Copyright 2012 Marie Roberts FAQ Version - 1.0 Last Update - 18/09/12 Email Address - peacockwand@hotmail.com _____ _ _ _ _ _ _ ______ _ |_ _| | | | | | | | | (_) | _ \ | | | | | |__ ___ | | | | __ _| | | ___ _ __ __ _ | | | |___ __ _ __| | | | | '_ \ / _ \ | |/\| |/ _` | | |/ / | '_ \ / _` | | | | / _ \/ _` |/ _` | | | | | | | __/ \ /\ / (_| | | <| | | | | (_| | | |/ / __/ (_| | (_| | \_/ |_| |_|\___| \/ \/ \__,_|_|_|\_\_|_| |_|\__, | |___/ \___|\__,_|\__,_| __/ | -------------------------------- |___/ ------------------------------ Episode 3: Long Road Ahead ------------------------------ -------------------------------- ---------------- ---------------- | CONTENTS | ---------------- ---------------- SECTION 1 - LEGAL INFORMATION (WD1) SECTION 2 - UPDATES (WD2) SECTION 3 - STORYLINE (WD3) SECTION 4 - CHARACTERS (WD4) SECTION 5 - CONTROLS (WD5) SECTION 6 - GAME BASICS 1) TALKING AND DIALOGUE OPTIONS (WD6.1) 2) FIGHTING OFF WALKERS (WD6.2) 3) EXPLORATION (WD6.3) SECTION 7 - WALKTHROUGH (WD7) - CHAPTER 1: GHOST TOWN AND THE COST OF LIVING (WD7.1) - CHAPTER 2: DEJA VU (WD7.2) - CHAPTER 3: MYSTERY AT THE MOTOR INN (WD7.3) - CHAPTER 4: ARGUMENT ON THE ROAD AND THE TRAIN WRECK (WD7.4) - CHAPTER 5: ANOTHER SURVIVOR (WD7.5) - CHAPTER 6: STOP THE TRAIN AND THE CLEARING (WD7.6) - CHAPTER 7: MAKING PLANS, WE'RE A TEAM AND THE HERD (WD7.7) - CHAPTER 8: NEXT STOP, THE ATLANTIC (WD7.8) SECTION 8 - DEATH SCENES (WD8) SECTION 9 - WHY, THANK YOU VERY MUCH! (WD9) ------------------------- ------------------------- | LEGAL INFORMATION | (WD1) ------------------------- ------------------------- This guide is Copyright (c) 2012 Marie Roberts. It may be used - ONLY with permission - on any gaming sites and for personal/private use. If I find that this FAQ is being used on a website without my permission it is a violation of copyright, is prohibited and is not acceptable. This FAQ was completed through the writer's (my) hard work, and copying it for profit or any other reason without my permission is strictly forbidden. This FAQ is only to be used on: Gamefaqs.com Ign.com Neoseeker.com Cheatcc.com Supercheats.com -------------- -------------- | UPDATES | (WD2) -------------- -------------- 01/09/12 Got up to the train wreck. 03/09/12 Got past the whole Duck thing. 18/09/12 Finshed everything - all the dialogue options, everything. Also added a death scenes section for the lols. ----------------- ----------------- | STORYLINE | (WD3) ----------------- ----------------- A week after the events of "Starved for Help", the survivors continue to use the motor inn for shelter, now that they have obtained more supplies from the back of an abandoned car. Lee and Kenny procure the last of the supplies from the town of Macon. With no more supplies, and a traitor among the group, Lee must help the group make the decision whether or not to remain at the motor inn or move to Savannah in order to find a boat. ------------------ ------------------ | CHARACTERS | (WD4) ------------------ ------------------ The following descriptions are courtesy of the Walking Dead Wikia. LEE EVERETT - 37 years old. The main protagonist. Lee hails from Macon, Georgia and has a brother who works at the family's pharmacy. Lee was a history professor at the University of Georgia for six years before being convicted of murdering a state senator who had been sleeping with his wife. Right before the apocalypse, Lee was being transported by local authorities to the West Central Prison in Georgia when the police car suddenly crashes rendering him injured and unconscious for some period of time. CLEMENTINE - 8 years old. Clementine, whose parents were on vacation when the apocalypse started, was hiding in her tree-house during the apocalypse and was safe from the walkers, though her babysitter Sandra was not so lucky. She was later found by Lee Everett when he was wandering through her house in search of help. After helping him survive his encounter with Sandra, now a walker, he took her with him when he left as he realized that her parents weren't coming back. KENNY - In his 30s. A likable, but nevertheless flawed man, he is a sharp, hard-working guy who likes to take action and make things happen. KATJAA - In her 30s. She is from Fort Lauderdale and is the wife of Kenny and mother of Kenny Jr., Katjaa is also a blunt character who is not afraid to say what is on her mind. DUCK - 10 years old. Duck is Kenny and Katjaa's son. A hyperactive child who seems surprisingly unfazed by the zombie apocalypse. LILLY - In her 20s. She is both a quick thinker, and leader; she is also straight to the point regardless of how people react or feel about what she has to say. However, she does have a kinder side to her, and will appreciate others when they deserve it. CARLEY - In her 30s. Carley is a news reporter from Atlanta. A great shot with a gun. Depending on your actions in the previous episode, Carley will either be dead (therefore not appearing in this or future episodes) or alive and grateful. DOUG - In his 20s. Doug is a likable and unthreatening IT guy. He is incredibly resourceful and painfully logical. When he gets mad he is more likely to do something passive-aggressive than to get in anyone’s face. Depending on your actions in the previous episode, Dough will either be dead (therefore not appearing in this or future episodes) or be alive and grateful. BEN - 18 years old. Ben was a high school student who played in the varsity band in his native town of Stone Mountain. He was traveling with the band on the way to football playoffs when the outbreak occurred. CHRISTA - In her 30s. Only a little is known about Christa. She comes from San Francisco and she and her boyfriend Omid were taking a road trip around America near the start of the Apocalypse. OMID - In his 30s. Hardly anyhing is known of Omid's life before or as the apocalypse began apart from that he had a girlfriend, Christa. He is orginally from San Francisco where he and Christa shared an apartment. CHUCK - In his 50s. Chuck was homeless before the apocalypse began. A mysterious character, he keeps to himself. He plays the guitar and is an alcoholic. --------------- --------------- | CONTROLS | (WD5) --------------- --------------- MOVE CURSOR - Right control stick MOVE LEE - Left control stick A BUTTON - Primary interaction button (open doors, attack, pick up, etc) X BUTTON - Allows you to talk to people B BUTTON - Secondary interaction button (break down door/window instead of opening it, etc) Y BUTTON - Examine an object or person START BUTTON - Pause the game ------------------- ------------------- | GAME BASICS | (WD6) ------------------- ------------------- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ TALKING & DIALOGUE OPTIONS (WD6.1) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The vast majority of this game is based around talking and making decisions whilst you are talking. Many of these decisions are very important, and will influence how the game pans out and also what happens in future episodes. When you talk to someone and get a dialogue option, four choices will appear: /---\ | Y | DIALOGUE OPTION \---/ /---\ /---\ DIALOGUE OPTION | X | | B | DIALOGUE OPTION \---/ \---/ /---\ | A | DIALOGUE OPTION \---/ ----------------------------------------------------- TIMER | | ----------------------------------------------------- You must make a decision on what you're going to say before the timer runs out. The answers are placed in a randomised position on each playthrough so you can't memorise where an answer will be. You will usually get a "Good Karma" answer, a "Bad Karma" answer, an unimportant answer and the option to answer will silence (this is a valid option and still has consequences sometimes! If you fail to make a decision before the timer runs out, Lee will usually just answer with silence. Not all dialogue options are timed. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ FIGHTING OFF WALKERS (WD6.2) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ There are certain panic events throughout the game which require you to fight off a zombie. If you fail to fight off the zombie, you will end up with a generic Game Over cutscene (they're nothing worth dying foor) and will have to start over from the beginning of the panic event. There are many different things you may have to do in order to survive a panic event: 1) TAP THAT BUTTON! You'll get a button appear on the bottom of the screen (A, B, X or Y) and you must tap that button repeatedly as fast as you can. When you've tapped it enough, it will then quickly switch to a different button (again, A, B, X or Y) and you should press than button repeatedly until you have escaped danger. If you are too slow or press the wrong button, you will fail the panic event and die. 2) KICK THAT FACE! If a zombie gets too close and you can't move, you have to kick it in the face before it gets to you. If you don't kick the zombie in time, you'll fail the panic event and die. 3) USE A CERTAIN ITEM! Some zombies can only be defeated with a certain weapon. You must aquire this weapon before you can finish the panic event. 4) RUN AWAY! Sometimes violence isn't an option, and you must simply run or crawl away from the zombie in order to escape or move on to the next part of the panic event. ~~~~~~~~~~~~~~~~~~~ EXPLORATION (WD6.3) ~~~~~~~~~~~~~~~~~~~ There are segments of the game where you will not be under immediate threat of the zombies. For these parts, you must do certain things in order to progress. Use your cursor to search for objects, and when given the option, use items to progress further. Sometimes you cannot progress until you have spoken to someone about a certain subject. The best way to progress through the game is to try and do EVERYTHING - as nearly everything you can do is necessary to progress! ---------------------------------------------------------------------- ---------------------------------------------------------------------- | CHAPTER 1 | | GHOST TOWN AND THE COST OF LIVING | (WD7.1) ---------------------------------------------------------------------- ---------------------------------------------------------------------- The game starts with Lee and Kenny walking through the town of Macon (where we were locked into the drugstore in the first episode), looking for supplies. We now wield guns. The streets appear to be empty; no threat of zombies yet. Lee and Kenny stop to survey the area and begin a conversation. Now you get some dialogue options. If you've played the other episodes, you'll know the drill by now and I can tell you that it's exactly the same as before. If you're playing this series for the first time then 1) You need to play Episodes 1 and 2 first (you can't even play this one without finishing the others) and 2) There is a section called Game Basics if you scroll up a little, which teaches you how to play. NOTE: I'm only covering the questions where one or more of the responses have an outcome that will change the game at a later stage. If I haven't put a question on here, it means that the response you choose really doesn't make a difference. Conversation moves onto leaving the motor inn in the RV and heading for Savannah. Kenny asks your opinion on it. --------------------------------- | TIMED QUESTION | Asked by: KENNY | |---------------------------------------------------------------------------- | "Yeah, we've been talking about it but you made up your mind yet?" | |----------------------------------------------------------------------------| | YOUR ANSWER | OUTCOME | |--------------------|-------------------------------------------------------| | We should stay. | * KENNY WILL REMEMBER THAT * | | | (Kenny disagrees and asks for your support in leaving | | | on the RV.) | |--------------------|-------------------------------------------------------| | We should go. | * KENNY WILL REMEMBER THAT * | | | (Kenny agrees.) | |--------------------|-------------------------------------------------------| | We could split up. | * KENNY WILL REMEMBER THAT * | | | (Kenny is surprised at your answer, and disagrees.) | |--------------------|-------------------------------------------------------| | ... | Unimportant response. (The neutral option.) | ---------------------------------------------------------------------------- The pair approach what is left of Everett Prescriptions. The military has been here recently and the damage shows; a plane has crashed into the roof. Kenny proposes that they jump over the lorry and enter through the back door, which is the method they've been using all week. However, when he climbs the ladder to get to the top, it breaks partially. You can now control gameplay, and must find a way up to Kenny. If you try to climb the ladder again, it will simply come crashing to the floor. Looks like you must find another way up. You can also try climbing on the Wrecked Car to the right - Kenny will attempt to pull Lee up, but can't reach. Head over to the jeep on your left - if you move round to the bonnet, the camera angle will zoom in, encouraging you to explore further. Make Lee grab the Winch from the front of the car. This encourages more conversation between Lee and Kenny as Lee pulls the winch over to the lorry. Kenny asks your opinion about the situation with Lilly: answer however you like. Now attach the winch to the trailer axle. Return to the jeep and activate the Winch Control on the car door. This effectively pulls the jeep over to the lorry, allowing Lee to climb on top of it. Kenny then asks about Clementine's reaction to stealing from the car at the end of Episode 2. Answer however you wish. Climb on top of the jeep. Kenny tells you that Duck keeps asking about what happened on Hershel's farm back in Episode 1, when Shaun died. Lee asks if it really affected Duck that much, and you get a dialogue option. ---------------------------------- | TIMED QUESTION | Asked by: KENNY | |---------------------------------------------------------------------------- | "Of course it did." | |----------------------------------------------------------------------------| | YOUR ANSWER | OUTCOME | |--------------------|-------------------------------------------------------| | What'd he say?/ | * KENNY WILL REMEMBER THAT * | | It was a scary | Kenny admits that Duck thinks he's the one who | | situation for him. | caused Shaun Greene's murder. He then goes on to | | | admit that he, Kenny, is the real murderer (and Lee | | | if he tried to help Duck instead of Shaun). | |--------------------|-------------------------------------------------------| | Still? | * KENNY WILL REMEMBER THAT * | |--------------------|-------------------------------------------------------| | He'll get over it. | * KENNY WILL REMEMBER THAT * | |--------------------|-------------------------------------------------------| | ... | * KENNY WILL REMEMBER THAT * | ---------------------------------------------------------------------------- Kenny now reaches down for Lee. Hover the cursor over Kenny's hand and press A to allow Kenny to pull you up. However, Kenny is still injured from his gunshot wound in Episode 2, and drops Lee back to the ground - he crashes noisly onto the car below. The two look around in case the noise attracted any Walkers. Luckily, it doesn't seem to have done so. You now must make a dialogue option in regards to what just happeneed. Say whatever you want. Your conversation is interrupted by a scream - a woman comes hurtling out of a nearby store which you previously thought to be abandoned. She is pursued by a walker, and her screams attract more. Lee tries to figure out what's going on and you get a dialogue option. Say what you like - it doesn't matter. The girl then gets bitten on the leg by one of the walkers - this makes her a burden with very little, if any, chance of living. Lee wants to shoot her to put her out of her misery. Kenny wants to leave her alone, as the gunshot will make the walkers take notice of you. You now must make an important decision - shoot the girl, put her out of her misery and draw the zombies to you - or leave her in order to buy yourselves more time. NOTE: If you let the timer run out, Kenny and Lee automatically leave the girl to die - see "IF YOU LEAVE THE GIRL TO DIE AT THE HANDS OF THE WALKERS". ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | IF YOU SHOOT THE GIRL | | | | To do this, you must aim the rifle at the any part of the girl's body and | | press the A button to shoot. The girl dies. One of the walkers stops to | | eat her, but the rest make a beeline straight towards Kenny and Lee. Kenny | | pulls Lee up, and the two enter the drugstore - but the zombies are only | | a few steps behind them! | | | | During the following panic event, you will not have enough time to get all | | of the supplies from the drugstore. | | | | * YOU CHOSE TO SHOOT THE GIRL * | | | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | IF YOU LEAVE THE GIRL TO DIE AT THE HANDS OF THE WALKERS | | | | Simply press the B button and Lee will choose not to shoot the girl. | | Kenny agrees with this decision and pulls Lee onto the truck. They both | | run into the drugstore, and the zombies are unaware of their presence. | | | | During the followng panic event, you will have more than enough time to | | get all of the supplies from the drugstore. | | | | * YOU CHOSE NOT TO SHOOT THE GIRL * | | | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Inside the drugstore, Lee barricades the door and a timed panic event starts. Your objective is to grab as many supplies as possible before the timer runs out - the amount of time you have depends on whether you shot the girl or not. If you shot her, you won't have enough time to grab everything and must make an early break for it. If you left her to the walkers, you have all the time you need - although yes, you are still on a timer. !!!!!!!!!!!!!!!!!!!!!!!!! !!!!!! PANIC EVENT !!!!!! !!!!!!!!!!!!!!!!!!!!!!!!! 1) On the screen you start off on, there are 8 items to collect, Use your cursor to move and press A to collect them. Then press the left joystick to the right to go move to the right. 2) On this screen, there are more items. If you shot the girl before, your time will run out at this point and you should move onto step 4. If you're quick, you can grab about 15 out of 20 items. If you left the girl to the walkers, you'll get a short cutscene in which you realise that the girl has died and that the walkers are making their way towards you - but you still have time. Collect the rest of the items and move right again onto the final screen. 3) As quick as you can, pick up the remaining items - you should be able to do this before the timer runs out. Don't forget to open the cabinet and get the items inside! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!! PANIC EVENT CONTINUES IN THE NEXT CHAPTER !!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ---------------------------------------------------------------------- ---------------------------------------------------------------------- | CHAPTER 2 | | DEJA VU | (WD7.2) ---------------------------------------------------------------------- ---------------------------------------------------------------------- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!! PANIC EVENT CONTINUES FROM THE LAST CHAPTER !!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 4) Follow Kenny by jumping over the counter. 5) The door to the drugstore caves in and traps Lee beneath a mass of solid wood and walkers - repeatedly tap the A button as fast as you can. 6) Kenny now comes over and tries to pull Lee out - tap the A button as fast as you can, then when A button symbol changes to another button, tap that button once. 7) Now press A on the Fridge in front of you to knock it over. This blocks the walkers from that side of the room. 8) Press the left joystick forwards to run towards Kenny. 9) A walker in military uniform approaches Lee. Hover your cursor over him and press A to hit the walker with the butt of your rifle. Do this a second time. 10) The walker will then grab Lee - fight it off by repeatedly pressing the A button, then pressing the next indicated button once. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!! PANIC EVENT OVER !!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Lee and Kenny escape from the drugstore and return to the motor inn. Lee and Kenny approach the motor inn. We can see that they've had a lot of trouble from bandits - many arrows remain stuck in the barricade. Ben is on watch on top of the RV, and Clementine is talking to her walkie-talkie. Kenny and Lee knock on Lilly's door. There is a noticeable change in Lilly (apart from the fact that the creators decided to take a few lines out of her face to make her look younger). She is mucher duller and darker, sounding very depressed and hopeless. Lilly asks what you managed to get. Say to her whatever you like, Kenny will either agree with you or tell her the truth if you lied. She will be happy if you got a lot, but will be worried if you got little. Conversation now changes to moving to Savannah. Lilly wants to stay at the motor inn, even though supplies are scarce. ----------------------------------- | TIMED QUESTION | Asked by: LILLY. | |---------------------------------------------------------------------------- | "Because piling into an RV with you two, after what you did to my dad, is | | so appealing." | |--------------------------------------|-------------------------------------| | YOUR ANSWER | OUTCOME | |--------------------------------------|-------------------------------------| | We do whatever is best for the kids. | * KENNY WILL REMEMBER THAT * | |--------------------------------------|-------------------------------------| | We have to go eventually, Lilly. | * KENNY WILL REMEMBER THAT * | |--------------------------------------|-------------------------------------| | This place is fine, Kenny. | If in Chapter 1 you told Kenny you | | | thought it best to stay at the motor| | | inn * KENNY WILL REMEMBER THAT * | | | If you told Kenny you thought going | | | on the RV was your best bet, | | | * KENNY NOTICED YOU CHANGE YOUR | | MIND * | |--------------------------------------|-------------------------------------| | ... | The argument continues without | | | Lee's input. | ---------------------------------------------------------------------------- Katjaa and Carley/Doug (whoever is still alive) will now come to the door and you get several more dialogue options - none of them make a real difference though, so say what you like. Lilly throws a hissy fit now, and says that