pretty predisposed to hating the Sheriff anyway.
Things aren’t looking much better inside. Snow has told Ichabod Crane, the acting Mayor, about the murder no matter what Bigby’s recommendation was.
Take the blame for the situation, or don’t depending on how you want your relationship with the Mayor or with Snow to work out.
Ichabod will demand a suspect. Give him someone that makes sense, like the Woodsman, and he’ll at least be satisfied and send Bigby on his way. On the way out, you can make him even angrier with an insult, or keep quiet.
Soon enough, a flying monkey will appear with the missing wine bottle. How you respond to his question will determine how he feels about you in the future.
The monkey will fly off to retrieve some information, leaving Wolf to poke around the office. Talk to the Mirror – or get an optional item from the desk. Go through all three cryptic Tarot Cards and Bigby will take the third.
With the Magic Mirror, ask about the Woodsman and Bufkin to get the flying monkey back to work finding the books. You’ll need to find the victim’s name now before asking the mirror anything else.
When the books arrive, there are two ways to get the info you need. Look at the closer book, and turn the page right to find a ring. Click it to uncover the fable. Or, look on the open picture book and click the symbol on the king’s chest.
Either way, you’ll learn that her name was Faith, and she was married to Prince Lawrence. Two names to give the Magic Mirror for more information.
Check out Prince Lawrence to get another lead. A short sword covered in blood lays at his feet. Your next location is his apartment.
Before leaving, Toad will call and it sounds like he’s in trouble. But there’s only one Sheriff in town. Choose your next location.
Lawrence’s Apartment
Things aren’t looking good for Lawrence. Knocking on the door won’t work, so going in through the side window is the only way.
Inside, you’ll find the remains. Time to investigate just what exactly is going on here. Examine the body and pills; check the wrist and bullet wound. Then collect the casing on the floor and inspect the gun. Take the gun and back out.
Grab the bullet embedded in the wall behind the chair, too. Then, inspect the blade and blood stain near the chair to focus on the door to the left.
Use the doors to find that they’re actually a bed, with a note pinned to the lower corner. Read it, and you’ll quickly see that Lawrence isn’t quite dead.
Talk to him, and if you reveal that his wife is dead, he’ll give a name – Georgie. Neither Snow or Wolf know the name, but someone is knocking at the door.
Hide, and wait. Keep watching the intruder to see him going through books. Jump out, and Lawrence will kill himself while the intruder makes a run for it.
Chase the thug down through the streets. During the chase, the big guy will slip away and you’ll have two doors to choose. Pick the left door to stay on his trail.
Eventually, you’ll have him cornered. Ask a few questions, it doesn’t matter which because he isn’t talking. The investigator turns out to be Dee, and his partner Dum is behind Bigby.
Another trail open, but lost. They won’t give up their employer. Bigby awakens to Snow’s smiling face.
Time to give Mr. Toad a visit to see if there are any more leads.
Toad’s Apartment
Toad says nothing is wrong, but Bigby and Snow know better. Going inside, ask a few questions and you’ll have a chance to poke around Toad’s place for signs of a scuffle.
Examine the fallen lamp in the hallway, and the busted latch. Then walk into the living room and look at the blood. Grab the fire poker from the ground, and Bigby can catch Mr. Toad in a lie. He says he hurt his hand, but while examining the poker, he says he cut his foot. Call him out to break down his defenses.
Still more to explore – look at the window. There are scratch marks! Open it and examine again to catch Toad in another lie. He says he climbed in, but earlier he said the latch to his door has been broken for weeks.
There’s one final lie to bust Toad on. Look on the table to the right near the steps into the living room. Tell Toad the lamp was thrown, then tell him about the full outlets to catch him in a lie.
Finally, Toad will demand Bigby leave. If you didn’t catch all three lies, you’ll have to threaten Toad to get the information out of him.
It turns out Tweedle Dee or Dum was behind the attack. Toad will offer the girl’s coat, a donkeyskin, to Bigby to see if it will help in the investigation.
Check out the note, and Toad will send you to the Trip Trap Bar.
The Trip Trap Bar
On the way to the bar, Snow will ask Bigby about the case. You can suggest a suspect now, and reassure her about the state of her job.
Arriving inside, the patrons won’t give up the Woodsman. Time for a little old-fashioned investigation.
Check out the picture of the Woodsman and the empty glass on the right side. Then, take a seat next to Gren to grill him for more info.
Before long, the Woodsman will step out of the bathroom. Be aggressive or sympathetic, or be direct. He’ll start talking about their first encounter with Red Riding Hood, but things turn sour fast.
Gren stops Bigby, and drops his glamor to reveal his true form.
Once the battle is over, Bigby has two big choices. The first; choose whether to tear up Grendel’s arm or walk away.
The last choice is the most important. One of the Tweedle brothers walks in, and both make a run for it – you can only arrest one of them, the Woodsman or the Tweedle. The other will escape.
Taking them back to the Woodlands brings this episode to a close with another murder. Now it’s personal for Bigby. Snow White is dead, and the case is only getting more complicated.