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Old 01-04-2013, 04:57 AM   #1
THE DEADLY DOG
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Achievement Guide & Addition To The Road Map

DLC: Episode 5: No Time Left
Cost: 400 MSP Achievements: 8 Points: 100


Overview:
-Estimated achievement difficult: 2/10
-Offline: 40/40 (500/500)
-Online: 0/40 (0/500)
-Approximate amount of time to 500/500: 10-11 hours. (1-2 for Episode 1, 2+ for Episode 2, 2+ for Episode 3, 2+ for Episode 4, 1-2 Hours for Episode 5).
-Minimum number of playthroughs needed: 1
-Number of missable achievements: None
-Do cheat codes disable achievements?: No Cheats
-Does difficulty affect achievements?: No
-Glitchy achievements: None
-Unobtainable achievements: None
-Extra equipment needed?: None

Introduction:
Welcome to The Walking Dead Roadmap/Achievement Guide. Apart from being incredibly easy, The Walking Dead does pose some interesting twists that make this arcade game very addicting. It does take a couple minutes to get used to the controls, the feel of the game, and picking up on the "reflex" portions of the game. By reflex I mean that many of the big time decisions come down to you timing button presses and making decisions between characters and actions. Be prepared to make actions that WILL effect decisions later on in the game. With the use of the road-guide and the achievement list you should be able to carefully plan out your course of action and complete these five episodes with a well earned 500.

Abbreviated Walkthrough:
This walkthrough will be pretty much empty. The bulk of the information you are looking for will be loaded into each achievement's own guide. At each point along the way look at the conversations and notice whether or not one phrase will effect the character and their perception of you differently or not. So follow each episode's guide, keep your reflexes sharp, your mind attune, and you should be fine completing this classic comic book series--turned TV show--turned game. It is worthy to note that all of these achievements are story related and cannot be missed if you progress through the story. Also know that the achievement guide will contain a step-by-step guide of questions, decisions, and answers. Reading ahead may spoil the story for you so proceed with caution.

To avoid spoiling portions of the game with the use of this roadmap I will refrain from putting an actual walkthrough here.

Important Note:
As you begin to progress farther into the game and make your own unique choices please note that the guide you see reflections the basic choices I made and while I try to express all options I may leave something out unintentionally.

Tips when Reading The Guides
  • When you see the phrase "non-altering response" know that this means the response may be unique depending on the answer BUT it will not affect the game's progression. What does this mean? If the only change to the game itself is the dialog that follows and there are no permanent effects to the storyline this would be a non-altering response.
  • Answers to dialog segments in the game are never in the same order so the numbering system is purely for grouping.

Conclusion:
Well we've made it to the end of this fifth and final episode excluding the 400 Days DLC--culminating in the conclusion of this story-line. For the Walking Dead fan this game is a true gem in the rough of Xbox arcade releases. The story was dramatic and exhilarating, the plot line was substantial and tantalizing, and the characters were interesting and unique making this entire game stink of pure genius. Simply follow each achievement's guide and pick the dialog you find fitting and you will do fine. Enjoy your fun arcade game and your easy 500.

We'll see you for even more choice, more drama, and more TWD fun in Season 2. Hope you'll join me then.
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You have to get on the train in the beginning when things are still changing and everything is rough, unpolished, and incomplete in order to enjoy the bliss found at your stop.

Last edited by THE DEADLY DOG; 10-12-2013 at 01:12 AM. Reason: Minor edit.
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Old 01-04-2013, 04:57 AM   #2
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Into The Fire 10
Complete chapter 1 of episode 5.

Welcome back ladies, gentlemen, and walkers. We've reached the end of our road together, and yet this will be the hardest part to traverse. Because of the magnitude of the game and the choices made, I'm being forced into writing two guides for each chapter; one will detail Lee with the entire group and how that plays out, and the other will detail Lee alone. SAVANNAH! Shall I begin? shout out to all those Spartacus fans out there. Enough dilly daddling. Let's begin.

Lee With Full Group

Remember that conversation in Episode 4? It was non-altering, BUT depending on what you said to the man will determine how he speaks to you throughout the duration of the game. The dialog from the end of Ep. 4 will be coupled with a quick response after initial talking between Lee and the man--this choice is also non-altering. Lee will be completely stunned and will have one last bit of non-altering dialog for himself, ideally based off of the type of character you've made Lee.

Christa will change the mood by asking about the bite on your wrist.

How's that feeling? - Christa
1. Fine. - They remember it. You try to hide your doubt.
2. Not great. - They remember it. You were honest and emotional with the group.
3. Doesn't matter. - They will remember it. Remember your rude tone.
4. . . . - Non-altering although the group doesn't like your silence.

There is some small talk resulting in Lee needing to find the group a way out. Time to start looking for that way out. Before you head to the back area of the morgue look in the cabinets for the rib spreader, you'll need it later. Make your way back to the elevator and place the rib spreader into it. Everything is going well until... Lee begins to get weak and stumble around. This can't be good.

Lee pops in and out of consciousness until he begins to wake up when Kenny is about to hack off his hand. Quick dialog here!

Kenny about to cut off Lee's wrist/hand. - Kenny
1. Don't kill me! - Lee is able to plead his case to the group.
2. WOAH! - Lee is able to plead his case to the group.
3. I'm awake! - Lee is able to plead his case to the group.
4. . . . - Lee loses his hand.

If you chose the first three options you will go through some dialog that will revolve around trying to stop Lee from turning by removing his arm above the bite.

If you choose one of the first three options the following dialog will appear for you after talk of Lee dying comes up.

1. Let's do it. - Lee has one last chance to stop the cutting.
2. I'm right here... - The dialog is furthered on the topic of removing Lee's hand.
3. What are you talking about?! - The dialog is furthered on the topic of removing Lee's hand.
4. . . . - The dialog is furthered on the topic of removing Lee's hand.

If you choose the first option then you get one last chance to alter your decision.

1. Fuck it. Cut it off. - It's gonna hurt.
2. No. We leave it. - Lee keeps his hand.

You'll have the chance to say one quick piece of dialog and then sit back and try and hold your lunch. The dialog that accompanies the cutting scene is non-altering.