someone in the group is stealing supplies. She then chucks everybody outside. You get a dialogue option with Kenny - pick whatever you like. Everyone leaves and you regain control of Lee. If you've got Carley in your group, you can get a small sidequest in which you choose whether or not to tell people in the group that you're a killer. You don't have to do this, but the option's there if you want to. To activate the sidequest, go up the stairs, talk to Carley and agree with everything she says - then say YES, you will tell people you're a murderer. Carley will also give Lee a kiss on the cheek - oooOOOoooh! Walk back to Lilly's room and knock on the door to talk to her again about these so-called thefts. Say what you like for the first two dialogue options, and then Lilly brings out a broken flashlight she found outside in the dumpster. ---------------- | TIMED QUESTION | |---------------------------------------------------------------------------- | "You'd only try to get rid of a flashlight if you were using it when you | shouldn't." |----------------------------------------------------------------------------| | YOUR ANSWER | OUTCOME | |----------------------------------------------------|-----------------------| | Okay. I'll poke around. | Unimportant response. | |----------------------------------------------------|-----------------------| | Seems like you're manufacturing this from nothing. |* LILLY NOTICED THAT * | | | She asks you to prove | | | her wrong, or she'll | | | just assume it was | | | you. | |----------------------------------------------------|-----------------------| | It's just a few things. No big deal. |* LILLY NOTICED THAT * | | | Lilly claims that | | | your attitude makes | | | you a prime suspect. | |----------------------------------------------------|-----------------------| | ... | Unimportant response. | ---------------------------------------------------------------------------- Regardless of what you say, Lee is forced to try and figure out who is stealing the supplies. ---------------------------------------------------------------------- ---------------------------------------------------------------------- | CHAPTER 3 | | MYSTERY AT THE MOTOR INN | (WD7.3) ---------------------------------------------------------------------- ---------------------------------------------------------------------- Back outside, you discover that the annoying little twerp, Duck, was listening to the entire conversation, and he's hell-bent on trying to solve the "mystery". ---------------- | TIMED QUESTION | |------------------------------------------------------------------------ | * In response to Duck wanting to help * | |------------------------------------------------------------------------| | YOUR ANSWER | OUTCOME | |-------------------------------------------------|----------------------| | Fine, you're Robin. | * DUCK WILL HELP * | |-------------------------------------------------|----------------------| | You can help. Don't tell anyone. | * DUCK WILL HELP * | |-------------------------------------------------|----------------------| | No. If you tell anybody, there will be trouble. | * LOOKS LIKE DUCK IS | | | GOING TO HELP YOU | | | ANYWAY * | |-------------------------------------------------|----------------------| | ... | * DUCK WILL HELP * | ------------------------------------------------------------------------ You need to investigate the thefts, but it's also a good opportunity to talk to everyone. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | SIDE-QUEST - CONFESSING TO THE MURDER | | | | If you have Carley in your group and you want to start telling people about | | the murder, now's the time. You don't HAVE to tell everyone - you can pick | | and choose who you tell - but I've written down a list of their reactions | | so you know what's coming. | | | | ----------------------------------------------------------------------- | | | WHO YOU TELL | THEIR REACTION | | | |--------------|------------------------------------------------------| | | | LILLY | Lilly drops a bit of a bombshell when you tell her | | | | | this: Larry already told her that Lee was a murderer | | | | | before his death. She seems unfazed though. | | | | | * LILLY WON'T FORGET THAT * | | | |--------------|------------------------------------------------------| | | | KENNY | Kenny is really supportive about the entire thing. | | | | | He says that as far as he's concerned, as long as | | | | | you're not any danger to Duck, it's not a problem. | | | | | It's who you USED to be, not who you are now. | | | | | * KENNY APPREICATES YOUR HONESTY * | | | |--------------|------------------------------------------------------| | | | KATJAA | Telling Katjaa is a bit more complicated. When Lee | | | | | tells her, she seems disappointed, or unsure how to | | | | | feel about it. Then she drops a bombshell: Kenny | | | | | didn't tell her what happened in the meat locker back| | | | | on St. John's Dairy. You now get a choice whether to | | | | | tell her or not. If you do, she reacts with utter | | | | | shock and is extremely upset. | | | | | * KATJAA WILL REMEMBER THAT * | | | |--------------|------------------------------------------------------| | | | BEN | Ben reacts quite strangely. He thanks you for | | | | | trusting him, but at the same time is a bit scared | | | | | of Lee's reaction to what he says next. | | | | | * BEN WON'T FORGET THAT * | | | |--------------|------------------------------------------------------| | | | CLEMENTINE | Clementine doesn't react much when you tell her, | | | | | which is slightly worrying. She just nods her head | | | | | and stays silent for the most part, and asks why | | | | | you're telling her this. | | | | | * CLEMENTINE UNDERSTANDS WHAT YOU DID. * | | | |--------------|------------------------------------------------------| | | | DUCK | You don't get the option to tell Duck. | | | ----------------------------------------------------------------------- | | | | You can now return to Carley and tell her who you chose and how they acted. | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Go right and talk to Clementine about the flashlight. She will tell you that neither she nor Duck broke it. If you like, you can talk to her and she'll show you the leaf rubbing she's doing - this comes in handy for figuring out a puzzle later, but isn't necessary. Now go down wards a bit and talk to Katjaa and Kenny on the sofa - they didn't break the flashlight, but Katjaa knows WHERE it got broken. There is glass on the floor by the ice machine all the way on the other side of the motel. You can also just talk to them about any of the options you're given, but nothing they say is important. Go left and talk to Doug/Carley. They don't know anything about the flashlight. Talk to them about anything else if you like. Talk to Ben about the flashlight. He says he didn't break it. Talk to him about other stuff if you want. Now go over to the left and pick up the broken glass on the ground. It leads around the corner - where there's a huge X drawn onto the wall with pink chalk. Ask Ben, Doug, Kenny and Katjaa about the chalk. None of them have any, nor have they seen any. Now ask your prime suspect, Clementine. However, she says that her pink chalk went missing a little while ago. Duck now calls you over and says he found pink chalk over by the gate. He holds his hand up for a high five. You don't have to, but if you high-five him, you get the notification * DUCK THINKS YOU'RE SUPER AWESOME *. If you don't, and he'll look sad and you'll get the notification * YOU LEFT DUCK HANGING *. Examine the chalk scuff, then push the gate open to get outside. Go all the way to the right to find a grate in the wall... Open in to find the bag of missing supplies! Lee brings it to Lilly. They talk for a bit about lining everyone up in order to interrogate them - when a ruckus starts outside. A gang of bandits have entered the motor inn - and are pointing guns at everyone's heads! Lilly heads out the window with her gun to get to a vantage point, and tells Lee to stall the bandits. You get a few dialogue options with the bandits - say anything you want, as it doesn't really matter, just keep them talking. Lilly eventually shoots the leader in the head. Katjaa, Kenny, Duck and Clementine make a run for it. If you have Doug, he shoots one - if you have Carley, she shoots two. Whichever you have then runs out of ammo and dives out of the way. !!!!!!!!!!!!!!!!!!!!!!!!! !!!!!! PANIC EVENT !!!!!! !!!!!!!!!!!!!!!!!!!!!!!!! You regain control of Lee. 1) Hover your cursor over one bandit and press A to shoot him. (This step only applies if you have Doug - if you have Carley, she'll have shot this bandit already!) 2) The other one makes a break for it - hover your cursor over him and shoot again. If you don't manage to shoot him, you won't die, so don't worry. 3) Kenny gives you a rifle and tells you to keep everyone safe. This is a bit tricky, so don't feel bad if you die. Make Lee lean around to the left. There are some bandits behind the dumpsters. If the edges of the screen start to go red, press B to make Lee go back behind the RV before you get shot. You need to act quickly, as if you allow the bandits to move too far to the LEFT side of the screen, they will manage to get behind and shoot you. 4) Always take priority to the bandit who is furthest to the LEFT - the further to the left the bandit is, the less moves he's got until he can shoot you. Always keep an eye out, because in the time it takes for you to reload, a bandit could have moved closer to Lee. 5) Shoot both bandits - this can be tough, so try and do it whilst they're standing still. They can't shoot you unless the edges of the screen go completely red, so if they're pointing at you but the edges of the screen are normal, don't worry about ducking behind the RV. 6) After shooting both bandits, Doug/Carley and Ben are safe to get in the RV. You must now deal with the right hand side. 7) It's the same again - keep an eye on the sides of the screen for redness and always go for the bandit furthest on the RIGHT, as he has the least moves before he can kill you. There are THREE BANDITS this time. 8) After shooting all three bandits, Clementine runs over to Lee and safely makes it into the RV. However, Katjaa and Duck are too slow and a zombie tackles them to the ground. Aim carefully and shoot the zombie to save them. NOTE - If you fail to save Katjaa and Duck, Kenny cuts in and saves them instead. 9) Things get REALLY tough now. I died a few times, so don't feel bad if you do too. If you have Carley with you, you're in luck - she'll cover one side for you. All you need to do is stay on the right hand side, and shoot four zombies - she'll shoot all of them on the other side, so you need never worry or switch sides! Kill the four zombies and skip to the end of the PANIC EVENT. If you have Doug, you're on your own, as he stays inside the RV. You've got zombies coming from both sides. Don't spend too long on one side of the RV, because by the time you've polished off two zombies on one side, a zombie on the other could be right next to you. 10) Start on the right side and shoot one zombie. Try to get headshots, as it can take as many as four shots to the torso to kill zombies otherwise. 