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The Walking Dead

The Walking Dead Achievement Guide
Guide By: THE DEADLY DOG
There are 48 achievements with a total of 600 points.


Show / Hide Guide Road Map  

Overview:
-Estimated achievement difficult: 2/10
-Offline: 48/48 (600/600)
-Online: 0/48 (0/600)
-Approximate amount of time to 600/600: 12-14 hours. (1-2 for Episode 1, 2+ for Episode 2, 2+ for Episode 3, 2+ for Episode 4, 1-2 Hours for Episode 5, 1-2 Hours for 400 Days).
-Minimum number of playthroughs needed: 1
-Number of missable achievements: 2 ("Two out of Three" and "Reunited").
-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 Achievement Guide & RoadMap. 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 RoadMap and the Achievement Guide you should be able to carefully plan out your course of action and complete these five episodes and one bonus episode with a well earned 600.

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 except for two which appear in the 400 Days DLC. 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.

Three Notes for 400 Days DLC:

  1. I did something a little different for the 400 Days DLC. Because the chapters are so small I decided to depict every non-altering dialog segment which is why it may appear more cluttered.
  2. There is no forced path to completing the stories in 400 Days. That being said the guide section for it will be less flowing than previous episodes although I will follow the "Day Count" or as they appear on the achievement list as far as my walkthrough goes.
  3. There are two missable achievements added to the game in the 400 Days DLC and they are "Two out of Three " which falls under Wyatt's chapter and "Reunited" which falls under Russell's chapter. When you are playing through and you get to each of their respected chapters take the time to look down through the Achievement Guide so you know what you must do in order to grab the achievements.


Conclusion:
Well we've finished off Season 1 and it feels both amazing and catastrophic. 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 600.

We'll see you for even more choice, more drama, and more TWD fun in Season 2. Hope you'll join me then.

[x360a would like to thank THE DEADLY DOG for this roadmap]



 
 
DLC: Episode 1: A New Day
Cost: $4.99 USD Achievements: 8 Points: 100
 
Out of the Frying Pan10
Complete chapter 1 of episode 1. (8) 

Chapter 1 starts us off in the a police car, on our way to the penitentiary. During the ride we are presented with timed questions and answers.

"Well, I reckon you didn't do it, then."

  1. You know what they say about reckoning.
  2. Does it really matter? 
  3. Why do you say that?
  4. . . . (silence)

(All answers receive slightly different responses but NONE alter the game. 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).

Looking around will progress the story and then the next question.

"I followed your case a little bit, you being a Macon boy and all."

  1. So you've got an opinion. - Non-altering response.
  2. You're from Macon then. - *He becomes alert to this response.*
  3. What'd you think? - Non-altering response.
  4. . . .  - Non-altering response.

"You wanna know how I see it?" 

  1. Sure. - Non-altering response.
  2. Not really. - Alerted response.
  3. I got much choice? - Alerted response.
  4. . . . - Non-altering response.

After listening to more of the officer's story, the next question:

"...he starts crying out for his mama. 'Mama, it's all a big mistake! It wasn't me!"

  1. Man. - Continues telling his story.
  2. So, he did do it? - Continues telling his story. 
  3. Maybe he was innocent? - Continues telling his story. 
  4. . . .  - Provides a Non-altering response.

You then bare witness to the rest of the events eventually bringing you to the car crash. When you come back it will be dawn and you will be stuck in the police car. Work your way out of the car looking for soft spots that you can interact with. Battle against the police officer and go through the panic event sequence in which you must essentially load the shotgun and kill the zombie before you yourself are killed. Call out to the person you see, look over to your right, and BAM! Chapter 1 completed.

Adventures in Babysitting10
Complete chapter 2 of episode 1. (3) 

Chapter 2 opens with you in someone's backyard. 

  • Walk up the steps to the back door and go in. 
  • Explore the first floor of the house and rummage through the kitchen area. Read the note on the refrigerator, drink the glass of water on the counter, get the walkie-talkie. 
  • You need to leave the kitchen with the walkie-talkie and slip on the blood. Proceed into the living room and listen to all of the messages when a girl begins to talk to you on the walkie-talkie. 
    *While you do have dialog choices, you must run through every question with the little girl so they can be completed in no particular order.*
  • As soon as you find out that the girl is in the tree house you will be attacked by the baby sitter which will initiate a panic event. Battle the baby sitter which will span throughout the kitchen, and last long enough to receive some aid from Clementine in the form of a hammer. With the baby sitter beaten you have just completed Chapter 2. 
In Your Charge10
Complete chapter 3 of episode 1. (4) 

Chapter 3 starts out with Clementine asking you questions regarding the event. Some of the dialog is just plot progressing, but when you get to the questions below be aware. 

"Did you kill it?"

  1. Something else did. - Clementine will remember this.
  2. I don't know. I think so. - Clementine will remember this.
  3. Yes. - Clementine will remember this.
  4. . . .  - Clementine will appear scared.

After more dialog you will come up to the following untimed question:

"What should we do now?

  1. Look for help, before it gets dark. - The next series of gameplay will take place in the light with a brief PANIC ATTACK.
  2. Get out of here once the sun goes down. - The next series of gameplay will take place in the darkness with NO PANIC ATTACK.

Either decision has no massive consequences. If you choose the daytime you will meet Chet and then proceed to Hershel's farm, if you choose the night you will meet Officer Andre instead since Chet will be a zombie. 

Option 1: Leaving before the sun goes down -
Upon trying to open the gate Clementine will express her worries about leaving without her parents. Timed question:

"What if my parents come home?"

  1. They won't. Let's go.
  2. I won't leave you alone.
  3. I don't know.
  4. . . . 
    (All answers lead to unique, but non-altering results.)

Talk to the men and run through the dialog, choices do not matter here, and will lead to the following question which influences opinions later on:

"How about you help us clear the way and we'll take you and your daughter to my father's farm. It should be safer there."

  1. I'm her neighbour. - He will notice and respond to what you said.
  2. I'm her babysitter. - Shawn thinks you are the babysitter.
  3. I'm just some guy. - He will notice and respond to your comment.
  4. . . .  - Shawn comes to his own unique conclusion.

After your choice you will now begin the short PANIC ATTACK where you must move the car. After you move the car the attack will be over. Enjoy the cut scene and move into Chapter 4 (If you do this skip over Option 2 guide). 

Option 2: Leaving after the sun goes down -
Upon exiting the house you are shot at and have this timed question:

"Are we going to die?"

  1. I don't know. - Non-altering response.
  2. No. - Clementine calms down a bit.
  3. They're after me, not you. - Non-altering response.
  4. . . .  - Clementine gets very upset.

The two men will shout out to you and you must respond:

"Stay down! Georgia State Patrol!"

  1. OK! - They hear and respond to that.
  2. We're friendly! - They hear and respond to that differently.
  3. I'll come quietly! - They hear and respond to that in a new way as well.
  4. . . .  - They shoot the car but nothing plot-altering occurs.

Once they realize you are humans and not zombies you will be presented with a timed response:

"How about you help us find our buddy and we'll take you and your daughter to my father's farm. It should be safer there."

  1. I'm her neighbour. - He will notice the response.
  2. I'm her babysitter. - Shawn thinks you are the babysitter.
  3. I'm just some guy. - Shawn notices and reacts to this.
  4. . . .  - Shawn draws his own unique conclusions.

Their friend Chet appears in zombie form and they all run to the car. Off to Hershel's farm we go!

Rock and a Hard Place10
Complete chapter 4 of episode 1. (4) 

Upon arriving at the farm enjoy the little leaving/greeting cutscene and then have quick dialog with Hershel. These answers do not affect anything so answer however you please. Although, Shawn's introduction of you will vary based off of how you answered his questions before. Hershel will begin to look at your beaten up leg and will have more 'quick dialog', again none of it ultimately important or plot changing. But now we will have timed questions:

"What'd you say your name was?"

  1. It's Lee. - Now Hershel knows your name.
  2. I didn't. - Remembers how you answered.
  3. Doesn't matter. - Remembers how you answered.
  4. . . .  - Remembers this answer.

-No matter how you answer Lee will eventually tell Hershel his name. If you answer any way but the first Hershel will consider this dishonesty. Onto another timed question:

"How'd this happen?"

  1. Car accident. - Hershel takes note of the response.
  2. I don't remember. - Hershel realizes you did not answer his question.
  3. I fell. - Hershel provides you will an non-plot-altering response.
  4. Jumping a fence. - Hershel does not believe you.

-If you answer with CAR ACCIDENT he will ask where you were headed which you can answer however you please without altering the game and the following timed question:

"Who were you with, the girl?"

  1. Nobody. - Hershel absolutely remembers this and refers to it often.
  2. A police officer. - Hershel believes you. 

-Your relationship with Hershel ultimately hinges off of your responses to his questions. Tread lightly.-

Shawn returns and suggests building better fortifications. Now if you went out during the night it will mean that Chet it dead and Hershel will agree with the idea to building up the fortifications. If you went out during the day Chet will still be alive and Shawn will make you respond to two questions providing answers which do not alter the game.

You will be in and out of cutscenes and dialog with Clementine which require responses that do not change the play of the game. In the morning you will be introduced to Kenny and his son Duck with questions and dialog that do not matter much in the game. Clementine will stay with Kat and Duck+Kenny will go out to do things around the farm. Upon regaining control of Lee talk to Katjaa and have this timed question:

"Don't you want to go back to the moment before you knew all of this?"

  1. Was bad before.  - Katjaa will remember the response.
  2. Things happen for a reason. - Katjaa will remember this response as well.
  3. Who wouldn't? - Katjaa provides a non-altering response.
  4. . . .  - Katjaa provides a non-altering response.

Ask her what she does and you find out that she is a Veterinarian and another timed dialog session:

"We need to hope that we can go back to our jobs, Lee. Back to normal. It can't stay like this."

  1. No, I USED to. - Katjaa learned you were fired.
  2. My mistake. - Katjaa provides a non-altering response.

Say to her that they look relaxed and you then find out that Clementine is a first grader. Then move onto Kenny and go through these steps:

  • Ask him about his plan and find out that he has a boat.
  • Ask him about his son and he likes that you showed interest in his family.
  • Ask him if he needs any help and you get the following timed question:

"You know what you're doing?"

  1. I'm ok. - Kenny learns about Lee.
  2. No kids. - Kenny learns about Lee.
  3. I have no idea. - Kenny learns about Lee.
  4. . . .  - Kenny takes notice of your silence.

Head to the other side of the house to help out Shawn and he will have you cut up some boards and you will get the following timed dialog:

"I saw a guy in Atlanta kill a kid. A boy. Just shot him right in the face."

  1. Damn. - Non-altering response.
  2. Was the boy one of the walkers? - Non-altering response.
  3. You gotta do what you gotta do. - Shawn disagrees with your evaluation.
  4. . . .  - Non-altering response.

And then another timed question:

"Have you had to off one yet?"

  1. I bashed a poor girl's brains in. - Shawn doesn't forget your response.
  2. I had to shoot one. - Shawn doesn't forget your response.
  3. Sometimes it's kill or be killed. - Shawn doesn't forget your response.
  4. . . .  - Shawn notices your silence.

You and Shawn will discuss your family--none of the responses are ultimately important. Finish your conversation with Shawn and then proceed to the barn. Depending on how you answered Hershel's questions before it will alter how he treats you in the barn. Your chat will be cut short by the sound of heavy machinery. You run over to the tractor and find that Duck has run over Shawn. Overall the better decision is saving Duck, but depending on who you save will influence how either Hershel or Kenny see you. If you choose to save Duck then you run through the sequence to save him and then finish that. If you choose to save Shawn you will go through a sequence and then eventually be presented with a timed dialog with Hershel:

"You tried to help him. But this piece of shit let him die."

  1. It's nobody's fault. - Kenny remembers this choice.
  2. It's my fault. - Kenny remembers this choice.
  3. It's Kenny's fault. - Kenny remembers this choice.
  4. . . .  - Non-altering response.

Note: Shawn ALWAYS dies, Hershel ALWAYS kick ya'll out of the farm, Kenny offers you a ride to Macon and you walk away leaving Hershel to morn his loss. Also it is possible to do nothing when you must choose to save one of them. This requires letting the blood timer to run out both times. But I do not recommend this as you lose the opportunity to gain prestige with Kenny. Onto Chapter 5 we go!

It's Just One Bullet10
Complete chapter 5 of episode 1. (6) 

We start out with a quick cutscene and find ourselves in a pharmacy. Coming up is a large section of dialog that ultimately does not matter much. The following questions are important and hold value in the way you answer. Let's tackle them:

"Maybe you should go join them, then - you have something in common."

  1. She's the leader. - Lilly picks up on what you said.
  2. She's not wrong. - Lilly picks up on what you said. 
  3. She's an asshole. - Lilly remembers what you called her.
  4. . . . - Non-altering response. 

"Lee, what do we do about this guy?"

  1. Reason with him. - You don't side with Kenny.
  2. It's him or Duck. - Kenny remembers your loyalty to him.
  3. Kick his ass. - Kenny remembers your loyalty ties.
  4. . . .  - Non-altering response.

"The first thing he'll do is sink his teeth into his mom's face."

  1. Deal with it. - Kenny remembers where your loyalty lies.
  2. He's just a boy. - Non-altering response.
  3. We do what you say. - You don't side with Kenny. He holds this against you.
  4. . . .  - Non-altering response. 

"But we can't wait. We're tossin' him out NOW."

  1. Hit him, Kenny.  [Stop him] - Kenny remembers where your loyalty lies.
  2. NO!  [Stop him] - Kenny remembers where your loyalty lies.
  3. You're right.  [Let him] - You do not side with Kenny. 
  4. I'm sorry, Kenny.  [Let him] - You do not side with Kenny. 

Whatever you decide the next sequence will be Clementine screaming while under attack by a zombie in the bathroom. This sparks a ~ Panic Attack ~ where you can either save Clementine or let the zombie get her and let Carley save her. Clementine remembers either way. After a brief cutscene you then need to find the energy bar by the ATM and give it to Clementine. There will be some minor dialog which is non-altering and find another energy bar on the shelves. Proceed to give this one to Lilly and then have some dialog with her. Find another energy bar by the beverages and bring it over to Kenny Kat and Duck. Depending on how you handled the previous situation with Kenny and Larry will change how the dialog goes. During the conversation Kenny will pull you aside and you can either console or agitate him. If you console him he remembers your loyalty, if you agitate nothing comes of it. Behind Carley is an energy bar which you can give to her and spark conversation. 

After you give Carley the energy bar you can talk to her and do her side quest which requires finding batteries for her radio. One battery is on the floor next to Clementine and the other is on the shelf next to Doug. After you complete this optional mission enter the office near Lilly and Larry and Clementine will follow you. You will see a family picture which you rip up so nobody can connect you to your past and Carley comes in and questions you. No matter how you answer she knows your past which comes as unfortunate news in front of Clementine. Timed dialog section with Carley:

"I'll keep it to myself for now."

  1. How can I trust you? - Non-altering response. 
  2. I don't trust you. - Carley remembers that you don't trust her. 
  3. Thanks. - Carley remembers that you trusted her.

After Carley leaves you must continue to search the office with Clementine. Move the pallets and then the desk with Clem's help and play Dr. Lee. You must find the first aid kit and get the band-aid for Clementine. When you get into the office make sure to find the remote (you will need it later on). When trying to leave Clem will ask if you killed anyone--the answers you provide will not affect the game in any way as the conversation will only stay with you and Clem. When you go back into the pharmacy you will learn that Glenn is trapped at a motor inn and you must talk to Carley in order to go save him.

After a quick cutscene we arrive at the motor inn. You will need to kill all the zombies in the area SILENTLY. Here's how we do it:

  • Peek to the left of the brick wall and grab the pillow (we will need it later). 
  • Move to the right side of the wall and make your way to the pick-up.
  • From behind the pick-up look at the zombie by the car and execute this zombie... with the pillow!
  • From behind the car open the door, take the spark plug, and shift the gear so that you can use the car as a weapon in the next step.
  • Move the car until you squash the zombie it is directed towards. 
  • Back at the pick-up truck move to the window and smash it. Take the AWL.
  • Upon returning to the brick wall make your way to the left and peak over the top of the wall and execute the zombie standing there.
    *Be-aware that this sequence needs to be completed quickly. Reflexes will be tested.*
  • From behind the RV you will see your next target and you need to draw it to you. When the zombie gets close enough, you must act quickly and execute this zombie as well.
  • Head over to the zombie pinned by the car, attempt to take the fire axe but you realize the zombie is too close so jam your AWL into this zombie's head. 
  • Grab the fire axe and head up the stairs to face off against the last 2 zombies.
  • Both zombies just require a pretty quick button reaction and then you made it to the door, and the real reason Glenn asked for your assistance.

You must deal with the girl in a manner you see fitting, but note that no matter what you choose she does die. Everyone heads back to Glenn's car and back to the pharmacy we go for the next chapter.

Hey, Bud10
Complete chapter 6 of episode 1. (2) 

When we get back to the drugstore our new objective is with Doug. Doug will take you to the area outside the drugstore and will show you just how grim things are looking. We'll do another step-by-step so we all stay together in these trying times:

  • Look to the right and see the zombie trapped by the telephone pole. Lee will do some detective work and make the comparison to the guy in the photograph and will come to the conclusion that that zombie has to keys. 
  • In order to get to him you will need a distraction which comes in the form of the TVs across the street. You will try and use your remote on the TVs to no success... until Doug reprograms the remote and turns the volume all the way up. Alas only a few zombies take notice, not enough to make a successful run to the zombie pinned.
  • Now take that fire axe you picked up back at the inn and use it on the lock to open the door because nobody seems to know the combination to the lock they used to lock themselves in. Once you have this open take the brick and throw a Hail Mary to the glass holding the TVs. 
  • Make your way to Lee's brother and you will have a nice conversation with the zombie. After five grueling axe-blows you can get the keys and make a run for your life. 

Get back into the pharmacy and go to the back room when all of a sudden... ALARM! Next chapter!

Two Enter, One Leaves15
Complete chapter 7 of episode 1. (16) 

You get back inside and things begin to get crazy. Glenn goes to check on Kat and here's where Lee comes in. Let's tackle it step-by-step:

  • Run to the entrance and fill in where Glenn was. Instead of going straight for the zombie, go for the door in order to get it shut. 
  • With the windows giving in Carley goes and Lee has Clem find something to block the door with. 
  • With another zombie trying to bust through the door, again aim for the door not the zombie in halting their assault. 
  • Doug now leaves you to deal with the window making your time holding the door a button mash fest. Keep up with the different buttons and you will be fine.
  • Clem returns with Lee's father's cane which you take and use to block the door. 
    *The next choices will be heavily influential*
  • Carley has a zombie at her feet and cannot reach her ammo which is in her purse. Doug is being grabbed by a zombie by a window and needs assistance to break free. You must choose to save ONE of them and only ONE of them! Make your game changing decision and then don't let your guard down too quick, you must now save Clem from a zombie. 

With Clem saved you now try to flee when Larry makes another plan for you and puts you on your back. With zombies coming from all around it may seem doomed until Kenny comes to the rescue with his axe. *Phew* Onto the final chapter we go.

Everything's Going to be Okay25
Complete Episode 1: A New Day. (24) 

This achievement will cover our brief guide for Chapter 8: "Safe... Mostly"

When you cut back into the game take this time to go around and talk to everyone. 

  • First should be Glenn who tells you that he is leaving to go and save his friends in Georgia. Nothing you say will stop him/alter the game. 
  • Talk to Doug/Carley depending on who you saved and use whatever dialog you choose as it will not alter the game. 
  • Move onto Clem who is playing with her broken walkie-talkie. You may try and calm her down although nothing said here plays on the rest of the game. 
  • After Clem Larry will want to talk to you. He lets you know that he knows who you really are (a killer) and that Lee should stay away from Lilly and be careful with Clem as he will be watching. 
  • Lilly wants to talk to you and it all goes black. 

Well that's all for Episode 1. None of the achievements are miss-able so if you've made it to this point congratulations on your 100. That was a whole lot of guide for only 100 but major decisions carry on to chapters which carry onto episodes. Onto Episode 2 we go!

 
 
DLC: Episode 2: Starved for Help
Cost: $4.99 USD Achievements: 8 Points: 100
 
Going Hungry10
Complete chapter 1 of episode 2. (9) 

Chapter 1 thrusts us right into the action, into the unfamiliar, and into the zombie slaying. Unlike much of the game though, this first kill on the zombie eating a poor little animal is not timed. Stalk, observe, examine, and kill that zombie taking your time. You will then meet Mark a new member of the crew ultimately finding out more about him later so we don't need to worry much about him now. 

There are even more dialog convos in this Episode than the previous one. Each achievement will follow dialog with responses that change the course of the game!

After a bit of dialog with Mark we run into some crucial dialog time.

"You know, Kenny's been talking about taking off if he can get that RV running." - Mark

  1. He's better off without us. - Your opinion on Kenny.
  2. Kenny won't abandon us. - Your opinion on Kenny.
  3. He's got a family to look out for. - Your opinion on Kenny.
  4. . . .  - Non-Altering response. 

Note: If you choose 1,2, or 3 the answer will get back to Kenny.

Some more dialog until you get to this question.

"...What's the old guy's deal anyway? Seems like he has a problem with you in particular." - Mark 

  1. He's an old racist asshole. - Mark remembers your opinion of Larry.
  2. I have no idea. - Non-Altering response.
  3. He thinks I'm dangerous. - Mark remembers your opinion of Larry.
  4. He's just looking out for his daughter. - Mark remembers your opinion of Larry.

After the dialog, Mark will attempt to show his accuracy skills by taking a shot of a bird. You can either allow him to take the shot or stop him, either option resulting in the next sequence. Mark misses the shot or doesn't take it and both he and Lee hear screaming. They head out in the direction to find two college boys with an older man on the ground--leg in bear trap. Kenny joins the group to add to the confusion and Lee proceeds to have some basic dialog with the kids. None of it is game changing.

All of the commotion has attracted a small group of walkers and now Lee has to make some decisions quickly; Free David or Leave David. After trying the lock, prying the trap open, the tree you will need to decide how to proceed.

Free David
Send the cursor over David's leg and click it. You will essentially cut his leg off after numerous clicks thus freeing David. You will eventually get the notification that you saved David.