Spoiler: In case you were wondering. Cutting off Lee's hand prevents nothing and only makes some situations harder/more complicated. Proceed at your own discretion.

If you choose to remove Lee's arm you will essentially travel down the same path as someone who hasn't. There will be small non-altering differences in events and dialog, but nothing will be drastically different if you remove Lee's arm. Therefore I will continue the rest of "Lee Alone" referring to events with Lee's arm attached and hinting to major non-altering areas where they may apply.

After you either cut off Lee's forearm / hand or decline you will all go to the elevator and begin to climb up to the top. To climb the ladder remember to keep the pushed up.

While climbing you'll get a quick dialog cut which is non-altering as a walker falls down the shaft.

Now if Lee still has his other arm he will pass out after the walker falls down the shaft. You'll need to pull yourself back up. Remember is the action button. Hit it a couple times to get Lee to start climbing again.

Either way you and the group make it up the roof top in one piece--or mostly. Up on top of the roof you'll realize why Vernon asked if you came by train, notice the nice throng of walkers down there? Yeah. Lee will have a non-altering dialog segment with the group until everyone decides that you need to find a way back to the mansion. Time to learn to fly. See you in Chapter 2.

Lee Alone

Picking up from the beginning of the chapter Lee talks to the mysterious man who has taken Clem and begins to let the situation at hand sink in. He'll go and close the door and you'll have to decide how to proceed. Head over to the cabinet across the way from the door and head to the second one from the left. Inside you will find a rib spreader, grab it.

Now head to the back of the morgue and go over to the elevator. Place the rib spreader into the elevator and begin to crank it open. As Lee begins to open the elevator he will get woozy and will begin to pass in and out of consciousness. Lee will eventually black out on a fall.

When he wakes up he makes the miraculous diagnosis that the bite is getting worse and will go back to the middle of the morgue and take a good look at a bone saw and some surgical tubing. When you go over and observe the tools you will be presented with the following option:

Upon viewing surgical tools. - Lee
1. Walk away. - Lee does not remove his arm.
2. Remove arm. - Lee removes his own arm.

If you choose to remove Lee's arm you will essentially travel down the same path as someone who hasn't. There will be small non-altering differences in events and dialog, but nothing will be drastically different if you remove Lee's arm. Therefore I will continue the rest of "Lee Alone" referring to events with Lee's arm attached and hinting to major non-altering areas where they may apply.

No matter what you choose head back to the elevator and finish the deal. Once the elevator is open, Lee will begin to climb up. To climb up the ladder move the to the up position and allow Lee to climb. If you've removed his arm he will have no trouble and will climb all the way to the top, otherwise he will pass out about half way up the ladder upon which you must press in order to get him to begin the climb again.

Making it to the rooftop was a good first start--now it's time to figure out where to go from there. See you for some Chapter 2 dare-devil antics.
__________________
You have to get on the train in the beginning when things are still changing and everything is rough, unpolished, and incomplete in order to enjoy the bliss found at your stop.

Last edited by THE DEADLY DOG; 04-14-2013 at 01:31 PM.
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Old 01-04-2013, 04:58 AM   #3
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Twice Shy 10
Complete chapter 2 of episode 5.

We've made it to the roof, but let's not waste any time in finding out what the next move is.

Lee With Full Group

Get your bearings and head on over to Ben for some altering dialog. If you want to pursue changes to your relationship attack the non-timed dialog in the following way;

1. You came with me. - Brings the conversation to another next step. (Non-altering sequence).
2. There's a bell tower over there. - Brings the conversation to another step. (non-altering sequence although this is where you need to go).
3. You still want to die? - Brings the conversation to the next step. *Dialog choice for this step is listed below.
4. Exit. - Ends the conversation.

I'm more afraid of getting someone else killed. - Ben
1. If it ends up being you and Clem... - Ben remembers your comment about him surviving and needing to take care of Clem.
2. I'll make sure that doesn't happen. - Ben remembers your loyalty and kind words.
3. You're here. Don't get me killed. - Ben remembers your attitude toward him.
4. . . . - Non-altering.

Now after conversing with Ben or skipping him entirely you can go over to Kenny who is by the fire escape and continue your relationship building there as well. All of the conversation is non-altering with Kenny, but advances the plot and character's emotions.

When you make your way to Omid (who is by the bell tower) the plan will begin to emerge. If you want to spark up Omid / Lee relationship be sure to tell Omid that you think he is Clem's favorite. He will remember it and be quite happy.

Make sure to examine the bell tower itself and once you do go back toward the middle of the rooftop to find the ladder. Lee will bring the ladder over to the bell tower and Lee will make some comical remarks before making the climb.

You'll need to hit on the ladder to begin the climb and then up on the to climb. Half way up the ladder will begin to go. Quickly press at the ledge to make it up. There are no other ways out so after pulling the rope you'll need to show the world your track star skills and make the jump across. Lee will have another comical strip of dialog before he makes the leap of faith. When the button comes up on the other side press to start the sequence and sit back gripping that controller tight.

While in mid air you will need to click the ledge pressing otherwise you will slip and fall to your death. Once across the group will make their way to the fire escape and the scenes will roll.

We pick up again back at the house. Lee takes it upon himself to shoot the only walker on the street before the group makes a grave discovery; The boat is gone. You will have a dialog segment that influences the group's psyche with regards to Lee:

Come on... just... come the FUCK on... - Kenny
1. This was Vernon. - Christa notices your composure.
2. Clementine gave him the boat? - Christa notices your grim reaction.
3. The fucking guy... on the radio... - Christa notices your panic.
4. . . . - Non-altering.

Either way Omid interrupts the party and let's everyone know that it was Vernon who took the boat. Kenny goes off in what could be one of the funniest, most entertaining, post-apocalyptic rants of all time with Lee getting a wee bit of non-altering dialog in there just for keeps. Following this rant will come some sporadic depressing dialog with Lee once again throwing in his non-altering two cents until Omid opens up the gate and let's everyone into the yard.

If Christa is with you then you will have a small segment of dialog that will either push you two slightly farther apart of bring you closer together.

