The Walking Dead

The Walking Dead Achievements

Down By The River

Complete chapter 2 of episode 4.   

With the situation at an altert sense of panic, Omid falling and needing to be readdressed, and everyone just a little bit on edge chapter two picks up with us in the backyard of a home trying to find a way in.

Lee does a status check on the group and when asking about Omid prompts Christa to get them into the house faster. After a quick bit of dialog Lee has a non-altering statement.

Referring to getting into the house. - Christa and Kenny.
1. I'll find a way in. - Non-altering (Lee down the middle path)
2. Quit it! - Non-altering (More in line with Kenny)
3. Just get us inside. - Non-altering (Against Kenny)
4. . . . - Non-altering

Either way Lee is now tasked with finding a way into the house. The following is optional and will only enhance your understanding of the characters you are with. After the list will be what you need to do in order to progress.

  • We'll begin by going over and talking to Clem. No matter your response she will tell you a story about her life and will then move over and sit next to Christa.
  • Next we can find out more information on Christa and Omid by talking to Omid. After Christa goes off on a tangent and Omid responds with a quirky response you have the chance to enhance your relationship with Omid and Christa.

    "No offense but you really need to work on your bedside manner." - Omid
    1. She's right, it looks bad. - Not reassuring to Omid.
    2. It probably looks worse than it is. - Semi-reassuring but not to Christa.
    3. We'll take care of it. - Reassuring to Omid and Christa.
    4. . . . - Not reassuring to Omid.
  • There is some dialog with Clem, Christa, Kenny, and Ben that can be explored but none of it has any effect on the progression of the game--just deepening of the storyline.

After you are satisfied with the amount of background you've gathered go to the door that Kenny is at and explore the doggy door on the bottom. You'll find out that it needs to have the chip typically found on the dog's collar to open the door. After the dialog is over turn around and go toward the shed behind you. Grab the shovel if you don't already have it and proceed to the otherside of the yard to dig up the grave.

Once you begin digging Clem will ask a question.

"What's buried down there? - Clem
1. Stay away. - Clem's feelings are hurt.
2. It's been here a while. - Non-altering response.
3. I don't know. - Non-altering response.
4. . . . - Non-altering response.

Once you've cleared out the grave you'll need to control Lee and remove the collar from its grave. After slipping the collar off the dead dog, go back to the door and use the collar on the doggy door. You'll go through a quick cinematic with trying to open the door and then Clem comes out of nowhere and quickly scampers into the doggy door. You'll have the chance to make a quick statement toward Clem which is non-altering and then she pops out with the door open!

She opens the door and allows you to once again work on your relationship.

"Ta-da." - Clem
1. Don't ever do that again. - You shoot down Clem's self-esteem.
2. Good job Clem! - You praise Clem.
3. You should have asked me first. - Non-altering response.
4. . . . - Clem is slightly taken back by the lack of response to her good deed.

No matter what you choose Omid breaks up the conversation with remarks about his leg leading to the group going inside. With everyone filing into the house, Omid laying down on the couch, and things beginning to look semi-peaceful Christa begins to stir up emotions again.

Conversation regarding the radio - Kenny and Christa
1. I didn't want to worry anyone. - Christa is not reassured.
2. I only found out yesterday. - You were honest with Christa.
3. I didn't know [LIE]. - You chose to lie to Christa.
4. . . . - Christa notices your silence.

The dialog continues and pertains to the group as a whole with Lee getting another non-altering dialog response about the person who rang the bell and the role they played. After a bit more dialog Lee gets another non-altering dialog response about Omid and the direction that the group should take. Our next step is to secure the house. Kenny and Ben are going upstairs leaving Lee to check the doors downstairs. If you want you can explore the house and look at some of the items like the kitchen areas, the family room portrait, the dining grandfather clock, whiskey, and table, or even have some dialog with Christa+Omid and Clem--ultimately it doesn't contribute to the expansion of the game's plot-line.