11) Go to the left side and shoot two zombies (if you're really lucky, shoot three). 12) Return to the right side and shoot two or three more zombies. 13) Go to the left side and kill the last zombies on that side. 14) Return to the right side and kill the final zombies. 15) If you're struggling to kill so many zombies at once, try killing one, then moving to the other side, kill one, move to the other side, rinse, repeat. Just try to get the one that's closest to you and don't take any chances. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!! PANIC EVENT OVER !!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Lilly and Lee get into the RV, and Kenny drives off. On the RV, things start getting heated. Lilly is desperate to know who caused this whole thing, who was teaming up with the bandits. She starts on Ben (if you save Doug in Episode 1), or Carley. You now get a dialogue option in which you can either protect Ben/Carley, or not get involved. ---------------- | TIMED QUESTION | |----====---------------------------------------| | YOUR ANSWER | OUTCOME | |-------------------|---------------------------| | Ben's a good guy. | * BEN WON'T FORGET THAT * | |-------------------|---------------------------| | Why Ben? | Unimportant response. | |-------------------|---------------------------| | No one's at fault.| Unimportant response. | |-------------------|---------------------------| | ... | Unimportant response. | ----------------------------------------------- OR ------------------ | TIMED QUESTION | |------------------------------------------------------- | YOUR ANSWER | OUTCOME | |-----------------------|-------------------------------| | Maybe it was her. | Unimportant response. | |-----------------------|-------------------------------| | Carley's trustworthy. | * CARLEY WILL REMEMBER THAT * | |-----------------------|-------------------------------| | Why her? | Unimportant response. | |-----------------------|-------------------------------| | ... | Unimportant response. | ------------------------------------------------------- If Lilly's pointing the finger at Ben, Doug will now come to Ben's defense, and you get another dialogue option. ---------------- | TIMED QUESTION | |------------------------|-----------------------------------------| | YOUR ANSWER | OUTCOME | |------------------------|-----------------------------------------| | Doug's right. | * EVERYONE NOTICED THAT * | |------------------------|-----------------------------------------| | We need to act NOW. | * YOU AND LILLY AGREED ON THIS ONE * | |------------------------|-----------------------------------------| | Let's just let it go. | * YOU TRIED TO LET IT GO * | |------------------------|-----------------------------------------| | ... | * YOU CHOSE TO REMAIN SILENT ON THIS. * | ------------------------------------------------------------------ If Lilly's pointing the finger at Carley, Ben will suggest a vote on what to do, and this presents you with a dialogue option - say whatever you like. Ben offers to leave the group if Lilly keeps acting like this. At that moment, Kenny runs over a walker and it gets stuck under the wheels of the RV. He stops the RV, and the argument is taken outside. ---------------------------------------------------------------------- ---------------------------------------------------------------------- | CHAPTER 4 | | ARGUMENT ON THE ROAD AND THE TRAIN WRECK | (WD7.4) ---------------------------------------------------------------------- ---------------------------------------------------------------------- Lilly starts on Ben or Carley again. ---------------------------------- | TIMED QUESTION | Asked by: LILLY | |------------------------------------------------------------------------- | "We should hear what everybody's got to say." | |-------------------------------|-----------------------------------------| | YOUR ANSWER | OUTCOME | |-------------------------------|-----------------------------------------| | No way. It was somebody else. | * BEN WON'T FORGET THAT * | | | (Unimportant response if Carley is | | | alive) | |-------------------------------|-----------------------------------------| | I think he/she probably did | * YOU VOTED AGAINST BEN * | | it. | OR * CARLEY WON'T FORGET THAT * | |-------------------------------|-----------------------------------------| | I'm not doing this. | * BEN WON'T FORGET THAT * | | | (Unimportant response if Carley is | | | alive) | |-------------------------------|-----------------------------------------| | ... | The conversation continues without Lee's| | | input. | ------------------------------------------------------------------------- The next two dialogue options won't make a difference if you have Doug with you, so say what you like. If you have Carley, she * WON'T FORGET * the next dialogue options. Kenny finally kills the walker. Whilst everyone's looking away, Lilly points her gun at Ben. Doug pulls Ben around, out of the way - and the bullet hits him instead. He falls to the ground, dead. If you have Carley, Lilly points her gun at her whilst everyone's looking at Kenny and she pulls the trigger - it wasn't an accident, it was pure murder. ---------------------------------- | TIMED QUESTION | Asked by: KENNY | |---------------------------------------------------------------------------- | "GET IN. We're leaving this CRAZY BITCH." | |------------------------------------|---------------------------------------| | YOUR ANSWER | OUTCOME | |------------------------------------|---------------------------------------| | Get in and we'll figure out what to do with you. | * YOU LET LILLY BACK ON | | | THE RV * | |--------------------------------------------------|-------------------------| | You're not coming with us. | * YOU MADE LILLY STAY | | | BEHIND * | ---------------------------------------------------------------------------- Regardless of your decision, Lilly will now tell the group that Lee is a murderer, that he killed someone before the apocalypse started. If you told everyone this earlier on, it's like water off of a duck's back - they really don't care. If you didn't tell anyone earlier, Kenny is shocked, and gets back into the RV. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | IF YOU LEFT LILLY BEHIND | | | | Lilly watches as everyone drives off in the RV. A walker comes out of the | | woods and ambles towards her; she jumps and runs away from it. You never | | see her again. | | | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | IF YOU LET LILLY BACK ON THE RV | | | | Lee ties Lilly's hands behind her back and gives Ben a gun, making him | | watch her. She remains on the RV. | | | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Katjaa calls Lee over from the front of the RV. Go over and talk to her for a horrible revelaton: Duck got bitten during the attack at the motor inn. Say what you like during the dialogue option. Katjaa and Kenny are going to keep an eye on him and continue heading east, unless something changes. They request that you tell Clementine that Duck is bitten. Talk to Clementine. Choose any dialogue options with her. You have the chance to find out a bit about Lee's past by choosing some of them, but there's nothing terribly important. After the conversation, Lee starts to drop off to sleep. He notices Clementine making a sound. He looks down... And she turns into a Walker and jumps on him! !!!!!!!!!!!!!!!!!!!!!!!!! !!!!!! PANIC EVENT !!!!!! !!!!!!!!!!!!!!!!!!!!!!!!! Press the A button repeatedly, until the quicktime event ends. NOTE - Even if you don't press A, you still survive this. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!! PANIC EVENT OVER !!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!! After that short scare, Kenny tells you that you have to stop because the road's blocked by a train. Everyone gets out, and it's down to Lee and Kenny to try to find a way to move the train. You also get an optional side-quest to look after Duck, who is dehydrated and needs water. Start off by heading left to the RV, and going inside. Head over to the console at the driver's end of the RV and pick up the PENCIL. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | IF YOU LET LILLY BACK ON THE RV | | | | Upon trying to exit the RV, Lilly will sneak up behind you, claiming that | | she could just kill you now if she wanted to. Instead, she pushes Lee out | | of the RV, slams the door and drives off! Looks like you have no form | | of transport now. | | | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Exit the RV, and go talk to Ben over by the train. Ask him what you want, and if you don't want Ben to like you, ask him "Was it you?". You get the notification * BEN WON'T FORGET THAT *. Head over to the boxcar door to the left of Ben and go inside. It looks like someone's been living in the boxcar - quite recently. It's still in use, but the owner isn't about at the moment. Pick up the WATER on the nearby container and exit out of the boxcar door on the right. Return to the group and hover your cursor over Katjaa and Duck. Give Duck the WATER and you'll get the notification *KATJAA IS THANKFUL FOR YOUR HELP *. Go back to the train and go up the little yellow ladder. Start going right and open the second engine compartment along. There will be a selection of tools in here. Pick any one you like, they'll all do the job nicely. Keep going right and try to open the cab door to discover that there's a corpse in there. You could try to shoot through the door but Lee will refuse, as it is too noisy. Use the tool you just picked up instead and Lee will open the door, tool in hand. Now select the option to hit the engineer to find out that it's already dead - it's not even a walker. He had massive head trauma from the crash so he never reanimated. Kenny will come in now and tell you to figure out a way to get the train going. Look at the Notepad to discover that the imprint of the old page is left behind. Remember the leaf drawings Clementine was making earlier? You can replicate the same method now to figure out how to get the train running. If you haven't already got the PENCIL from the RV, go and get it now. When you're ready, use the PENCIL on the Notepad to reveal the train instructions. Go over to the big piece of machinery on your right to solve the first step. Your instructions show you a picture of what it should look like. You can always refer back to your instructions, but I'll tell you how to solve this puzzle. While looking at the console, go over to the part that has a big number 6 next to it. You'll see a selection of tiny levers and switches. Leave the first two, smaller levers as they are and move along to the longer ones. Move both of them so that they're facing upwards rather than downwards. Then, for the final three small levers, move the first upwards, leave the second as it is, and move the third one upwards. Your console should now look like this: ___ ___ ----------- ----------- ----- ___ ----- | | | | | LONG | | LONG | | | | | | | | | | | | LEVER | | LEVER | ----- | | ----- | | | | ----------- ----------- | | | | | | ----- ----- | | | | | | | | | | ----- | | | | | | | | | | | | | | | | | | | | ----- ----- | | | | | | | | --- ----- --- Once you have the correct solution, you'll get a mini cutscene and Kenny will tell you