What do we do without a boat? - Christa
1. Get another. - Christa is unsure about your plan.
2. Get into the countryside. - Christa agrees 100%.
3. Find a small town. - Christa is unsure about the idea.
4. . . . - Non-altering

Christa and Lee will then join the group to a nice argument conducted by Kenny and Ben. Things take a turn for the unique when Ben blows up on Kenny. It's quite fitting that Lee has a non-altering dialog segment here as Ben may through these few lines alone, redeem anything he's ever done / said before. For once Kenny is interrupted trying to say something nice by a throng of walkers. Everyone makes a beeline inside the house. I'm calling the next series of events a panic event so we can get our blood pressure up a bit. Note that I'll inform you when things need to be done quickly.

Panic Event
Once you get in the house you'll need to dish out orders to get the group in an efficient place.

Christa is first. Must answer fast.
1. Front room windows! - She will take care of the front room windows.
2. Upstairs. - She will go upstairs to fortify.
3. Weapons! - She will search / do inventory on weapons.
4. . . . - It will randomly pick one for her.

Next up is Kenny. Must answer fast.
1. Help Christa! - Kenny will assist Christa in whatever you assigned her.
2. Upstairs. - Kenny will begin preparations for upstairs.
3. Move furniture. - Kenny will begin to barricade the house.
4. . . . - It will randomly assign Kenny something.

Following Kenny is Ben. Must answer fast.
1. Go upstairs! - Ben will take care of the preparations upstairs.
2. Kill anything that gets in! - Essentially this is Ben as a lookout. Serious waste of a person.
3. Help Christa! - Ben will assist Christa in whatever she was tasked with.
4. . . . - Ben will randomly be assigned something.

By the time you get to Omid you'll have a big problem on your hands. The front door is wide open. He will rush to close it and you must again act very quickly with the next answer.

1. EVERYONE HELP OMID! - The group will come to the aid of Lee and Omid in securing the door.
2. GO!!! - Non-altering, Omid asks for help.
3. FRONT DOORS! - Non-altering.
4. . . . - Non-altering. Omid has to call out for help.

Before Lee is able to assist the group he is grabbed by a walker through the doggy door. You will need to bash the walker's hand with the doggy door 4 times with the button. Once you've severed the hand from the walker you will need to run to the aid of the group at the door. They will advise you to chop off the hands, but in order to do that you need a knife of some sorts. You'll be redirected to the kitchen.

Once you have control go for the draw right below the counter on the right hand side. It's a small slim draw. Inside you'll find a nice meat cleaver. Cleaver in hand you'll need to sever 4 more hands/arms in order to secure the front door. Once you've taken care of the front door it's time to address the bigger problem at hand. Ben will ask "Now what?" and will give Lee a chance for some non-altering dialog until the house begins to fail to protect them. Lee will order the group upstairs after you get a quick chance to knock your cleaver into a walker's head.


The following sequence is all timed so be mindful to move quickly.
Once upstairs you'll need to go over and help Kenny move the enormous desk into the hallway. This sequence will be some button smashing of the correct button in order to move it.

At the end of the hallway the group will begin to prepare for a final stand. You'll need to aim and shoot your bullets, and once everyone is out of ammo the panic will start. Look up at the attic door and open the hatch.

Panic Event Over.

Once everyone is up we can take a slight sigh of relief and regroup for the next chapter. See you in Chapter 3.

Lee Alone

After you take in the life-taking sights it's time to get down to the business of finding Clem. Head to the left hand side of the screen toward the bell tower. Examine the bell tower and come to the conclusion that it could be a good way to distract the walkers and make a break for the mansion. It's time to turn around and head toward the middle of the rooftop right under the call for help, under which you will find a ladder. Press to pick up the ladder and press it again once you've moved your cursor over the bell tower.

Lee will plant the ladder and will make a funny remark about the upcoming experience. Once you have control over Lee again press while the cursor is over the ladder to begin to climb. In order to climb you simply need to keep the in the upward position and Lee will do the rest. About half way up the climb the ladder will start to give. Quickly move your cursor over the ledge and press to get up on the ledge. Phew.
__________________
You have to get on the train in the beginning when things are still changing and everything is rough, unpolished, and incomplete in order to enjoy the bliss found at your stop.

Last edited by THE DEADLY DOG; 04-14-2013 at 01:39 PM.
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Old 01-04-2013, 04:59 AM   #4
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Once on top of the bell tower pull the rope in the back right hand corner to initiate the next phase of the plan. Head back to the ledge where you just climbed up and proceed to have a quick unaltering dialog segment with yourself. Once you are ready press the action button to make the running jump for the ledge. While in mid air you need to quickly press on the ledge in order to make the jump otherwise you will perish.

Lee will close off the scene by hustling over to the fire escape and onward to the mansion. The scene opens back up with a walker losing his brain in front of the mansion as Lee walks by. Once Lee gets to the shed door he will notice a shovel across the doors and the ol' crew inside the shed without the boat. After some quick dialog about the events Lee's gone through Christa will ask how Lee is feeling.

That's great, that you can be tough about it, but how do you FEEL? - Christa
1. It's definitely having an impact. - Christa will remember that.
2. I'm fine, it's no big deal. - Christa doubts that.
3. It comes in waves. - Christa takes notice.
4. . . . - Christa notices your silence.

Following your answer Christa will ask Omid to go around and open up the shed leaving Lee, Kenny, and Christa (and Benny if you have him still) to discuss future plans. You will have a non-altering dialog segment about what to do after you find Clem which will result in Omid opening up the shed and getting everyone in the yard. Christa will once again spur discussion--this time about what to do after you find Clem.

What do you think Lee, what do we do now, without a boat? - Christa
1. Find a small town. - Christa is unsure about this option.
2. Get to the countryside. - Christa and Omid like this idea.
3. Get another. - Christa disagrees.
4. . . . - Non-altering the conversation diverges to Kenny vs. Omid/Christa.

Sadly the conversation gets cut short by a horde of walkers heading to the yard. Everyone makes a beeline inside the house. I'm calling the next series of events a panic event so we can get our blood pressure up a bit. Note that I'll inform you when things need to be done quickly.

Panic Event
Once you get in the house you'll need to dish out orders to get the group in an efficient place.