Leave David
In order to simply leave David sit and do nothing for about a minute until the game informs you that you failed to save David. A cut scene ensues where Travis attempts to take the gun from Mark and subsequently gets shot in the stomach and David becomes walker food.

No matter which option you choose you take one wounded member of the party back and one healthy member in Ben. The group hurries back to the motor inn. 

Conversation Killer10
Complete chapter 2 of episode 2. 

It doesn't take long for Lee's actions to weigh heavily back at the motor inn. The typical Larry+Lilly team think you should have left them while Kenny tries to defend Lee's actions. The next big dialog segment will weigh on the remainder of Ep. 2 heavily.

  • If you side with Kenny - Lilly will hold a strong grudge against you for the remainder of the episode.
  • If you side with Lilly - Kenny will no longer consider you a family friend.
  • If you choose the neutral position - Kenny won't mind it much but Lilly will be angry.

"Hey, I didn't ask to lead this group." - Lilly

  1. Kenny is right. - Everyone notices you side with Kenny. 
  2. It doesn't matter who's in charge! - Everyone notices you tried to stay neutral.
  3. Lilly is right. - Everyone notices you side with Lilly. 
  4. . . .  - Non-Altering Response (Could be the best in this if you wish to keep everyone even.)

Depending on what you choose the conversations change and the actions slightly change. No matter what Kenny storms off like an angry child, Larry brings up that Lilly is an angel and saint for taking the initiative to lead and then gets told to go work on the wall. Lilly no matter what forces you to ration food for the day, telling you to see how easy it is. Four pieces of food for ten people. 

Start with Katjaa at the truck who is tending to the injured guy. Give her food if you see it fit. Katjaa will become frustrated with you and will say she needs space. Move right and follow the barricade. Doug, if kept alive will be found making tripwire incase of enemies. You can give him a piece of food. If you keep following the barricade you will find Mark and Larry working on the wall. Mark is weak because of lack of food and is getting a dose of Larry torture for not being strong enough to help. After talking to Mark (and or giving him the food) Mark will ask for your axe and Larry will agree with him. Both turn around and both want the axe, decision time.

If you give it to Mark
Mark takes the axe, Larry has a hissy-fit and in a future panic attack Mark will try to save you.

If you give it to Larry
Larry will snatch it out of your hands and a conversation will spark between Mark and Larry. Remember what you told Mark earlier? Mark will now reference this to Larry. In the future panic attack Larry will be the one who tries to save you if given the axe. 

You can talk to Larry and give him a piece of food--if you please. Time to move back to the rest of the group (Clementine, Duck, Ben and Carley (if kept alive)). Clem will inform you that she lost her hat, the dialog options don't influence the game but it would be nice to get the hat her dad gave her back. Make sure to talk to everyone and give food where you think it should go. 

Move to Kenny. Lee will bring up the big subject of leaving the inn in the RV and will ask if he and Clem can come along. Depending on whether or not you stuck up for Duck when Larry wanted to throw him out of the farm Kenny will act differently. If he thinks you weren't looking out for Duck you will get the following message "Kenny doesn't think you were looking out for Duck in the last episode" and will refuse to take you with him. If you have been good to Kenny and his family he will suggest that you do in fact join him when the time comes. No matter the previous sequence we do get the untimed question:

"Well the RV ain't even working yet, so this isn't worth talking about." - Kenny

  1. You should stay here. - You tried to convince Kenny to stay.
  2. The coast does sound like a smart idea. - You told Kenny leaving for the coast was a good idea.

Onto Lilly. Feed her if you choose so. 
Once you are down to one last piece of food you can either feed yourself or give it out to someone else. Here is a basic breakdown of People | Food/Consequences.

Carley/Doug - Carley or Doug will only take and eat the apple. If you try anything else they will thank you, remember you tried to feed them, but tell you to give it to someone else. 

Mark - Mark is very thankful that you gave him a piece of food, and in traditional Larry manner, he will complain.

Larry - Larry will of course take the food but remind you that this doesn't make you two friends. If you want to get in with Lilly this is a good idea, but if you haven't fed Mark he will comment that he is hungry too. This is considered a tough decision.

Clementine - Clem will be happy you took care of her, and if you don't will be very sad. You will be notified that you took care of Clem.

Ben - Ben will be happy that you took care of him, but Kenny will come over and kick up some dirt if you haven't taken care of his family. This will be looked upon as possibly an unpopular choice.

Duck - In order to feed Kenny you must feed Duck. If you don't feed Duck Kenny will go nuclear on you. Feeding Duck results in looking out for Kenny's family.

Lilly - Giving food to Lilly makes no siginifant impact. If you sided with Kenny she will make a sarcastic remark, if you sided with her earlier she will smile and say thanks. 

Kenny - Kenny won't take food unless you feed Duck. He is thankful and the others do notice you fed Kenny.

After the food is gone Katjaa will call you over and a cutscene will ensue. Say whatever you please as the cutscene will end in a:

~ Panic Event ~

Either David or Travis has resurrected into a walker, we must stay alive!

  • Button smash the buttons that appear on the screen. They do change so be ready to smash a different button.
  • Lee will ask for the axe back, but the walker grabs him. Move the control stick in the direction on screen to slam the walker's head. Do the same again in a different direction until either Larry or Mark (whoever has the axe) comes to the rescue! or we hope.
  • Press  on the walker's head to slam him away from you. Larry/Mark will take a swing and miss horrendously. 
  • Kick the walker's head three times with the  button while the cursor is over the walker's head.
  • Move the left stick backwards to crawl very slowly away from it.
  • When Lee falls press the indicated buttons as fast as possible to get away.

Either Carley, Mark, or Larry will come over and finish the walker.

~ Panic Event Over ~

After it's all said and done you will meet some new characters, specifically a pair of brothers. Say hello to the St. John brothers who own a dairy farm not too far from the motor inn. They want to make a trade for their abundant source of food for some gasoline. You will have the choice whether or not you want to tell the group to go, although either way Lee, Carley/Doug, Mark and Ben go to check it out.

You will have a small conversation with Carley/Doug with dialog that is non-altering so say whatever you please. You then move onto timed questions from the St. John Brothers. 

"Where are you from?" - Danny

  1. Macon. - Andy takes note of your response.
  2. The motor inn's my home. -Andy takes note of your response.
  3. I move around a lot. -Andy takes note of your response.
  4. . . .  - Non-altering response.

And another timed from Andy:

"Y'all seem pretty settled in at that motor inn. Who's running things over there?" - Andy

  1. Lilly. - The brothers take notice.
  2. Kenny. - The brothers take notice.
  3. I am. - The brothers take notice.
  4. It's a democracy. - The brothers will notice the situation.

And one last question from Danny:

"How many people you got over there, anyway?" - Danny

  1. [Change the subject]. - You avoid answering the question completely.
  2. Nine. Including kids. - You answered honestly.
  3. Enough to defend ourselves. - You let them know you are prepared to defend yourselves.
  4. . . .  - Non-altering response

Alas your chat will be cut short because of some bandits who are making a ruckus.

Thank You for Shopping!10
Complete chapter 3 of episode 2. 

Upon arriving at the St. John dairy farm you will be introduced to their mother Brenda. You and Brenda will have some small dialog, none of which effects the game. Even if you say something completely different than what you told the St. John brothers before, their challenge of your statements will fall on deaf ears and nothing will happen because of it.

Once you are finished with your Brenda/Brothers conversation, Carley/Doug and Ben will leave the farm en route back to the motor inn to grab the others leaving Mark and Lee to volunteer and help around the farm until the group arrives. You are now able to explore and roam the farm area with a small "side-quest" which is optional; Fixing the Swing. If you want to skip right through it skip over the next part and begin again talking to Andy.

Fixing The Swing

  • In order to pick up the necessary items to complete the swing you will need to move to the right side of the screen and examine the broken fence. 
  • After your quick examine head up to the house and on the front porch is a shoe bucket on the floor. 
  • If you open the bucket you will find rope which will be used for the swing. 
  • After you snag the rope head back down the steps and move toward the left side of the screen until you get to a workbench. Take a look at the saw and pick up the planks--Lee automatically cuts the planks to the correct swing size. 
  • Head back to the swing and you will fix it. 

Now go find Andy and speak with him. While talking to him you will come to find two key pieces of information:

  • When asking about how armed they are at the dairy, ask how many guns they own. You will find out they have several weapons.
  • Also ask if you are the first survivors to come through the farm, and you will find out that others have stayed at the farm. 

After you are satisfied--or strangely concerned offer to fix the perimeter and a cutscene will occur pushing the game forward. 

You now end up walking the fence with Mark to remove walkers from the electric fence. You will have casual small talk with Mark so answer however you please. When you get to the first dead walker make sure to take the arrow out of its head as you will be unable to remove it until you de-arrow the body. A timed question from Mark:

"Can you imagine not having to worry about the Walkers anymore?" - Mark

  1. It's useless without gas. - Mark notices your ambivalence(hesitation/restraint).
  2. It's dangerous. - Mark notices your ambivalence(hesitation/restraint).
  3. A fortress needs people to defend it. - Mark notices your ambivalence(hesitation/restraint).
  4. . . .  - Non-altering response.

And another timed from Mark

"So what's your take on the brothers? They seem to have this place tied down pretty well." - Mark

  1. They're delaying the inevitable. - Mark picks up on your doubt.
  2. We can take this place if we have to. - Non-altering response.
  3. What do you mean? - Non-altering response.
  4. . . .  - Mark notices you are silent.

You will eventually reach another dead walker and attempt to push it off. You will notice that its hands are clenched tightly around the wire, thus requiring you to chop off each of its wrists for it to fall. *Note* If you didn't feed Mark earlier he will complain about his hunger, not making any difference on the play of the game.

When you get to the next dead walker press  on the post to go to the other side of the fence. You will then have to spam  until the fence is upright. The following cutscene will bring you into a Panic Event in which you must make it back to the farm without being killed by the bandits shooting arrows at you. 

~ Panic Event ~

  • Start off by examining your surroundings notice your position behind the tractor and get a good feel for the scenario. 
  • Look to the lower left hand side of the tractor (This is a peak-out so if you stay out too long you will be introduced to an arrow). Remove the chock stopping the tractor from moving. 
  • You will now need to stay behind the tractor while moving toward the gate. Just note that you are in trouble of being killed if your screen begins to go red (the darker the red the closer to death). 
  • You will run into a dead walker and will need to do another peak-out to remove the dead walker on the left hand side. Be quick on removing the walker, and know that the tractor will start moving right away so be ready to go back into cover.
  • Sadly you will get stuck on yet another walker but when you peak to the left to pull it out IT IS STILL ALIVEor dead however you classify walkers! Move your cursor over the walker's head and press  to kick it. You will need to do it a second time and now it will get stuck, thus forcing you to button smash the sequence to remove the zombie from underneath the wheels. The walker will tear in half and the tractor will continue to move.
  • BUT! While staying in cover behind the tractor you will also need to stay far enough ahead of the half walker that is following you. Stay with Mark and this shouldn't be a problem.

~ Panic Event Over ~

The dialog upon returning to the farm is non-altering. Clem, Duck, Katjaa, Kenny, Larry and Lilly will be at the farm now leaving Carley/Doug and Ben to watch the motor inn since they already got to eat. Katjaa and Brenda will take the now injured Mark to the house to work on his injury while Clem, Duck, and Kenny head over to the fixed swing. Head this way to finish off some interactions.

Upon arriving Kenny will reference yet again about what you've done for his family and especially for Duck--either treating you with open arms or unkindly. None of your answers impact the game until you get to some dialog with Clem. The dialog is non-altering until this timed question:

"Do you think things will ever get back to how they were?" - Clementine

  1. Yes. - Clem notices your hope.
  2. I don't think so. - Clem notices the truth in your response.
  3. I'm not sure. - Non-altering response.
  4.  . . .  - She notices your silence.

There is no dialog with Duck so scrap it and head all the way to the left, head through the gate and you will find out that you are unable to head into it. Head to your right toward the gazebo to find Lilly. When you are finished with Lilly head back to the steps and talk to Andy and Danny. Agree to go help find the bandit camp and you will head out.

Danny and Lee find a camp which you sneak up to. When you reach the camp you will find out that its empty and too small to be a main encampment. You will then be tasked with searching the camp. On the left hand side you will find a table next to a shopping cart. Look through all of the boxes on the table eventually turning up boxes from the dairy farm and a camera. Pick up the camera and Danny will come over visibly upset by the camera find and will tell you to stop looking at it. Lee notices the batteries are dead anyway. Danny will spark up some small convo with you until you move to the tent. Examine the photo inside, the sleeping bag, the bloody bunny and underneath the orange sleeping bag is Clementine's Hat. 

As soon as you find her hat you will be attacked by Jolene, a bandit with a crossbow. She makes a couple key claims that should raise eyebrows and says she "knows" something about those dairy farmers but doesn't say what it is. You now have to make a big choice: Shoot or Spare Jolene.

Shoot Jolene
If you decide to shoot her Danny will treat you suspiciously saying you should have shot her in the leg to keep her alive. His rationale will become clear later.

Spare Jolene
If you try to reason with her she will be on the verge of telling you that key info about the St. John brothers until Danny shoots her in the head. Since you did not shoot her you will get a small timed dialog with Danny that really doesn't play much of a role but does change slight dialog:

"Goddammit!" - Danny

  1. I was going to shoot her myself. - Danny remembers your response.
  2. You murdered that woman! - Unimportant response.
  3. Thanks, I guess. - Danny notices your suspicion.
  4. . . .  - Danny notices your silence.

Danny and Lee head back to the farm and after some short dialog with Brenda, you will find out that Andy, Clem, Duck, Katjaa and Kenny are in the barn with the cow. If you enjoy very odd conversations go over to talk to Danny by the swing. Any dialog you choose will result in Danny noticing your suspicion. Head to your left and talk to Lilly to find out how Mark is and find out that Kenny doesn't trust the St. John's (OH WOW THAT'S NEW KENNY NOT TRUSTING SOMEONE!)

Head into the barn and talk to Duck and Andy to find out a little bit of information, nothing important. Give Clem her hat back which makes her overflow with happiness. Go to the back of the barn and try to open the door and find out you cannot which will spark dialog with Kenny. The key question which can really piss off Kenny is the following timed question:

"How about you? What about Clem?" - Kenny

  1. She's not actually family... - Non-altering response.
  2. You're being stupid. - Kenny doesn't like this.
  3. I'll protect her no matter what. - (My favorite) but Non-altering response.
  4. . . .  - Non-altering response.

In all of Kenny's wise wisdom he believes that the St. Johns are hiding something or somethings behind the door. He claims he heard noises before Andy came and shut it on him. Examine the screws on the door and you will notice you can unscrew the lock. Check out the lock and just as you begin to formulate a plan of attack Andy will ask what you are doing with a timed question:

"Can I help you folks with something?" - Andy

  1. Kenny heard a noise. - You make an excuse.
  2. Just checking out the barn. - You make an excuse.
  3. What's behind the door? - You question Andy directly. 
  4. . . .  - Kenny covers for you.

After our little interaction with Andy we have two objectives we need to complete in order to get into the back section of the barn; distract Andy and find a tool to take off the screws on the door.

You can go around and talk to Lilly and Brenda about what just happened, and surprisingly you won't be able to go see Mark when you confront Brenda. Once you are finished with your dialog rounds head over to the workbench near the generator to find both your distraction and your tool to take out the screws. Examine the generator and use your multitool to open the yellow compartment which will reveal the belt running the generator. This belt marks the perfect distraction if you could stop it, but it is running too fast to stop with your bare hands. 

Press the green button on the generator to turn it off and then proceed to quickly take out the belt. Make sure to take it out before returning to the barn. Once you turn off the generator and remove the belt Andy comes out and rages while talking about how long it will take. Run back into the barn and proceed to the door.

Talk to Kenny and find out that he is too chicken to do it. Examine the door and then...BAM... dinner bell rings and everyone leaves to go eat. Kenny will make an excuse for you being late and you are left with two choices:

  1. Walk away from the door and try to leave. Andy comes back and tells you it is dinner time. You two will leave for the house. This choice leaves you with less suspicion and less information going into dinner time.
    OR
  2. Unscrew all of the screws and open the door. You will see why none of the other people have ever left their stays at the St. John's dairy farm. Andy enters right behind you and forces you to close the door and go back to the house for dinner. You can question him or make excuses, either way the results seem to be the same--dinner and a big ol' suspicion. 

Enjoy the cutscene and wash up for dinner in Chapter 4.

Guess Who's Coming to Dinner10
Complete chapter 4 of episode 2. (3) 

Anyone hungry? Once you get inside you quickly notice or should notice the lack of Mark at dinner. Lee will ask if he can clean up before dinner giving you the opportunity to explore the house. 

If you are looking for different dialog later on examine pictures, diplomas and different objects around the house. Nothing game altering. Head upstairs and check on the closet. Examine all of the items in the closet, especially the power cord at the bottom which shows light shining in from another room on the other side of the wall.

Upon entering the bedroom quickly note that Mark is not in bed and that their are reddish stains on the floor with light sneaking out of the bookshelf. Move the bookshelf and open the hidden door. Eh... This is all you.

After your discovery you will race downstairs and try to prevent Clem from eating! The following is dependent on how fast you get downstairs. 

Clementine is about to eat human meat. You need to stop her.

  1. Clemetine, No! - You stopped Clementine from eating the meat.
  2. Don't Eat That! - You stopped Clementine from eating the meat.
  3. It's people! - You couldn't stop Clementine from eating the meat.
  4. . . .  - Clementine eats the meat, but in a rather weird twist of game design your decision is not recognized. 

This is followed by a very quick sequence of important and non-important dialog. Here is your quicky guide to the dialog: Timed question by Lilly

"Yeah, Lee, what's gotten into you?"

  1. This woman is fucking insane! - Non-altering response.
  2. Mark is upstairs. Legless! - You chose to be direct.
  3. You are eating human meat! - You chose to be direct.
  4. . . .  - Non-altering response.

More dialog until this timed question by Brenda:

"To continue to rot 'til they eat some more!"

  1. Just let us go. - You chose to plead with them.
  2. We outnumber you. - You chose to threaten them.
  3. You're all sick. - You chose to be direct.
  4. . . .  - Non-altering response. 

The dialog following this is non-altering. You will see a small cutscene and then Danny will introduce you to the twilight zone. We will wake up in Chapter 5. 

Too Much Salt Will Kill You15
Complete chapter 5 of episode 2. (7) 

You awake in a meat locker with Clementine, Kenny, Larry and Lilly with Larry being his usual charming self. Make sure to go through the dialog with Clementine and chat with the others especially Larry for some interesting little dialog. 

Proceed to examine the air condition vent or in some people's case you will be thrown into a cutscene with Larry having a heart attack. You have two big options and the usual Lee silent treatment to choose from: Try to revive Larry, side with Kenny and help to kill him or wait for the timer to expire. 

Helping Lilly
You take over the CPR on Larry by hovering your cursor over Larry's chest. Kenny doesn't waste much time and drops a salt lick onto Larry's head crushing it. A little Walking Dead hype is that if you are to get to four compressions Larry's mouth moves before Kenny crushes him. All of my playthroughs I have never seen the mouth but others swear by it. 

Helping Kenny
Helping Kenny will result in being the guy who holds Lilly back while Kenny searches for something to end Larry with. It is a small little event in which you must restrain Lilly by button mashing. Lilly breaks free and you must restrain her again. Kenny will wait until you pull her all the way out of the way until he drops the salt lick on Larry.

Doing Nothing
Kenny will insult Lee and call him useless as he pushes him out of the way. You will get a ground view of Larry's death. Note that this decision counts as if you were to side against Kenny while Lilly won't hold this against you as you didn't try to kill Larry.

Larry cannot be saved.

After the whole episode you need to find a way out. Examine the air conditioner again, with Lee saying someone could sneak through it if he had a coin to take it off the wall. Guess who has the coin? Larry.

Talk to Lilly and ask for permission to search through Larry's pockets. You will begin searching the three available pockets. The one on the right will have Larry's wedding right, the back pocket will have his wallet, and the one on the left side of the screen will be the one full of coins.

Return to the air conditioner and use the coins on the two screws. After Lee takes it off the wall Clem volunteers to go through and manages to make it to the other side. 

We'll see you on the run in Chapter 6.

Taking Charlotte10
Complete chapter 6 of episode 2. 

This chapter picks up with you leaving the meat locker and Lilly to mourn. You will find yourself in the back room of the barn--the human slaughterhouse. Upon entering the slaughter portion of the barn you will be able to pick one of three times: a sickle on the counter to your left, the hay hook on the right side, and the mini cattle prod by the tub in the back of the room. Picking items only changes how the following sequences play out, there is no altering game play because of your choice. After you pick your weapon, or don't, talk to Kenny and head out into the barn.

You will see Danny at the far end sitting down talking to himself. You need to slowly approach him hearing about his situation and his sad life. Right before you get to him you Andy comes to the entrance forcing both Lee and Kenny into the stall on the right. Upon peeking out you can see Danny place a bear trap in the path leading to the meat locker to stop you from trying to escape. Now close the stall door and talk to Kenny. I advise pausing the game and reading ahead. This part could get tricky and is VERY FAST PACED.

~ Panic Event ~

As soon as you open the stall door a second time you will be right in the face of Danny's gun and we need to get out of this. Here's how:

  • Move your cursor and press  to grab the gun--thus avoiding your own death.
  • Next step is to move your cursor on Danny now still pressing  causing Lee to attack Danny with the weapon you chose or weapon you did not choose. 
  • Either Kenny or Lilly will come to your rescue now causing Danny to back himself into the bear trap he set earlier. 

~Panic Event Over~

Everyone will hear Katjaa's screams from outside the barn and Kenny takes off to find her. Dialog here does not matter and is non-altering but you will be forced to make a decision on Danny's life: Kill or Spare

Kill
Lee thrusts the pitchfork into Danny's chest thus killing him. This event visiblly traumatizes Clementine as she witnesses what you did. 

Spare
Danny will taunt Lee to have the balls to do something but Lee refesues. Clementine and Lilly nod their heads in approval it seems of Lee's decision and Clementine remembers you spared his life.