that the dashboard has lit up. Look at the console again and check out the section marked with a big number 5. You'll see two dials that are identical to the ones on the train instructions. Leave the second one alone, but move the first one around so that it's horizontal. Kenny should now tell you that that part of the train is now working. Now head to the left side of the cabin and go through the door here (the door you didn't enter through). The moment you head outside you'll find a zombie trapped inside a car. Head over to the car and look inside (don't worry, you're safe for now). You'll notice there's some ANIMAL CRACKERS by the zombie's feet. This is only optional, as this is a sidequest for Duck. You'll have to kill the zombie in order to get to the crackers. Notice he's still seatbelted in? Open the car door and Lee will basically show you what to do. Click on the seatbelt to set the zombie free. Quickly, before he comes towards you, click on the car door to make Lee slam it against the walker's head. Now pick up the ANIMAL CRACKERS and head back round towards Katjaa and Duck. Give them the crackers and you'll get a notification saying * KATJAA APPRECIATES YOUR CONCERN *. Go back to the train and up the little yellow ladder again. Go right and open the first door in the side of the train (the engine compartment). There is a Switch which can be turned. According to your instructions, it must be turned LEFT and then RIGHT. Do this now to get the train up and running! Kenny will come over and talk to you now. Say what you like in response to his dialogue options. Return to the driver's cabin and head over to Kenny. Look at the controls of the train and pull the THROTTLE. Turns out we're still attached to the carts behind. Exit the cabin through the door to your right. Outside, go all the way to the left and into the red boxcar. Take the MAP from the floor and exit through the open door on the left side of the car. Go all the way to the right and you'll find the part where the car is attached to the wrecked cars. Use your tool of choice on the Coupler Pin to get the train loose, then head back into the red boxcar for a surprise! The owner of all the junk in the boxcar has returned. ---------------------------------------------------------------------- ---------------------------------------------------------------------- | CHAPTER 5 | | ANOTHER SURVIVOR | (WD7.5) ---------------------------------------------------------------------- ---------------------------------------------------------------------- The homeless guy immediately confronts you. ---------------------------------- | TIMED QUESTION | Asked by: CHUCK | |-------------------------------------------------------------------------- | "You touch any of my stuff?" | |------------------------------------|-------------------------------------| | YOUR ANSWER | OUTCOME | |------------------------------------|-------------------------------------| | I didn't take anything. | * YOU LIED TO HIM * | |------------------------------------|-------------------------------------| | Who are you? | * HE NOTICED YOU DIDN'T ANSWER HIS | | | QUESTION * | |------------------------------------|-------------------------------------| | I took the map of the train routes | * YOU TOLD HIM THE TRUTH * | |------------------------------------|-------------------------------------| | ... | * HE NOTICED YOU DIDN'T ANSWER HIS | | | QUESTION * | -------------------------------------------------------------------------- After ascertaining that Chuck is of no threat, and learning that he's met everyone else already, you'll get more dialogue options. Say what you like. You now have a chance to talk to everyone before continuing, especially Chuck as you need to learn a bit about him. Then head over to the train to talk to Kenny. Everyone prepares to head into the train. Katjaa tells Kenny and Lee that Duck is getting sicker - and she's right, he's very pale. Kenny has a look at him, and although he retracts in shock, he still insists that we keep going on the train. Say whatever you like for the accompanying dialogue option. Now all you have to do is pull the THROTTLE again and the train will start rolling! ---------------------------------------------------------------------- ---------------------------------------------------------------------- | CHAPTER 6 | | STOP THE TRAIN AND THE CLEARING | (WD7.6) ---------------------------------------------------------------------- ---------------------------------------------------------------------- Chuck breaks the silence with a question. Say what you like to him, although the "It is" branch leads to slightly more interesting dialogue. Suddenly, Duck starts coughing up blood. Katjaa asks you to mop the blood from Duck's face, so pick up the rag from the floor and wipe Duck's face. Katjaa then asks you to get Kenny to stop the train, so make your way up to the driver's cabin again. Kenny is in denial about the entire thing. You now have two options: reassure Kenny kindly to get him to stop the train, or make him angry. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | IF YOU CHOOSE TO REASSURE KENNY | | | | Press A on Kenny to put a reassuring hand on his shoulder. | | Choose the option, "I'm sorry, I just want to talk." | | Then choose "Katjaa needs you." | | Choose "I'm sorry." | | Choose "This isn't about Duck." | | Choose "You think you're the reason Duck got bitten." | | Choose "You didn't kill Hershel's son." | | * YOU CONVINCED KENNY TO STOP THE TRAIN * | | | | NOTE - If at any point during the conversation you choose an angry | | or negative dialogue option, the argument deteriorates into | | a fight and it does NOT count as defusing the situation. | | | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | IF YOU CHOOSE TO SOLVE THE ISSUE WITH VIOLENCE | | | | Press B to hand Kenny the bloody rag. | | Choose the option, "Nothing you seem to care about." | | Choose "The same way you cared about Hershel's boy?" | | This makes Kenny stand up. When Kenny stands up, this is an indication | | that you've taken things too far and will end in a fight unless you | | tell Kenny to calm down or choose the option to back off. | | Choose Fight or "I don't know what's wrong with you." | | Kenny will hold up his fist to punch you. Move your cursor to his hand | | and press A to dodge the attack. | | Tap A repeatedly until Lee talks. | | Kenny holds up his fist again - move your cursor to his hand and press | | A to block his punch. | | Once again, repeatedly tap A until Lee talks. | | Block Kenny's punch again. | | For a final time, tap A repeatedly until Lee talks. | | Block Kenny's punch again. | | When given the choice, say either of the two. | | | | * YOU KNOCKED SOME SENSE INTO KENNY * | | | | NOTE - If Kenny manages to get a punch in, Lee will carry the injury | | on his face for the rest of the episode. | | | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | IF YOU END UP IN A FIGHT WITH KENNY, BUT ALLOW KENNY TO WIN | | | | Press B to hand Kenny the bloody rag. | | Choose the option, "Nothing you seem to care about". | | Choose "The same way you cared about Hershel's boy?" | | This makes Kenny stand up. When Kenny stands up, this is an indication | | that you've taken things too far and will end in a fight unless you | | tell Kenny to calm down or choose the option to back off. | | Choose Fight or "I don't know what's wrong with you. | | Kenny will hold up his fist to punch you. Let time pass until he lands | | a punch. | | Simply allow Kenny to keep hitting you without fighting back. | | Eventually, Kenny gives up and stops the train by himself, regardless of | | what you say at the final dialogue option. | | | | * KENNY WILL REMEMBER THIS * | | | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | EASTER EGG - DUCK TURNS INTO A ZOMBIE | | | | Tell Kenny that Duck's dying in the back. Then, at every next opportunity, | | stay silent with the "..." option. Eventually, Kenny will get up and | | push Lee out of the driver's cabin. | | | | Lee returns to the boxcar and finds blood and bits of human flesh | | scattered across the floor. Clementine's hat lies abandoned, and Ben is | | dead. No one else is anywhere to be seen. | | | | Ragged breathing can be heard, and Duck, now a Walker, stumbles towards | | Lee. He eventually pounces and he and Lee fall out of the train! | | | | This is a game over scene, and there is no way to continue the story like | | this - I just thought it would be interesting for people to know that | | you CAN see Duck as a zombie, although it is only a shot from behind. | | | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Either way, Kenny eventually stops the train. He and Katjaa decide that they need to take Duck into the woods and shoot him so he doesn't die as a zombie. Eventually you must make a decision about WHO kills Duck. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | IF YOU CHOOSE LEE | | | | * THEY WILL REMEMBER THAT * | | | | Katjaa and Kenny take their son into the woods so they can say goodbye | | before you take care of Duck. | | | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | IF YOU CHOOSE KATJAA | | | | * KATJAA AGREES WITH YOUR SUGGESTION * | | | | Katjaa tells Kenny to stay behind so that he can preserve his memory of | | Duck being alive. Katjaa walks off with Duck in her arms. You can now | | either talk to Kenny to reassure him (in which case * KENNY WILL | | REMEMBER YOUR COMPASSION * , or just let him watch his wife and | | son walk off. | | | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | IF YOU CHOOSE KENNY | | | | * KENNY AGREES * | | | | Katjaa cuts in and refuses to let Kenny kill Duck, claiming that since | | Duck is still a "baby boy", his mother ought to be the one to do it. | | She walks off with Duck in her arms. You can now either talk to Kenny to | | reassure him (in which case * KENNY WILL REMEMBER YOUR COMPASSION * or | | just let him watch his wife and son walk off. | | | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | IF YOU SAY NOTHING | | | | No important notifications will appear on the screen, but Katjaa ends up | | taking Duck into the woods by herself. You can now either talk to Kenny | | to reassure him (in which case * KENNY WILL REMEMBER YOUR COMPASSION * or | | just let him watch his wife and son walk off. | | | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Clementine will now ask why Duck's being taken away. Choose as you see fit. Only the second lot of dialogue options matter. ---------------- | TIMED QUESTION | |----------------------------------------------------------------------------| | YOUR ANSWER | OUTCOME | |-----------------------------------------------|----------------------------| | I'm/he's/she's putting him out of his misery. | * CLEMENTINE WILL REMEMBER | | | YOUR HONESTY * | |-----------------------------------------------|----------------------------| | I'm/he's/she's killing him. | * CLEMENTINE WILL REMEMBER | | | YOUR HONESTY * | |-----------------------------------------------|----------------------------| | I'm/he's/she's going to make sure he's okay. | * CLEMENTINE WILL REMEMBER | | | YOUR HONESTY * | |-----------------------------------------------|----------------------------| | ... | * CLEMENTINE WILL REMEMBER | | | YOUR SILENCE * | ---------------------------------------------------------------------------- NOTE: Clementine will get very upset if you choose silence. You'll then hear a gunshot in the woods. If you're with Kenny, you get another dialogue option with Clementine. Choose what you want. Either alone or with Kenny, depending on what you chose earlier, Lee runs into the trees to see what has happened. They stumble upon a terrible scene: Duck, with shallow breathing and greying skin, slumps against a tree, dying yet still alive. Katjaa lays on the floor, a bullet wound in her head and a handgun in her hand. Kenny sobs over the body of his wife. Let Lee make any dialogue option, and Kenny will turn his attention to Duck. You must now make another decision as to who must kill the little boy. ---------------------------------- | TIMED QUESTION | Asked by: KENNY | |------------------------------------------------------------------- | "What do we do?" | |-------------------------------------------------------------------| | YOUR ANSWER | OUTCOME | |------------------------------|------------------------------------| | You do it. End this, Kenny. | Leads to the next dialogue option. | |------------------------------|------------------------------------| | Give me the gun, I'll do it. | * YOU CHOSE TO DO IT YOURSELF * | |------------------------------|------------------------------------| | ... | Leads to the next dialogue option. | ------------------------------------------------------------------- ---------------- | TIMED QUESTION | |------------------------------------------------------------------------ | * Kenny points the gun at Duck but is unable to pull the | | trigger * | |------------------------------------------------------------------------| | YOUR ANSWER | OUTCOME | |--------------------------------|---------------------------------------| | DO IT! | * YOU CHOSE TO LET KENNY SHOOT DUCK * | |--------------------------------|---------------------------------------| | It'll be okay... | * YOU CHOSE TO LET KENNY SHOOT DUCK * | |--------------------------------|---------------------------------------| | * Leave the timer to run out * | * YOU LEFT DUCK IN THE WOODS * | ------------------------------------------------------------------------ If you choose to shoot Duck yourself, you must now hover the cursor over him and press A. Once the deed is done, Kenny and Lee return to the train. NOTE - It's not important, but even if you don't shoot Duck, you'll see a blood splatter behind his head when you walk out of the forest! Just a cock-up on the creator's part, I think. Back on the train, Clementine is utterly miserable. Although she understands what happened to Duck, she has other things on her mind. Chuck told her that she was going to end up like Duck. Infuriated, Lee heads to the front of the train to confront Chuck. ---------------------------------------------------------------------- ---------------------------------------------------------------------- | CHAPTER 7 | | MAKING PLANS, WE'RE A TEAM AND THE HERD | (WD7.7) ---------------------------------------------------------------------- ---------------------------------------------------------------------- Chuck asks how Lee is - say what you like, it doesn't matter. He then asks what your plans are for when you get to Savannah. No matter how you answer, you'll always get the notification * CHUCK DOESN'T LIKE THAT *. Chuck will then give you a plan: cut Clem's' hair, put together a plan and teach her to shoot. Say what you like in response to this to end the conversation. You can then go ahead and ask Chuck some questions about himself if you like. Head back into the driver's cabin. Talk to Kenny if you like. He's not got anything useful to offer. You need to get past him to get to the maps on the wall, but he just asks you to leave him alone everytime you try. So first on the agenda is getting Kenny out of the room. Leave through the door on the right. Head all the way to the left. Talk to Ben if you want, but he doesn't have much to say. Go into the red boxcar and pick up the BOTTLE OF WHISKEY. Also go into Chuck's backpack (on the floor near Clementine) and take out the SCISSORS. Return to Chuck and give him the WHISKEY. ---------------------------------- | TIMED QUESTION | Asked by: CHUCK | |------------------------------------------------------------------ | "Want a nip?" | |------------------------------------------------------------------| | YOUR ANSWER | OUTCOME | |----------------|-------------------------------------------------| | Sure. | * YOU SHARED A DRINK WITH CHUCK * | |----------------|-------------------------------------------------| | Nah, I'm fine. | * YOU DECIDED NOT TO SHARE A DRINK WITH CHUCK * | |----------------|-------------------------------------------------| | ... | * YOU DECIDED NOT TO SHARE A DRINK WITH CHUCK * | ------------------------------------------------------------------ Go back to the driver's cabin and talk to Kenny. Tell him that Chuck has whiskey, and he'll leave to go and take a sip. You can now take the MAP from the wall. Exit through the door on the right. Head back towards the red boxcar and Ben will suddenly speak to you. Surprise, surprise - he's confessing to giving the supplies to the bandits back at the motor inn. -------------------------------- | TIMED QUESTION | Asked by: BEN | |-------------------------------------------------------- | "It's all my fault." | |--------------------------------------------------------| | YOUR ANSWER | OUTCOME | |------------------------|-------------------------------| | Jesus, Ben... | * BEN NOTICED YOUR REACTION * | |------------------------|-------------------------------| | I could kill you. | * YOU THREATENED BEN * | |------------------------|-------------------------------| | Why would you do that? | * BEN NOTICED YOUR REACTION * | |------------------------|-------------------------------| | ... | * BEN NOTICED YOUR REACTION * | -------------------------------------------------------- If you talk to Ben again, you get one more dialogue option. Choose what you like. NOTE: If you chose to threaten Ben, you won't get the second dialogue option. There are two dialogue options which will make Ben dislike you: "Anything ELSE you need to say?" and "I'm serious about keeping your shit to yourself". Both will earn you the notification "BEN WILL REMEMBER THAT *. Now enter the red boxcar and speak to Clementine. You should have everything you need to proceed with the plans: the MAP from the driver's cabin and the SCISSORS from Chuck's backpack (next to Clementine). Upon talking to Clementine, you get a few dialogue branches. Sometimes, you may even get the option to warn her about Ben being young and foolish - this doesn't make any difference to the plot though. You can also ask her her opinion about Chuck. The only important and compulsory optonm though is telling Clem she needs to learn to protect herself. This prompts target practise with Clementine. Lee will start teaching her how to aim, and you'll eventually get a dialogue option in which you can give Clementine an additional tip about shooting. It doesn't matter what you choose - she's repeat what you told her later, but it doesn't make much difference. If you choose silence, she'll make a sarcastic comment. She'll now take her first shot and miss. You now need to adjust her aim by giving her directions. The solution is different every playthrough, but basically all you need to do is look at where her first bullet hits and direct it from there; does it need to go left, right, up, down, or kept in the same place? You get as many tries at you like until you get it right. You must make Clementine successfully hit two bottles. For the final bottle, Clementine will automatically get her aim right first time, and that concludes her target practice. * YOU TAUGHT CLEMENTINE HOW TO PROTECT HERSELF * Now talk to Clementine again and choose the option to talk about Savannah. Eventually, you get to choose what you're going to do when you get there. Whatever you choose now, will be brought up again in conversation with Kenny later. Also, no matter what you choose, Clementine will always bring up the subject of finding her parents (although if you chose silence, Lee automatically agrees to try looking for them). If you choose to tell her that you'll try looking for her parents, she's happy. If you tell her they're dead, or respond with silence, she starts crying and you get the notification * CLEMENTINE NOTICED THAT *. After getting a plan together, Clementine will ask a question. I'm not 100% sure what it's regarding, as the way she asks it is very vague! If you say yes, she'll stay chirpy. If you say no, she'll say that Lee can't tell her what to do and won't want to talk about it anymore. Neither really matters, though. Finally, press the A button on Clementine to begin cutting her hair. You get the option to wait until later to begin cuttng her hair, but it doesn't change anything and you have to do it eventually, so just select the option to cut it now. She will eventually question you about the murder you commited right before the apocalypse. --------------------------------------- | TIMED QUESTION | Asked by: CLEMENTINE | |--------------------------------------------------------------------- | "You've killed lots of things now; it doesn't even matter." | |---------------------------------------------------------------------| | YOUR ANSWER | OUTCOME | |---------------------------------|-----------------------------------| | Killing is bad, no matter what. | * CLEMENTINE WILL REMEMBER THAT * | |---------------------------------|-----------------------------------| | No. It's different. | * CLEMENTINE WILL REMEMBER THAT * | |---------------------------------|-----------------------------------| | You're right. | * CLEMENTINE WILL REMEMBER THAT.