Christa is first. Must answer fast.
1. Front room windows! - She will take care of the front room windows.
2. Upstairs. - She will go upstairs to fortify.
3. Weapons! - She will search / do inventory on weapons.
4. . . . - It will randomly pick one for her.

Next up is Kenny. Must answer fast.
1. Help Christa! - Kenny will assist Christa in whatever you assigned her.
2. Upstairs. - Kenny will begin preparations for upstairs.
3. Move furniture. - Kenny will begin to barricade the house.
4. . . . - It will randomly assign Kenny something.

Following Kenny is Ben. Must answer fast.
1. Go upstairs! - Ben will take care of the preparations upstairs.
2. Kill anything that gets in! - Essentially this is Ben as a lookout. Serious waste of a person.
3. Help Christa! - Ben will assist Christa in whatever she was tasked with.
4. . . . - Ben will randomly be assigned something.

By the time you get to Omid you'll have a big problem on your hands. The front door is wide open. He will rush to close it and you must again act very quickly with the next answer.

1. EVERYONE HELP OMID! - The group will come to the aid of Lee and Omid in securing the door.
2. GO!!! - Non-altering, Omid asks for help.
3. FRONT DOORS! - Non-altering.
4. . . . - Non-altering. Omid has to call out for help.

Before Lee is able to assist the group he is grabbed by a walker through the doggy door. You will need to bash the walker's hand with the doggy door 4 times with the button. Once you've severed the hand from the walker you will need to run to the aid of the group at the door. They will advise you to chop off the hands, but in order to do that you need a knife of some sorts. You'll be redirected to the kitchen.

Once you have control go for the draw right below the counter on the right hand side. It's a small slim draw. Inside you'll find a nice meat cleaver. Cleaver in hand you'll need to sever 4 more hands/arms in order to secure the front door. Once you've taken care of the front door it's time to address the bigger problem at hand. Ben will ask "Now what?" and will give Lee a chance for some non-altering dialog until the house begins to fail to protect them. Lee will order the group upstairs after you get a quick chance to knock your cleaver into a walker's head.


The following sequence is all timed so be mindful to move quickly.
Once upstairs you'll need to go over and help Kenny move the enormous desk into the hallway. This sequence will be some button smashing of the correct button in order to move it.

At the end of the hallway the group will begin to prepare for a final stand. You'll need to aim and shoot your bullets, and once everyone is out of ammo the panic will start. Look up at the attic door and open the hatch.

Panic Event Over.

Once everyone is up we can take a slight sigh of relief and regroup--clearly something we didn't play on doing, for the next chapter. See you in Chapter 3.

Lee with group and Lee alone now merge as the same thing.
__________________
You have to get on the train in the beginning when things are still changing and everything is rough, unpolished, and incomplete in order to enjoy the bliss found at your stop.

Last edited by THE DEADLY DOG; 04-14-2013 at 01:41 PM.
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Old 01-04-2013, 05:00 AM   #5
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There Ain't No Way 10
Complete chapter 3 of episode 5.

Welcome back to the cramped space of the upstairs attic and all the other magical delights Chapter 3 brings. Let's get problem solving.

Right from the get-go the mood is tense and those tensions are high. The conversation is agitated and the solutions for leaving the attic appear to be absent. Lee will have a shot of dialog that is non-altering referring to finding a solution to leaving the attic.
There are two scenarios to play out quickly here. If you've taken off Lee's arm he will not pass out and Christa will check on him. If you haven't taken his arm off he will pass out and will be woken up by Clem on the radio.
Christa will then come over and check on Lee providing you with another non-altering dialog segment that gets interrupted by Clem letting Lee know she's o.k. and she's where her parents stay a.k.a. the Marsh House.

The conversation shifts to Kenny asking the philosophical question of the year leaving Lee with a chance to answer providing insight into his status.

Okay, now your life depends on it. How do you get out of here? - Kenny
1. Keep looking for a way out! - They will remember that and will be understanding.
2. We have to go. NOW. - They will remember that Lee was on edge.
3. Stop. We can't panic. - They will remember that and be relieved.
4. . . . - Group takes note of your silence and reluctance to answer.

OR if Lee was originally alone:
1. I'll fight my way out ALONE then. - They will remember this and be upset.
2. We have to go. NOW. - They will remember that Lee was on edge.
3. Stop. We can't panic. - They will remember that and be relieved.
4. . . . - Group takes note of your silence and reluctance to answer.

Either way Kenny moves the conversation along and wants to have an *adult* talk about Lee's condition. Lee's response is non-altering so feel free to answer however you like. This will prompt more discussion about Lee's condition and again some rapid responses from Lee which are non-altering in the sense that they don't effect the long-term future.

Essentially you can either provoke and then throw the bust at the wall or take the high road and allow him to get pissed off and throw the bust. Either way someone opens up the solution; Going through the wall. Again the arm comes into play here because without it Kenny will need to initiate the process of breaking the wall and then devise the plan for doing so, or if you kept the arm Lee will get the first shot and then Kenny will announce the plan. Lee will have a chance to either apologize or antagonize him further before going to sit down with the rest of the group.

The conversation with Christa and Omid diverges down two paths depending on whether you told the group right off the bat that you were bitten or whether you withheld the information until then found out at the shed, both routes though are non-altering although they are interesting tid-bits into the mindset of the group. From this point forward any dialog is non-altering and really helps you dive deep into the backstory of the group and what they think/feel about Lee's situation and the future up until the crucial question about what to do with Clem.

Who is going to take care of Clem?
1. Find a family for her, okay? - They will remember that (Middle ground).
2. I want Kenny to look after her. - They will remember that and be slightly agitated (Kenny path).
3. I want you guys to take her. - They will remember and agree with that (Omid/Christa path).
4. . . . - They remember your silence.

If you have Ben in your group there will be a quick dialog section about what to do with Ben which is all non-altering, albeit interesting.

Kenny will come back and will switch off with Omid. If you've taken off Lee's arm you will have a little non-altering dialog before Kenny begins to get a little emotional. Christa will try and comfort Kenny and Lee will have the chance for some non-altering dialog which seems like it should definitely change the mood of at least Christa, but does not. If Ben is with you there will also be some slight dialog regarding the group's feelings about Ben--non-altering. After Kenny grabs the bottle of whiskey Lee will have a shot of dialog that will effect Kenny's opinion on you.