Lee will exit the barn and meet up with Carley/Doug and Ben who came back because of how long the group had been gone for. Lee instructs them to find a way around the back. You will now witness Andy taking Duck out back and Brenda holding Katjaa hostage. Move toward the house and Brenda will drop the following timed question:

"Andy? Danny, is that you? What's going on out there?" - Brenda

  1. I left Danny in the barn... - You frighten Brenda.
  2. Where are Katjaa and the kid?! - You alert Brenda to your presence. 
  3. Yeah, it's me! - Brenda sees through the lie.
  4. . . .  - Brenda is frightened by the lack of a response. 

She then disappears into the house. Time for a little rescue and showdown in Chapter 7!

You Fight Like A Dairy Farmer10
Complete chapter 7 of episode 2. (16) 

7 starts us off approaching the house and seeing Katjaa being held at gunpoint just inside. The following is one big panic event so stay with me and we will try to get you through it. My one piece of advise is to take it slowly and make sure not to creep even the slightest big toward Katjaa until advised to.

~ Panic Event ~

  • As soon as you enter DO NOT MOVE! Brenda will shoot you if you creep the slightest to her. 
  • After some dialog which is all non-altering she will point the gun back at Katjaa and move up the stairs. Wait until she has finished moving then you can creep toward her until she points the gun back at you. Any time this happens in the sequence you immediately stop moving. 
  • Take your cursor and move it over Brenda to have dialog. From now on your dialog needs to be the nice option in order to prevent Brenda from shooting you. 
  • After this quick convo she will point her gun at Katjaa and move up more. Notice Mark up there in zombie form?
  • Continue to move forward only when the gun is pointed at Katjaa and she is not talking. 
  • Do this process of stopping and starting for two more times until her last step back is right into Mark's hungry arms. 

Panic Event Over ~

After saving Katjaa you will see a cutscene in which Andy and Kenny are fighting... until Andy shoots Kenny. You will get a quick dialog with Andy that is non-altering. Carley/Doug will come to the rescue, momentarily distracting Andy giving Lee enough time for Duck to get away and Lee to grab the gun. Panic event time.

~ Panic Event ~

  • Button mash the indicated buttons to continue the fight.
  • Andy will then drag Lee toward the fence in which an option to do something to Andy with your hand will appear. All that happens if you can get it to work is Lee trying to free himself from Andy's grip. 
  • Now comes the  button mashing--although to no avail you will always lose so pressing it will only make your fingers/wrists/hands tired. BUT! When Andy brings Lee to the edge of the fence and he is pushing your face close RESIST! Fight him off until either Lilly comes to save you (if you sided with her) or until you break free.
  • If Lilly doesn't come to the rescue a series of buttons need to be mashed until you are able to turn the tide of the fight. 
  • Once you establish the high ground punch Andy repeatedly. 

~ Couple Quick Notes ~

  • If Andy manages to flip you over during the punch fight in order to survive you must push him away and then into the electric fence thus killing him and thus choosing the option for you. 
  • If you got in a lot of punches Carley/Doug will come in and tell Lee to stop. 

You will now be able to have dialog with Andy (non-altering). Again we can kill or spare.

Kill
Move your cursor over Andy and press  to kick him into the electric fence. If you failed during the punching sequence but did prevent him from going into the electric fence Lee will take Andy's gun and simply shoot him. Either way he dies. Clementine will be adversly effected by this.

Spare
Lee will walk away from Andy while Andy calls to Lee taunting him to finish the job. 

The final cutscenes from the farm are telling of the life the St. John's lived.

It's Not Stealing If You Need It25
Complete Episode 2: "Starved For Help" (16) 

The journey back home will be full of interesting little snippets of dialog and you getting Jolene's camera back. There is one bit of key dialog with Kenny, changing depending on whether you helped him or not: If you sided with Lilly you will get this:

What do you think? - Kenny

  1. You're not a hero. - Kenny will remember your words. 
  2. You destroyed this group. - Kenny will remember your words. 
  3. You murdered Larry. - Kenny will remember your words.
  4. . . .  - Kenny notices your silence.

If you helped Kenny you will get this:

"What do you think? - Kenny

  1. 1. I'm with you. - Kenny remembers your loyalty.
  2. 2. It'll be fine. - Kenny remembers your loyalty. 
  3. 3. We fucked up. - He will remember your words.
  4. 4. . . . - Kenny notices your silence.

Clem will now come to Lee and talk to him. Again this dialog will be based off of whether you allowed both brothers to live or killed one or both. If you left both alive here is what you will get:

"Lee? Are those bad people dead?" - Clementine

  1. No, they are alive and suffering. - You were direct with Clementine.
  2. We didn't kill them, so I don't know. - You gave Clementine a reassuring answer.
  3. Yes. Walkers probably got 'em. - You were direct with Clementine.
  4. . . .  - Clementine notices your silence.

And if you killed one or both of the brothers:

"Lee? Did you have to kill those men?" - Clementine

  1. I'm sorry you saw that. - You gave Clementine a reassuring answer.
  2. I shouldn't have done that. - You revealed your guilt to Clementine.
  3. Yes. They were bad. - You were direct with Clementine.
  4. . . .  - Clementine noticed your silence. 

The group will then come across an abandoned car. The dialog here is non-altering so what whatever you please. When you get close to the car Lee will take the keys and Kenny again with all his wise wisdom notices there is a ton of food in it. Everyone agrees you should take all of the stuff except for Clementine who thinks you should not take someone else's stuff. Two big choices: Steal or Watch

Steal
Clementine will be very upset with you but you help get supplies. Search all of the boxes and you will eventually find a red hoodie that appears to fit Clem well. She initially will deny wanting it until you get this untimed question:

"It's not mine."

  1. Just hold onto it for safekeeping. - You convinced Clementine to take the hoodie for a while.
  2. We're not like the bandits. - You convinced Clementine that it's ok to take the hoodie.
  3. It's yours now. - You made Clementine take the hoodie.

The group sucks the car dry almost leaving it empty. Clem is very upset with you.

Watch
Lee will stick with Clementine holding her hand as the group tears through the car. Katjaa finds a red hoodie that would fit Clem but Clementine refuses to wear it. 

Carley/Doug will come to Lee and tell him they got the camera working. Needless to say the footage isn't ideal. Jolene was watching the motor inn for a while before taking Clem's hat. Eek. That can't be good.

Ok we can breathe now. Episode 2 is finished and Episode 3 has us bitting on the chomp to play it!

 
 
DLC: Episode 3: Long Road Ahead
Cost: $4.99 USD Achievements: 8 Points: 100
 
Goodbye, She Quietly Says10
Complete chapter 1 of episode 3. (1) 

First off welcome back for an experience that will take us along a different road and will incorporate new and refreshing aspects to the game. As with the last chapter, only game altering questions will be listed. Questions not listed are not going to change the flow of the game.

We start out in a cutscene involving Kenny and Lee walking through Macon armed to the teeth with guns. After a bit of walking and seeing the drugstore Kenny will pop some dialog with Lee. 

"Yeah, we've been talking about it but you made up your mind yet?" - Kenny

  1. We should stay. - Kenny will remember and will disagree with your decision although will ask for permission to take his RV and leave. 
  2. We should go. - Kenny will remember and be happy you agree. 
  3. We could split up. - Kenny will be very surprised at your response even if you aren't the best of friends with him and will claim it is a mistake. 
  4. . . . - Non-altering response. 


Kenny and Lee are walking through the town and see Lee's parents' old drugstore and the signs that the military has been through the area recently. Kenny suggests using the same old route that they have been using to get into the drugstore and as he climbs the ladder it breaks almost completely. Time to find solutions.

You could attempt the ladder but doing so will only send it crashing down. You could also attempt to use the car nearby and have Kenny try to give you a boost but the reach is too much. Instead head over toward the front of the store to the Jeep. Head to the left side and watch your camera fix you for some further contemplation regarding using the Jeep's hook. When Lee grabs the Winch and begins to bring it back to the area of Kenny some more dialog will transpire. Kenny will ask about Lilly, and will ask about the situation as a whole--feel free to answer without consequence. 

Bring the winch to the trailer's axle making your way back to the Jeep once they are attached. This will pull the Jeep to the trailer giving Lee the needed boost to get him up and over. Kenny will ask questions about Clem and about the stealing at the end of Ep 2--again answer free of consequence. 

Once you get to the top of the trailer, the topic of Duck and his mishaps at Hershel's farm will come up. Upon asking if it effects Duck that much you will get the following:

"Of course it did." - Kenny

  1. What'd he say?/It was a scary situation for him. - Kenny will remember it. This is the most "Kenny aligned" response. Kenny will let Lee know that Duck thinks he is to blame but Kenny will reveal he is the real one to blame.
  2. Still? -Kenny remembers your uncaring attitude.
  3. He'll get over it. - Kenny remembers your disdain. 
  4. . . . - Kenny will remember your silence. 

Kenny will reach down for Lee prompting an event where you aim for Kenny's hand and pressing . Kenny isn't back to 100% from his gunshot wound in Ep. 2 and will drop Lee back down on top of the car. Both of them look around to make sure that the noise did not attract any unwanted attention and then proceed to have a quick dialog about what just happened. 

Alas your glorious conversation will be interrupted by a scream proceeded by the camera zooming in on a woman running out of a building followed by a walker and attracting throngs of others. Lee will attempt to rationalize the situation, this dialog is inconsequential.

The girl is then bitten in the leg making her chances at survival tremendously low and Lee wants to put her out of her misery while Kenny wants to let her be the perfect distraction for a quick drug store run. 

Important decision time: 
Shoot the Girl
To kill her you must aim the rifle at any part of her. Press  and you will effectively shoot and kill the girl calling attention to yourself. Kenny will sigh and reluctantly pull Lee up on top of the trailer kicking the panic event into full swing. Because of the attention of the walkers you cannot get all of the items in the drugstore and will have to leave relatively empty handed. 

Don't shoot the Girl
Simply press  and Lee will not shoot the girl, Kenny will agree with the decision, and will pull Lee up happily. The walkers will never know you were there, and you should have more than enough time to gather all of the supplies from the store before the end of the panic event. 

Either way entering the drugstore kicks off the panic event with Lee barricading the door. Either way again you are on a timer, but the length of it will depend on your actions regarding the girl. We will take a step by step process to get through the drugstore:

  1. Where you start out will be 8 items between the shelves to either side without moving to another area. You will simply move your cursor and press 
  2. Upon moving your left joystick to the right two things will happen. Either you will run out of time because you shot the girl, or you will come to the realization that the girl is dead and the walkers are finally coming your way--but in this scenario you still have time to collect. Grab these items and again move Lee to the final area. 
  3. Keep grabbing the items and remember to open up the cabinet to grab some extra goodies.
Bad Blood10
Complete chapter 2 of episode 3. (1) 
  1. ...transition
  2. from
  3. above...
  4. You will now need to act relatively quickly and follow Kenny up and over the counter. 
  5. Lee will get trapped under the caved in barricade. Repeatedly press  in order to get out of the mass of walkers and wood. 
  6. Keep tapping the  button when Kenny comes to help and remember to switch to the other buttons when they appear.
  7. When you get to the fridge press  to knock it down and block walkers form approaching from that side.
  8. Keep up with Kenny by running behind him until....
  9. The military walker will approach Lee and will require Lee to bash him with the butt of his rifle by again pressing . Do it a second time to escape this walker.
  10. Upon getting grabbed you will need to fight free by spamming  and then the next button in the sequence thus finishing the panic event.

With Kenny and Lee getting away from the drugstore they return to the inn showing a lot of bandit trouble and bandit stress with the slow camera pan of the outside wall. Kenny and Lee go to Lilly's door and a much darker, more depressing Lilly meets them. 

Lilly will ask how it went and the dialog here is non-altering although Kenny will rat you out if you shot the girl and brought back little or back you up if you did not and brought back tons. Either way Lilly will be happy with the large loot or worried with the small loot. Like always the topic of leaving comes up and Lilly takes the first major stab:

"Because piling into an RV with you two, after what you did to my dad, is so appealing." - Lilly

  1. We do whatever is best for the kids. - Kenny remembers but seems uneasy about this answer. 
  2. We have to go eventually, Lilly. - Kenny likes you sided with him. 
  3. This place is fine, Kenny. - Depending on your original thoughts about the motor in way back in Ep. 1 Kenny will either remember that you did not want to go or will see that you have changed your mind about the whole situation. 
  4. . . . - The Lilly v. Kenny argument continues without Lee being a part of it.


Katjaa/Carley or Doug will come to the door to add to the dialog, all non-altering. Lilly will blow up and proclaim that someone is stealing supplies and kick everyone out. You will get a small snippet of dialog with Kenny, non-altering. 

If Carley is still around you can do a small side quest in which you tell anyone/everyone you are a killer. In order to do it go meet Carley up the stairs. Telling people will add another dimension to what they know about Lee and your relationships with them. (We will go over this in chapter 3.)

Go back to Lilly's room and knock on her door to go in and talk about the thefts. The first two dialog options will be non-altering but the third is key:

"You'd only try to get rid of a flashlight if you were using it when you shouldn't." - Lilly

  1. Okay. I'll poke around. - Non-altering response.
  2. Seems like you're manufacturing this from nothing. - Lilly remembers and tells you to prove her wrong. 
  3. It's just a few things. No big deal. - Lilly notices and claims you are the prime suspect. 
  4. . . . - Non-altering response. 


Regardless Lee is forced to investigate. Time to delve into Chapter 3.

Hit the Road10
Complete chapter 3 of episode 3. (5) 

We pick up Chapter 3 coming out of Lilly's room to find Duck listening in on the conversation. Duck will then see himself as a detective and interject himself into your investigation. 

In response to Duck wanting to help - Duck 

  1. Fine, you're Robin. - Duck will eagerly help. 
  2. You can help. Don't tell anyone. - Duck will help. 
  3. No. If you tell anybody, there will be trouble. - Duck will be helping anyway. Nice try. 
  4. . . . - Duck helps anyway. 


In order to investigate the thefts you will need to talk to people and find out what they know. Remember that side quest from Chapter 2? We will just go into some detail with that and how people will react. We will return to the investigation after this side-quest. If you don't want to do the side-quest please skip this detailed part.

 

[Carley's Side Quest - Confessions]
 

Ben: Ben will be thankful but scared? He is thankful that you trust him enough in the group to tell him something like that but will be scared of Lee's actions. He certainty won't forget what you told him.
Clementine: Clementine will take your confession to heart and rather silently. Her reactions will be rudimentary and will be slightly worrying if you care for her. She will understand what you did then, and why you are telling her now though.
Duck: You will be unable to tell Duck that you murdered a man. What a shame huh? 
Katjaa: Katjaa will react strangely and very emotionally to your confession. For the most part it is a sense of not knowing how to react to such a confession. Although this progression brings up something on Katjaa's mind regarding the meat locker at the St. John's farm. If you choose to fill in Katjaa on the details she will be an emotional wreck. Katjaa will remember the entire conversation.
Kenny: Surprisingly Kenny takes the news rather well, and states so long as you are not a threat to his family the past is in the past. Kenny appreciates your honesty. 
Lilly: Lilly will drop a bigger statement than you confessing--she already knows. Lilly seems out of it although she will remember that you told her yourself. 

Note that you do not have to tell everyone and can pick and choose who you want to tell. Once you are satisfied you can return to Carley and wrap up this side quest. If you tell everyone you will even get a kiss. 



[/Carley's Side Quest - Confessions]

-Going back to our investigation we will start with Carley/Doug. Head up and talk to them about the broken flashlight. They will claim to know nothing about it.
-Head down to Clem next who is below the stairs. Ask her about the flashlight and she will tell you that neither she nor Duck broke it. You may continue with other conversation regarding her leaf-rubbing if you wish, this will only further your relationship with her. 
-We will head over to Kenny and Katjaa on the sofa. Upon talking to them you find out that neither broke the flashlight, but Katjaa knows where it was broken. Success! You can continue talking to either or both of them, the conversation after the flashlight is irrelevant. 
-Ben is found still sitting guard of the motor home. Ben will quickly shut down knowing anything about the flashlight. You can poke him for other information if you would like. 

After talking to everyone head over to the left side of the motor home to find the broken glass. You will follow the trail of broken glass to a pink chalked X on the wall. Now go through the process of asking everyone "who knows about the chalk" saving Clementine for last. She will claim that she lost her chalk a while ago and hasn't seen it since. DUCK time!

Duck calls you over and has found pink chalk by the gate to the motor inn. When you get to Duck you have the super cool awesome totally sweet ability to high-five him. You can and then he will think you are the best thing out there. If you don't no worries, he will just be sad and you will be notified you left him hanging. Examine the chalk scuff and open the gate heading outside the motor inn. Head all the way to the right over by a grate. Open the grate and find the bag of missing supplies sitting there waiting. 

Lee will bring the supplies and the information he has collected to Lilly. Lilly talks about lining everyone up, about interrogating, about being crazy and then there is some noise and the eventual invasion by bandits outside. Lilly will go out the back window and will tell you to keep the bandits busy. Any dialog you have with them is irrelevant, just remember to keep them talking. 

Lilly will shoot the leader in the head. If you have Doug he will kill one bandit, if you have Carley she will kill two bandits. Everyone starts to scatter and panic event kicks in.

  1. If you have Doug this step applies for you otherwise skip this. Move your cursor over the bandit and press  to kill him.
  2. The other bandit begins to make a run for it. Shoot him if you can, otherwise he gets away and over the wall. No worries either way, more will come. 
  3. Kenny will give you the rifle and instruct you to keep everyone safe. This following sequence may take some time to get used to. We begin by peeking out the left hand side. You must pick off bandits before they make their way around the left hand side thus getting behind you and kill you. When the edges of the screen get too red duck back behind the truck and pop out again to kill them. 
  4. During this process attempt to take the guy who is the farthest left out first. Take your time but know when the screen is about to go all red that is the only time when the bandits will shoot you. Your best bet is to simply wait until they are standing still. Once they are both down Carley/Doug and Ben are now safe to make it to the RV. We now pop over to the right side and clear that out.
  5. The right side is a little more difficult and will contain 3 bandits instead of 2. Again watch the redness of your screen and keep track of the farthest to the right bandit. Once you kill them Clem gets to run free. 
  6. Katjaa and Duck are too slow and a walker tackles Duck. Take careful aim and free them. Note that if you are unable to Kenny will save them himself. 
  7. Now things get a little hairy. If you have Carley with you follow this step. If you have Doug follow step 8. With Carley simply cover the right hand side of the RV as she will take care of the left side for you. With Carley you do not have to bounce from side to side. Just make sure you aim for the head as body shots will take time and reloading--taking up to four shots for one walker!
  8. With Doug you will need to cover both sides. I suggest again getting pretty good at aiming for the head and taking them down at one or two walker intervals. What does this mean? Kill one or two walkers on one side then pop to the other and take care of the closest one or two. 

Panic event ends with Lee and Lilly getting in the RV and Kenny showing that he could have driven NASCAR. 

Things get hot and heavy in the RV quickly as Lilly goes on a hunting spree to find out who screwed the group over. She either starts with Ben or Carley depending on who you have.

Dialog is about Ben and Lee is asked to give his opinion. - Group Dialog.

  1. Ben's a good guy. - Ben won't forget that.
  2. Why Ben? - Non-altering response.
  3. No one's at fault. - Non-altering response.
  4. . . . - Non-altering response.

OR

Dialog is about Carley and Lee is asked to give his opinion. - Group Dialog. 

  1. Maybe it was her. - Non-altering response.
  2. Carley's trustworthy. - Carley won't forget that.
  3. Why her? - Non-altering response. 
  4. . . . - Non-altering response. 

The following will only happen if Doug is with you. Doug will come to the aid of Ben when Lilly begins to blame him again. 

Dialog is about Ben being the thief in the group. Lee is forced to give his opinion. - Group Dialog.

  1. Doug's right. - Everyone notices your answer.
  2. We need to act NOW. - You and Lilly agree on this topic. 
  3. Let's just let it go. - You try to let it go. 
  4. . . . - You choose to remain silent. 

If Carley is around Ben will suggest taking a vote on what to do presenting you with some dialog--all non-altering. Ben then offers to simply leave the group if Lilly keeps this up and as soon as he says that Kenny runs over a walker. The argument is then taken outside. Anyone ready for an open aired conflict? See you in Chap 4.

What now?10
Complete chapter 4 of episode 3. (10) 

Upon getting out of the RV, Lilly starts off on either Ben or Carley. Keep an eye out for this specific dialog:

"We should hear what everybody's got to say." - Lilly

  1. No way. It was somebody else. - Ben won't forget it. OR. Non-altering response for Carley.
  2. I think he/she probably did it. - You vote against Ben. OR. With Carley she won't forget it. 
  3. I'm not doing this. - Ben won't forget it. If Lilly is going after Carley it appears unimportant. 
  4. . . . - Conversation continues without Lee.

You then will have two quick dialog options that don't alter the game if you are dealing with Lilly going after Ben. If you are dealing with Carley anything you say she will remember. During the dialog Kenny is working on getting rid of the walker below the tire. Once he finally removes it the situation escalates.

While everyone is looking at Kenny finishing the job, Lilly pulls a gun on either Ben or Carley. If she pulls it on Ben, Doug will put himself in between the two and dies for Ben. If she points the gun at Carley she will shoot her in the head. 

Everyone goes ballistic and Kenny comes over with the next extremely important decision. 

"GET IN. We're leaving this CRAZY BITCH." - Kenny

  1. Get in and we'll figure out what to do with you. - You get Lilly back into the RV. 
  2. You're not coming with us. - You leave Lilly behind. 

Either way Lilly will tell the group that you are a murderer. If you told everyone before this, her statement will make no difference to anyone. If you didn't tell anyone or more importantly didn't tell Kenny he will be shocked but will have everyone move on. 

If you take Lilly with you:
Lee will tie up Lilly's hands, gives Ben the gun, and places him on guard duty as she sits in the back of the RV.
If you leave Lilly:
Lilly will stand and watch as everyone drives away. A walker comes out of the woods, startles Lilly and she runs off into the woods.

On the ride Katjaa will call Lee to the front of the RV for a confession of her own; Duck has been bitten during the attack on the motor home. Dialog here is non-altering so weep your heart out. Katjaa and Kenny decided to keep a careful eye on Duck as they head east hoping and most likely praying for a cure along the way. They want you to inform Clem yourself. Move on over and tell Clem what's happening. You can use this chance to delve deeper into the relationship between the two if you would like. 