* | |---------------------------------|-----------------------------------| | ... | Unimportant response. | --------------------------------------------------------------------- * CLEMENTINE'S HAIR IS A LOT SAFER NOW * As soon as you've finished teaching Clementine to survive, Kenny will shout out from the front and the train will come to a sudden stop. Looks like your journey has come to an insurpassable standstill... Or perhaps not. A giant tanker of gas is hanging off the edge of the bridge above you, and if you try to tank through it with your train, things will likely get a bit... explosive. As you all come out to observe the situation, Chuck and Kenny have a minor tiff. They're interrupted by two strangers on the bridge above - a man, Omid, and a woman, Christa. Christa asked you a question. ------------------------------------ | TIMED QUESTION | Asked by: CHRISTA | |------------------------------------------------------ | "Are you guys gonna be trouble? Because we could've | | just kept walking." | |------------------------------------------------------| | YOUR ANSWER | OUTCOME | |------------------------|-----------------------------| | No, we're friendly. | * THEY WILL REMEMBER THAT * | |------------------------|-----------------------------| | Could be. Who are you? | * THEY'LL REMEMBER THAT * | |------------------------|-----------------------------| | Define "trouble". | * THEY'LL REMEMBER THAT * | |------------------------|-----------------------------| | ... | * THEY'LL REMEMBER THAT * | ------------------------------------------------------ Eventually, Omid asks you to come up to the bridge and take a look at the tanker. Lee decides to go up on his own in case it's not safe. Move Lee forward towards the ladder and press A on the ladder to climb it. As you reach the top, you hear Omid and Christa having an argument - most likely about whether to join forces with the group or not. They cease immediately when they see Lee. Say whatever you like for their exclamation about the train. ------------------------------------ | TIMED QUESTION | Asked by: CHRISTA | |------------------------------------------------------------------------- | "What's your story?" | |-------------------------------------------------------------------------| | YOUR ANSWER | OUTCOME | |------------------------------------------------|------------------------| | I found her. I was on my way to jail, day one. | * THEY WILL REMEMBER | | | THAT * | |------------------------------------------------|------------------------| | I've been with her since this all started. | * THEY WILL REMEMBER | | | THAT * | |------------------------------------------------|------------------------| | We've just been trying to get by. | * THEY WILL REMEMBER | | | THAT * | |------------------------------------------------|------------------------| | ... | * CHRISTA NOTICED YOUR | | | SILENCE * | ------------------------------------------------------------------------- ------------------------------------ | TIMED QUESTION | Asked by: CHRISTA | |------------------------------------------------------------------------- | "And everybody down there - they're cool?" | |-------------------------------------------------------------------------| | YOUR ANSWER | OUTCOME | |------------------------------|------------------------------------------| | Kenny lost his wife and kid. | * YOU CHOSE TO TELL THEM KENNY'S STORY * | |------------------------------|------------------------------------------| | Ben is young and stupid. | * THEY WILL REMEMBER WHAT YOU SAID * | |------------------------------|------------------------------------------| | We just met Chuck. | * THEY WILL REMEMBER THAT * | |------------------------------|------------------------------------------| | ... | Unimportant response. | ------------------------------------------------------------------------- After these questions, Omid and Christa decide to help you out - although Christa is certainly very distrustful of you. Before heading back down, open the doors of the FRS truck on your left and search it in order to find some TAPE. Then go down the ladder. Lee introduces Omid and Christa to the others. Say whatever you like for the dialogue option. After the lukewarm welcome, Christa decides to get to know Clementine, and Kenny goes all emo and decides to show Omid how to run the train, "in case anything happens". Chuck sits down and jams on his guitar, and Ben joins Kenny and Omid. It falls upon Lee to investigate the station in the distance. However, first we should talk to everyone in the group and find out where they're at. First go right and talk to Clementine. She's "interrogating" Christa for you! Then talk to Christa about the first three dialogue options to find out a bit about her and Omid. Finally, you'll get a dialogue option that says "What were you guys arguing about?". Only ask this if you want Christa to dislike you a little bit, as asking it will result in her getting mad. You will get the notification * CHRISTA DDN'T APPRECIATE YOU PRYING INTO HER BUSINESS *. If you want her to like you, just leave her alone. You can't talk to Chuck so go up the little yellow ladder and into the train. You can talk to Kenny but all he gives you are depressive answers, so get to know Omid instead. If you've spoken to Christa, you get the option to ask Omid about civil history. If you do this, it counts as plus points in your relationship with Omid, and you get the notification * YOU BONDED WITH OMID OVER SOME SOUTHERN HISTORY *. Finally, exit the train and go left. Look up and you'll see Ben standing on top of the train. Speak to him and say whatever you like. Once you're done talking to everyone, head all the way to the right, towards the station in the distance. Clementine decides to come with you. When you get there, have a look around at everything (there's nothing to pick up so don't worry). Then head round to the right to find Clementine trying to open the door. It's locked, so we need to find another way in. Look above the door and you'll see an open window. Examine it and Clementine will suggest that she should look in. Click on Clementine to give her a boost. Say whatever you like, then Clementine will unlock the door for you. Click on the door to enter the station. Upon entering the station, the door closes itself behind you. It's too dangerous to leave Clementine on her own, holding the door, so you need something to prop the door open. A timer pops up at the bottom of the screen, but don't worry if you run out of time - you don't die, Clem and Lee simply exit the building, stating it's too dark, and you get to try again by clicking the door. In order to keep the door open, hover your cursor over it and select the option to use the TOOL you picked up earlier. Lee will use it to keep the door propped open. Now go right and you'll see a BLOWTORCH behind the metal bars - exactly what we need to cut down the tanker! However, the key to the door is also behind the bars so we have no way to open the door. The only option, little as Lee likes it, is to send Clementine over the top of the bars so that she can grab the key and open the door. Look upwards and you'll see a gap above the door. Examine the gap - this is the only way to unlock the option to lift Clementine over to the other side. After examining the gap, hover your cursor over Clementine and press A. Lee will boost Clementine up and she will climbs over the gap! However, before she has the chance to grab the keys, she sees something over your shoulder and a horrified expression appears on her face... There's a walker behind Lee! As Lee tries to shoot the walker, another one grabs him from behind and Lee drops the gun. It skids down under the door and over to Clementine's side of the bars... !!!!!!!!!!!!!!!!!!!!!!!!! !!!!!! PANIC EVENT !!!!!! !!!!!!!!!!!!!!!!!!!!!!!!! 1) Make Lee run backwards and grab your TOOL (the one propping up the door). 2) After grabbing the TOOL, hover your cursor over the closest walker and press A to hit it with your weapon. 3) The final walker will grab Lee before he has the chance to hit it. You now need to complete a short quicktime event to survive. It's the usual: repeatedly tap the A button, then tap the next indicated button once. Lee kills the walker, then turns to look at Clementine. She had the gun in her hand, but had been too frightened or too shocked to pull the trigger. However, there are more pressing matters at hand - another walker has emerged from the shadows - on Clementine's side of the bars! 4) Clementine grabs the keys - hover the cursor over her hand and press A to take them from her. 5) Hover your cursor over the lock of the door and press B to unlock it. Then press A again on the door to open it. 6) Hover your cursor over the zombie's head and press A to shoot! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!! PANIC EVENT OVER !!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!! After all the walkers are dead, Christa comes through the door, having heard the gunshot. She is most displeased that Lee led Clementine into such danger (even though she let them go on their own in the first place). Say whatever you like in answer to Christa's queston about how you and Clem managed to take down three walkers on your own. Silence will get you the best response, though. Christa leaves to make sure you didn't attract anymore walkers. She turns before she leaves and gives Lee and distrustful look. ------------------------------------ | TIMED QUESTION | Asked by: CHRISTA | |--------------------------------------------------------------- | "I hope you know what you're doing with her." | |---------------------------------------------------------------| | YOUR ANSWER | OUTCOME | |-------------------------------|-------------------------------| | I don't. | * CHRISTA WON'T FORGET THAT * | |-------------------------------|-------------------------------| | Me too. | * CHRISTA WON'T FORGET THAT * | |-------------------------------|-------------------------------| | We're still alive, aren't we? | * CHRISTA WON'T FORGET THAT * | |-------------------------------|-------------------------------| | ... | * CHRISTA WON'T FORGET THAT * | --------------------------------------------------------------- After Christa leaves, go behind the bars and grab the BLOWTORCH. This prompts a conversation with Clementine. --------------------------------------- | TIMED QUESTION | Asked by: CLEMENTINE | |---------------------------------------------------------------------------- | "I'm not ready for a gun." | |----------------------------------------------------------------------------| | YOUR ANSWER | OUTCOME | |----------------------------------------|-----------------------------------| | You have to learn to pull the trigger. | * CLEMENTINE WILL REMEMBER THAT * | |----------------------------------------|-----------------------------------| | We learned everything is dangerous. | * CLEMENTINE WILL REMEMBER THAT * | |----------------------------------------|-----------------------------------| | We learned not to be afraid. | * CLEMENTINE WILL REMEMBER THAT * | | | (Best option) | |----------------------------------------|-----------------------------------| | ... | * CLEMENTINE WILL REMEMBER THAT * | ---------------------------------------------------------------------------- After this, leave the station and return to the group. Lee tells Omid about the blowtorch, and Omid decides to go up to the tanker in order to assist Lee. Before you follow him, you can talk to Christa in order to cover the subject of what happened at the station. This isn't necessary but she will give you some advice about being on your own with Clementine, and makes herself seem a little less of a bitch by agreeing that it's good that Lee and Clementine are trying to be a team of their own. No one else has anything new to say, so head up the ladder that leads to the bridge to join Omid. Head right from Omid and hover your cursor over the Hitch. Press B to make Lee use the BLOWTORCH. However, he discovers that there's a leak in it, so it won't set alight. Remember that TAPE we picked up from the nearby truck earlier? Use that now on the blowtorch (which is now on the ground, by the way). This patches up the leak. Hover over the Hitch and use the BLOWTORCH once more and lee will cut through some of the metal. The tanker begins to fall, but it eventually gets out of Lee's reach. Hover your cursor over Omid and use the blowtorch option. Lee forms the plan to dangle Omid over the edge so that Omid can cut through the metal. They're in the middle of cuttng through it when something terrible happens... Walkers. Thousands of walkers, stumbling over the horizon towards you. The group has literally a minute to escape before the walkers