Kenny talking about Lee's decision regarding Larry. - Kenny.
1. Eh, you're still a bastard. - Kenny will remember and be upset with this response.
2. Water under the bridge. - Kenny will remember and be pleased with this response.
3. I'm sorry for any pain I caused. - Kenny appreciates the apology.
4. . . . - Kenny will remember your silence.

You will then have the opportunity no matter what to take the bottle for a little swig. Ultimately taking a sip of the good stuff has no effect on the course of the game and after Christa takes her turn Omid declares his breakthrough to the group. Once you break on through to the other side take a couple seconds so we can regroup in Chapter 4. See you then.
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Old 01-04-2013, 05:01 AM   #6
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Mercy 10
Complete chapter 4 of episode 5.

Starting note: The following episode can play out a couple different ways depending on the existence of Ben. If he is still with you at this point he will meet his end relatively quickly otherwise you will go down a separate path losing another group member. I will do this in two parts; 1) With Ben. 2) Without Ben. Good luck.

Group With Ben

Now that everyone has made it through to the adjacent mansion, the group starts the assessment of the situation by reflecting on the suicide couple in the bed. There will be some quick dialog here between the group reflecting on the nature of suicide which is all non-altering. After it's all said and done head to the other side of the room and go to the door.

To begin the next sequence simply click on the balcony to traverse the gap. After some quick dialog everyone will begin to jump across. By the time Ben is up to jump the balcony will give way and he will plummet to the ground with a smash and squish. Before anyone can think of a plan Kenny bolts down the ladder to go and check on Ben. No matter what you choose in the following dialog option Lee will go down the ladder to assist Kenny and Ben. Sadly the situation is much worse than previously thought and it doesn't appear Ben is savable.

Get your tissues ready. No matter what dialog you choose with Kenny you will be forced to go back behind the gate as you watch Kenny become the martyr of the day. One shot was fired, was Ben spared? Did Kenny get away? What just happened? When you get to the top Christa will ask a question:

What happened?!?!?!?! - Christa
1. I tried to help. - They will remember that and will be sad.
2. They're gone. - They will remember that and be curious.
3. I couldn't do anything. - They will remember that and be sad.
4. . . . - They will remember your silence.

After some more dialog regarding the scene you will come up to another altering dialog segment with Christa:

I'm sorry Lee. - Christa
1. Well, maybe he got away. - They will remember your disbelief in what happened.
2. He did what he had to do. - They will remember your outlook on the situation.
3. He wasn't a bad guy. - They will remember your true opinion on Kenny.
4. . . . - They will remember your silence.

You, Christa, and Omid will travel across the rooftops with a bit of non-altering dialog for the ride. You will come to the following dialog if and only if you told Christa and Omid before that Kenny was best for Clem:

Omid and I have to stay safe. For her. - Christa
1. Yeah, you do. - They will remember your snide response.
2. You guys would be great for her. - They will remember and be grateful for your blessing.
3. Find her a family that's capable. - They will remember your lack of confidence in them taking care of Clem.
4. . . . - They will remember and be unsettled by your silence.

You will then come to a wooden walkway that spans two buildings. Walk gingerly across it and hear that River Street is just up ahead. You'll then come upon a hole in the building and will have a quick non-altering dialog with Omid about walkers and accidents (awesome topic right)? After that there will be a few seconds of walking then you will load back up with Lee jumping down to a lower roof. We're almost there Clem, can you hold out until Chapter 5? See you then.

Group Without Ben

Now that everyone has made it through to the adjacent mansion, the group starts the assessment of the situation by reflecting on the suicide couple in the bed. There will be some quick dialog here between the group reflecting on the nature of suicide which is all non-altering. After it's all said and done head to the other side of the room and go to the balcony door.

After a little bit of dialog click on the balcony to begin the sequence of jumping across. With everyone across there will be some quick dialog and then the group will be on the move. There will be some non-altering dialog with Kenny that gives us some insight on his own psyche ultimately resulting in a lightening of the mood. The group will then approach a wooden walkway that spans the distance between two buildings. Gingerly walk across the wooden bridge and you will then come up to a hole in the building. Omid will make a quick comment regarding the hole resulting in Lee and Christa commenting on it (non-altering).

Kenny will come over to "move the group onward" and will push Lee toward the hole thus dropping the walkie-talkie into it. You'll have a shot at non-altering dialog about the walkie which will result in Christa convincing the group that they need to go for the walkie-talkie. There isn't much time to think as Christa immediately jumps right into the hole to grab the walkie and then realizes that it's quite a far way back up. Lee will be tasked with finding something to help reach her.

Head over to the metal scaffolding up against the wall and look down for a pole to grab. Lee will return with the pole and will, for some odd reason, be tasked with lifting Christa up and out of the whole. This will be a sequence of random button smashing in order to pull her from the depths. Sadly she let's go and falls back to the ground making a substantial amount of noise. The man of the hour, Kenny, jumps down after realizing all he's done to screw things up and gives Christa the boost she needs to grab onto Omid and Lee's hands. Again you'll need to button smash in order to pull her all the way up.

We don't know what exactly happened to Kenny. Lee will have a chance at some non-altering dialog which will play no effect on anything but filling some sad space between saving Christa and losing Kenny. Omid will ask the million dollar question though:

Where.... Where'd he go? - Omid
1. Maybe he ran. - They will remember your optimism.
2. I don't know. - They will remember your unsure answer.
3. He's dead. - They will remember bluntness.
4. . . . - They will remember your silence.

Christa will try and clear up the mood no matter your answer, but Lee will storm of upset. Kenny tried to live by what he preached about doing the right thing. We lost a good one just now, but we need to clear those tears and get ready to find and save Clem. That's our mission and we must stick to it. Collect yourself and we'll see you in Chapter 5.

Ending note: We are now back to full circle with Christa and Omid. If an occurrence happens in which variations are warranted I will display the different options.
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Old 01-04-2013, 05:04 AM   #7
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The Marsh House 10
Complete chapter 5 of episode 5.

Welcome back, but there is no time for formalities as every second we waste is another we are not with Clem. Let's do this.

