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Claude Fable 5.2 prompting guide

TL;DR According to Anthropic’s guide for the model, prompting Claude Fable 5.2 comes down to six habits: start at effort high, the default, and test medium and xhigh on your own tasks; tell agents to finish the whole task, because the model sometimes stops early, more often at low and medium effort; say whether the code is the model’s to restructure; ask for short progress updates on long runs; delete instructions written for older models, such as “answer directly without deliberating”, which no longer stop it from thinking; and never ask it to write out its reasoning, which is a refusal category. For creative work in code, give it a concrete deliverable and make it render and check its own output.

Model page: Claude Fable 5.2 API — pricing, specs and the playground

This page summarises Anthropic’s “Prompting Claude Fable 5.2” in our own words and adds the patterns that creators used in their public Fable 5.2 work in the first days after launch. The percentages and “about half” figures come from Anthropic’s own testing, not from runs of ours. Everything here works the same when you call the model through apimodels.app with model claude-fable-5-2, either from Claude Code or from your own code.

The general Claude prompting advice still holds: be specific about the result you want, give context and examples, and put long documents before the question. What follows is only what is different about Fable 5.2.

Which effort level to use

Start at high, the default, and move only when your own tests say so. Anthropic reports that most of the capability gain is already present at high: the step from medium to high raised scores on most of its coding and knowledge-work evaluations, while gains above high were uneven and task-dependent. Re-run this choice for Fable 5.2 instead of copying the level you tuned on Fable 5.1 or Opus 5.5, because the amount of thinking behind each level differs between models.

Effort barely changes how long the visible reply is, so control length and tone in the prompt. You can mix levels in one job, for example planning at medium and raising effort for the long unattended part; note that setting a new top-level effort on a new request starts the prompt cache over. On apimodels.app, thinking tokens bill as output at $24 per million, so effort is also the main cost lever.

EffortUse it forWatch out for
lowQuick back-and-forth, well-specified tasks, high-volume work, fast subagents. Anthropic says scores here sit close to Fable 5.1 at higher effort.Most likely to stop early on long tasks.
mediumInteractive coding, chat, everyday knowledge work.Also stops early more often; give agents a finish-the-task instruction.
high (default)Hard coding, research, agentic work, long unattended runs.Thinks before almost every reply, even a greeting; noticeably slower than medium.
xhighYour hardest long-running coding and agent work, where you have measured a gain.In Anthropic’s coding evals, slightly higher scores for many more tokens.
maxMeasuring the ceiling; open problems such as maths or scientific discovery.Slow, and many more tokens than xhigh.

Make it finish the whole task

On long, multistep work Fable 5.2 sometimes ends a turn early: it lists what remains, offers to continue, or stops at an ordinary obstacle such as a timeout. The fix is a short “finishing work” section in the system prompt. It should ask the model not to stop while it still owes work, to carry on with anything that does not depend on the user’s answer, and to diagnose ordinary obstacles (errors, timeouts, locked files, empty results, failing tools) and work through them. It should also tell the model to leave deliberate blockers alone, such as a file marked not to be touched, withheld access or a safety rule, and to report them. In Anthropic’s replay of coding sessions at medium effort, a version of this text halved the sessions that ended with doable work left, and output tokens rose by about 30%.

Because it asks for permission less often with this text, keep your own confirmation step for anything risky or irreversible. When you do approve something, say exactly what: “yes, run the migration on the staging database” rather than “go”. Approval rules in a system prompt should name the exact actions they cover, since the model applies them as written; in one Anthropic test with nobody available to approve, a rule that required approval for messages to people outside the conversation made it hold back about half of its routine requests to colleagues.

Say who owns the code

Fable 5.2 reacts strongly to what the prompt says about ownership. When the prompt is silent, or presents the code base as someone else’s, it tends to add to the existing structure, even when that repeats code, and to report nearby problems instead of fixing them. Telling it that the code base is its own to design and keep building on changes that: in Anthropic’s small coding tasks it merged repeated code in about half of the tries, against under a tenth without the sentence.

The cost is scope. With the ownership sentence it used about 1.5 times the output tokens, made changes nobody asked for (often tests and documentation) and, apart from bug fixes, changed how an existing feature behaves in one try in six to ten. Its closing summary named the big changes and often skipped small ones, so review the diff. Leave the sentence out when the user owns the code and wants the smallest possible change.