reach them. Omid manages to cut the metal loose, and the tanker tumbles to the ground. The others get on the train and Kenny gets it moving - however, there's still the problem of the approaching Herd of walkers. The tanker is now leaking oil onto the ground below... Very flammable oil... Quickly, hover your cursor over the BLOWTORCH and push it over the edge of the bridge. This causes the oil below to burst into flames, so that the Herd can't follow the train. NOTE: If you don't knock the BLOWTORCH off the edge, it doesn't matter too much - Lee goes ahead with the jumping off the edge plan anyway. The only option now is for Lee and Omid to jump onto the train from the bridge. However, Omid is terrfied and extremely reluctant to jump. It's now Lee's job to convince him to jump. ---------------- | TIMED QUESTION | |--------------------------------------------------------------------------- | Jump! | Unimportant response. | |--------------------------------------------|------------------------------| | Have it your way. [Push him] | * YOU PUSHED OMID * | |--------------------------------------------|------------------------------| | You stay here and we'll go with your lady. | Unimportant response. | |--------------------------------------------|------------------------------| | ... | Unimportant response. | | | (Omid pushes Lee off first). | --------------------------------------------------------------------------- However you choose, Lee lands safely on top of the train and Omid falls to the ground below, complete with broken leg. Christa freaks out and jumps out of the train to save her boyfriend. She pulls him up and both run to try to catch up to the train. Lee prepares to help them up. You now have a choice which could affect the next episode: Pull Christa up first, or pull Omid up first. In order to do this, you must move the camera angle over to the person who you want to save then press A. Move the camera to the left for Christa, or to the right to save Omid. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | IF YOU PULL OMID UP | | | | * YOU SAVED THE OMID FIRST * <--- (That's a grammar mistake from the | | game, not from me! Yes, they call him a "the".) | | | | Lee pulls Omid up but he shouts in protest, telling you to save Christa. | | However, Christa falls behind as the train gathers speed. Omid shouts at | | Lee, and almost calls him a nasty word - but then Christa catches up again | | and manages to pull herself up. | | | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | IF YOU PULL CHRISTA UP | | | | * YOU SAVED CHRISTA FIRST * | | | | Lee pulls Christa up, but she screams at him and tells Lee to save Omid. | | Omid manages to jump and pull himself up. | | | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | IF YOU SAVE NEITHER | | | | * YOU DIDN'T HELP * | | | | To do this, simply wait for about 20 seconds and Christa and Omid will | | manage to pull themselves up. Christa yells at you and asks if this is | | how you protect your people. | | | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Lee watches as the Herd of walkers falls behind. Clementine comes to check everybody's okay. Omid's got a broken leg, but otherwise everyone is unharmed. ---------------------------------------------------------------------- ---------------------------------------------------------------------- | CHAPTER 8 | | NEXT STOP, THE ATLANTIC | (WD7.8) ---------------------------------------------------------------------- ---------------------------------------------------------------------- Clementine is asleep in a chair by the window. Lee smiles, then sees a picture she's drawn in her backpack. He takes it out and his smile becomes a sad frown: the picture is of Katjaa, Duck and Kenny, all holding hands and smiling. Kenny enters the driver's cabin, and Lee hides the picture away. Remember that you and Clementine formulated a plan for when you get to Savannah? Lee will bring up your chosen plan of action with Kenny now. If you chose to look for Clementine's parents, Kenny will disagree, saying that's not the plan. If you chose for you and Clementine to go your own way, Kenny will get arsey with you. If you chose to look for a boat, Kenny will agree with you, and is almost optimistic. Whatever your plan, you'll always get a dialogue option with Kenny afterwards. Say what you like. After that, a weird noise can be heard. Clementine's walktie talkie is going off! Apparently it's not broken. A voice speaks out of it, talking to Clementine. The voice says that he has Clem's parents, and that she ought to come and find them whether Lee wants her to or not. If you've ever tried to tell Clementine that her parents aren't alive, you'll now understand why she's so adamant that they ARE alive: someone has been telling her so. Whether it's the truth or just a trap... Who knows? Kenny and Lee look at each other uneasily as the train begins to approach Savannah... You've completed Episode 3! Congratulations! Watch your personalised trailer for Episode 4 and make your own predictions. Who has been talking to Clementine via the walkie talkie? Are Clementine's parents still alive? Is Omid going to survive, and if he doesn't will Christa stick around? Can we still trust Ben? Is Chuck who he claims to be? And is Kenny going to pull himself together, or just give up? Find out in Episode 4: Around Every Corner... ---------------- ---------------- | DEATH SCENES | (WD8) ---------------- ---------------- CHAPTER 1 - GHOST TOWN AND THE COST OF LIVING There are no death scenes in this chapter - it is impossible to die. CHAPTER 2 - DEJA VU 1 - DURING THE ZOMBIE BREAK-IN AT THE DRUGSTORE When Kenny tells you to jump over the counter after picking up all the items/the item timer running out, simply stand there rather than jumping the counter. After about 5 seconds, the zombies will break through the door and fall on top of Lee. We hear his screams as he dies. 2 - DURING THE ZOMBIE BREAK-IN AT THE DRUGSTORE When the walkers break down the door and it lands on Lee - instead of tapping A to attempt to free yourself, simply sit there and do nothing. A walker climbs over the nearby counter and gnaws on Lee's arm. The same thing happens if you fail when Kenny comes over to help. 3 - DURING THE ZOMBIE BREAK-IN AT THE DRUGSTORE When Kenny tells you to move the fridge to block the doorway, simply stand there and do nothing. Eventually, a walker will collapse on top of Lee and bite into his neck - we see a chunk of skin missing from his neck. 4 - DURING THE ZOMBIE BREAK-IN AT THE DRUGSTORE After barricading the doorway with the fridge, you're supposed to run towards Kenny. If Lee just stands there and does nothing, a walker grabs him from behind, pulls him to the ground and bites his neck. 5 - DURING THE ZOMBIE BREAK-IN AT THE DRUGSTORE When the walker with the helmet on ambushes Lee as he runs towards Kenny, just do nothing. After about 10 seconds, the walker will push Lee to the ground and bite into his neck. The same scene happens if you fail the quicktime event in which you must repeatedly tap A against this walker. CHAPTER 3 - MYSTERY AT THE MOTOR INN 1 - WHILST THE BANDITS ARE HOLDING THE GROUP HOSTAGE Any of the times that the bandit leader asks you a queston, answer with silence. If you say nothing, he asks if you think this whole thing is a joke and shoots Lee right in the mddle of his forehead! 2 - RIGHT AFTER LILLY SHOOTS THE BANDIT LEADER When Lilly shoots the bandit leader, and Doug/Carley shoots one or two of the others, you're supposed to shoot the remaining one or two bandits. If you take too long to shoot them/him, Lee gets shot in the forehead. 3 - DURING THE GUNFIGHT AGAINST THE BANDITS If a bandit manages to get around behind Lee, he'll shoot him. 3 - DURING THE ZOMBIE BREAK-IN AFTER THE BANDIT GUNFIGHT If a zombie on either side gets too close, it will fall on top of Lee and bite his neck. CHAPTER 4 - Argument on the Road and the Train Wreck 1 - WHILE TRYING TO GET THE ANIMAL CRACKERS ROUND THE BACK OF THE TRAIN In the optional side-quest with the zombie in the car guarding the ANIMAL CRACKERS at the train wreck, set the zombie free by unhooking its seatbelt. Stand still as the zombie crawls towards you, and it will eventually sink its teeth into Lee's neck! CHAPTER 5 - Another Survivor There are no death scenes in this chapter - it's impossible to die. CHAPTER 6 - Stop the Train and The Clearing 1 - WHILE TRYING TO CONVINCE KENNY TO STOP THE TRAIN First tell Kenny that Duck is dying in the back - then, at every possible opportunity, select "..." as your answer. The first time, Kenny will speed up the tran; the second, he will push Lee out of the driver's cabin. Lee then heads back to the boxcar only to find blood and human remains splattered everywhere. He then finds Clementine's hat on the floor, but there is no sign of Clementine, Chuck or Katjaa. Lee then finds Ben's corpse on the floor... Ragged breathing follows as Duck, now revealed to be a walker, stumbles after Lee. He pounces at Lee and they fall out of the train together. CHAPTER 7 1 - WHILE TRYING TO GET THE BLOWTORCH FROM BEHIND THE BARS AT THE STATION When the two walkers close in on Lee and you're supposed to move him backwards towards the door, simply let him stand there instead. One of the walkers will push Lee over and start disembowling him... Ew! The same scene happens if you get caught AFTER picking up your weapon. 2 - WHILE TRYING TO GET THE BLOWTORCH FROM BEHIND THE BARS AT THE STATION After hitting one of the two walkers on the head with your weapon, the other will grab Lee. If you fail the quicktime event, the walker will push Lee to the ground, out of the camera's sight, and we hear squelching. 3 - !!!!! CLEMENTINE'S ONLY DEATH SCENE !!!!! WHILE TRYING TO GET THE BLOWTORCH FROM BEHIND THE BARS AT THE STATION After killing the two walkers on Lee's side of the bars, another appears on Clementine's side of the bars. When you're supposed to get her to hand you the key so you can get in and save her, simply wait around until the walker reaches her. It falls on top of Clementine, and we hear her screams of agony as blood flies into the air. Lee shouts "No!" and looks on in horror. 4 - WHILE TRYING TO GET THE BLOWTORCH FROM BEHIND THE BARS AT THE STATION After opening the door and pulling Clementine onto the safe side of the bars, Lee is supposed to shoot the walker. If the walker gets to Lee, it falls on top of him and they fall out of sight of the camera. Clementine looks on, terrified, as the walker eats Lee. CHAPER 8 - Next Stop, the Atlantic. There are no death scenes in this chapter - it's impossible to die. ----------------------------- ----------------------------- | WHY, THANK YOU VERY MUCH! | (WD9) ----------------------------- ----------------------------- Thank you so, so much to you for reading this walkthrough. I don't do this for personal gain or reputation - I do it to help out fellow gamers by giving them as detailed a walkthrough as I can. So thank you for sticking with me and choosing my walkthrough. I hope it was helpful to you! A big thanks to all of you who emailed me to compliment my walkthroughs for the previous episodes - thanks for believing in me and for your appreciation. I love receiving your emails, and I will always reply because your opinion matters. Thank you!