After moving a little bit over the rooftops the group will come to a metal sign spanning the distance between two buildings over a busy street full of hungry walkers. Lee informs the group that the Marsh house is just a little ways away. You'll need to cross the large metal sign that spans the two buildings and decision time will arise; Who is bound to cross first? Ultimately the decision doesn't effect the progression of the game so choose freely.

If you send Christa and Omid across first Omid will lead the way being the lightest followed by Christa (who is crossing for two *wink wink*) which sadly puts that ol' sign down its last days. She breaks the sign in half essentially stranding Lee on the other building.

If Lee goes first across the sign you will need to move the nice and slowly to the right in order to traverse the sign. At the end of his trip Lee will break the sign and you will need to quickly click () the broken half of the sign's structure in order to stay up.

You'll then come to some rather interesting and funny dialog which is non-altering regarding your situation. You'll then come up to this dialog from Omid;

What the fuck!? - Omid
1. Find a boat! We'll meet you north of town! - They will remember this and be a little taken back by your switching of the plan.
2. Find me when you get down! - They will remember this and be confused.
3. Let's meet out of town! By the train! - They will remember this and be slightly confused.
4. . . . - They will remember your silence and think it is strange.

If Omid and Christa went first Lee will then begin his gallant climb down into the walker infested street. After a quick loading screen Lee will turn the block and will be just a few hundred feet from the Marsh House and Clem. Time to utilize the cleaver.

If Lee went first he will slide down the poll to the walker infested street to begin Mortal Kombat.

Panic Event

I call this a panic event because if you do nothing in the allotted time you will be killed by the walkers. In all honesty though this has to be the easiest panic event in the game. There are two options for weapons here depending on whether or not Lee has his other arm. If you have the arm when Lee hits the ground he will find some sharp glass that he will pick up and embed in his hand as a weapon. He will then go into the panic event with dual wielding. If you've taken off Lee's other arm he will only have the option to use the cleaver.

The only difference in the battle scene is that you will have the option to choose either the glass or the cleaver to perpetuate the killing with.

To the backdrop of some awesome music Lee must systematically exterminate a handful of walkers in order to get to the Marsh House. Ultimately it doesn't matter which walkers you dispatch. On a playful side note this has to easily be one of the best, most 'walker-kicking' scenes in the entirety of the game due to the music combo and the slaying of walkers.

Panic Event Over

After his fair share of walkers, Lee will finally make it to the Marsh House. It's time to catch our breath, wipe the walker blood off our face and get ready to make some big confrontations. See you locked-'n'-loaded in Chapter 6.
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Old 01-04-2013, 05:05 AM   #8
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What's in the bag? 10
Complete chapter 6 of episode 5.

So we've finally made it to this illustrious Marsh House. Congratulations are in order, but let's not celebrate too much--we still need to find Clem, liberate her, and punish her captor. Let's do this.

When everything loads back up we will get control of Lee and will need to move down a hallway. When you get to the open end of the hallway you will come to a door; Listen first then open it. Make your way to the far side of the room and you'll see a rope that is tied off between two doors. Upon examining it you will hear a noise and will turn around to the stranger, his gun, and a dash to the end.

This entire section of dialog will be non-altering but will heavily effect the tone, influences, and direction of the conversations.

You'll have the opportunity to have some non-altering dialog with the stranger, and depending on your situation (arm or not) he will comment on it and then tell you to put your things on the desk. As Lee begins to move over Clem will speak promoting an extremely quick dialog option that will be hushed by the stranger has he cocks his gun in your face. You will have multiple options to choose from so let us diagnose which will result in what.

Put your things on the desk. - Stranger
1. I don't have anything. [Lie] - You will not place anything on the desk causing the stranger to challenge your lie prompting another dialog segment in which Lee has the opportunity to place his items on the desk or lie again.
2. I only have this radio. [Lie] - You will lie to the stranger and only place the radio down prompting a followup question in which he challenges your lie. If you again lie to him he will just have you sit down.
3. Here's everything. - Lee will place the walkie-talkie and cleaver on desk.
4. . . . - The stranger will challenge your silence and Lee will place all his things on the desk.

After sitting down you will have another dialog segment to deal with and although it is non-altering I choose to display it because it heavily effects the dialog.

Do you know who I am? - Stranger
1. Yes. - The stranger will barrate you about your know-it-all nature.
2. No. - The stranger will go on a mini-diatribe about Lee's type of people.

Either way you'll learn that this stranger was actually the owner of the station-wagon the group ransacked all those episodes ago. If Lee didn't take from the station-wagon he will automatically state he didn't take from the car. Lee will justify his position which will prompt another justification dialog segment with the man which ultimately is non-altering.

You'll then move into another interesting conversation about hurting people you care about, but note the answer to this dialog as well is non-altering. You'll then dive into learning more about the situation that drove the stranger into his fit of rage. After some more dialog about his past you'll come to a very quick sequence of statement/response between Lee and the stranger. Feel free to answer however you please as all of the responses are non-altering.

The dialog will take a turn down the sad side as the stranger's intentions become more and more dark and it appears the chance for reconciliation becomes absent. We're almost to the point of no return and it clearly happens when the stranger bends down and begins to talk to his bag as if it's his wife. If you look carefully though you'll see Clem sneak out of the door she was trapped in.

If you hint at Clem grabbing the bottle she will take it and slowly walk over to the stranger. As soon as he tells his wife that Clem wouldn't hurt a fly Clem will crack him in the head with it triggering a panic event.

If you hint at Clem to grab the cleaver (which you would have needed to give up) then she will take it and embed it into his shoulder triggering a panic event.

Panic Event

If you are not quick enough (about 2 seconds to click on the stranger) you will be shot and killed.

As soon as she hits the stranger quickly press to charge him, either with no weapon if you concealed nothing, or with the cleaver if you didn't give that up. The stranger will do a fairly good job of deflecting Lee's attack and will prompt a button smashing section while the roll/fight on the ground.

You'll need to get up quickly and move your cursor over the stranger as he goes for the gun and press in order to slam him into the closet doors. After some more quick clicking you'll need to do another button smash as you get your hand around his throat. If you play the event out in this fashion you will then have the opportunity to take the gun and shoot the stranger in the head. Not doing so will spark Clementine's response and another opportunity to do so, otherwise she will be scared/happy that you did because otherwise, as she says, he would have come back.