When you are done Lee will drift to sleep and will be roused when Clem is making noise and she appears as a walker! 
~Panic Event~
You will need to mash the  button until the event ends and you wake up. If you don't make it you will still wake up.
~Panic Event Over~

Kenny will inform the crew that they need to stop as they cannot go any further. Everyone gets out and sets up mini-camp around the train and RV area. Kenny and Lee will be forced to find a way to move the train. Also keep a lookout for food and water for Duck as he is getting worse. 

Our first task is to gather items for later. You may talk to Katjaa/Duck to get this little side quest to help Duck, talk to Clem, Ben, and then head back to the RV. Do the following lines if you have Lilly with you before you get the pencil, otherwise skip it. Go into the RV and run through the dialog options with Lilly. Move to the front of the RV and grab the pencil from the console. As you go to get out of the RV Lilly will come up behind you and claim she could have easily just killed you. The dialog here is non-altering. Lilly will lock up the RV and drive off leaving the group stranded.

If you didn't have Lilly exit the RV with the pencil retrieved from the console up front and talk to Ben. Either way with the Lilly episode or without it you could accuse him which would be the path toward tensing your relationship with Ben.

We will start by getting that water for Duck and checking out the left hand side of the train. Head into that boxcar and notice that it appears someone has recently been living in it. Grab the water lying around and bring it back to Katjaa/Duck. Katjaa will be thankful for your help. 

Let's head back to the train and up the yellow ladder. Head toward the right hand side and open up the compartment doors you will pass. The second one will have tools in which you should take one of the three. Keep heading toward the front and you will see a body in the seat. Lee will point his gun and contemplate shooting but it would be too noisy. If you picked up a tool Lee will open the door and smash the skull of a dead human who never was turned walker. Kenny comes up to assume control and informs you that you need to find out how to get the train moving. Remember the pencil we got before? Well there is a notepad in the front compartment that you could do a scribble on in order to see the instructions that were written on the previous page. 

Your instructions are the most sure way of solving this puzzle. We will try and talk through it though. We start by looking at the area of the console that has the big 6 on it. We will leave the first two small levels pulled down. The two big ones in the middle we want moved to the up position. The small levers on the right hand side are up for the first one down for the second and up for the third. Once you get them in the correct order Kenny will let you know that the dashboard has lit up. 
Here is a quick table of the levers from the left to the right in order:
1 is Down. 2 is Down. 3 is Up. 4 is Up. 5 is Up. 6 is Down. 7 is Up.

Look at the console again and this time find the big 5 portion. Refer to your instructions but here is how we will walk through it:
The first dial should be turned so that it is horizontal and the second should be left alone. You know you have it right when Kenny let's you know that another part of the train is working. We are going to leave the train now and head out the other door to the cabin (the one we did not go through).

Once you head outside notice the walker trapped in the car by the front of the train. Taking care of this walker is part of the Duck side quest. Move over to the car and notice that he is strapped in by the seat belt with animal crackers by his feet. Lee will inform you how we go about this but you will unlatch the walker and move back as to slam its head in the door in order to kill it. Once you do that you can return to Katjaa/Duck with the crackers and again Katjaa will appreciate your concern. 

Head back up that little yellow ladder and stop at those doors before the cabin. Open the first door and find the switch that needs to be worked. If you read your instructions you know how the switch needs to be turned, otherwise turn it to the left and then to the right to kickstart the train. Kenny will come over to you and let you know everything is running if you did it right, the dialog here is non-altering. 

Head back to the cabin and go over to Kenny and pull the throttle only to find out that something is still attached keeping you in place. Head all the way back to the boxcar on the left. If you didn't already pick up the map inside it grab it now and open up the door at the backside of the red boxcar. Hop to the other side and notice where we are locked in. Take your tool from before and free the train. Upon heading back to the red boxcar you will meet the newest member of the group. 

We'll see how things get cleaned up--or don't in the next chapter.

Handle It10
Complete chapter 5 of episode 3. (1) 

Our homeless friend confronts you and questions you right off the bat. 

"You touch any of my stuff?" - Chuck

  1. I didn't take anything. - You lie to Chuck.
  2. Who are you? - He notices you avoided the question.
  3. I took the map of the train routes. - You tell Chuck the truth.
  4. . . . - Chuck notices you don't answer his question.

Well now that you know Chuck, and know that for the moment is not a threat to the group you relax your guard and find out that he has already met the group. Any dialog with Chuck is non-altering so feel free to be... for lack of better phrasing--free. 

This will be your last chance to chat it up with the group before we hit the rails. I suggest finding out a bit more about Chuck and how everyone likes him. Katjaa informs the group that Duck is getting much worse and Kenny while taken aback by it still holds onto some idea of faint hope. Get back to the throttle and give it a pull. This time we move on. 

We'll see you on the open rails in 6.

Unexpected Delay15
Complete chapter 6 of episode 3. (6) 

Leave it to the new guy to spark some sort of discussion in the group. Note that the dialog is non-altering but if you go down the path with "It is" you could see some more interesting non-altering dialog which everyone likes. 

Duck will cough up blood and Katjaa will ask that you clean Duck's face. Grab the nearby rag and clean Duck's face to the appreciation of Katjaa. It appears though that it is time to end this. Katjaa wants you to tell Kenny to stop the train. Time to head up front and confront him and of course Kenny is in denial. Option time and be prepared to move quickly. Note that I will only give you dialog segments not the entire chat sequence. Look for these specific answers if you plan on going down the two paths. We will start with getting frisky with Kenny:

Convince Kenny with Violence:

  • Start off by pressing  to give him the rag.
  • Tell him "Nothing you seem to care about."
  • Choose "The same way you cared about Hershel's boy?"
  • Kenny will now stand up. Two ways to go. Calm him down and back off or get it on. 
  • Choose to fight Kenny or tell him "I don't know what's wrong with you."
  • Kenny pulls his hands up to fight. Move the cursor over his fist and press  to dodge it. 
  • Mash the  button to have Lee talk. 
  • Again dodge Kenny's punch.
  • Mash  again to have Lee talk. 
  • Repeat this one more time until you finally have knocked some sense into Kenny. Either of the final two options will work, neither has significant consequences. Just note if Kenny lands a punch on you it will show throughout the rest of the episode. Nice touch eh? 

--Side Note--

  • If you wanted to simply let Kenny win follow the above steps but do not dodge his punches. Kenny will eventually stop the train on his own and will remember what you did. 

Reassure Kenny:

  • To reassure Kenny press  to put your hand on his shoulder. 
  • Choose the option: "I'm sorry, I just want to talk."
  • Then: "Katjaa needs you."
  • Then: "I'm sorry."
  • Then: "This isn't about Duck."
  • Then: "You think you're the reason Duck got bitten."
  • Then: "You didn't kill Hershel's son."
  • By this time you have finally convinced Kenny to stop the train. Know right now that if you choose any negative response even once during this sequence it will result in a fight. 

Kenny will eventually stop the train. Finally Katjaa and Kenny decide they need to take Duck into the woods and shoot him mercifully. The big decision is who should do it.

Lee will kill Duck:

  • They both will remember it and take their son into the woods before you kill him.

Katjaa should kill Duck:

  • Katjaa agrees and informs you that Kenny should stay back in order to keep his memory clean. You could take this opportunity to reassure Kenny or let him watch his son and wife walk away.

Kenny should kill Duck:

  • Katjaa won't allow this and takes Duck into the woods claiming a mother should be the one to do it. Again you can reassure Kenny or let him watch them walk away. 

Say nothing:

  • You will simply watch Katjaa walk out to the woods with Duck. Again you can reassure Kenny or let him watch. 

No matter what the option Clem will wonder where Duck is going. Time for Lee to step up and give an extremely important answer:

Clem's query on Duck leaving - Clem and Lee.

  1. I'm/he's/she's putting him out of his misery. - Clem remembers your honesty.
  2. I'm/he's/she's killing him. - Clem remembers your honesty.
  3. I'm/he's/she's going to make sure he's okay. - Clem remembers your honesty.
  4. . . . - Clem remembers your silence and will be visibly upset with you.

A shot rings out from the woods. If you are still with Kenny you will get an additional dialog chance with Clem (non-altering) otherwise you run into the woods to investigate. 

We find Katjaa dead by self-inflicted gunshot to the head with Duck still "living" next to her and Kenny sobbing with both of them. Some quick dialog which is non-altering appears here. Kenny will compose himself for his boy:

"What do we do?" - Kenny

  1. You do it. End this, Kenny. - Will lead into the following dialog choice below.
  2. Give me the gun, I'll do it. - You do it yourself.
  3. . . . - Also leads to the next dialog option. 

Kenny points the gun at Duck but is unable to pull the trigger. - Kenny and Lee.

  1. DO IT! - You let Kenny kill his son.
  2. It'll be okay... - You let Kenny kill his son. 
  3. Leave the timer to run out. - You leave Duck in the woods. 

If you kill Duck yourself move your cursor over Duck's head and press . Kenny and Lee will walk back to the train together no matter what the result. 

Clem is in a deep sense of depression. She understands what happened to Duck, but Chuck has taken the liberty to tell her she will end up just like Duck. Lee needless to say is going up front to find out what exactly is wrong with Chuck. Anyone ready to teach a hobo a lesson? See you in 7.

Look Behind You10
Complete chapter 7 of episode 3. (2) 

Getting to the front of the train forces Chuck to ask how Lee is doing. Awfully nice of him eh? He then asks what your future plans are regarding Savannah--and no matter what you tell him you will be told that he doesn't like it. After some quick dialog with Chuck he will tell you what you need to do to extend Clem's life expectancy in this new world:

  1. Cut her hair.
  2. Put a plan together and go over it with her.
  3. Teach her how to shoot. 

Any response will end this original conversation with Chuck. You can then talk to him again to find out more about his life although this isn't all that important. Head back to the driver's cabin and notice that there is a map of what could be Savannah above Kenny. Upon talking to him you will notice he won't budge so we will need to get him out of that seat. Leave the driver's cabin and head back toward the red boxcar (the one where Chuck's stuff was in). Go ahead and grab the bottle of whiskey and go in Chuck's bag to grab the pair of scissors. 

Bring the whiskey back to Chuck and get the following dialog:

"Want a nip?" - Chuck

  1. Sure. - You decide to drink with Chuck.
  2. Nah, I'm fine. - You decide not to drink with Chuck. 
  3. . . . - You decide not to drink with Chuck.

Here's our chance to get Kenny. Tell him Chuck has some whiskey and he will leave the seat to go take a nip. Go ahead and grab that map off the wall where Kenny used to be. Time to head back to the red boxcar. This time passing Ben will spark conversation--he confesses to giving the bandits supplies:

"It's all my fault." - Ben

  1. Jesus, Ben... - Ben notices your reaction. 
  2. I could kill you. - You threaten Ben. 
  3. Why would you do that? - Ben notices your reaction. 
  4. . . . - Ben notices your reaction.

Note: Choosing any of the options but #2 will provide more dialog with Ben. 

Get back to the red boxcar and talk to Clem. There is quite a bit of dialog that you can conduct with Clem. Ultimately no matter what you choose before choosing learning to protect herself, it will bolster your understanding of the interactions in the game but will not effect the plot. 

Lee will begin by teaching Clem how to aim the gun. Lee will be able to give her pointers about shooting, ultimately none of this matters, although if you choose silence she will react sarcastically (ironic huh?) When she begins to shoot you will need to redirect her as her first shot will be a miss. If the bullet went left-up then she needs to pull the gun down and to the right. It is different for everyone. Clem needs to hit 2 bottles for you to be able to move on. This will result in Clem learning how to defend herself. 

Initiate dialog with Clem regarding her hair and talk about how it needs to be trimmed in order to keep her safe. Clem will bring up the following topic about the murder you committed when cutting her hair:

"You've killed lots of things now; it doesn't even matter." - Clem

  1. Killing is bad, no matter what. - Clem will remember that.
  2. No. It's different. - Clem will remember that.
  3. You're right. - Clem will remember that.
  4. . . . - Non-altering response. 

Clem's hair will now be a lot safer. 

Next step is putting a plan together with Clem. Talk to her about Savannah and you will get to a section about what to do when you get there. There are two main routes with the dialog; Agree to help look for her parents (silence will also result in this agreement) or tell her that they are probably dead (which she will cry and remember that). After getting the plan together though Clem will ask the following:

"Can I um... ya know tell my parents?" - Clem

  1. Sure, go ahead. - Clem stays happy.
  2. Clem... come on. That's not a good idea. - Clem gets frustrated and angry with you and tells you that you cannot tell her what to do.
  3. . . . - Clem reacts somewhere in between. 

Note that these can be done in any order, but all must be done before you can progress.

Right when you finish your last step Kenny will shout from the front of the train and you will come to a screeching halt. Alas it appears that our journey will need to be put on hold as there appears to be a giant tanker of gasoline dangling from an overpass above. Upon getting out Chuck and Kenny have a little tiff which is happily interrupted by a woman accompanied by a man above on the overpass:

"Are you guys gonna be trouble? Because we could've just kept walking." - Christa 

  1. No, we're friendly. - They remember this differently than the other 3 options. 
  2. Could be. Who are you? - They will remember this.
  3. Define "trouble". - They will remember this.
  4. . . . - They will remember this. 

Eventually the man with Christa, Omid, will ask you to come up on the overpass to take a look at the gas tanker with him. Lee will need to approach the ladder and click  in order to climb it. As you reach the top you will hear the back end of an argument which was probably regarding joining forces with the train folk. Some interesting dialog will take place now first of which is regarding Clem:

"What's your story?" - Christa

  1. I found her. I was on my way to jail, day one. - They remember your response type. 
  2. I've been with her since this all started. - They remember your response type. 
  3. We've just been trying to get by. - They remember your response type. 
  4. . . . - Christa notices and plays off of your silence. 

And then we work our way to:

"And everybody down there - they're cool?" - Christa

  1. Kenny lost his wife and kid. - You tell them Kenny's story. 
  2. Ben is young and stupid. - They remember what you said about Ben. 
  3. We just met Chuck. - They remember this precisely. 
  4. . . . - Non-altering response. 

After all of that Christa and Omid decide to help your group although it seems as though you haven't won over Christa like you have Omid. On your left hand side is an FRS truck. Open it up and grab the tape. Head back down the ladder and introduce Christa and Omid to the group. Dialog here is non-altering.

Christa breaks off and goes to be with Clem while Kenny decides to teach Omid how to drive a train while Chuck jams out on his guitar like Jimi and Ben decides to go off and do his own thing. Time to investigate that station down the ways--but before we go let's check in on our group;
Clem/Christa- You will head over and find out that Clem is playing a Duck for you with Christa meaning she is being a detective and getting to the bottom of Christa. You can explore some dialog with Christa regarding her and Omid but when you get to the option that asks about the argument avoid it unless you want her to dislike you more.
Chuck- Alas he won't talk to us now. So time to climb the cab and find the boys.
Omid- By talking to Christa first we now have options to explore with Omid which will help you bond with him over history. 
Kenny- Kenny is off in his own world and won't hold any decent dialog with you.
Ben- Ben is on top of the train and will not hold any changing dialog so say whatever you would like. 

Head all the way to the right of the screen and as you are about to go to the station Clem will decide to tag along. When you get to the station look around and eventually head around the right hand side to find Clem attempting to open the door. Good thing the door is locked, but above it is an open window--sized just big enough for Clem to fit. Examine it and then click on Clem to give her a boost in. The dialog here is non-altering and once Clem is in she will open and unlock it. 

Once inside you'll notice it is very dark and a timer starts. This timer is your time in the station until you prop the door open permanently. In order to keep the door open, hover your cursor over the door and you will be able to use your tool from before to keep it open. Head into the station and to the right you will find a blowtorch, the item we need to melt the metal but it is on the other side of the cage along with the keys. Our only option is to give Clem another boost over. Above the door is a gap that you can boost Clem over with. This will require pressing  on Clem and watching her go over. 

As she goes to get the keys she has a horrified look on her face as Lee has walkers behind him. Before Lee can shoot the walkers the gun gets knocked out of his hands and slides under the bars to Clem. 


 
~Panic event time.~
  1. Remember the tool you used to prop the door? We need it. Go to the door and grab it.
  2. Hover over the closest walker's head and press  to bash its skull in. 
  3. The final walker is too quick for Lee resulting in the usual quick reflexes series for survival. Starting with  you will need to press the other buttons in sequence to live. You'll look up to find Clem too scared to shoot and having a walker coming toward her.
  4. Run to the gated door and grab the keys from Clem's hand.
  5. From Clem move your cursor to the door/lock area itself and this time we are going with 
  6. Onto the walker's head and BAM!

~Panic event over~

 

Of course, after everything is dead and you and Clem are safe, Christa comes bursting in and harps on Lee for taking Clem in the first place. The dialog that comes next will be non-altering for the most part but silence may end up resulting in the most "positive" results. Right before you are about to leave she tells you:
 
"I hope you know what you're doing with her." - Christa
  1. I don't. - Christa won't forget this. 
  2. Me too. - Christa won't forget this.
  3. We're still alive, aren't we? - Christa won't forget this.
  4. . . . - Christa remembers your silence. 
After Christa leaves go back in and grab the blowtorch and this quick dialog snippet with Clem:
 
"I'm not ready for a gun." - Clem 
  1. You have to learn to pull the trigger. - Clem remembers this.
  2. We learned everything is dangerous. - Clem remembers this.
  3. We learned not to be afraid. - Best Clem moral boosting response.
  4. . . . - Clem will remember this.
Now we leave and return to the group. Show Omid the blowtorch and he will offer to go up top with you to do the job, but before you go check in with Christa. She will give you some insight which will allow you to peel away some of those layers of her being all mean to Lee and how she likes how you and Clem are a team. Nobody else is worth the time so up the ladder we go.

Up top we want to hover over the hitch and press  which will make Lee start using the blowtorch. A leak seems to put this plan on hold though, luckily we found tape before which we can use to patch it up. FYI the blowtorch is on the ground and once its patched go back to the hitch and start blowing it down. As it falls it catches one last time just out of the reach for Lee. Time to get creative. As Lee dangles Omid over the edge to finish the blowtorch they both see something over the horizon. . . thousands of walkers coming our way!

When the tanker falls Omid and Lee watch the group scatter. You have the option to kick the blowtorch down on the leaking tanker below, whether or not you do it matters little. The train is starting to move and we need to get on it quick. Convince Omid to jump you must. 
 
Regarding jumping - Lee and Omid. 
  1. Jump. - Non-altering. Lee jumps, Omid jumps and falls.
  2. Have it your way. [Push him] - You push Omid then jump. 
  3. You stay here and we'll go with your lady. - Non-altering. Lee jumps Omid jumps and falls.
  4. . . . - Omid pushes Lee off the edge. 
Lee lands safely and Omid falls causing Christa to jump out and go after him. Time to decide who to help and to decide it quickly. Moving the camera to the left will save Christa moving it to the right will save Omid. 

Saving Christa:
Lee pulls her up first as she screams at him resulting with Omid finally pulling himself up later.
Saving Omid:
Omid goes nuclear screaming and yelling at Lee for not saving her first as she drifts back eventually pulling herself up.
Letting timer run out:
They both pulls themselves up although Christa protests about how you treat your group members. 

Lee watches as the walkers fade away, Clem checks on the crew, Omid's leg is broke but everyone seems O.K. 

See you for the final ride in Chapter 8.
Lend Me Your Ears25
Complete Episode 3: "Long Road Ahead" (9) 

Clem is sleeping by the window bringing Lee a little sense of happiness until he goes into her backpack and finds a picture Clem drew of Katjaa, Kenny and Duck all happy and holding hands... Heart wrenching I know. Lee quickly hides it as Kenny comes in the back to talk to you about your plan as you are getting close.

Depending on what you told Clem about your plan, you will now share with Kenny. If you decided to look for her parents Kenny will proclaim that's not the plan, if you are going your separate ways he will get sensitive, and if you are going to look for the boat then he will share a little sense of happiness. Dialog here is non-altering. 

Did you hear something? Is that Clem's walkie? Oh no she didn't.

See you in Ep. 4.

 
 
DLC: Episode 4: Around Every Corner
Cost: $4.99 USD Achievements: 8 Points: 100
 
Georgia's First City10
Complete chapter 1 of episode 4. (1) 

Welcome back and let's jump right into it!

Chapter 1 puts us right into the driver's seat of where we left off. We've just arrived in Savannah Georgia, and find the group's journey beginning here. We start off pretty early with a little question from Clem that sets the stage for the rest of the episode.

"Can't I just hold it?" - Clem
1. I need you to focus - A reassuring response.
2. No. Don't ask me again - Will result in Christa commenting in Clem's defense.
3. Not now, Clementine. Maybe later ok? - The diplomatic caring Lee comment.
4. ... - Clem is slightly upset with the lack of acknowledgement.

Directly after your answer to Clem's first question comes up the topic of Omid and especially his bum leg. The conversation shifts to what should be done for him. Christa spurs the next important response from Lee.

"You're not fine [to Omid]. He's not fine. He needs to rest." - Christa
1. We need to keep moving. - The "evil" response. Christa is annoyed with Lee for not suggesting to stop.
2. You're right, let's stop. - You ask Kenny to stop for Omid. Response is in favor of keeping the group in good spirits and together.
3. Kenny, how much farther? - Non-altering response. The conversation just goes to boats.
4. ... - Non-altering response.

No matter your response and the subsequent dialog, the conversation gets interrupted by the tolling of bells. While the group tries to figure out why exactly the bells are going off, Lee spots someone running on the roof. There is a quick possibility for a choice dialog, although no matter your response, it is all non-altering. Clem's radio then goes off leaving the group stunned and leaving Lee with another quick chance at some non-altering dialog. The entire scene is capsulated in Chuck's bell tolls reference followed by the onslaught of an army of walkers.

You're presented with another quick choice in the case of Lee telling the group what should be done as far as running and are thrown head first into a quick panic event that is just as much about the cinematic as it is the gameplay.
 

