The Wolf Among Us Remastered Walkthrough: All Episodes

A step-by-step walkthrough for all five episodes: investigation checklists, QTE tips, the choices that change scenes, and where each episode ends.

Last Updated: 2026-10-30

The Wolf Among Us Remastered Walkthrough

This walkthrough runs the full season in order, episode by episode, with the investigation steps that are easy to miss, the action sequences that punish slow inputs, and notes on which decisions change what you see next. It keeps the ending vague until the final section, so you can follow it on a first run without ruining the case.

The structure is the same as 2013. Nothing in the remaster changes puzzle solutions, item locations or QTE timing, so older notes still apply — only the visuals and load times are different.

Bigby arriving at the Woodlands on the night the case begins
Bigby arriving at the Woodlands on the night the case begins

Before you start

Three settings worth changing before episode one:

  • Subtitles on. The dialogue mix buries some lines under music, especially in the club scenes.
  • QTE prompts on screen. The default is fine, but if you are playing on a handheld or a small monitor, enable the larger prompt size in accessibility.
  • Noir Mode off. Play the first run in colour; the investigations rely on colour-coded clues more than you would expect.

The game autosaves constantly, and chapter select unlocks per episode once you finish it. There is no manual save, so if you want to test a branch, use chapter select after the fact rather than trying to save-scum mid-scene.

Episode 1: Faith

Goal: identify the victim and establish who had a reason to kill her.

  1. The Woodlands, late night. After the opening conversation with the Tweedles, go upstairs. The head is on the doorstep. Examine it, then the blood trail. The scene ends with Bigby carrying it inside.
  2. Toad's apartment. This is the densest investigation in the episode. Check the broken lock, the lamp, the fireplace, the window ledge and the bloodstain on the sill. Ask Toad about the damage and about TJ. The lying tells — the way Toad deflects — matter more than the objects.
  3. Lawrence's apartment. Faith's husband. Examine the desk, the answering machine and the bedroom. The receipts and the photos establish that Faith was planning to leave. Ask Lawrence about the money and about the last time he saw her.
  4. The Woodsman's room. In the Woodlands. The bloody ribbon and the severed fingers are the key evidence. Do not leave before examining the bed and the window.
  5. The Trip Trap. The bar confrontation. You can talk the Woodsman down or escalate. Escalating leads to the arm-tearing QTE; talking keeps the scene shorter but loses information. Either way, you end with a suspect in custody.
  6. The holding cells. Choose who to arrest: the Woodsman or Tweedledee. This affects who is available later, not the identity of the killer.
The Toad apartment is the tutorial you will wish you had paid attention to

Every later investigation uses the same grammar: a lie in dialogue points to an object, and the object confirms the lie. If you rush this scene, the rest of the game feels like guesswork.

Episode 2: Smoke and Mirrors

Goal: connect the second victim to the club and find out who is paying for the silence.

  1. The Puddin' n Pie. Talk to Georgie, then to the dancers. The key detail is the private room and who booked it. Ask about Faith by name; Georgie's reaction is the first honest thing in the scene.
  2. The car with Crane. You can accuse him or play along. Accusing him changes Snow's reaction but not the investigation; playing along keeps him cooperative for one more scene.
  3. Dee's interrogation. The game offers persuasion or intimidation. Persuasion gives you a cleaner confession and Snow's approval; intimidation gives you the same information with a worse relationship. Neither blocks progress.
  4. The Trip Trap with Snow. Decide whether to bring her inside. Bringing her changes the scene's tone and gives her more material later; leaving her outside is safer for her and colder for Bigby.
  5. Beast's apartment. The fight is optional in the sense that you can end it early by talking. Beating him unconscious is a choice, not a requirement, and Beauty remembers it.
  6. The mirror. The episode's closing reveal reframes the first murder. Do not skip the conversation after it.

Episode 3: A Crooked Mile

Goal: find the Crooked Man's operation before he moves it.

The episode opens with a three-way split. You can visit Dee's office, Crane's apartment or the Trip Trap, and the game only lets you see one before the plot pulls you away.

Route What you get
Dee's office The strongest atmosphere, the Tweedle backstory, a clue about the mirror
Crane's apartment The most plot, including the evidence that ends Crane's career
The Trip Trap The most character material with Holly and Gren

Pick based on what you care about; all three advance the case. The Crane route is the most efficient if you want the full picture of the conspiracy, and the Trip Trap is the best if you are playing for the characters.

After the split:

  1. The magic tree. You can burn it or leave it. Burning it is faster and more brutal; leaving it preserves a resource that matters in the finale. Neither choice changes the ending's structure.
  2. The Dum decision. Kill him or spare him. This is the most consequential choice in the episode. Sparing him keeps a thread alive for episode five; killing him closes it and changes who hands you a weapon later.
  3. The chase. The QTE sequence is forgiving, but the final prompt requires a direction rather than a button. Watch the on-screen indicator, not Bigby's animation.

Episode 4: In Sheep's Clothing

Goal: survive the meeting and find out what the Crooked Man actually wants.