An alternate to this scenario is the stranger pushing Lee off of him during the tackle and choking at the closet doors. If this is the case you will need to do another button smashing sequence from the ground which will end with Clem shooting him in the head.

Panic Event Over

You'll be able to finally hug Clem again and will have a nice little conversation with her which includes all non-altering dialog. After the dialog is done you could take a peak into the bowling bag and see the stranger's wife, but why bother--let's get a move on out of the Marsh House.

When you go to the door to leave as you open it you'll be greeted by a walker. This will be a major sign that Lee's time is running out as the walker doesn't recognize Lee as a human but as a walker (although the plan involves covering ourselves in walker body parts the irony is that Lee is almost gone as well), and it's the sight and smell of Clem that perks his interest. Lee will need to quickly throw the walker down and will then proceed to shoot it. Clem will then comment on the fact that you weren't attacked because of the blood and guts of other walkers all over you. Lee will make the claim that this is how they are going to get out and will grab the cleaver.

Once over the body you'll need to thrust the cleaver into the dead walker and will take what looks like the small intestine out. You will then need to essentially paint Clem with walker juices and after you're all done painting her she will take her hat back and the two of you will walk out of the Marsh House. With this chapter of our lives down, we must get out of Savannah and find ourselves a safe place to live. See you in 7.
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Old 01-04-2013, 05:07 AM   #9
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Stay Close To Me 15
Complete chapter 7 of episode 5.

This is it. The last hurrah. The last gallop to victory. Let's do it.

When you take control of Lee/Clem your task is to essentially walk out of Savannah. Keep Clem and Lee moving until Clem stops and looks at two particular walkers--her parents. Lee will have a quick moment to provide some non-altering dialog before he passes out.

When you wake, up gather yourself, and prepare for what lies ahead. Chapter 8 is the final of this episode and of this season.
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Old 01-04-2013, 05:08 AM   #10
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What Remains 25
Complete Episode 5: "No Time Left"

And here we go...

When Lee comes to he will have a quick non-altering dialog segment to share with Clem which will devolve into getting out of the garage. Lee will assist Clem in trying to open the door in a button smashing sequence that will only end in failure.

After the failed attempt Lee will break the bad news to Clem about the bite. Lee will naturally be upset providing Lee with the opportunity to say one of the most important non-altering dialog segments of the season. Clem will comment on a way out being in the back and Lee will struggle to get back there. This is it folks, Lee's falling apart on us and his eyes didn't look all that good either. In order to progress you need to press up on the .

About half way Lee will slip up a bit which will open up another non-altering dialog between Clem and Lee. After the dialog progress forward again and once he gets to the end he'll dash forward and land next to a radiator. From this position Clem will encourage you to get up and you have to button smash in order to do so. No matter how valiant you are, this is Lee's final spot. Clem encourages Lee to try again--an effort which again results in failure. He is unable to get up.

Lee and Clem will have a non-altering dialog segment which will result in Lee trying to help Clem get out. After attempting to open the door, Clem will need to find something to break the glass window has her hand simply won't work. If you look all the way to Lee's left (Clem's right) there is a baseball bat lying in the shelving. Have her go over and grab it. She'll come back and you will need to direct her to break the glass. In order for her to get to the knob on the other side she will need a boost. Have her move the chair to the right of the door for easier access.

After she moves the chair and unlocks the door have her open it up. Upon quick examination the two of you will notice that the walker is trapped and cannot move. Have Clem go over and grab the handcuffs as well. When she brings them back click on Lee to have Clem attach the handcuffs on both Lee and the radiator. After she handcuffs Lee you will need to inform her which item she should go for first. Ultimately it doesn't matter as the story progresses the same way no matter what.

When she goes for an item it will turn into a cut-scene panic event. The walker will break free and will grab onto Clem who will crawl back through the doorway. When she gets through she will knock over the vase/glass item on top of that stand. It will temporarly daze Lee, but you must not waver. You will need to click on the baseball bat twice in order to kick it over to Clem who is trying to fend off the walker. She will take the bat and show that girls can play baseball too. After she bashes his brains out Lee will get some final words--words that will carry with Clem.

I did it. I got him. - Clem
1. You can take care of yourself. - Clem will remember that but will be worried about Lee.
2. Great, Clem. - Non-altering response.
3. Come here. - Non-altering response.
4. . . . - Clem will remember your silence and be scared.

Clem will then walk over and grab the gun and keys. After some emotional non-altering dialog the big question arises:

To kill or not to kill............Lee - Clem + Lee
1. Leave me. - Clem will leave Clem instead of killing him.
2. You have to shoot me. - Clem will shoot Lee.

Lee will have one more chance to give Clem her last advise before either she leaves or she kills Lee:

Okay, Lee... I can do it. I can. - Clem
1. Find a group. - Clem will remember that and be confused.
2. Find Omid and Christa. - Clem will remember that and be grateful.
3. Don't trust anybody. - Clem will remember that and be scared.
4. . . . - Non-altering.

And one more follow up dialog segment:

And Clem.... - Lee
1. Keep that hair short. - Clem will remember that and promises to do it.
2. Always keep moving. - Clem will remember,
3. Stay away from cities. - Clem will remember that and promises to stay away from cities.
4. . . . - Non-altering response.

With one more shot of non-altering dialog if you chose to kill Lee, Clem will raise the gun and fire.

If you chose to have Clem simply go there will be a little extra non-altering dialog and a much sadder image of Lee in your mind.


Well we did it ladies and gents. That's all she wrote. One final note is that I recommend you wait through the credits and watch the scene at the end. That's all I'm going to say on it, watch it and join me again for our journey through Season 2.
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Old 01-04-2013, 05:10 AM   #11
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And my last saved post for now.

My question is this, and I would like the input of anyone who has used or plans on using my guides.


This last episode is completely divided and ran by who you have in your group, what you do with those people, ect.

Should I do a baseline playthrough and then go through at each part and add a different color to distinguish when this scene is changed with X person and how it is different or should I just pick a set number of people and write the whole guide around that?