Head toward the otherside of the house and attempt to go up the stairs. You will be unable to after which you should try the doors right next to you. You will need to click again once Lee has taken out his gun. Empty. Make your way to the family room that Omid, Christa, and Clem are in. There are two doors on the far side. Repeat the same process you did on the first door finding them both empty. Once you've cleared all the downstairs doors you will head back into the family room and chat a bit with Omid, Christa and Clem.

You'll get into some minor dialog with Christa and then the question will shift to Clem and the man on the radio;

"Who is he? What does he want?" - Christa
1. Back off, Christa. - Non-altering although Christa is taken back by it.
2. We want an answer, Clementine. - You made Clementine nervous.
3. Go ahead, Clem. - Non-altering but reassuring.
4. . . . - Non-altering.

The conversation depending on how you took this first question will develop until Ben calls from upstairs asking for help. Once you get upstairs Ben will lead you to the attic stairs where Kenny is. After the dialog push up on the to climb the stairs and find out what happened to Kenny. What you discover up there is something tragic and heartbreaking to even the most seasoned veteran. You'll have to make a fairly important decision for your relationship with Kenny here so be warned and be ready. Note that depending on your answer you will go about the scene differently.

"I don't know if I can, Lee. Couldn't do it before. Can't do it now." - Kenny
1. You can do this. - Force Kenny to kill the kid.
2. Let's just leave. - Will need to go through a couple dialog sequences as well as a final "yes" or "no" response to leave.
3. I'll take care of it. - You chose to do it yourself. Lee kills the boy in one of three ways.
4. . . . - Similar to leaving the boy except Kenny is taken back by your silence.

Note that no matter your response the boy is killed, and Lee goes to bury him. The power of this scene lies in your relationship with Kenny and how you handle it.

If you choose to kill the boy yourself walk toward him and then choose your preferred method of death. Like the note says, no matter what your choice the boy is killed and Lee goes to bury him. After you take control of Lee head back over to the grave and place the boy into the hole. Take the shovel out of the mound of dirt and hover over the dirt to begin to cover the boy. While you are going through the process you'll see a guy standing there watching you. You stop burying the boy and run to the fence and can yell out a quick message to that man, a non-altering statement. When everyone runs out to see what's going on you have the chance for some semi-meaningful response.

Lee? What's going on? - Christa
1. Nothing, just a stray dog. - You lied to the group.
2. I thought I saw something. - Non-altering.
3. Someone was watching us. - You tell the truth to the group.
4. . . . - Non-altering. Everyone questions your silence.

No matter your response Kenny comes out looking depressed as all hell and depending on your answer to the group the conversation will turn to reflect that answer until Kenny decides that it's time to move on. Kenny spurs the next answer by Lee with the following question;

"Well he better get ready because I'm going down to River Street right now to find a boat. - Kenny
1. The sooner we leave the better. - Kenny likes this response and it helps your relationship with him.
2. It's not safe yet. - Non-altering although the dialog line to getting to the river is different.
3. Let's look here for supplies. - Non-altering although it does create a sense of disconnect between the group members.
4. . . . - The conversation goes on without Lee's input which effects your relationship with your group members.

Clem then butts in and asks to come along to help find her parents. The answer to this question also contributes to your relationship with Clem;

"Wait can't I come? My mom and dad can't be far now, maybe we can look for them on the way to the river." - Clem
1. We need to focus on the boat. - You asked Clem to wait a little longer.
2. Stay here and help. - Diplomatic while trying to reassure Clem of her place in the group.
3. Absolutely not. - You are harsh to Clem and strain your relationship.
4. . . . - Avoiding her question and her parents.

No matter your response Kenny tries to keep everyone moving, Christa takes Clem and tells her to come help see if Omid needs anything and Ben prods the fire and wants to know why he is being treated like a baby.

"So, you're just going to leave me on the bench here?" - Ben
1. Stay and protect Clementine. - You trusted Ben to look after Clementine.
2. Keep an eye on Omid. - You raise suspicion between both Ben's role and Omid's likelihood that he will live.
3. No offense Ben, but... - You put Ben on notice. In other words you begin to hint to him that he cannot be trusted and should be in the least influential role possible.
4. . . . - A similar blow to Ben's confidence.