Progress updates and final reports

On long runs of tool calls Fable 5.2 can go quiet. In your own application, the short updates it writes between tool calls arrive as thinking blocks whose text is empty by default, so a client that only renders text blocks looks silent; Anthropic’s guide covers the display setting that returns them. The prompt-only fix is one sentence asking for a one-line status every few tool calls. Where a person watches the work, also ask it to say what it is about to do before it starts and to end with a recap that stands on its own; in Anthropic’s test that raised output tokens by about 20%.

For final reports after long work, ask it to write for a reader who has not seen the tool calls or files: the key point first, plain words, no terms it invented during the work, and prose where ideas connect with bullets kept for lists.

What to delete from prompts written for older models

Fable 5.2 follows instructions closely, so lines that were harmless on Fable 5.1 or Opus 5.5 can raise cost or cause side effects. Review your system prompts, skills, agent files and memory notes before you switch. One more change matters for applications: Fable 5.2 checks that the start of a conversation has not changed when thinking blocks are sent back, so editing the system prompt, the tools or an earlier message in a stored conversation can return a 400 error. Put new instructions in the newest turn, or start a new conversation.

Carried-over instructionWhat happens on Fable 5.2What to do
“Answer directly without deliberating”Does not stop it thinking at medium and above.Delete it; lower effort for those turns instead.
Standing instructions to delegate to subagentsIt may start more subagents than the task needs, and subagents can be a large share of session cost.Remove lines you no longer need; check which model your subagents run on.
A token budget written into the promptThe size of the budget changes how much it spends; removing a large one lowered cost at high and xhigh with equal results.Test your tasks without it.
Hard style rules, such as a word limit per sentenceFollowed closely, so the prose turns choppy.Keep only the rules you still need.
Old cautions in memory, notes and rule filesFollowed closely; it may ask for approvals it does not need or hold back routine work.Delete stale cautions, give absolute rules a scope and reason, and name steps that need no approval, such as retrying a safe call.
Asking it to write its reasoning in the replyCan be refused as reasoning extraction.Remove it; read the summarised thinking instead.

When it refuses

Fable 5.2 runs safety classifiers that can decline a request; the reply comes back with stop_reason refusal and a category: cyber, bio, frontier_llm (help building competing AI models), reasoning_extraction or general_harms. Legitimate security and life-science work can trip the cyber and bio classifiers. Organisations doing that work can apply to Anthropic’s verification programmes; for a single request, the practical route is another model. Anthropic’s own fallback is Opus 4.8, which is also on apimodels.app under the same key at $3 / $13 per million tokens.

Prompts for creative work in code

The Fable 5.2 work that spread after launch, from Blender films and Three.js scenes to browser games, code-painted pictures and music, came from prompts with the same few traits. The deliverable is concrete, with format, length and resolution. The quality bar is stated plainly, with permission to take the time. Everything is generated in code, with no downloaded models, textures or image models. And the model checks its own output: it renders small test frames, looks at them, fixes what is wrong, and only then renders the full piece. For web animations, a deterministic renderAt(t) function lets every frame be captured and encoded into a video.

Some of the posts behind these patterns, summarised: @techfren asked for a 3D pelican riding a bicycle, as realistic as possible, and Fable 5.2 drove Blender from the command line inside Claude Code; @RezAIT00 asked for a single three.js page rendering a voxel island of Paris in 1888 with renderAt(t) exposed; @felixrieseberg asked for a small-scope first-person shooter with graphics that look like a big-budget game; @aug5thmusic asked for a Bach-style four-part chorale written in LilyPond; Jake Eaton had it invent a painter and write a Python paint engine. The links are in the sources box below; the templates in Quick start are ours, distilled from these posts, and our use-cases article covers the full stories, time and cost.

Sources

The guidance on this page is summarised from Anthropic’s “Prompting Claude Fable 5.2”, read on 11 November 2026. The creative examples are the creators’ own public posts on X; the summaries above are ours.

Quick start

Template · system prompt for long agent runs (ours)

Keep going until the task is done. When you hit an ordinary obstacle
(an error, a timeout, an empty result, a failing tool), diagnose it and
work through it: retry, fix the request or use another tool.
Leave deliberate blockers alone (files marked do-not-touch, access you
were not given, safety rules) and tell me what you found.
Ask before anything risky or irreversible.
Every few tool calls, give me a one-line update.
End with a short recap a newcomer can follow: what you found,
what you changed, and what is left.

