Every major decision in the season, what each one changes, and which ones actually carry into The Wolf Among Us 2. Spoilers are marked by episode.
The Wolf Among Us Remastered All Choices
The Wolf Among Us tracks dozens of decisions, but only a handful change what you see. Most choices adjust a line of dialogue, a character's tone or a single scene, then converge on the same five-episode structure. This page lists the decisions worth thinking about, what each one actually alters, and which ones are expected to carry into The Wolf Among Us 2.
Spoiler warning: the tables name outcomes, including the finale. If you have not finished the season, read the spoiler-free walkthrough first.

Episode 1: Faith
| Choice | Options | What changes |
|---|---|---|
| How to handle the Woodsman | Talk him down / escalate | Escalating triggers the arm-tear QTE and changes how Holly and Gren treat you later. Talking is shorter and loses a clue. |
| Who to arrest | Woodsman / Tweedledee | Minor dialogue changes in later episodes; neither affects the killer's identity. |
| Toad's interrogation style | Gentle / threatening | Toad's cooperation and TJ's reaction change. No plot branch. |
| The money in Georgie's safe | Take it / leave it | A small later line; no mechanical consequence. |
The episode's real function is teaching the investigation grammar. The choices are mostly tone-setters, and the arrest decision is the only one that reappears with any weight.
Episode 2: Smoke and Mirrors
| Choice | Options | What changes |
|---|---|---|
| Accuse Crane in the car | Accuse / stay quiet | Snow's opinion of you shifts; Crane's cooperation in the next scene changes. The case does not. |
| Interrogate Dee | Persuasion / intimidation | The confession scene differs, and Snow reacts differently. Same information either way. |
| Bring Snow to the Trip Trap | Yes / no | Changes the bar scene's dialogue and gives Snow more material later. No plot branch. |
| The Beast fight | Talk him down / beat him | Beauty's attitude toward Bigby changes; the fight's outcome does not. |
This is the episode where the "choices matter" marketing starts to strain. Four decisions, four tonal shifts, zero structural changes.
Dee's interrogation is the one episode-two choice that feeds forward in a visible way: it sets Snow's trust level, and that trust colours her dialogue through the finale.
Episode 3: A Crooked Mile
| Choice | Options | What changes |
|---|---|---|
| The three-way split | Dee's office / Crane's apartment / Trip Trap | The biggest structural choice in the game. You see one route and miss the other two scenes entirely. |
| The magic tree | Burn it / leave it | Changes a later resource and a line of dialogue; the finale's structure is unaffected. |
| Dum | Kill / spare | Changes who hands you a weapon in episode five and a small confrontation. One of the few choices with a visible downstream scene. |
The three-way split is the reason chapter select exists. It is not a difficulty choice and there is no "correct" route, but Crane's apartment gives the most plot and the Trip Trap gives the most character work.
Episode 4: In Sheep's Clothing
| Choice | Options | What changes |
|---|---|---|
| Colin's fate | Send him to the farm / refuse | A later scene and a line of dialogue. No plot branch. |
| Nerissa's ribbon | Ask about it / leave it | More dialogue with Nerissa and a clearer setup for the ending. This is the choice most worth taking. |
| The meeting's tone | Threaten the Crooked Man / play along | Changes the confrontation's dialogue and how the villain treats you in the finale. |
Episode four is the quietest choice episode. Its decisions are about information and tone rather than branching, and the Nerissa conversation is the one that pays off.
Episode 5: Cry Wolf
| Choice | Options | What changes |
|---|---|---|
| Georgie | Kill quickly / leave him to suffer | A different scene and a different line from Bigby. No structural change. |
| The Crooked Man | Kill on the spot / take him back | Opening the trial scene is the single biggest branch in the finale. |
| The sentence (if captured) | Throw him down the well / behead him / imprison him | Three distinct endings for the villain and three different epilogue tones. |
| After Snow's reaction | Stay and listen / walk away | Changes the final conversation's framing. |
| Nerissa | Chase / let her go | The last input of the game; changes the final shot, not the story. |
Telltale's own global stats at the original launch put the Georgie kill at roughly 69%, bringing the Crooked Man back at roughly 90%, and imprisonment as the most-chosen sentence at about 47%, ahead of the well at 32% and beheading at 21%. Those numbers describe the 2013 player base, not the remaster, but the shape of the split is a good guide to what most people choose.
Which choices actually matter?
Ranked by impact:
- The three-way split (episode three). Entire scenes appear or disappear.
- Kill or capture the Crooked Man (episode five). Opens or skips the trial, the season's best scene.
- The sentence (episode five). Three different villain endings.
- Dum (episode three). A visible downstream scene in the finale.
- Dee's interrogation (episode two). Snow's trust level, which colours the rest of the season.
- Everything else. Dialogue, tone, small scene variations.
The honest summary is that The Wolf Among Us has one structural branch, one major finale branch, and a lot of texture. That is more than most adventure games of its era, and less than its marketing implied.
What carries into The Wolf Among Us 2
Telltale has said the sequel will read the major decisions through a Telltale Account. The ones most likely to matter are the finale choices — the Crooked Man's fate, the sentence, and the final conversation with Nerissa — plus the Dum decision and Snow's trust.
Minor choices may appear as a line of dialogue or a background detail. Do not expect the sequel to remember whether you took money from a safe.
The save transfer guide explains how to link your account, and the choices matter page analyses which decisions are real and which are cosmetic.
Official source: The Wolf Among Us Remastered on Steam
FAQ
How many choices are in The Wolf Among Us?
Dozens are tracked, but only five or six change scenes or outcomes in a meaningful way. The rest adjust dialogue and tone.
Do choices change the ending?
They change the villain's fate and the epilogue's tone, not the identity of the killer or the final reveal.
Can I see every outcome in one playthrough?
No. The three-way split and the mutually exclusive finale choices require chapter select or a second run.
Which choices carry into the sequel?
Telltale has confirmed account-based carry-over but not the full list. The finale decisions and the Dum choice are the safest bets.
Bottom line
Play the choices you believe in, then use chapter select to see the branches you missed. The three-way split and the trial are the two sequences worth replaying, and the best choices guide covers the recommended picks if you want a specific outcome.
Sources
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