  1. The farm question. Decide whether to send Colin to the farm. Sending him is pragmatic; refusing is sentimental and changes a small later scene.
  2. Nerissa's ribbon. Ask about it, and listen to the answer. This is the most important conversation in the episode and the one most players skim.
  3. The meeting. You can enter with force or with manners. Force gets you threats; manners get you a lecture. The information is the same, but the tone of the finale changes.
  4. The escape. The episode ends with a set-piece chase. The QTE here has a hidden fail state: missing two prompts in a row restarts the sequence, not the episode.
The dinner scene is a choice checkpoint, not a boss fight

Nothing you say changes whether the meeting happens. What changes is what the Crooked Man thinks of you, which colours the judgement scene in episode five.

Episode 5: Cry Wolf

Goal: end the case.

  1. The warehouse. The opening confrontation resolves the Georgie thread. You can kill him quickly or leave him to suffer; the outcome is the same, the tone is not.
  2. The Vivian scene. Do not look away. It is the episode's best-written moment and the explanation for the ribbon.
  3. The Bloody Mary fight. The only genuinely difficult action sequence in the game. The trick is to stop attacking when she laughs — the prompt changes to a dodge, and attacking through it is what kills most players.
  4. The Crooked Man. You can kill him on the spot or take him back for judgement. Taking him back opens the trial scene, which contains the season's final choices and the most interesting outcomes.
  5. The judgement. If you bring him back, you choose a sentence. Each option produces a different scene and a different ending card. None of them is "wrong"; they are the game's final statement about Bigby.
  6. The epilogue. The last conversation is the one the sequel is built on. Stay for it.

The endings guide breaks down every outcome, including the whisper.

Action sequence tips

  • Watch the prompt, not the action. The game shows the input before the animation commits. Reacting to Bigby's movement is always one beat late.
  • Dodges are directional. When the prompt shows a stick direction, push it once and hold briefly. Mashing registers as a miss.
  • Failure is cheap. Most sequences restart at the last checkpoint rather than the episode start. The exceptions are the chase in episode four and the Mary fight, which restart the full sequence.
  • Do not pause during a QTE. The game does not pause the timer on the pause menu in every scene; on some consoles it does, on others it does not.

Official source: The Wolf Among Us Remastered on Steam

Chapter boundaries for cleanup

If you are chasing trophies or testing branches, these are the chapter select points that matter:

  • Episode 1: the arrest decision.
  • Episode 2: Dee's interrogation, the Beast fight.
  • Episode 3: the three-way split, the tree, Dum.
  • Episode 4: the farm, the ribbon, the meeting tone.
  • Episode 5: Georgie, the Crooked Man, the sentence, the epilogue.

The all choices guide lists every decision with its consequence, and the trophy guide maps the missable ones to these boundaries.

FAQ

How long does the walkthrough take?

About ten hours for all five episodes, or two hours per episode on average.

Can I miss anything permanently?

Only within a run. Chapter select lets you replay any completed chapter, and the story always converges on the same finale.

Does the remaster change any puzzle solutions?

No. Item locations, investigation steps and QTE timing are identical to the 2013 release.

What is the best episode to start with?

Faith, always. The season is designed as a continuous story, and starting later removes the context the finale depends on.

Bottom line

The walkthrough is linear by design: investigate thoroughly, commit to your choices, and let the consequences land. The only decisions that change the shape of the story are the three-way split in episode three and the judgement in episode five. Everything else changes tone, relationships and small scenes. When you finish, the endings page explains what you saw.

Sources

More The Wolf Among Us Remastered Guides

The Wolf Among Us Remastered Release Date and Launch Times

The Wolf Among Us Remastered is out now on PC, PS5 and Xbox. Here is the exact date, how launch times work, and the Switch delay.

The Wolf Among Us Remastered Review Roundup 2026

Critics score the remaster around 85 on Metacritic. Here is what reviews praise, what they criticise, and whether the port is worth $19.99.

The Wolf Among Us Remastered Save Transfer Guide

Your 2013 save does not transfer, but your remaster choices can be carried into The Wolf Among Us 2 through a Telltale Account. Here is how it works.

The Wolf Among Us Remastered Switch 2 Release Status

The Switch and Switch 2 versions of The Wolf Among Us Remastered were delayed eleven days before launch. Here is what is confirmed and what is not.

The Wolf Among Us Remastered System Requirements for PC

Official minimum and recommended PC specs for The Wolf Among Us Remastered, what the 1080p targets mean, and how it runs on older hardware.

The Wolf Among Us Remastered Trophy Guide and Route

A spoiler-light roadmap to the platinum: episode trophies, missable choice trophies, chapter select tricks and how long the completion takes.

The Wolf Among Us Remastered vs Original: Every Change

A side-by-side look at the 2026 remaster and the 2013 original: visuals, audio, Noir Mode, extra content, platforms and what did not change.

Best Choices in The Wolf Among Us, Episode by Episode

The choices that unlock the most content, keep the most allies and set up the strongest finale — episode by episode, with the reasoning for each pick.