Panic Event

The first major trip up (no pun intended) comes in the form of a walker grabbing the leg of Kenny. You must quickly take control of Lee and quickly shoot the walker before Kenny is bit. Remember when your crosshairs are over the walker. Upon saving him Kenny will remark about the lack of brevity Lee had in rescuing him and will get up without a "thank you."

To add insult to injury upon saving Kenny you hear Clem in trouble and turn to find she and Ben becoming surrounded by a group of walkers to have Ben run off instead of trying to help Clem get to safety. It's time to take over Lee and shoot your way to Clem in order to save her. Sadly you won't be able to kill the walkers fast enough and Clem appears to be a goner until Chuck comes to the rescue giving Lee and Clem the necessary time to get away. Christa realizes that Chuck was left behind, brings it up to the group at which point everyone begins to take off down River Street hoping to get away.
 

Panic Event Over


Chapter 1 ends with Kenny getting the gate to the home we will begin chapter 2 in. Get ready to bunker down. We'll see you then.

Down By The River10
Complete chapter 2 of episode 4. (2) 

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.

Support Group10
Complete chapter 3 of episode 4. (2) 

Welcome back to the stink infected realm of Savannah sewers where we pick back up on our journey. So let's get started.

Head down the steps opposite the ladder you climbed down. You will need to begin down the sewers to the right hand side of your screen. You will get to a ramp that leads down, slowly trek your way down it because if you move too fast you will slip and fall. Once you get to the bottom make your way further into the sewers. When you make it to the next bend take a look to your right at the drainage pipe. Remember where this is as it will be the key to getting by soon.

Now refocus your attention to the group of walkers. To the left of Lee is a passage way. Enter it. Now progress until you get to the pipe inside the passage way. Our next step is to turn the pipe so the water flows outside of the visible grate. You will see a walker stand at the flow of water and another come and block your original path in. Now progress a bit further in the passage way to a grate which can't be simply opened. You will need to use Molly's tool to open it up.

Notice where you are now. Back at the beginning. Make your way to the pipe and put the cog on it. Turn the cog to get the water flowing. Quickly make your way back to the new opened grate to avoid being eaten. Make your way back toward the original opening and wait until the last walker has passed. Take this opportunity to jolt out and head down toward the exit. On your way you will finally discover what happened to Chuck.

Progress further down the path...until... Let's get out of here alive.
 

Panic Event
  1. You've just been grabbed by a walker. Relax you have plenty of time to react. DO NOT USE YOUR GUN!. I'm warning you now use of the gun will cut your time down and also alter how the rest of the chapter will play out.
  2. Use Molly's weapon to dig into the hand and then button smash the button that appears to break free.
  3. Quick turn your attention to the walker heading toward you and embed it into its head.
  4. Crisis averted and the walkers by the water do not know you are there.

Panic Event Over


Make your way over to the sign on the far wall. Now look up to the ladder. Attempt to climb it with Molly's weapon and you'll notice that Lee fails miserably but knocks the sign out of place. Once you knock it out of place move it and notice there is a nice little passageway behind it. Time to go on in and see what's cooking.

You'll emerge in an old fallout shelter. Make your way to the door and find out just what's inside. You'll be greeted by Vernon and will also have the chance to make some quick game time decisions that will alter the progression of events down here. First of which is a quick question by Vernon;

"Who are you?" - Vernon
1. Nobody. - Will agitate the situation with Vernon.
2. I don't want any trouble. - Will try to calm the situation down.
3. I could ask you the same thing. - You chose to avoid the question.
4. . . . - The silence offsets Vernon.

You will have the chance do have a little non-altering dialog, but be ready for the next question from Vernon as it will make the difference between life and death.

"Damn it you're right. I'm sorry friend." - Vernon
1. [Threaten him] - You chose to threaten Vernon.
2. Let's talk about this. - Somewhat like the middle road. Progresses the dialog but isn't either good or bad.
3. I'm not from Crawford. - You chose to reason with the group.
4. . . . - Will push the dialog farther but leaves Vernon on alarm.

At this point no matter how you've handled the dialog with Vernon slowly move to take the gun from his hand. If you move too fast or have angered the group too much enjoy a nice death scene. After a bit of background you'll receive a question from Vernon which changes based on how you handled the interaction with the group.

How did you find your way down here? - Vernon
1. We're looking for a boat. - You were honest with Vernon.
2. That's not important. - You chose to avoid the question.
3. Walkers. - You were honest but not in a good way.
4. . . . - Similar to avoiding the question it only agitates things.

A bit more dialog prompts another important answer.

The sewer system can take you wherever you want to go - Vernon
1. Can you show me the way back? - You chose to ask for help.
2. I'll be fine on my own. - You chose to go back alone.

No matter your choice the topic of the sewers being like a maze comes up and Lee will have to talk about getting help.

Why should we help you? - Brie
1. If you don't, I'll kill you. - You chose to threaten them.
2. We can help you, we have medicine [LIE]. - You lie ot the group, although it matters not as they have meds and supplies.
3. I have to get back to Clementine. - Non-altering but will spark another, more important question.
4. . . . - Non-altering.

If you chose Clementine as your response

She's your daughter? - Vernon
1. Yes. - You lied to Vernon.
2. No. - You told the truth.

No matter how you let the dialog play out, Lee and Vernon leave the sewers and the achievement pops as soon as you go through the door to the house. We'll see you again for the deepening of the plot in Chapter four!

Bedside Manor10
Complete chapter 4 of episode 4. (1) 

Ready yourself for a bit of drama, bit of whiskey, and a land of confusion in Chapter four.

Lee and Vernon will enter the house only to find it semi-barren with Molly tossing the kitchen looking for supplies. The three of them have some small conversation until Molly asks a question;

"Who's the fossil?" - Molly
1. He's a doctor. - You told the truth and answered Molly's question.
2. What are you doing? - You question Molly right back.
3. Where's Clementine? - You avoided Molly's question.
4. . . . - You didn't answer Molly's question.

No matter your answer Molly asks for her weapon back and Christa comes storming down the stairs bringing news of a deteriorating Omid. Christa will asks for the assistance of Vernon and the three of them will go upstairs to where Omid is. Vernon shoos Lee out of the room which opens up the hunt for Clementine.

If you would like you can explore the upstairs rooms, although the progression of the story is not up there as well as Clementine not being up there. So head down the stairs and locate Ben and Drunk Kenny in the family room. You'll engage in some funny dialog, some of which actually plays a role on the chapter.

"First good thing happened since..." - Kenny
1. Kenny, take it easy. - You try to convince Kenny.
2. Ben, you let him drink?! - Ben defends himself.
3. Give me the bottle. - You tried to reason with Kenny.
4. . . . - Non-altering.

Finish your conversation with the two of them and then ask Ben again where Clementine is. He will justify why she was out on River Station and keep justifying himself giving you the chance to have a non-altering response to him thus providing you with Ben's guess that she is out back.

Head to the back door to search for Clem. Once you emerge outside you'll complete Chapter four. Can you smell trouble brewing in Chapter five? We'll see you then.

Georgia's Last City10
Complete chapter 5 of episode 4. (2) 

Strap your boots on and get ready for a long chapter with lots of action, revelations, and all the in-betweens. Let's begin chapter five.

Once outside make your way to the shed door and examine it. Lee determines that nobody could get in that way. Begin to walk back toward the house when you will hear a noise coming from the shed! Walk back toward it and go to open it when...CLEMENTINE!

She will have a quick non-altering dialog response and another when you realize just what she's found. Kenny will come out and snap out of his drunken stooper to see his little boat.

The screen goes black and next time it loads up Lee is in a room with Christa, Molly, and Vernon and has the chance to ask a non-altering question. After which Molly will put you in your place for pacing and Kenny will come back with a status report. Choose the good news or bad news, both are non-altering. This turns into how you will get the necessary supplies for the boat.

How are we supposed to get that stuff? - Christa.
1. What about Crawford? - Christa supports your plan.
2. We should just stay put. - You suggest staying around, but the group disagrees.
3. Let's search the streets. - Your idea of searching the streets isn't welcomed whole heartedly.
4. . . . - Conversation moves to Crawford.

Eventually the conversation shifts to how they should interact with Crawford.

Kenny talking about Crawford's relationship with outsiders. - Kenny
1. We take what we need by force. - You suggested an attack.
2. We negotiate. - You suggest negotiating.
3. We sneak in. - You suggest to sneak in.
4. . . . - Conversation carries on without Lee.

As the conversation progresses things look more promising and you'll have another chance at a non-altering response before everything kicks off. Lee makes his way to the staircase where Clem is sitting. Good chance to work on your relationship with Clem here. With a little bit of dialog Clem asks the million dollar question.

Crawford. - Clem
1. I don't know. - Uncertainty shows.
2. No, don't worry. - You asked Clem not to worry.
3. Yes, it'll be dangerous. - You were honest with Clem.
4. . . . - Your silence alarms Clem.

And then the conversation goes to Clem's parents.

"That must be where my parents are. Right?" - Clem
1. I don't think they'll be there. - You were harsh with Clem, but still leads to the next question.
2. It might be safer here with Omid. - Non-altering leads to the next question.
3. It's dangerous for children. - Non-altering leads to the next question.
4. . . . - Non-altering leads to the next question.

No matter your response, Clem will try one more time to convince you to take her with you.

"Can't I come with you?" - Clem
1. Yes. - Clem comes with you to Crawford.
2. No. - Clem stays back with Omid at the house.

No matter what you choose nightfall will come and the group will be gearing up to go infiltrate Crawford. Pre-infiltration talk reminds us of the harsh reality that even this prayer is crippled as the boat can hold no more than five people. Alas your conversation with Kenny is interrupted by Brie and Vernon.

"This is Brie, she can help us." - Vernon
1. How? - Non-altering.
2. The more the better. - Non-altering.
3. We don't need her. - Vernon doesn't appreciate that.
4. . . . - Non-altering.

Following this dialog you'll get another when everyone begins to leave only if you decided to take Clem with you. If you do not take Clem with you, you are now presented with a big option that could determine her fate.

"What should I do if something happens while you are gone?" - Clem
1. [i][Give her the gun.]/i] - You give Clem the gun.
2. [Tell her to run and hide] - You decide to keep the gun.
Note that there is no time limit on this question. Read further on to see whether or not you want to give her the gun.

Now with either situation cleared up, Lee and the group proceed through the sewers to Crawford. Lee will lead the way, and after opening up the manhole cover the group will dart to wall cover. Vernon takes note of the lack of people, and Christa points out a single guard. Lee and Kenny begin to make their approach on the "guard" and when Lee get's close enough for the kill it turns out that the guard is actually a walker. In fact the entire town is dead.

Lee's fast thinking gets the group to beeline it for the school and with the doors shut comes the achievement one the onslaught of the "pure bred" walker horde. Ready yourself for Chapter six, we need to plan, prepare, expect to live.

For Whom The Bell Tolls15
Complete chapter 6 of episode 4. (12) 

We don't have much time to catch our breathe so no slacking around. We need to move quick and fast to secure ourselves and get what we came for. Let's get into it.

Running upstairs and blowing through the doors Kenny pops the obvious question;

"Do you think they saw us?" - Kenny.
1. Definitely. - Your answer scared Clem if she is with you.
2. No idea. - Your answer freaks out Ben.
3. I don't think so. - Your answer is a little relieving to the group.
4. . . . - Non-altering.

With a little more dialog you will have another non-altering segment of dialog to answer and then Brie will lead the group through the school down to a room at the end of the hallway.

Brie brings the group down to the "command center" or in more modern terms, the kindergarten classroom. From here you will coordinate all activities associated with your trip to Crawford. Brie, Molly, Lee and Vernon will go over to a map and you have the opportunity to find out where each of the necessary supplies are at. You have to go through each option, even if you remain silent someone else will declare it for you. With the plan formulated it appears as though Ben is again stuck doing something minuscule. Smell trouble? If Clem is still with you, Lee will take the time to talk to her and provide her with the confidence she needs. If you wish you have the opportunity to go over and speak to Ben at the armory door. The dialog you have with him could help to solidify or hinder your relationship.

"Just once I would like to do something useful, you know?" - Ben
1. That'd be a nice change. - Ben will remember that.
2. You're plenty useful. - Ben will remember that.
3. Okay, I'll let you get to it. - Non-altering.
4. . . . - Non-altering

This will spark another extremely important character progression dialog bit. Ben wants to tell Kenny that he was the one who screwed up with the bandits--eventually getting Katjaa and Duck killed.

Ben wants to tell Kenny the truth. - Ben
1. I don't have time for this. - Non-altering.*
2. You should tell him. - Non-altering.*
3. Are you fucking NUTS? - Non-altering.*
4. . . . - Non-altering.*
All of the options are non-altering at face value, but later on depending on what you said will come back up IF AND ONLY IF you chose to have this conversation with Ben, otherwise things will play out "normally."

You could also use this time to go and speak with Clem, although her dialog as well is non-altering.

With that out of the way head out the door you came in through. When you head out backtrack toward where you came until you see Molly. She will direct you toward the auto-shop so follow her. Go down the long hallway to the exit and proceed through. Once outside you are going to head down the alley toward the little shack at the end. Go inside the shack and examine the hole at the top of the roof. Then click on the shelves to climb up and over the barbed fence. Walk over the the garage door and attempt to open it. Upon failure head farther down the alley to the face, and on your way back a walker will drop from the sky. Molly will pounce down and throw some non-altering dialog your way during a little bully beat down.

After she gets the rage out, you'll find out Molly has just the thing we need to get into the garage. Just in time too, walkers heard all the ruckus. Quickly button smash the targeted button to get the door up high enough. Once inside begin to take a look around.

You could talk to Molly, although all the dialog is not timed and non-altering. Head to the otherside of the garage and examine the hydraulic hose, then try to take it. When you are unable to do so go back to Molly and ask her for her weapon. Once you have Hilda go over to the hose and cut it. Unfortunately the car comes down too fast and the alarm starts going off. Time to move fast.
 

Panic Event
  1. Start off by looking at the battery. There are two terminals you need to unplug. One on the left one on the right.
  2. Begin on the left click the terminal area once to loosen and again to take it completely off.
  3. Do the same thing on the otherside, once to loosen once to remove.
  4. Now take the entire battery.
  5. Quickly make your way up the truck.
  6. You'll notice the only mode of escape is the skylight. Don't waste time examining it. Shoot the skylight out.
  7. Reach for Molly's hand and smell the fresh air of freedom.

Panic Event Over


Now we need to move from rooftop to rooftop. Watch Molly traverse it with easy and answer the quick non-altering dialog as you please. As you start to run make sure to aim your crosshairs at Molly's hand as you are getting closer--click it!

Lee will drop down back into the school and Molly will taunt Lee as she keeps the battery and says she will be back later. Start to head back toward the classroom when Brie and Kenny come barging through bringing a throng of walkers with them. Lee will go to brace the door. Follow the button cues to help quickly defend the door from the walker onslaught. Once the barrage is over you'll be back at the classroom. There is plenty of non-altering dialog to be had, but our objective is to move to the nurses station.

Once you get to the station you'll notice a nice little pack of walkers standing outside. Peak up from the desk and unload into all of them. You'll then proceed into the nurses station and find Vernon and Christa who haven't had much luck in getting the meds. You'll find out that all the prescription meds are locked up, and will have a non-altering dialog opportunity to figure out the situation.

First thing's first. Examine the camcorder to come to the conclusion that it may have a tape that recorded the numbers being input. Move to the desk that Vernon is at and open up the patient folder. Inside is a tape. Bring the tape back to the camcorder and watch the video.

Head back to the alley door, go outside, back to the shack -----but----- this time when you go to climb up you will need to fight off a walker that attacks. Simply button smash in order to kill it. Simply climb up and over like usual to find the doctor walker crawling away. You know what you have to do. Stomp his head in and search for the tape. As an added bonus you now have the combination to the bloody locker you keep passing to get to the medial station. Oops did I give that bit of info away?

On your way back to the nurses station you'll pass Logan's locker. Open it up if you want to dig deeper into the background surrounding Crawford and especially Molly although it isn't "necessary."When you return to the station you'll inform Christa and Vernon of your discovery(ies) and will watch the October 10th tape. Upon watching the tape you'll find out what happened to Crawford, will found out the combination, and will understand what's going on with Christa. Vernon will get the safe open, and Christa and Vernon will both leave. You now have the opportunity to watch the third tape if you picked it up (clearing up many questions), or exit and head back to the classroom.

On your way back to the classroom you'll run into the errand lady herself and depending on whether or not you watched the third tape, will have new, unique dialog with her. When Lee asks what the picture in her hand is and Molly blows it off as nothing, Lee can come in with some unique dialog.

"Nothing." - Molly
1. Forget it. Let's go. - Non-alering.
2. You lied to me. - You confront Molly bluntly.
3. I know you're from Crawford. - You confronted Molly about her lie.
4. . . . - Non-altering.

This will spark another unique segment of dialog pertaining to Molly and her sister only if you've viewed the tape and only if you've continued asking about her. (i.e. answers 2,3 only).

"I didn't have time to take it before I left." - Molly
1. Let's just go. - Non-altering. Progresses story.
2. I don't care. - Molly notices your lack of compassion.
3. I understand. - Molly appreciates your sympathy.
4. . . . - Non-altering. Progresses story.

When the conversation wraps up... rather when it is cut short due to the ringing of bells, Molly and Lee begin to make their way down the hallway and run into Conan Ben as he comes running down the hallway with the hatchet in his hand. After some quick non-altering dialog we've come to the conclusion that Ben has once again screwed up. Molly runs out like Rambo to kill off walkers and Lee is forced to make a shot... or wait too long and have Clem actually take and make it. Either way beeline it back to the classroom!

Note that it appears the only way to kill the zombie yourself is to have Clem not with you when you go to Crawford which will result in Molly noticing you saved her life.

Things aren't much better when we get back. Ben breaks down and let's out his secret about being the one to contribute to Katjaa and Duck's deaths. You'll have a quick opportunity to make an influential, while at the same time meaningless decision on the direction of the conversation.

Ben going off about it all being his fault. - Ben
1. Fine, tell them. - You tell Ben to confess.
2. Ben, shut up! - You tried to stop it. (This goes strongly against Kenny when he finds out.)
3. We don't have time for this. - Non-altering. Ben goes onward.
4. . . . - Non-altering. Ben will just blurt it out.

Kenny will go nuclear. You have the chance to make a personal decision here on who you want to side with later.

Kenny rages and charges at Ben to be caught be Vernon and Lee.
1. Kick his ass later! - You sided with Kenny.
2. Kenny, calm down! - You sided with Ben.
3. It was a mistake. - You sided with Ben.
4. . . . - You sided with Kenny.

After a little more beautiful dialog from Kenny you'll have to make another important personal decision regarding Ben/Kenny.

Kenny rage about the boat. - Kenny.
1. Ben was just trying to help. - Siding with Ben but non-altering.
2. Put it to a vote. - Non-altering.
3. We'll sort this out later. - Non-altering.
4. . . . - Non-altering.

This leaves room for the next question of whether or not he comes. There are numerous ways this plays out so bare with me and we'll try to get through them all.

If Clem is with you.
-By this point if Clem is with you and Christa has just voted against Ben, Clem will ask if she gets a vote.

Wait. Don't I get a vote? - Clem
1. No. - This is the ultimate put down to Clem and will severely strain your relationship.
2. Of course you do. - You allow Clem to speak her mind which woos the group.

With Clem's vote in, Christa retracts her's and it falls down to Lee.
[i]Note that after Clem's vote everything else is the same. So if she is not with you Christa will not retract her vote and Lee will have to go off of his own opinion.

Lee's choice. - Christa
1. Ben stays with us. - Siding with Ben and against Kenny.
2. I abstain. - Essentially like siding with Kenny.
3. We cut him loose. - Officially siding with Kenny.
4. . . . - Essentially like siding with Kenny.

No matter how you side, the party gets cut short while Brie tries to overstep her authority and gets destroyed by walkers. Everyone now makes a beeline for the armory door. Kenny leads the group downstairs to a door full of walkers. He then finds a shotgun and tosses it over to Lee. Now we're talking.

You have to walk your way back up the stairs while keeping the walkers back away from you. About half way up you will break through one of the stairs and get stuck. Now you must not only shoot walkers as they come but focus on getting your foot out of the hole. It takes four tugs to get your leg out of the hole so remember that when judging whether or not to shoot a walker coming up the stairs. Keep progressing up the stairs--this time tomahawk in hand.

When you make it to the top of the tower you'll find out why it was ringing and the walker attached to it will grab Ben. Act quickly and shoot the walker before it kills Ben. Now the decision of the episode comes into play.

Lee is holding Ben. - Lee + Ben
1. Let him go. - Ending Ben's life.
2. Pull him up. - Saving Ben's life.

Phew that was a long one. Grab your supplies and meet me in seven.

The Morning After10
Complete chapter 7 of episode 4. 

Chap seven opens up in two different ways.
1. With everyone rushing into the house and moving to Omid's room where Christa is distraught.
2. If Clem was not with you and did not have the gun, everyone will move toward the stairs with the door shaking. When you open it Kenny will kill the walker inside. Clem will then run down the stairs.

Clem will be happy you have returned and will ask;

"Did you find my parents?" - Clem
1. There wasn't time. - You lie to Clem.
2. No, we didn't. - You were honest with Clem.
3. What happened here? - You avoid her question.
4. . . . - You still avoid her question.

3. If Clem was not with you and had the gun the walker will be dead and Clem will come greet the group.

Either way everyone runs upstairs eventually and Lee has the opportunity to have a non-altering comment here before Omid wakes up.

Now depending on how the Ben situation played out, and whether or not Clem was with you there are again a few choices.

If Ben is alive.
-The story will progress onward with everyone trying to get along.

If Ben is dead.
-and Clem was with the group at Crawford she will be upset to hear that Lee "stepped up" and killed Ben and will storm out.
-and Clem was not with the group at Crawford she will be upset to hear about Lee killing Ben and will storm out.

Only when Ben is dead does the following dialog surface;

Kenny referring to Ben's death. - Kenny.
1. Not in front of Clementine. - Non-altering.
2. Thanks a lot. - Non-altering.
3. She'll understand. - Non-altering.
4. . . . - Non-altering.

After the dialog is finished, Vernon will want to speak to Lee in private. He proposes that his group takes Clem off of Lee's hands for him. When he makes the offer Lee has the chance to respond.

