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Holly & Gren at the Trip Trap (Episode 1)
The Wolf Among Us

Holly & Gren at the Trip Trap (Episode 1)

Visit the Trip Trap bar in The Wolf Among Us, Episode 1. Confront Holly and Gren in this QTE-driven encounter that impacts the Fabletown mystery.

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Holly & Gren at the Trip Trap (Episode 1)

Visit the Trip Trap bar in The Wolf Among Us, Episode 1. Confront Holly and Gren in this QTE-driven encounter that impacts the Fabletown mystery.

Following your initial investigation, Bigby's pursuit of answers leads him to the notorious Trip Trap bar, a Fabletown establishment known for its rough clientele. Here, you'll confront Holly and Gren, two key figures in the unfolding mystery. This pivotal encounter in Episode 1 is a masterclass in Telltale's signature blend of QTE-driven action and impactful dialogue choices. Your approach will significantly alter the immediate outcome, the information you gather, and the perceptions of other Fables.

Upon entering the Trip Trap, Bigby will immediately be met with hostility. Gren, a large and aggressive Fable, will be tending the bar, while Holly, a more cunning and observant Fable, will be present. The tension is palpable, and your decisions from this point forward will dictate whether the situation erupts into a violent brawl or can be navigated through careful diplomacy.

Encounter Overview & Objectives

  • Primary Goal: Obtain information regarding the murder investigation, specifically about the victim and potential leads.
  • Key NPCs: Gren (bartender, aggressive), Holly (observant, potentially manipulative).
  • Environment: A dimly lit, cluttered bar with various interactive elements.
  • Potential Outcomes:
    • Aggressive Path: Leads to a multi-stage brawl involving Gren, Holly, and potentially other bar patrons.
    • Diplomatic Path: Attempts to de-escalate the situation through dialogue, potentially avoiding a full-blown fight.

Strategic Choices & Consequences

The encounter begins with Bigby attempting to question Gren. Your initial dialogue choices will set the tone. Gren is immediately hostile, and Holly will observe your every move. Consider the following strategic approaches:

Aggressive Approach:

Choosing to be aggressive will quickly escalate the situation into a fight. While this path can be satisfying for players who prefer action, it comes with its own set of challenges and consequences.

  • Initiating Aggression:
    • Dialogue Option: Selecting dialogue options that are confrontational, threatening, or dismissive of Gren's warnings.
    • Physical Action: Immediately attempting to physically intimidate Gren or retaliate against his initial shoves.
  • Immediate Consequences:
    • Information Gained: Less direct information from Gren or Holly, as they will be focused on fighting. Any information will be gleaned from their reactions during the brawl or from their state afterward.
    • Character Reactions: Other Fables in the bar may intervene, either to help Gren or to try and stop the fight, leading to more opponents. Holly will likely become more hostile and less cooperative.
    • Bigby's Reputation: Reinforces Bigby's "Big Bad Wolf" persona, potentially making future interactions with Fables more difficult or fear-based.

Diplomatic Approach:

Attempting to de-escalate the situation requires careful dialogue choices and a willingness to absorb some verbal abuse. This path aims to extract information without resorting to violence, though a fight may still be unavoidable depending on Gren's temperament and your choices.

  • Initiating Diplomacy:
    • Dialogue Option: Choosing calm, inquisitive, or even slightly apologetic dialogue options. Mentioning Snow White or the seriousness of the murder investigation can sometimes sway Gren or Holly.
    • Avoiding Physicality: Refraining from immediate physical retaliation when Gren shoves or threatens Bigby.
  • Immediate Consequences:
    • Information Gained: Potentially more direct and detailed information from Holly, who might be more willing to talk if Bigby doesn't immediately resort to violence. Gren might still be uncooperative, but Holly's insights are valuable.
    • Character Reactions: Other Fables in the bar are less likely to intervene directly against Bigby. Holly might be more inclined to offer clues or warnings.
    • Bigby's Reputation: Shows a more controlled, professional side of Bigby, potentially earning a grudging respect from some Fables, or at least less outright fear.