Template · 3D animation in Blender, run in Claude Code (ours)

Make a [length]-second, [resolution] video of [subject], as realistic as
you can: [what must look right: anatomy, materials, physics, lighting].
Drive Blender from the command line with Python. Generate every model,
material and animation in code; no downloaded assets.
Render a few low-resolution test frames first, look at them, fix what
looks wrong, then render the full shot. Take the time it needs.
Deliver the video file and the script.

Template · three.js scene exported to video (ours)

Build one self-contained three.js HTML page that renders a [length]-second
animation at [1280x720, 30fps]: [scene].
Make it deterministic and expose window.renderAt(t) so any frame can be
captured. Capture the frames, look at screenshots of the key moments,
fix anything that looks off, and encode the result to MP4.

Template · small browser game (ours)

Build a small but polished [genre] game that runs in the browser:
one [level / arena], with [core mechanics].
Generate all models, textures and sound effects in code.
Keep the scope tiny and the visual quality high.
Play-test it with automated input, fix what breaks, then give me the
file and the controls.

Template · painting in code (ours)

Invent a painter: name, era, background and a consistent style.
Then write one Python program that paints [subject] in that style:
a simulated paint engine with bristle brushes and paint mixing that
places every stroke. No image models, no tracing.
Render it, critique it against the painter's style, and revise the
engine until the picture holds up.

Template · music in code (ours)

Compose a [length]-second original piece in [style], entirely in code
([Python synthesis / Tone.js / LilyPond]).
Render it to WAV, listen to it by analysing the audio, and revise
anything harsh, muddy or repetitive before you hand it over.

cURL

curl https://api.apimodels.app/v1/messages \
  -H "x-api-key: $APIMODELS_API_KEY" \
  -H "anthropic-version: 2023-06-01" \
  -H "Content-Type: application/json" \
  -d '{
    "model": "claude-fable-5-2",
    "max_tokens": 32000,
    "output_config": { "effort": "medium" },
    "system": "Keep going until the task is done. Every few tool calls, give a one-line update.",
    "messages": [{"role": "user", "content": "Refactor utils.py into smaller modules and keep the tests passing."}]
  }'

FAQ

What effort level should I use for Claude Fable 5.2?

Start at high, the default, then test medium and xhigh on your own tasks. Anthropic recommends low for quick, well-specified or high-volume work, medium for interactive coding and chat, high for hard coding and agents, xhigh only where you have measured a gain, and max for open research problems. Lower effort also lowers cost, because thinking bills as output.

Why does Fable 5.2 stop before the task is finished?

Fable 5.2 sometimes ends a long turn early, more often at low and medium effort: it lists what remains or offers to continue. Add a short system-prompt section telling it not to stop while it still owes work and to work through ordinary obstacles while leaving deliberate blockers alone. In Anthropic’s test, about half as many sessions ended with doable work left, for about 30% more output tokens.

Can I turn off thinking on Fable 5.2 to get faster answers?

No. Thinking is always on, and at medium and above a line such as “answer directly without deliberating” does not stop it. To get quicker, lower-cost replies, set effort to low or medium for those requests; for reply length and tone, use the prompt, because effort barely changes them.

Do prompts written for Fable 5.1 or Opus 5.5 work on Fable 5.2?

Mostly, but review them first. Fable 5.2 follows instructions closely, so standing delegation lines, token budgets written into the prompt, “think less” lines, rigid style rules and stale cautions in memory files can raise cost or hold it back. Re-run your effort choice too, because each level means a different amount of thinking on each model.

Why did Fable 5.2 return stop_reason refusal?

A safety classifier declined the request; the category tells you why: cyber, bio, frontier_llm, reasoning_extraction or general_harms. If your prompt asks it to write out its reasoning, remove that line. For legitimate security or life-science work, run the request on another model: on apimodels.app the same key calls Opus 4.8, Anthropic’s own fallback.

How do I set effort when calling Fable 5.2 through apimodels.app?

On the native endpoint, POST /v1/messages, send output_config with an effort of low, medium, high, xhigh or max. On the OpenAI-compatible /v1/chat/completions, send reasoning_effort and it is mapped to Anthropic’s effort. Claude Code sets effort itself and, according to Anthropic’s launch post, runs Fable 5.2 at medium by default, so there you only change the model.

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