Vernon's offer to take Clem off of your hands. - Vernon.
1. Walk away, Vernon. - You told Vernon off.
2. You have a point. - You agree with Vernon.
3. I need to think about this. - Non-altering.
4. . . . - Non-altering.

No matter how you end the conversation with Vernon he leaves and you walk over to the room Clem is in. Molly begins to walk away when Lee talks to her. Before she leaves Lee has the chance to talk to her one last time.

"It's been fun." - Molly
1. You should come with us. - Non-altering.
2. That might be for the best. - Non-altering.
3. So that's it, then? - Non-altering.
4. . . . - Non-altering.

While all four options are non-altering the dialog sequences are different. Note that if you were positive in your relationship with Molly you may even get a little something extra. *wink* wink* Alas we could only hope.

After you finish up with Molly you'll make your way into the room Clem is in and talk to her. There will be some dialog surrounding the boat that is non-altering. After a quick non-altering comment about Ben, Clem will ask about her parents.

"Before we leave tomorrow, will we have time to look for my parents?" - Clem
1. Yes. [LIE] - You lied to Clem.
2. No. Let it go. - You were brutally honest and hurt Clem's feelings.
3. There may be no time. - You were honest with Clem.
4. . . . - Silence

No matter your response Clem begins to cry. All responses are non-altering so react however you please, Lee will fall asleep, and when he wakes up Clem is gone. The chapter ends with Lee going downstairs looking for Clem.

I'll get the tissues, ready yourself for Chapter eight and the conclusion to Episode 4.

Penultimate25
Complete Episode 4: "Around Every Corner" (14) 

Once Lee makes it outside you'll have to go over and pick up Clem's hat. After picking up the hat you'll hear a radio sound coming from the street. Lee will hop the fence and you will need to walk over and examine it.

Unfortunately a walker comes out and bites Lee. You don't have much time to dwell on it though as the group comes up behind you after hearing the ruckus.

The following decision is crucial to the way the rest of the season plays out.

You must quickly choose to conceal or show your bite to the group.

Depending on what decision you make the dialog will change as well as the desire of the group to come and help you search for Clem.

Hide the Bite
Your desire to have group members join you in searching for Clem. - Group
1. I'll go alone. - Group members offer to come with you.
2. You should know I'm bitten. - Resets the conversation and throws everyone off.
3. I need help to find her. - Now almost every time you choose this Omid and Christa are immediately off the list. Even with the second question
4. . . . - Group members offer to come with you.

The question stemming off of answer three.

Christa explaining why they can't go. - Christa
1. I understand. -
2. Do whatever you have to. - Makes them feel bad but doesn't change it.
3. Are you sure? - Just solidifies them not coming.
4. . . . - Non-altering.

or

Showed the Bite
Your desire to have group members join you in searching for Clem. - Group
1. I'll go alone. - Group offers to come with you.
2. I don't know what to do.
3. I need help to find her.
4. . . . - Group offers to come with you.


At this point to go through each dialog sequence with each person is tremendous. I will give you a simple "What You Need to Do to Get or Forget Each Person."

Christa
-Show your bite.
-Desire to go alone.
-Be thankful.

Omid
-Show your bite.
-Desire to go alone.
-Be thankful.

Kenny (Note that even if you were the best of pals with Kenny he will still need the right sequence.)
-Show your bite.
-Desire to go alone.
-Go down the family path of dialog.

Ben
-Show your bite.
-Desire to go alone.
-Motivate and support Ben.
-Give him a second chance.

Anything else that could be seen as contrary to these answers will result in Lee losing their support in joining the search for Clem.

If you choose not to show the bite the process of getting everyone to come with you is much harder as pre-conceived boundaries are already formed and at this point most people just want to leave. If Ben and Kenny are alive at the same time this will be even harder, but remember to play to their emotions (Kenny family, Ben confidence).

With your group decided you will make your way back to the sewers and to Vernon's lair. Unfortunately nobody is there as they have all left. After a little bit of time Clem will come over the radio. You will have a chance at non-altering dialog with a strange man.

The finale to this episode is a cliffhanger response that must be carefully picked.

Strange man tells Lee to pick his next comment very carefully. - Strange Man
1. What do you want from me? - Episode 5 Surprise.
2. Please don't hurt her. - Episode 5 Surprise.
3. You're fucking DEAD. - Episode 5 Surprise.
4. . . . - Episode 5 Surprise.

Well done on completing this mammoth. I suppose we'll see you in the finale to Season 1 right? Until then.

 
 
DLC: Episode 5: No Time Left
Cost: $4.99 USD Achievements: 8 Points: 100
 
Into The Fire10
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.

Twice Shy10
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.

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.

There Ain't No Way10
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.

Mercy10
Complete chapter 4 of episode 5. (1) 

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.

The Marsh House10
Complete chapter 5 of episode 5. (1) 

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.

What's in the bag?10
Complete chapter 6 of episode 5. (1) 

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.

Stay Close To Me15
Complete chapter 7 of episode 5. (1) 

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.

What Remains25
Complete Episode 5: "No Time Left" (46) 

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.

 
 
DLC: 400 Days
Cost: $4.99 USD Achievements: 8 Points: 100
 
Chain Gang10
Completed Vince's Chapter. 

Welcome back ladies and gents, and I do know we are a little pre-mature here not actually reconvening in Season 2, but alas our thirst for TWD must be quenched. Here with Vince on Day 2 we are thrown literally right into the thick of it as soon as his chapter starts.

What better way to get to know a character then to see him standing in front of someone else who is begging for their life only to watch him shoot the other guy dead. Vince then takes off down the street and stops in a T alley. Here's where we come in. You must quickly choose between two options, albeit neither will produce favorable results for Vince: 1) Toss the gun onto the roof or 2) Put the gun in the garbage can. Both choices are non-altering as far as game changing goes, but, they do change the dialog options slightly and give for nice variety later.

Either way Vince's run from the law is cut short and we next see him on a prison bus on the way to his sentence. Early on you will gain control of Vince and will be able to look around at the different sites, nothing you do look at changes or alters the game though so do this to satisfy your own curiosity. You will meet your own "chain-gang" mates in Danny (the guy in front of you) and Justin (the guy behind you) and will learn quickly life isn't easy being chained together.

You will be presented with some non-altering dialog from Vince toward the two boys that is more entertaining than anything else:
Danny making fun of Justin over the chain issue. - Danny
1. You guys ever going to quit? - Non-altering but changes dialog sequence.
2. Settle down, assholes. - Non-altering but changes dialog sequence.
3. [Yank the chains.] - Non-altering but changes dialog sequence.
4. . . . - Non-altering but changes dialog sequence.

We learn quickly that the black guy up front simply wants some air and the guy behind him likes to degrade people. During this time we learn more about our three chain-gang mates and that Justin scammed the rich out of their fortunes while Danny was accused of rape. Justin will take the offensive and slam into Danny giving Vince the opportunity to chime in with another non-altering dialog:

Justin berating Danny on his rape charge. - Justin
1. We're all in the same boat. - Non-altering but changes dialog sequence.
2. Nobody's judging you. - Non-altering but changes dialog sequence.
3. You WERE convicted. - Non-altering but changes dialog sequence.
4. . . . - Non-altering but changes dialog sequence.

After a bit more dialog that brings out the personality of Danny, Vince once again is given a chance to delve deeper into their relationship and will slightly alter the course of further dialog:

Danny talking about his girlfriend. - Danny
1. You're heading to jail. - Non-altering but changes dialog sequence.
2. Call her up when we get there. - Non-altering but changes dialog sequence.
3. Forget about her. - Non-altering but changes dialog sequence.
4. . . . - Non-altering but changes dialog sequence.

Switching over to Justin presents itself with some interesting take on criminals of the white-collar nature, and gives Vince another stab at their relationship:

Finding out about Justin's motives as to why he stole from the rich. - Justin
1. I'd say anything to avoid more time. - Justin notices your response and doesn't agree with it.
2. Shoulda been a man about it. - Non-altering but changes dialog sequence.
3. It's a tough call. - Non-altering but changes dialog sequence.
4. . . . - Non-altering but changes dialog sequence.

Coming out of Vince's response we get an interesting perspective on "Robin Hoodism," which Danny will come back into wondering how it worked giving Vince another chance to chime in:

Danny wondering how Justin's scheme worked. - Danny
1. Fuck Wall Street. - Non-altering but changes dialog sequence.
2. Hey if nobody got hurt... - Non-altering but changes dialog sequence.
3. How'd you live with yourself? - Non-altering but changes dialog sequence.
4. . . . - Non-altering but changes dialog sequence.

The conversation will then shift over to Vince, and here is where our answers begin to play a role on the chapter and DLC as a whole.

Justin and Danny begin to ask Vince about himself, more particularly why he is here. - Justin and Danny
1. [lie]I'm innocent. - Will spark a line of questioning
2. [boast]I killed some assholes. - You boast to them which
3. I helped my brother. - You confide in them.
4. . . . - They notice your silence.

Danny comes quickly with a response:
You regret it man? - Danny
1. Don't regret a thing. - Non-altering but changes dialog sequence.
2. Doesn't matter. - Non-altering but changes dialog sequence.
3. Every day. - Non-altering but changes dialog sequence.
4. . . . - Non-altering but changes dialog sequence.

Remember what you did with the gun in the very beginning? It comes back now depending whether you tossed it up ontop of the roof or put it in the trash. Enjoyable responses from Vince and the crew. Our joyful moment gets rudely interpreted by Crabtree and his anger for water man.

Vince has a quick moment to throw in some dialog into the mix.
1. They just need to work it out. - Non-altering response.
2. Anyone know this guy? - Non-altering response.
3. Let him go! - Non-altering response.
4. . . . - Non-altering response.

Danny will try to convince the three of them to do something for water man as Danny does not believe it is right to watch him be strangled.

Danny wants to help. - Danny
1. Help him, Danny! - Danny and Justin notice your desire to help him.
2. We can't do anything with these chains on. - Danny and Justin notice your attempt to resolve the situation.
3. Let the guard handle it. - Danny and Justin notice your desire not to help.
4. . . . - Danny and Justin notice your silence.

As tensions rise one of the guards goes in the back with a shotgun to stop the choking giving Vince a quick moment for a non-altering dialog shout:
1. KNOCK HIM OUT! - Non-altering response.
2. DON'T JUST STAND THERE! - Non-altering response.
3. DO SOMETHING! - Non-altering response.
4. . . . - Non-altering response.

No matter what you chose, or have chosen before this the guard takes the liberty of shooting Crabtree. After shooting Crabtree the mood becomes solemn and no-one is really sure what just happened. Danny will break the ice and ask the guard:

What the hell was that? - Danny
1. Nobody had to die. - Non-altering response.
2. Asshole had it coming. - Non-altering response.
3. Is he still breathing? - Non-altering response.
4. . . . - Non-altering response.

Quickly the thought becomes that the guard's actions need to be called in prompting Vince to get another shot at non-altering dialog:

I'm calling this in. - Driver of prison bus.
1. He might still be alive. - Non-altering response.
2. This ain't our problem. - Non-altering response.
3. You killed that guy! You gotta deal with it. - Non-altering response.
4. . . . - Non-altering response.

Danny then foolishly prompts the guard to become even more elevated than he previously was by rushing him to make a decision and enticing him to point the gun at the three prisoners:

You ain't got a minute to think. - Danny
1. Quit waving that thing around. - Non-altering response.
2. Everybody calm down. - Non-altering response.
3. Somebody do something. - Non-altering response.
4. . . . - Non-altering response.

Following a close nail biter everyone will look outside to the screams of women and children as it appears they are being eaten. This freaks Danny, Justin, and Vince out and they begin to ask the guards to get them out of here. As the guard with the shotgun begins to approach Danny Crabtree makes another guest appearance and bites the guard killing him. The situation turns from bad to worse as the guard in front simply runs out of the bus leaving our little chain gang to fend for themselves against Crabtree. Very early on the boys know that they need to do something otherwise they will not be around long to think about life:

Shit, what are we doing guys? - Justin
1. We need to get off this bus. - Non-altering response.
2. Any ideas? - Non-altering response.
3. Find a weapon. - Non-altering response.
4. . . . - Non-altering response.

No matter what Vince suggests or does not suggest the three of them will decide they need to find the guard's gun and realize that it is under the guard's body. You will need to do a little button mashing ( and then a random button to finish) and then quickly move your crosshairs over the gun and press again to snag it. After you grab the gun quickly aim up and kill Crabtree before his ankle breaks and he is able to kill the three of you. Once everyone is calmed down you will need to find a way to get out of the bus. Your first step will be to search the guard below you, which alas will turn up nothing. Funny little mess up in the game is that the guard actually must have the keys on him. If you remember correctly he unlocked Crabtree from choking water man and never went back up front with the keys so technically they should still be on him. From here we have a couple options available to us, but only one will help us progress further.

Aim down at your feet and attempt to shoot the chain. It won't break, but this will spark a new idea to get out, although not a good idea for someone. Danny will try to take the gun to shoot off the cuffs on their ankles which sparks Vince to turn around and point the gun at the two guys. You will need to decide whether to shoot off Danny's cuff of Justin's cuff which essentially ends their chances right there. Either move your crosshairs to the right for Justin or to the left for Danny and proceed with the process of shooting through enabling you to either escape with Danny or with Justin. Remember whoever you choose will come back to play later on, even if it's simply in a small way. We'll see you again in 39 days for Wyatt and his path to survival.

Vince Goes to the New Camp:
Vince will only go with you to the camp in the Epilogue if you shoot Danny NOT Justin.

Abandoner10
Completed Wyatt's Chapter. 

Here we are 39 days later in the darkness and fog of the same general area driving for our lives with Wyatt and Eddie. Again we are thrown head first into the thick of their story as the two of them are driving away being chased by a truck. Eddie will put the pistol between the two of them and you need to take it and then shoot at the truck. After some fine shooting Wyatt will actually hit the headlight on the right hand side out prompting Eddie to ask if they are still behind you:

Holy shit man, did you get em'? - Eddie
1. I don't see anything. - Non-altering response.
2. Maybe they crashed?!? - Non-altering response.
3. Fuck if I know! - Non-altering response.
4. . . . - Non-altering response.

No matter your response Eddie decides to play it safe and turn off down a backroad killing the lights on the car. From here on in you will be developing and learning about the relationship between Wyatt and Eddie starting with Wyatt's response to Eddie killing the lights on the car:

No lights, no... uh... you know! They can't see us. - Eddie
1. I guess that makes sense. - Eddie notices you agree with him and stands up for his decision.
2. How stupid are you? - Eddie notices you don't agree with him and attempts to defend his decision.
3. Crashing won't help anything right now! - Eddie notices your lack of logic in the zombie apocalypse and makes fun of you for it.
4. . . . - Eddie notices your silence and takes it as agreement.

The two of them will then discuss their situation and after Wyatt suggests slowing down Eddie chimes in giving Wyatt another chance to assess the situation:

WHAT?!? FUCK, no. Did you see that one guy's eyes, man? He is fucking GORKED. I don't want that guy in my LIFE, Wyatt. - Eddie
1. What if there is something in the road? - Non-altering response.
2. You are COVERED in that guy's blood. - Non-altering response.
3. God how did that go so wrong? - Non-altering response.
4. . . . - Non-altering response.

The response to Eddie's rant will then spark another quick question that will help us learn more about our two friends:

I know Wyatt my shirt is soaked. - Eddie
1. Did you mean to pull the trigger? - Non-altering response.
2. I'm sure it was an accident. - Non-altering response.
3. I told you not to keep that gun. - Non-altering response.
4. . . . - Non-altering response.

No matter your response we learn a bit more about Eddie and Wyatt, and more particularly the situation they were in and will also provide Wyatt with a golden opportunity to either build on, or destroy his relationship with Eddie:

I'm sorry man, I... - Eddie
1. Thanks for getting us out of there. - Eddie appreciates you being thankful.
2. Don't sweat it. - Eddie appreciates you caring about him.
3. I can't exactly forgive you. - Eddie is upset you don't understand.
4. . . . - Eddie is taken back by your silence.

After a little more driving, and possibly one of the best one-liners of the entire game, you'll be given the opportunity to take a stab on their situation once again as far as the road goes:

You think we're in the clear? - Eddie
1. Not till we get out of this fog. - Non-altering response.
2. Don't talk about your dick. - Non-altering response.
3. We're probably fine. - Non-altering response.
4. . . . - Non-altering response.

After a little more chatting you'll come up to another priceless non-altering dialog section:

All right, let's Tom Cruise outta here. - Eddie
1. Really? - Non-altering response.
2. Why didn't you have a girlfriend? - Non-altering response although he will prove why exactly he is not boyfriend material.
3. Please never talk again. - Non-altering response.
4. . . . - Non-altering response.

Eddie will then prove when he is a dime a dozen and will ask Wyatt to see if there is any more sticky (a.k.a. weed) in the glove box. You will have the opportunity to either look up on the dash or right in the glove box. Alas there is no more weed in the glove box, but Wyatt will find some ammo for the pistol which may come in handy. As you reload the pistol Eddie will start talking which will prompt another dialog segment:

You know one time I was going out with this girl Abigail... - Eddie
1. I don't care. - Will end the story.
2. I'd rather load the gun. - Will end the story.
3. Just shut up. - Will end the story.
4. . . . - Only way you can hear Eddie's cool story.

Either directly after cutting Eddie off or after listening to the story you will smash into someone/something. The event will freak out both Eddie and Wyatt, leaving Wyatt speechless and Eddie with the million dollar question:

Was that a dude or not? - Eddie
1. That couldn't have been human. - Will spark Eddie making sure it was not a guy.
2. I...I don't know. - Will spark Eddie making sure it was not a guy.
3. I think it was. - Will skip over any doubt sequences that stem from the above two answers. Skip right to the part where Eddie wants to get out and investigate.
4. . . . - Same as the first two, this will spark doubt conversation.

Only if you choose option numbers 1, 2, or 4.

Really? Seriously? I mean, SERIOUSLY. Look me in the eyes and say that. - Eddie
1. ...I can't. - Unique non-altering dialog with Eddie relying and being crushed by Wyatt's unknown.
2. I could be wrong. - Unique non-altering dialog with Eddie relying and being crushed by Wyatt's unknown.
3. You heard me, Eddie. - Moves right to Eddie wanting to check.
4. . . . - Moves right to Eddie wanting to check.

Eddie will then declare that he is not going anywhere until you know what happened to that thing. Wyatt will roll down the window to get a better look which will then spur your ability to check your surroundings. You can check the windshield for damage and more specifically the blood, the mirror which has cloth still attached to it, the glove box, and the dashboard. Eddie will then declare he is positive he hit a guy, and will attempt to convince Wyatt that they need to get out and check.

What do you mean what do we do? We go out there. - Eddie
1. What about the guys in the truck? - Non-altering unique dialog sequence.
2. Go out there and what? - Longer non-altering unique sequence.
3. There's no way. - Non-altering unique dialog.
4. . . . - Non-altering response.

No matter your response Eddie will pursue going out and checking on the guy:
Come on, man. This is stupid. We go out there, check it out, we get moving. - Eddie
1. You go if you want. - Eddie will be very reluctant to go out there.
2. Both of us? - Eddie will be less "gun-ho" to go out and check on him.
3. I'll go. Give me the gun. - Eddie will respond with some self-righteous response about hitting him so he should go.
4. . . . - Eddie will try to back his way out of wanting to go.

This will spark Eddie's solution to the whole problem; rock, paper, scissors:

Okay. Well. Shit, okay. Here, we'll rock paper scissors for it. - Eddie
1. Are you fucking serious? - Will spark sequence two.
2. No way, man. You're nuts. - You will spark sequence two.
3. Okay, that's fair. - You will go right into playing rock paper scissors.
4. . . . - You will spark sequence two.

Note here that this is where you are able to unlock one of the missable achievements for this DLC; "Two out of Three." You must successfully win a game of rock paper scissors against Eddie. It is completely luck generated, and if you lose the second round quickly pause the game and exit to the main menu to avoid having to replay the entire chapter. It will kick start you back up when Eddie hits the dirt road.

Sequence 2
[Play] - You will play a game of rock paper scissors.
[Refuse] - You refuse to play a game of rock paper scissors.

If you do not play the game of rock paper scissors and you told Eddie you will go, this will now be the moment when you exit the vehicle. If you told Eddie that he should go and you refuse this will be the moment he will leave. If you play rock paper scissors, the winner stay's in the vehicle and the loser checks the body. Also note that abstaining from the game will force Eddie out. Here are our two avenues:

Leaving the Vehicle:
After losing or walking out, you will be in control of Wyatt. You don't have to examine each piece of evidence, but it makes for a more complete story if you do.

  1. First up is the shoe which Wyatt will correctly deem inconsequential because anyone/anything could have a shoe on.
  2. The second clue is the piece of glass to the right which holds not significant value to the person/it out there--more so for the car, but Eddie will keep you moving.
  3. Next is the backpack which ultimately fails to provide any clue as to the status of the victim.
  4. After a significant amount of walking you will come up to a pool of blood, and then a blood trail to follow. Keep on this course.
  5. You will eventually get close enough to the victim to be able to talk to it.
  6. You'll eventually get to the victim and realize that he is in fact alive. Wyatt will begin to drag him back to the car after you examine his wound and his uniform when things go from bad to worse.
  7. As you drag him back a walker will come out of the woods, quickly aim your crosshairs on it and shoot.
  8. You are now presented with the choice of leaving the wounded cop or bringing him back to the car.
  9. If you decide to leave him Wyatt will begin to walk back to the car and will need to shoot your way back to the car only to watch Eddie drive away without you ending the chapter.
  10. If you decide to save him you will need to do a bit of jumping back and forth. First off you will need to have the pushed up the entire time you are trying to drag the cop. When you want to shoot walkers coming close to you press to let him go, shoot the walkers, and then again re-pull the cop. You will end up pulling the cop all the way to the point where Eddie jets and then simply leave the cop to save your own life.