Environmental Interactions & QTE Strategies (Aggressive Path Focus)

Should the situation devolve into a fight, the Trip Trap becomes a dynamic battleground. Pay close attention to the environment and be prepared for rapid QTE sequences.

Key Interactive Objects & Their Effects:

  • Bar Counter: Gren will often try to use the bar counter to his advantage, either by slamming Bigby into it or using it as a shield. Bigby can also smash Gren's head into the bar during certain QTEs, dealing significant damage and potentially stunning him.
  • Pool Cue: Look for a pool cue leaning against the wall or behind the bar. During specific QTEs, Bigby can grab and use this as a makeshift weapon against Gren, providing a temporary advantage.
  • Jukebox: The jukebox, located near the entrance, can be interacted with. While not a direct weapon, activating it might cause a momentary distraction or draw the attention of other patrons, subtly altering the flow of the fight or creating an opening.
  • Bar Stools/Chairs: These can be thrown or used to block attacks during QTEs. Keep an eye out for prompts to utilize them.
  • Bottles/Glasses: Various bottles and glasses are scattered on the bar. Bigby can sometimes grab and smash these over an opponent's head during a QTE, delivering a quick, impactful blow.

QTE Strategies for the Brawl:

The fight with Gren and potentially other Fables is a multi-stage QTE sequence. Here's how to tackle it:

  1. Initial Engagement with Gren:
    • Rapid Button Presses: Be prepared for quick successions of button presses (e.g., A/X, Left Click) as Gren initiates the fight. These are often for blocking or dodging his initial powerful swings.
    • Contextual Prompts: Look for prompts to interact with the environment. For example, a prompt to "SMASH GREN'S HEAD" into the bar or "GRAB POOL CUE" will appear. Successfully executing these deals significant damage and can change the fight's momentum.
  2. Dealing with Multiple Opponents:
    • Holly's Intervention: Holly will likely join the fray, often trying to distract or attack Bigby from behind. Prioritize dodging her attacks first, as they can interrupt your focus on Gren.
    • Other Patrons: Depending on your initial choices, other Fables might join Gren. These are usually less powerful but can overwhelm Bigby if not managed. Focus on quick counter-attacks or environmental takedowns (e.g., throwing a chair) to incapacitate them quickly.
    • Target Prioritization: Generally, focus on Gren first, as he is the primary threat. Use quick QTEs to deal with other Fables if they become too disruptive.
  3. Finishing Moves:
    • As Gren's health depletes (represented by his increasingly battered appearance), you'll get opportunities for powerful finishing QTEs. These often involve sustained button presses or precise directional inputs.
    • Example: A common finishing move involves slamming Gren through the bar or out a window. Successfully completing these QTEs will end the fight.

Information Gathering & Progression

Regardless of whether you fight or talk your way through, the ultimate goal is to gather information. The nature of this information and how it's delivered will differ:

  • Aggressive Path Information:
    • Post-Fight Interrogation: After subduing Gren and Holly, Bigby can interrogate them. They will be more bruised and likely more resentful, but also potentially more willing to talk out of fear or exhaustion.
    • Key Revelations: You might learn about the Crooked Man, the existence of a black market for glamours, or the victim's association with certain unsavory characters. Holly, even if beaten, might offer cryptic warnings or clues about the larger conspiracy.
    • Immediate Impact: The information gained might be more direct and less nuanced, focusing on immediate threats or locations.
  • Diplomatic Path Information:
    • Cooperative Dialogue: If you successfully de-escalate, Holly might be more forthcoming, offering information more willingly and with less prompting. Gren might still be surly but less actively obstructive.
    • Key Revelations: You might gain deeper insights into the Fabletown underworld, the power dynamics, and the victim's connections. Holly might reveal her suspicions or offer advice on who to talk to next.
    • Immediate Impact: The information might be more nuanced, offering context and potential future leads rather than just immediate facts. This path can also open up different dialogue options with other characters later on, as Bigby's reputation might be slightly less fearsome.

Successfully navigating this encounter, whether through brute force or cunning words, is crucial for advancing the investigation. The choices you make here will not only impact Bigby's immediate success but also subtly shape his reputation and the reactions of other Fables in subsequent episodes.

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