The scene opens up again with Kenny and Lee making their way down to the water. While walking down the street Lee will try to spark conversation with Kenny. All of the options are non-altering so feel free to answer however you please.

With a little more walking another bell begins to ring. You and Kenny dart behind cover and you have another opportunity to talk to Kenny--also non-altering. When you reach the waterfront things don't exactly look as good as Kenny imagined them. You'll have the opportunity once again to say something to Kenny-- non-altering. After watching Kenny and Lee run comically to the water the extent to Kenny's insanity becomes apparent when he wants to salvage and wrecked boat. You got a final bit of dialog with him that is also non-altering.

Make your way down the pier to the telescope. Alas even in this post apocalyptic world things require money and you are short a quarter. You could turn around and go look in the cash register in the newsstand but that's already been picked clean. Head back toward Kenny and locate the newspaper dispenser. Bang on the newspaper dispenser until it gives you a quarter then head on back to the telescope. You'll find out that the boat isn't gonna work (thanks Kenny) and then begin to use the telescope. Begin panning left with the telescope. You can skip the sights until you see a person ontop of a building. Kenny and Lee will hide.

Lee has the chance to talk to Kenny before going to confront the mysterious person. Whatever you say to Kenny is non-altering leaving Lee going up the middle while Kenny stays on the flank. When you get to the stand and pop up you'll notice the mysterious person is gone and appears right behind you! With one quick swoop your wrench is gone and planted into the side of Lee's head. Right before the person is about to go for the kill on Lee, Clem asks the mysterious person not to. With that Lee is saved and the questions begin.

Note that if you are quick enough with your sequence of defensive moves you actually can beat the mysterious person although you do need to be quick. You'll get a different scene before Lee let's the mysterious person up. It's also non-altering whether or not you win, but it will effect minor dialog later in the episode whether or not you beat the mysterious person.

You're mysterious person turns out to be a young woman just trying to stay alive. She mentions Crawford which sparks an interesting set of dialog. All of the dialog in this section is non-altering so feel free to answer it however you please as your answers never change the way the events play out. The entire series of dialog with Molly is all non-altering, and you actually have to go through most of it to progress. It all ends with the geek squad barreling down the street you came down and everyone taking off down the alley.

Panic Event
  1. You'll start by reaching for Kenny's hand and then jumping to it. Alas this isn't enough and you will fall to the ground. Out of time for that option.
  2. Next bet is to take off down the alley way. Make it to the dumpster and give it a good push. Upon getting it out of the way you'll notice walkers that way too. Options are running low.
  3. Look down below you and try to open up the manhole. It won't budge but Molly is coming to our aid.
  4. Grab her trust weapon and begin to pry open the manhole. You'll have to press the button that appears on the screen in order to pry it open and fall in.

Panic Event Over

Phew that was a close call. An extremely longer chapter and somehow we find ourselves in a tight spot. See you in the depths of chapter three.

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User Comments
Comment #1 by scp1980
Monday, October 15, 2012 @ 06:51:35 PM

Chuck! Noooooooooo!

Comment #2 by VertigoX
Monday, December 31, 2012 @ 01:50:49 AM

This is a combination of Episode 1 and 2
It doesn't matter which options you choose in the dialog before the bell tolls, they do not affect the storyline.

However, Kenny gets tripped by a walker and you have precious seconds to shoot him. Hover over the head of the walker and press A

Immediately after that, Ben and Clem are trapped by walkers. You are in first person mode and shoot the two or three that are immediately in front and just to the left of you. Then fire away hopefully with a better shot than I was.

Chuck will be all badass and fight away saving Clem with his shovel.

You can side with Kenny or Christa, or say: "Let me see if I can find a way in?" being neutral.

You have the option of talking with the rest of the group now before you search for items to get into

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Game Info
Telltale Games
Telltale Games


US April 27, 2012

HDD Space Required : 3.35 GB
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