Stay in the Car:
Staying the car will result from a successful win in rock paper scissors or any combination of dialog in which Eddie is guilt-tripped into going. Here's how we tackle it:

  1. As Eddie begins to walk away you will have the opportunity to talk to him three times. Here are the three options:
  2. 1. Get back in the car - Non-altering response.
  3. 2. You see anything out there? - Non-altering response.
  4. 3. Hurry up, man! - Non-altering response.
  5. Eddie will then toss the keys back into the car, but alas Wyatt is both unable to catch them, and unable to see where they fell.
  6. Move your crosshairs up top to turn on the light and then down to the floorboard to search for the keys. After you move the chair back you will see the keys.
  7. Wyatt will turn the light back off and put the keys in the ignition when... SURPRISE! Truck guy is back.
    PANIC EVENT
  8. You will need to quickly button smash the highlighted button in order to abstain from your death.
  9. Once you win the tug of war battle quickly reach for the door handle to close the door and stop him from getting back in.
  10. Next step is to shift the shifting stick although he will break through the class.
  11. Aim for his hands and knock him back.
  12. Quickly reach for the ignition and turn it on to speed away...without Eddie.
    PANIC EVENT OVER


It's tough leaving him, but we got away with our lives. Well.. we will see you on Day 184. Be prepared.

Wyatt Goes to the New Camp:
The best way to get Wyatt to go with you in the Epilogue is to make sure he is genuine with Eddie and stays in the car. If he is outside the car he will have less faith in people sticking with him and will need to be told there is a chance for people he knows in the new camp.

Friends Like These10
Completed Russell's Chapter. 

Welcome back ladies and gents, and without any more wait, let's get right into Russell's chapter. We get control of Russell early on and have a few things we can look at although all of which just amplify the storyline and don't actually effect gameplay. In order to progress through Russell's story you will in fact need to walk further down the road keeping the pressed up. You will be able to examine Russell's backpack a few times, the sign post on the right hand side of the screen, the corpse on the left, and the map in Russell's left hand. After both a certain distance and number of items examined you will be prompted with the first bit of action in the chapter, and if you want to grab the other missable achievement this is where you must do it.

You will be given two options when the truck comes down the road. Either Stand Your Ground or Hide. In order to get the "Reunited" achievement you must hide instead of standing your ground. You will be next to either Doug or Carly depending on who you saved all the way back in the store days. Things slightly diverge here so we will go down both paths:

Stand Your Ground Path:
After deciding you want to stand your ground, you will be able to comment on your own decision:
After deciding to stand your ground. - Russell
1. Maybe I can get a ride. - Non-altering dialog.
2. I see anything weird, I'm runnin'. - Non-altering dialog.
3. This is stupid. - Non-altering dialog.
4. . . . - Non-altering dialog.

Nate will pull up next to you and will inform Russell that he is either tough as shit or dumb as fuck, after which Russell will be able to respond.

Nate commenting on how Russel is tough and dumb. - Nate
1. Fuck you. - Non-altering response.
2. I need a ride. - Non-altering response.
3. I don't want no trouble. - Non-altering response.
4. . . . - Non-altering response.

Nate freaks Russell out no matter his response and then says he will give him a ride. After some more bagering, Nate asks what Russell's name is:

What's your name? - Nate
1. Russell. - Nate takes note of your honesty.
2. Don't matter. - Nate notices you trying to act tough and will remember it.
3. Asswipe. - Nate notices your hostility and remembers it.
4. . . . - Nate notices your silence and takes note of it.

After some more dialog, Russell will need to defend himself from Nate who begins to associate Russell with people who steal and cheat:

Are you in a crew? You got some boys? - Nate
1. It's mine. I didn't steal it. - Non-altering response.
2. Leave me alone. - Non-altering response.
3. I'm not in a gang. - Non-altering response.
4. . . . - Non-altering response.

Nate then allows Russel to get into the truck to which Russell will be able to respond:

Come on. - Nate
1. Okay. Yeah. I'd like a ride. - Non-altering response.
2. Nah. I'm good. - Nate will leave without Russell sparking sequence two below.
3. Will you take me to Statesboro? - Non-altering response.
4. . . . - Non-altering response.

If you choose option 2 and turn down the ride, Nate will drive away leaving Russell to walk some more. Quickly it becomes clear that there are too many walkers to simply keep walking. Nate will drive backwards and offer one last time. If you do not get into the truck in time you will die. Quickly click on the door and get in.

This will now tie together with the other possibility, hiding in the grass.

Hide From the Truck Path:
Even if you hide form the truck, the driver still sees you and comments rather quickly about how you are hiding with either your boyfriend or girlfriend depending on who you saved way back when, or the random generated character if you have a new save.

I see you cuddling with your [girlfriend/boyfriend] down there. Shit, bro. - Nate
1. I don't want no trouble. - Non-altering response.
2. Damn. - Non-altering response.
3. Fuck you. - Non-altering response.
4. . . . - Non-altering response.

This will quickly spark Nate becoming interested in Russell.

What's your name? - Nate
1. Russell. - Nate takes note of your honesty.
2. Don't matter. - Nate notices you trying to act tough and will remember it.
3. Asswipe. - Nate notices your hostility and remembers it.
4. . . . - Nate notices your silence and takes note of it.

After some more dialog, Russell will need to defend himself from Nate who begins to associate Russell with people who steal and cheat:

Are you in a crew? You got some boys? - Nate
1. It's mine. I didn't steal it. - Non-altering response.
2. Leave me alone. - Non-altering response.
3. I'm not in a gang. - Non-altering response.
4. . . . - Non-altering response.

Nate then allows Russel to get into the truck to which Russell will be able to respond:

Come on. - Nate
1. Okay. Yeah. I'd like a ride. - Non-altering response.
2. Nah. I'm good. - Nate will leave without Russell sparking sequence two below.
3. Will you take me to Statesboro? - Non-altering response.
4. . . . - Non-altering response.

If you choose option 2 and turn down the ride, Nate will drive away leaving Russell to walk some more. Quickly it becomes clear that there are too many walkers to simply keep walking. Nate will drive backwards and offer one last time. If you do not get into the truck in time you will die. Quickly click on the door and get in.

We will quickly learn who the driver is, Nate, and he will offer Russell a swig of the good stuff:

Here ya go. - Nate
1. I don't want that shit. - Refuse to take a sip of whiskey.
2. Sure. - The only way Russell takes the whiskey.
3. I'm straight. Thanks. - Refuse to take a sip of whiskey.
4. . . . - Refuse to take a sip of whiskey

After either passing up the whiskey or taking a swig, Nate will begin to dig for more information on Russell:

Any tail back where you come from? Maybe drop you off and do a double-back. - Nate
1. No "tail." - Non-altering response.
2. Sure. - Non-altering response.
3. Can we just drive? - Non-altering response.
4. . . . - Non-altering response.

Russell will then delve into his past a bit all the while Nate twisting and turning the dialog and images to his own pleasures. The conversation will eventually drift over to talk about one of Russell's old survivor mates, a daughter, which Nate is fascinated with finding out details about:

Gimmie a little something. Just a taste. - Nate
1. You're fucking rude. - Non-altering response.
2. Why do you gotta be like that? - Non-altering response.
3. Sure, whatever. - Non-altering response.
4. . . . - Non-altering response.

No matter what you tell or don't tell Russell pisses him off and causes him to speed up and then slam on the brakes. He then tells you to rate the walker that is clawing at the window. Nate ups the ante and rolls down the window allow the walker to grab you as he laughs and tells you to rate her only he's not joking and your life is at risk.

During Russell's struggle and Nate's laughter.
1. TEN, OKAY! TEN! - Non-altering response.
2. [Scream for help.] - Non-altering response.
3. FIVE! - Non-altering response.
4. I'LL KILL YOU! - Non-altering response.

No matter your response Nate will try and shoot the walker, realize he's out of bullets (This may have something to do with him wasting all his bullets either shooting at Eddie in the car or Wyatt in the car) and will quickly speed away leaving the 5, 10, or missing info walker in the dust. The irony is that after their encounter Nate wants Russell to load the gun. Good times in zombie apocalypse.

When we return we arrive at a gas station where Nate wants to scavenge for supplies and see if they can fill up. Nate starts off early yet again:

Fine, be mad, just stop being a pussy. - Nate
1. I'm outta here. - No matter what you choose you will be shot at before saying anything.
2. I'm sorry; I don't like being scared. - No matter what you choose you will be shot at before saying anything.
3. I'm not mad. - No matter what you choose you will be shot at before saying anything.
4. . . . - No matter what you choose you will be shot at before saying anything.

As soon as Russell tries to reply to Nate, a gunshot will come through the passenger window. You need to quickly move your crosshairs to the door and click it in order to get out of the truck. Nate will bark out some orders to which you can respond to before running (remember in order to run hold up on the ):

You don't want to be there! Get to the truck! I'll cover you. - Nate
1. You got bullets now?! - Non-altering response.
2. I'll get shot! - Non-altering response.
3. Okay! Get ready! - Non-altering response.
4. . . . - Non-altering response.

Once Russell get's to the back of the truck some choice words will be shared followed by Nate:

Look how good you did! - Nate
1. What are we going to do? - Will skip right to finding out who is shooting at you.
2. I shouldn't have come with you. - Will initiate sequence two.
3. We're screwed. - Will initiate sequence two.
4. . . . - Will initiate sequence two.

Sequence 2:
Come on, kid. Look at me. - Nate
1. Look at him - Nate will cradle Russell's emotions and then move to finding the shooter.
2. Refuse - Nate will be rough with Russell in order to get him to get ready.

No matter what path you choose you will eventually need to peek up from the truck and locate the shooter. This is quite easy, simply pop up, wait for him to shoot, and go back down. Now the plan is to go around and get him. We will begin a button smashing sequence in order to push the truck using it for cover in order to get around the shooter. After about 10 steps the shooter somehow becomes accurate and shoots out the tires thus smashing that plan. Nate will then inform Russell that they need to go from cover to cover in order to get around the shooter:

Seriously this time. I'm not fucking around. - Nate
1. You gonna COVER ME? - Non-altering response.
2. We won't make it. - Non-altering response.
3. Yeah, no problem. - Non-altering response.
4. . . . - Non-altering response.

Nate will then show you where they need to go, and will actually offer the gun to you giving you a choice whether to go first or to go second. Note that Nate will take notice and will play off of your choice later.

Nate offers Russell the gun and choice to go first or second to cover.
1. Cover me. I'll go first. - Nate notices your choice either way.
2. I'll cover you. - Nate notices your choice either way.

Russel Goes First:
If you go first you will need to run to the car. In order to do that hold down on the until you get to the car. Once you get behind the car you will turn around and await the gun toss from Nate. If you are quick and a bit skillful you can catch the pistol in mid-air, if not you'll need to lean out of cover and do it from there. Once you have the pistol aim to the window and pop a few shots off to keep Nate covered. Once you two safely get behind the car the next step is to get behind the truck and then circle behind the shooter. On your run to the truck Russell will trip and will narrowly be saved by Nate providing you with a chance for some dialog:

Following Nate saving Russell. - Nate and Russel.
1. You saved my life. - Non-altering response.
2. Thanks. - Non-altering response.
3. You're crazy. - Non-altering response.
4. . . . - Non-altering response.

You will then cut to a loading screen as you go around back.

Nate Goes First:
You will have three choices with what to do about the situation. - Russell
1. [Draw on Nate.] - This will lead down the second path listed below.
2. [Aim at the sniper.] - This will lead into the covering each other sequence.
3. . . . - Similar to pointing the gun at Nate it will lead down the second path.

If you decide to aim at the sniper simply point your crosshairs at the window and fire as Nate goes across. If you fail to do so both you and Nate will be killed. Once Nate makes it behind the car toss him the gun and then run to him. Once you two safely get behind the car the next step is to get behind the truck and then circle behind the shooter. On your run to the truck Russell will trip and will narrowly be saved by Nate providing you with a chance for some dialog:

Following Nate saving Russell. - Nate and Russel.
1. You saved my life. - Non-altering response.
2. Thanks. - Non-altering response.
3. You're crazy. - Non-altering response.
4. . . . - Non-altering response.

You will then cut to a loading screen as you go around back.

If you point the gun at Nate, or choose the silence option you will spark a different sequence as follows:

All right, Russ, you caught me with my balls out. That's good. Good one, kid. - Nate
1. This is crazy. I'm out. - Nate talks you down and remembers how you were not with him.
2. [Shoot him.] - You threaten Nate but are unable to shoot him. Expect this to come back next season for sure.
3. Fine I'm sorry. - Nate notices your apology and covers you.
4. . . . - Similar to the comment about being crazy he notices your silence and holds it against you.

Nate will cover you as you run to the car and then will cover himself as he gets to cover as well. Next step will be to get behind the truck. Russell will trip and Nate will save his life giving you the opportunity to voice your feelings:

Following Nate saving Russell. - Nate and Russel.
1. You saved my life. - Non-altering response.
2. Thanks. - Non-altering response.
3. You're crazy. - Non-altering response.
4. . . . - Non-altering response.

You will then cut to a loading screen as you go around back. The plan will be to sneak up behind the shooter and take him by surprise. When you have control over Russell head on over to the window for a quick peak to see where he is. Now head to your right and talk to Nate by the door. Nate will then devise a plan for Russell to grab him, and you can choose either the ninja path or the run n' jump path. It does not matter which path you take as you will get the jump on the old man and begin a little dialog session. During the accusations Russell will have the chance to chime in on his situation:

Old man is accusing Nate of coming back to finish the job off. - Walt and Nate
1. We've never been here. - Non-altering response.
2. What's he talking about? - Non-altering response.
3. Shut this guy up. - Will lead to Nate coming to the conclusion that they need to be taken out.
4. . . . - Non-altering response.

This will lead to Nate looking slightly insane and asking the most important question of the episode:

Should we just kill these folks and take all their stuff? - Nate
Note that no matter what you say the two old people die.
1. Are you fucking serious?! - You stand up and walk away from Nate leaving your relationship ruined. He still shoots them.
2. I'm done. Goodbye. - Similar to the first option, Russell walks away from the situation and from Nate.
3. Uh... huh, yeah, sure. - Nate shoots them in front of you. Nate ultimately keeps you around.
4. . . . - Nate shoots them in front of you.

This ends Russell's chapter, and kick starts us off into the next. We'll see you in the fields of Bonnie's world.

Russell Goes to the New Camp:
For the epilogue the most important things to do in order to get Russell to come along with Tavia are to not kill the people in the diner in Russell's chapter (options 1 or 2) AND, tell him that he might be able to find people he knows at the new camp (*cough* his family).

Who Goes There?10
Completed Bonnie's Chapter. 

Welcome back ladies and walkers and prepare yourself because we are 220 days in, and things do not get much better from here on out. We are returning today with a gal named Bonnie, and we find out fairly quickly what friendships are really made of. We start off answering a question:

Would you rather have a snake for a tongue or lobster claws for hands? - Man
1. This is ridiculous. - Moves to the next question.
2. Can I control the snake? - Answers with free reign and moves to the next question.
3. Are the claws human sized? - Answers with human sized and moves to the next question.
4. . . . - Skips right to the next question.

Well? - Man
1. Snake tongue.
2. Lobster Claws.
3. Neither.
4. Both.

We will then learn a little more about the background of Bonnie, and how she has had something traumatic in her past and is recovering with the help of this man. He then gives her a compliment, but it comes out terribly wrong sparking the following dialog:

That came out wrong... What I mean is... - Man
1. Thanks. Jerk. - Non-altering response.
2. Take a hike, big ears. - Non-altering response.
3. You're not perfect either. - Non-altering response.
4. . . . - Non-altering response.

We then learn that Bonnie used to be an addict, and that with the help of this man she has slowly been able to break away from her addiction and live a healthier life.

You've come a long way Bonnie, I'm proud of you. - Man
1. You're a good friend. - Non-altering response.
2. I'm a real poster child. - Non-altering response.
3. Oh, shut up. - Non-altering response.
4. . . . - Non-altering response.

The responses to that statement range from serious and relationship building to comical and funny, either way lightening up the mood of the conversation. The man then assures Bonnie that he's not going anywhere and she does not need to worry:

You know that, right? - Man
1. Slow down. - Leland remembers your apprehension with your relationship.
2. I know. - Leland remembers that you value your relationship.
3. What are you saying? - Leland remembers your apprehension with your relationship.
4. . . . - Leland takes note and remembers your silence.

No matter what you choose it will be cut short by Dee, Leland's wife. She comes back stating she's found something and asking what's going on:

What're you two up to? - Dee
1. Just chatting. - Will spark her asking what you are chatting about.
2. Where have you been? - Dee avoids your question and instead turns it into the follow up.
3. It's private. - Dee notices your "private" time response which raises suspicion. Still sparks the second question.
4. . . . - Dee doesn't like your silence and sparks the second question.

The follow up to the above question. - Dee
1. The rain. - Dee will find that weird and Leland will help cover.
2. Lobsters. - Will spark an entire non-altering conversation on fishing.
3. You. - Mini conversation about how grateful Bonnie is to have Dee in her life.
4. . . . - Dee notices your silence. This doubles the effect if you choose it twice in a row adding to her increased suspicion.

No matter what you say in the two sequences Dee will tease what she's found and will tell the two of them they have to get going.

I don't mean to interupt your "chat" with your "girlfriend," but umm... we gotta get movin'. - Dee
1. [Whisper: "GIRLFRIEND?!"] - He does the same shoulder shrug for each response.
2. [Whisper:"Does she think...?!"] - He does the same shoulder shrug for each response.
3. [Whisper:"What the hell was THAT?!"] - He does the same shoulder shrug for each response.
4. . . . - He does the same shoulder shrug for each response.

Leland will ask where Dee got the bag, which will allow Bonnie the opportunity to chime in as well:

So... where'd you get the bag, Dee? - Leland
1. What's in the bag, Dee? - Will transition into some peaceful conversation "girl-talk" until Leland get's the conversation back on track.
2. Just drop it, Leland. - Non-altering response.
3. Let's keep moving. - Will transition into some peaceful conversation "girl-talk" until Leland get's the conversation back on track.
4. . . . - Non-altering response.

Dee will then state she found it down the road a way which will then allow Bonnie to chime in again:

Look, I found it down the road a piece, all right? - Dee
1. Was anyone there? - Non-altering conversation regarding if people were there.
2. Did you steal it? - Non-altering response which will turn into the next sequence.
3. Quit being so cagey. - Non-altering response which will turn into the next sequence.
4. . . . - Non-altering response.

Digging for the truth from Dee is equivalent to pulling teeth and it becomes apparent when Dee takes any alternative to snap back. We find a bit more about the rocky relationship between Dee and Leland which will spark Bonnie's chance to chime in again:

Don't you want to get to the camp before dark? - Dee
1. This isn't helping! - Non-altering response as Dee cuts you off just the same every time.
2. We really should get moving! - Non-altering response as Dee cuts you off just the same every time.
3. Keep your voices down. - Non-altering response as Dee cuts you off just the same every time.
4. . . . - Non-altering response as Dee cuts you off just the same every time.

This wraps back around to a snide Leland comment:

Irregardless, we could just as easy carry on like this while we're walkin'. - Leland
1. You're drawing walkers! - Non-altering response as Dee and Leland cut you off just the same every time.
2. Enough, come on! - Non-altering response as Dee and Leland cut you off just the same every time.
3. I'm leaving in a minute! - Non-altering response as Dee and Leland cut you off just the same every time.
4. . . . - Non-altering response as Dee and Leland cut you off just the same every time.

And following that will be Dee's pièce de résistance, and will be another huge point to support one of the two characters:

You listen to me now! I had it up to here with listenin'. - Dee
1. Shut up, Dee! - Essentially backing up Leland.
2. I'm out of here! - The "middle-ground."
3. Leland! Enough! - Essentially backing up Dee.
4. . . . - The quiet middle-ground.

No matter the response, each generates its own little dialog segment that ultimatelys ends with probably Dee's most iconic and comical line:

Save it. I know what side your bread is buttered on. Yours, too. - Dee
1. Bitch. - Will provoke an agitated response which Dee will remember.
2. What are you saying? - Non-altering defensive response.
3. I'm not getting into this. - Non-altering innocent response.
4. . . . - Non-altering silent response.

Either way Dee apologizes and in doing so finally realizes they attracted something worse than a herd of walkers--people with flashlights! I'm going to call the entirety of the rest of the episode a panic attack as every action you make needs to be done with relative speed and quick decision making.

PANIC EVENT

Dee and Leland will take off and you will need to pursuit them by pressing and holding up on the . As you run you will come to a point where Bonnie bites it and falls hard on her arm looking up to see Dee and Leland leaving her behind in the dust. Finish your run to the hillside and enjoy the fall down.

When you come to you will need to quickly look to your right and kick the walker in the face to eliminate it. Bonnie will quickly figure out she's not alone and will need to run away from the people chasing her. She will run into a cornfield where the remainder of the episode will transpire. Let's begin.

Your objective for the cornfield is to traverse it hopefully evading and escaping the clutches of the people with the flashlights. Whenever someone with a flashlight appears in your row of corn quickly bounce either left or right to escape them while remembering that you need to continue to hold up on the to progress through the episode. You will eventually get to the point where Bonnie breaks out and runs behind a tractor. Much to our dismay someone is coming quickly and we need to find a weapon to defend ourselves. The rebar sticking out of the ground is just that weapon, and after clicking on it you will need to move the to the left and to the right in order to wiggle it out of the ground. Once you have the bar you need to be quick in striking the attacker otherwise you will be killed.

The attacker is none other than Dee herself and will be sporting an incredible gash/wound inflicted by that swing of the rebar. Dee will ask the all important question:

Wh... Why? - Dee
1. Why didn't you say something? - Non-altering response.
2. Where's Leland? - Non-altering response.
3. I didn't know it was you! - Non-altering response.
4. . . . - Non-altering response.

Dee will then go on a guilt trip to which Bonnie begins to prepare herself for the escape:

I sh-should never have... t-trusted you... ...just... just a ju - Dee
1. You're going to be fine... - Non-altering response.
2. I'm so sorry... - Non-altering response.
3. I didn't mean to do this... - Non-altering response.
4. . . . - Non-altering response.

You... bitch... - Dee
1. You're right. I like him. - Non-altering response.
2. It was an accident. - Non-altering response.
3. Leland is just a friend. - Non-altering response.
4. . . . - Non-altering response.