My thought about the latter would be to do the one where I bring everyone with me and then try and give detail where it would apply minus the people in the party.

Please let me know folks, either way. I'll get started compiling next week.
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Old 01-05-2013, 07:32 PM   #12
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I would go for the first option.

Can't wait for your guide.
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Old 01-05-2013, 07:56 PM   #13
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I would say treat it as "most survivors possible" for the actual guide. Then if you feel up to a full walkthrough for alternate possibilities, do so in later posts. This way anyone using the guide has an easy walkthrough and in the roadmap you could mention alternate walkthroughs are available. Just my 2 cents.
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Old 01-05-2013, 09:44 PM   #14
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Alright. I'll start to prepare one for sometime this week. Keep those opinions coming. As of now I suppose I'll go through with a designated baseline.
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Old 01-06-2013, 06:38 PM   #15
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I like how you've explained what choices would happen depending on who was in your group and how you had acted previously in earlier chapters, like with kenny if you tried to save his kid or not etc how he acted later on. mentioning stuff like that helps everyone who plays the game instead of just a few people.
So I think option 2 even though I know it'll end up as a lot of extra work for you, to which I apologize but still.
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Old 01-06-2013, 11:47 PM   #16
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Alright so here's what I've been hearing from a couple friends off the site as well as the posts here;

Definitely need to have a solid playthrough (such as bring everyone along) and then at each point throughout provide options and other solutions if XYZ didn't come, ect.
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Old 01-07-2013, 03:27 PM   #17
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don't call it an achievement guide as it's impossible to miss achievements.
it's a walkthrough or plot analysis.
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Old 01-08-2013, 12:24 AM   #18
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don't call it an achievement guide as it's impossible to miss achievements.
it's a walkthrough or plot analysis.
Look at this guy. Troll elsewhere.
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Old 01-08-2013, 03:47 PM   #19
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Look at this guy. Troll elsewhere.
troll, really?

dude, if you wanna call a chair a table it's fine by me.
don't ask for advice if you don't want any.
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Old 01-10-2013, 01:53 AM   #20
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troll, really?

dude, if you wanna call a chair a table it's fine by me.
don't ask for advice if you don't want any.
I'm totally in agreement with this post.
A troll would have gone about saying what Bos said in a completely different way.
Take constructive criticism.
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Old 01-10-2013, 04:13 AM   #21
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I'm totally in agreement with this post.
A troll would have gone about saying what Bos said in a completely different way.
Take constructive criticism.
Constructive criticism? Constructive criticism would have been a post when I first started doing TWD telling me how I could make the experience better. Simply telling me to change the name because the achievements are unmissable is nothing more than someone looking to flex their internet muscles in defiance of something they don't like.

I'll sit here and take constructive criticsm all day long. I love hearing how my work can be bettered, changed, ect. Don't come into my thread--a thread which I've done for four episodes without something telling me to change it and all of a sudden rise up in arms because you can't miss the achievement.

Tell me how I can make reading and using the guide better. Tell me where grammar and syntax is lacking. Tell me what is wrong. Don't tell me to change how I title my guide after four guides and think it won't upset me. That's not constructive criticism. That's called E-Thug.
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Old 01-10-2013, 03:42 PM   #22
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Tell me what is wrong. Don't tell me to change how I title my guide after four guides and think it won't upset me. That's not constructive criticism. That's called E-Thug.
oh sorry. I'll go back in time and reply to your first guide. and then you wouldn't be offended... because after a certain amount of time criticism turns into trolling.
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Old 01-10-2013, 03:56 PM   #23
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oh sorry. I'll go back in time and reply to your first guide. and then you wouldn't be offended... because after a certain amount of time criticism turns into trolling.
At this point I'm curious as to what you hope to accomplish by posting here. Aside from post count you appear to be achieving nothing.
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Old 01-29-2013, 05:53 AM   #24
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His post count is kind of crap too...
Not that mine is much better but at least most of my comments are with their character amount in tons of diamonds.

Anyways, yeah, my suggestion other than the one above, ignore them.

However, technically he is right it is a walkthrough, which is what we want. Not an achievement guide, which would be: Beat chapter 1, story related, unmissable. A useless thing to add a description about (even though so many people have put that on there), especially when the achievement's description tells them exactly what to do "beat X level". His whinging is technically correct, however he's just being a douche because he can be. But some people have to be that when online. Being a douche bag is the closest thing to a vag he'll ever get. So we should simply leave him be, he'll tucker himself out and his mother will tuck him in bed. It was probably past his bedtime when he made the comments anyways.
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Old 01-29-2013, 11:36 AM   #25
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On a side note I begin putting the guide together today. I believe I have all the information I need.
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Old 01-29-2013, 11:47 PM   #26
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Not to start any trouble but a walkthrough would be what you would call what you are trying to do. A guide isn't needed cause you can't miss achievements...you can die, but thats if you dont hit the buttons in a certain way.

Anyways looking forward to the different choices.
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Old 01-30-2013, 12:16 AM   #27
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I find it interesting everyone has an opinion during the 5th episode. If I would have known people would have been such stuck up pricks I would have never done any of the guides.

Edit: I've gotta figure out how I am going to work the formatting. Based off of the messages I've gotten I'm going to essentially due two different paths.

One with all people (this way if certain people aren't with you, you'll be able to still know how to proceed) and

One alone (This way you see the other side of Ep. 5).

I'll begin that tomorrow.
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Old 02-15-2013, 02:52 AM   #28
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The train has continued to roll on the guide. Had a good night session and got all of chap 1 done and a good chunk of chapter 2 with Lee in the full group.

Should be a solid weekend and may get close enough to see the end in sight. Hold out a little longer folks.
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Old 02-16-2013, 12:01 PM   #29
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Keep it up deadly dog nice guide !!! cant wait for the last bits to be finished !!
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Old 02-16-2013, 12:52 PM   #30
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Keep it up deadly dog nice guide !!! cant wait for the last bits to be finished !!
You and I both. I find myself having to double back every scene I do because things happen differently on occasion if you only have one arm. Really becoming a bear lol.

I'll be able to pound out some more tonight during the Forza 2 boosting session. Be ready!
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