Directly after you finish that last bit of dialog with Dee Leland will come in. Unlike other characters where you need to make a critical moral decision in order to have Bonnie join the group at the end, no matter what you choose (lying, leaving Leland, having Leland come) will result in Bonnie always wanting to leave the camp. Note that this will probably have ramifications in season 2 though.

Oh, my god, Dee... darlin' - Leland
1. I found her like this. [Lie] - You lie about Dee. This is the path to get Leland to come with you. This will spark question 2.1
2. I had to do it. - This will spark question 2.
3. It doesn't matter. - Will spark question 2, but the wording will be different. He will ask what happened instead of what do you mean?
4. . . . - Non-altering. All silence follows the line of Leland not coming with you.

Question 2.0: What...? What do you mean? - Leland
1. I did it. - Will spark question 3.
2. It was an accident! - You remain honest with Leland and will spark question 3*.
3. Nothing. Never mind. [Lie]
4. . . . - Non-altering. All silence follows the line of Leland not coming with you.

Question 2.1: She deserves a... a proper burial. We can't just leave her here in a fuckin'... cornfield. - Leland
1. Take a moment.
2. She's too heavy.
3. She might turn. - Probably the best answer for getting Leland to come with you as this will detach him the best. Also sparks question 3.1
4. . . . - Non-altering. All silence follows the line of Leland not coming with you.

Question 3* is unique because if you've followed the line of " it doesn't matter " - - - " it was an accident! " there is still a chance you can get Leland to come with you.
Question 3*: I don't... I don't believe you. - Leland
1. There was nothing I could do. - Leland will not accompany Bonnie.
2. It was her fault. [Lie] - Upon lying to Leland will also block his chance of coming with you.
3. I'm so sorry... - Leland will join Bonnie in leaving. This will spark the second to last .1 question.
4. . . . - Non-altering that will leave Leland by Dee.

Question 3.0: You did this? You did this to my Dee - Leland
1. It was me.
2. She was already like this. [Lie] - Non-altering although at this point lying will not get Leland to come and will only hinder the relationship.
3. What's done is done. - Non-altering although will provoke Leland.
4. . . . - Non-altering. All silence follows the line of Leland not coming with you.

Question 3.1: You got anything to say to her? - Leland
1. I'm sorry. Dee. - Non-altering response.
2. No. - Non-altering response.
3. Leland, I'm here for you. - Non-altering response.
4. . . . - Non-altering response.

Each response perks a different one thought reply from Leland, which will in turn open up the last two dialog sequences following the .1 question line.

And no matter what you choose the group of people will begin to get closer to Bonnie and Leland prompting this last ditch effort which will fail no matter what if you've followed the line prior to this.

Question 4.0: I ain't leaving her. - Leland
1. They'll kill you. - Leland will not leave.
2. I'm not leaving you. - Leland will not leave.
3. I need you, Leland! - Leland will not leave.
4. . . . - Leland will not leave.

Second to last .1 question: I'm sorry to... do this to ya, darlin'. ...leave ya here this way. - Leland
1. Let her go! - Non-altering response with Leland leaving with Bonnie.
2. I need you, Leland! - Non-altering response with Leland leaving with Bonnie.
3. We can't stay forever! - Non-altering response with Leland leaving with Bonnie.
4. . . . - Non-altering response with Leland leaving with Bonnie.

And as they begin to run away, Bonnie comments on Leland going back:

Last .1 question: Sparked as Bonnie realizes Leland went back. - Bonnie
1. Leland! She's gone! - Non-altering response about Leland grabbing the bag that Dee died for.
2. Get back here! - Non-altering response about Leland grabbing the bag that Dee died for.
3. What are you doing? - Non-altering response about Leland grabbing the bag that Dee died for.
4. . . . - Non-altering response about Leland grabbing the bag that Dee died for.
 

PANIC EVENT OVER


Whether Leland comes with you, or you left him in the dust ultimately matters not as far as having Bonnie go with the group in the end. We've done the unthinkable, or told the truth and left with a good conscious. We'll see you again for Shel's story in day 236, and will finally be able to see a lot of the pieces come together.

Bonnie Goes to the New Group:
Bonnie goes no matter what.

Paradise Lost10
Completed Shel's Chapter. 

Welcome to the second to last section of our 400 Days journey together ladies and gents. In Shel's story we will finally begin to see some of the pieces come together and get a better grip on the world we are looking into and playing with. Without further wait--let's begin.

We start out inside of the diner with a bunch of survivors around a young girl playing the guitar. Through some dialog between Steph and Shel we find out a little bit about their surroundings and the cruel nature of the zombie apocalypse. Stef then asks a question about growing up in this type of world and how Becca (Shel's sister) is handling it:

Yeah. Growing up in a world like this... what do you think that does to a kid? - Stef
1. She's already changing. - Stephanie pays attention to this answer. Shows that Becca is toughening up to the world she lives in.
2. I don't know. - Non-altering response.
3. I'm trying to protect her. - Non-altering response.
4. . . . - Stephanie notices Shel's silence.

After Becca is done playing and receiving her applause she will come over to Shel and ask if it would be possible to do something like that every week:

Thanks, Sis! You think we could do something like this every week? - Becca
1. That sounds like a great idea! - Non-altering response from both Shel and Roman.
2. We'd need to get it approved. - Non-altering response from both Shel and Roman.
3. As long as it doesn't distract us. - Non-altering response from both Shel and Roman.
4. . . . - Non-altering response Roman.

After some brief dialog between Roman, Becca, Stef, and the group, Roman will have everyone get back to work which will prompt Stef to ask Becca if she wants to help do some organizing and tallying of the supplies. Becca will jump all over the opportunity which will open up the following dialog, giving Shel a chance to either be a disciplinarian or be a friend depending on how you want your relationship to go with Becca:

Cool. You check the flashlights this time, I'll look over the guns. - Becca
1. I don't want you messing with these - This is the harsh answer. Becca will see this as Shel smothering her.
2. Okay, but be careful. - The medium answer that Becca will remember as Shel being caring, but not smothering.
3. I don't think so. - Becca will remember your lack of confidence in her and your view of her as a child still.
4. Cool. - Becca will remember your lack of opinion on her wanting to check the guns.

Your answer to Becca carries a more underlying result as your relationship with her throughout Shel's story will in part be based off of how you treat Becca either as an adult or as a child. No matter how you answer, Roman will ask Shel to come out back and help feed the "watchdogs." There are things to examine and the girls to talk to, although this is relatively non-altering information. For example the blood stain to the left of where Shel starts out will prompt a little dialog in which you learn about two people who had been shot before the group got to the diner, but not shot in the head. Hmm.. two people.. diner.. before the group.. sounds familiar. You can also examine the flashlights to learn why one is missing, and put the pieces together linking it to the Bonnie episode.

When you decide it's time to go head through the kitchen doors behind the counter there are a few inanimate objects Shel can examine (fire extinguisher, coffee machine, soda machine, sink, and can actually stir the soup which shows off Shel's culinary prowess). When you are done head through the pantry door and then out into the alley door to meet up with Roman and the "watch dogs." When Shel goes through the alley door we will find out that these "watch dogs" are actually walkers tied up and will learn a little bit about why they are here.

He's hungry! I guess he knows it's feeding time! - Roman
1. He's not an animal. - Non-altering response.
2. It's disgusting. - Non-altering response.
3. I feel bad for it. - Non-altering response.
4. . . . - Non-altering response.

After some brief dialog about Becca feeding the watch dogs, Roman will go after the way Shel takes care of Becca, with your answer possibly affecting Roman's own beliefs and opinions.

Listen, I know you think that giving her an easy life is what's best, but it's really not. - Roman
1. It's better than the alternative. - Roman takes notice of Shel's direct response against Roman's idea.
2. This is far from an easy life. - Roman takes notice of Shel's opinion on their life at the diner.
3. I know, but it can wait. - Non-altering response.
4. . . . - Non-altering response.

No matter what you choose, Roman will notice the walker in the corner eating something and will question what it is. Once the dialog is concluded, you will have control of Shel and will be able to move around the back yard. The only two things in the backyard we can interact with are the walker eating who will scowl at you if you come near its food and the walker in the corner whose prize dinner is a puppy. You'll get a nice surprise coming back inside, a surprise I will leave for you to discover. This will prompt some non-altering dialog with Becca:

Woah! What's your problem? I do this all the time and you don't get all pissed off. - Becca
1. It's not safe to go jumping out at people! - Non-altering response.
2. I'm sorry. I just saw something sad... - Non-altering response.
3. Just leave me alone! - Non-altering response.
4. . . . - Non-altering response.

Our sad talk will be cut short by Stef who runs in claiming something is going on out front and needing all hands to battle stations. When we get to the side of the diner we'll find the group surrounding a man on his knees blindfolded and tied up. In the beginning of the event Shel will ask about the situation:

After we find out that he is not bitten and he tried stealing supplies. - Group
1. Who is he? - Non-altering response.
2. What did he take? - Non-altering response.
3. Did he hurt anyone? - Non-altering response.
4. . . . - Non-altering response.

This will spark some dialog amongst the group members and will give us insight into their situation, and will also cross stories with Bonnie's chapter more clearly. We begin to find out very soon that there are two distinct opinions on how to deal with the thief; Two decisions that will weight heavily on the characters, the chapter, and on the season as a whole. The division within the group begins to warrant answers and responses from everyone, especially Shel.

But what if there are more of them? He could have been scouting. - Joyce
1. We could let him stay. - Will easily and definitely get shot down leaving letting him go, or killing him off.
2. We should just let him go. - You will need to fight for this answer in order to enable it to happen.
3. It's too dangerous to let him go. - The most important outcome is the guy's life, but Becca will also pick up on Shel's opinion.
4. . . . - Non-altering dialog.

We will now go down two different dialog lines; One for letting him go, one for killing him.

Killing Him:
With the previous question answered with answer number three, Boyd will now try to make his case getting the other's to believe and side with him.

Don't you think we would have seen someone by now? At least trying to negotiate to get him back? - Boyd
1. You don't know that. - Non-altering leading to the conclusion that he definitely cannot stay.
2. You have a point. - Non-altering leading to the conclusion that he definitely cannot stay.
3. That is strange. - Non-altering leading to the conclusion that he definitely cannot stay.
4. . . . - Non-altering leading to the conclusion that he definitely cannot stay.

Roman will declare that he cannot stay and will move to resolve the situation; leave or die:

We either let this guy go and we take our chances... or we kill him. - Roman
1. You're right. It's gotta be one or the other. - Non-altering dialog.
2. Are you serious? - Non-altering dialog.
3. Fuck you, Roman. - Non-altering dialog.
4. . . . - Non-altering dialog.

This leads us down to the question of life or death no matter our response.

The big question. - Roman
1. Set him free.
2. Kill him. - Not only do you kill this guy, but Becca will forever be changed by Shel's decision.

This ends the first half of Shel's story and leads into day 259. We'll regroup and collect ourselves from this traumatic event then.

Setting Him Free:

After we find out that he is not bitten and he tried stealing supplies. - Group
1. Who is he? - Non-altering response.
2. What did he take? - Non-altering response.
3. Did he hurt anyone? - Non-altering response.
4. . . . - Non-altering response.

This will spark some dialog amongst the group members and will give us insight into their situation, and will also cross stories with Bonnie's chapter more clearly. We begin to find out very soon that there are two distinct opinions on how to deal with the thief; Two decisions that will weight heavily on the characters, the chapter, and on the season as a whole. The division within the group begins to warrant answers and responses from everyone, especially Shel.

But what if there are more of them? He could have been scouting. - Joyce
1. We could let him stay. - Will easily and definitely get shot down leaving letting him go, or killing him off. This will spark some quick dialog and will result in the following question.
2. We should just let him go. - You will need to fight for this answer in order to enable it to happen. This will spark some quick dialog and will result in the following question.
3. It's too dangerous to let him go. - The most important outcome is the guy's life, but Becca will also pick up on Shel's opinion. This will spark some quick dialog and will result in the following question.
4. . . . - Non-altering dialog. This will spark some quick dialog and will result in the following question.

And after some brief dialog:

He can't even speak English! This group works because WE know how to communicate. - Joyce
1. Maybe you're right. - No matter your response here we eventually get to the vote at which point Shel must decide the fate of this man.
2. That's racist. - No matter your response here we eventually get to the vote at which point Shel must decide the fate of this man.
3. We can find a way for him to help. - No matter your response here we eventually get to the vote at which point Shel must decide the fate of this man.
4. . . . - No matter your response here we eventually get to the vote at which point Shel must decide the fate of this man.

Roman will declare that he cannot stay and will move to resolve the situation; leave or die:

We either let this guy go and we take our chances... or we kill him. - Roman
1. You're right. It's gotta be one or the other. - Non-altering dialog.
2. Are you serious? - Non-altering dialog.
3. Fuck you, Roman. - Non-altering dialog.
4. . . . - Non-altering dialog.

This leads us down to the question of life or death no matter our response.

The big question. - Roman
1. Set him free. - Becca is on the fence with this decision. On one hand she likes the fact you stuck up to the group, but on the other hand she was never really onboard with that decision.
2. Kill him.


We now go down two different paths depending on whether or not you killed the man, but the only difference between the two is the optional dialog with Boyd, and the differing dialog sequences that Roman will use to get to the conclusion that someone needs to die.

We come back at 259 days to find Becca and Shel playing some go-fish in the trailer. You will actually have the chance to drop a card if Becca calls a card you have in your hand, upon which you can give the card up, or lie to her and tell her to go fish. We come to learn a little bit about the toils of living where they do, and learn that Roman has clamped down on the group. Becca also comes out with a revelation and let's us know that she's been sneaking out as well:

Then he should fix the loose board behind the store lots. - Becca
1. Don't let anyone else know. - Non-altering dialog.
2. Do you know how dangerous that is?! - Non-altering dialog.
3. Did anyone see you? - Non-altering dialog.
4. . . . - Non-altering.

Roman will then knock on the door and ask to speak to Shel outside:

I'll be outside. You'll see me. -Roman
1. We can talk here. - No matter your response it will quickly draw a question from Becca.
2. Is this about Becca? - No matter your response it will quickly draw a question from Becca.
3. Give us a minute. - No matter your response it will quickly draw a question from Becca.
4. . . . - No matter your response it will quickly draw a question from Becca.

What was that all about? - Becca
1. I don't know. - Non-altering dialog.
2. Maybe he found out about your boards? - Non-altering dialog.
3. Don't worry about it. - Non-altering dialog.
4. . . . - Non-altering dialog.

When you exit the trailer you will gain control of Shel. You will be able to walk around and examine some different features of the camp. You can go over and examine the blood stain where the man was shot, the garden where Boyd grows the crops, or the painting that Boyd is working on. Upon talking to Boyd we find out Stephanie is being locked up. Boyd is adamant that Shel take her and Becca and get out of here while they still can. Upon walking further down you can talk to Joyce who is by the doors to the market. By the time you get to the truck you will have to talk to Roman who will be very stern and absolute in his resolve to conclude the situation.

We caught her trying to escape. - Roman
1. Maybe she wasn't. - Non-altering although your choice here can reflect your feelings about the situation.
2. Now she's a risk. - Non-altering although your choice here can reflect your feelings about the situation.
3. So what? - Non-altering although your choice here can reflect your feelings about the situation.
4. . . . - Non-altering although your choice here can reflect your feelings about the situation.

After some brief dialog about what she's done we will get to this question:

You do know why I'm telling you this right. - Roman
1. It doesn't matter. - Roman will shake that answer off and let Shel know of the deal they made.
2. No. - Roman will shake this answer off as well, reminding Shel of the deal they made.
3. You want me to take care of it. - Roman will confirm this answer.
4. . . . - Roman will move on with letting Shel know of her obligation.

The last time we did this, we agreed that next time it'd fall to someone else...I'm asking you to do it. - Roman
1. But she's one of us. - No matter your answer Roman will tell you that you must do it.
2. Let's talk to her first. - No matter your answer Roman will tell you that you must do it.
3. I'll do it. - No matter your answer Roman will tell you that you must do it.
4. . . . - No matter your answer Roman will tell you that you must do it.

When you get back into the camper and Becca will plop the million dollar question down:

Shel? What's wrong? ...Am I in trouble? - Becca
1. This is going to be hard for you to hear. - The response here is non-altering, but it is a mark of your feelings toward and on Becca's maturity. Gentle although like an adult with this response.
2. Stephanie tried to escape. - The response here is non-altering, but it is a mark of your feelings toward and on Becca's maturity. Treat her like an adult with this response.
3. It's nothing you have to worry about. - The response here is non-altering, but it is a mark of your feelings toward and on Becca's maturity. Treat her like a kid with this response.

Becca will then declare that she needs to be killed:

Kill her? Yeah! Why would she do this to us?! - Becca
1. She's just scared. She made a mistake. - Non-altering dialog.
2. It doesn't matter. She did what she did. - Non-altering dialog.
3. Because this place isn't safe anymore. - Non-altering dialog.
4. . . . - Non-altering dialog.

Becca will tell Shel to just get it over with and will let her know that her gun is in the drawer. We will have control over Shel and will open up the drawer. Next to the gun though are the keys to the camper. The keys will spark some dialog from Becca and will essentially shoot down that option to go. This is the second big decision of the chapter; Shel kills Stef, Becca kills Stef, or they escape.

Becca will remember the decision no matter what you make, and as of right now, there isn't a whole lot of influence based off of your decision, although this will probably come back heavily in season 2. Well no matter what your response was in the end we are left with a rather uneasy, unsettling, nervous feeling. We'll see you on day 400.

Shel & Becca Go to the New Camp:
The best way to have Shel and Becca go to the new camp is to have them leave in the RV instead of sticking around. This will make them fearful for their lives and will make them more in need of a group.

Loose Ends25
Completed the Epilogue. (14) 

Welcome back ladies and gents, we finally made it to day 400. Now there is going to be a lot going on here in this last chapter. Not only do we have a small little walkthrough, but on top of that I am going to attempt to lay out how we need to play our cards in this episode in order to get the desired people to come with us in the end. Let's conquer this!

It opens up with a woman at the board where we find our friends' pictures. She appears to be talking to a person on the radio about our characters.

Still alive?! Ah, they're gonna be happy to get rescued! So how many are we talking about? - Man
1. Around five, I think. - Non-altering.
2. Does it matter? - Non-altering.
3. I'm not sure. - Non-altering.
4. . . . - Non-altering.

We find out a little bit about this person and a bit about why she is here. There is a community being built and they are attempting to rustle up survivors to populate it. Seems interesting. When we emerge from the loading scene the woman has found our friends' camp and plans on trying to get them to come back to her community. When she goes over to introduce herself she naturally receives a less than welcoming response.

She introduces herself as Tavia, with Wyatt quickly asking a question:

How did you find us? - Wyatt
1. I followed the smoke. - Non-altering, although this will lead more toward less people trusting you along with silence.
2. I found your note. - Non-altering, although this is the option to go with if you are looking for the most survivors possible.
3. It's what I do. - Non-altering, but this will lead directly to Tavia's comments about her being a scout.
4. . . . - I would avoid the silence responses if you want to get as many people to believe you as possible.

Ultimately the dialog you get here depends on how you acted within each specific character's chapter. So if you were honest the entire time with Leland in Bonnie's chapter, specific dialog will come up, same with Vince if you choose Justin.
Now the dialog in the epilogue follows the same general path, although the chat before Tavia will vary depending on the different people's experiences.

Following Bonnie commenting on Russell's either lack of trust, or lack of belief. - Bonnie/Russel
1. Then stay here if you want. - The "rude" answer which will help make people want to stay.
2. I'm not lying to you. - A good answer that shows Tavia's humility.
3. What will it take to convince you? - Another good answer, although not as sturdy as the one above.
4. . . . - Again, silence is not the best option for getting the people to come.

After some more dialog Becca will raise an objection to leaving:

Well, it could be a trap! What if they want to kill us? - Becca
1. We could have killed you already. - Leads to doubt and insecurity.
2. What are we going to do, eat you? - Scares the crap out of them.
3. You clearly outnumber me. - The best option for getting the group to come along.
4. . . . - Leads to doubt and insecurity.

Russell will be tough to win over no matter what you've done previously. You will get the dialog sequence where he tries to resist one last time during the raising of hands to go:

Russell still unsure. - Russell
1. It's a safe place. - Russell will not come.
2. You might find people you know. - The only way to get Russell to come along.
3. There are people of all ages. - Russell will not come.
4. It's your choice. - Russell will not come.

And the final question, from Vince:

How do we know this'll work out? - Vince
1. What's the alternative? - A neutral answer--if anyone is on the fence this may not benefit the cause.
2. You don't. - Slightly positive, but not as good as the word answer.
3. I give you my word. - The solid, finishing answer.
4. . . . - No good for the swing vote on people not sure whether or not they want to come.

And with that--400 Days is finished and we are left craving more. I hope you enjoyed the story, enjoyed the ride, and are going to gear up for Season 2. Until then walker killers.

Two out of Three15
Won a game of Rock/Paper/Scissors. (43) 

Missable achievement found in Wyatt's chapter. Please see "Abandoner" for specific details on where in the story it comes up, and what to do. Below is a quick synopsis of what you need to do:

After you hit the person in the car, and following some dialog you will have the opportunity to play Eddie in a game of rock/paper/scissors to see who will get out of the car and go see who/what that was. Your four buttons will represent the three choices while the forth will represent abstaining which will end the game. It's completely luck based so don't fret if you are unable to best Eddie right away, or on the first try. Note that if you lost a game quickly go to the main menu and exit out to avoid having to replay the entire chapter. Once you beat him in the best 2 out of 3 you will unlock the achievement.

Reunited10
Found an old friend. (47) 

Missable achievement found in Russell's chapter. Please see "Friends Like These" for specific details on where in the story the achievement comes up, and specifically what to do. Below is a quick synopsis of what you need to do:

Right in the beginning of Russell's chapter you will be walking down the street after a little bit and will see a truck barreling toward you. You must quickly choose whether to hide or to stand your ground--and in order to grab this achievement you will need to hide. Note that if you choose the wrong option by accident simply pause and exit out in order to avoid playing through the entire chapter and then re-doing your mistake.


 
 
 
Game Info
Developer:
Telltale Games
Publisher:
Telltale Games
Genre:

Release:

US April 27, 2012

Collection:2512
Wishlist:98
 
 
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