The Walking Dead (Win 10)

Alright, let's jump right into this game, as I know you're DYING (no pun intended) to play.

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Intro

Start up a New Game and play through the game. Simple as that. All the achievements in this game are Story related, so as long as you progress enough, solve the 'puzzles' and push through, you'll get all of the achievements.

There is no (current) reward for playing the game on the harder of the two difficulties, so unless you just want a challenge (more so because you won't be able to find anything unless you've already played it), just stick to the Easy mode.

All the 48 achievements in this game are story-related, and thus not missable.

The first thing I want to say is that if you are reading this BEFORE buying the game, it is not a free roaming zombie killing game; you literally only get to kill a handful of them. This game is more about staying away and out of sight (think Vampire Rain Achievements, although the game doesn't suck like Vampire Rain does).

As I stated on the previous page, there is no (current) reward for playing the game on the harder of the settings. So I suggest just sticking to the Easy mode, as playing the harder of the modes disables the HUD, which is useful when trying to find small things such as batteries, doors or other points of interest.

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Play a few times, earn different 'outcomes', instead of helping this guy, let him die. Instead of siding with John Doe, side with Jane Doe. You won't earn anything special, but since this is truly a game that revolves around your actions, this can be very fun and exciting.

I mentioned that all the achievements are story related, so there is no excessive searching for collectibles, beating a chapter in a certain amount of time or kill requirements. Simply play through the game and you'll unlock these.

The first achievement you'll earn (after a small bit of dialogue with a cop) is when you get into an accident in which you black out, whilst the cop is killed by Walkers. Eventually, you'll gain control of Lee, have him kick out the car window and limp over to the dead body. Use the crosshair to find the keys (on his belt); once the cuffs are off, you'll be attacked by the dead cop. Use the control stick to back away until another small scene where Lee sees a shotgun shell. Pick it up and turn to the left to grab the gun, place the shell into the gun (eventually) and kill the Walker.

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After escaping the horde of Walkers, you'll come to a house (this is where the demo starts), enter the house and either look around (examining the TV, bookcase, kids painting), or simply investigate the answering machine (there are three messages from Hanna in Savannah), continue into the kitchen where Lee will slip on a puddle of blood and hear a voice out, 'Daddy?' Examine the drawers until you find a walkie-talkie, this will introduce you to Clementine, and share some dialogue with her.

You'll get attacked by a Walker, and slip in the blood once again, slamming your head into the counter, causing blurred vision. Move the crosshairs to the zombie and hit 'A'. The Walker will trip you (and by now you should have come to the conclusion that Lee lacks the ability to stay on his feet), and Clementine will appear with a hammer, grab it from her and kill the zombie, netting the first achievement. Continue until you meet Shawn and Chet, help them get their vehicle moving and you'll earn the second achievement.

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When you arrive at the Farm, Hershal will ask you a bunch of questions about who you are, how you know Clementine and where you were going, answer them and retire to the barn. In the morning, Kenny will wake you up and talk with you a bit. Continue talking to him and ask him about his plans, once you're done talking with Kenny, talk with Clementine and Katjaa. Walk around to find Shawn working on the fence with Duck nearby; help saw some wood until Shawn tells you to go see his dad in the barn.

Talk with Hershal until you hear Shawn shouting, this is the first of two major decisions you'll have to make in this episode: save Shawn, who's pinned under the tractor; or Duck, who's being grabbed by Walkers, this will net the achievement for you. It really doesn't matter who you choose as Duck will ultimately be saved.

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Once you arrive in town, you'll get ambushed by Walkers, but be saved by a girl named Carley, who'll tell you to get to the Drug Store they've taken shelter in. An older man, Larry, will accuse Duck of being bitten and try to have him thrown out, you can defend him by siding with Kenny, but it doesn't matter what you choose to do, as he will be saved. Clementine will get attacked while trying to use the restroom, kill the Walker.

Talk with Carley, who is having trouble turning on a portable radio. Examine it and turn it over, open the battery slot on the back and you'll learn why it can't be turned on. You'll find one battery near the greeting cards, between the door to the Drug Store and Kenny, Duck and Katjaa, and the other near Lilly and Larry.

Head into the Employees Only area and head to your right after coming in, the camera will reposition itself and you'll see a plank covering a desk. Move it out of the way, while talking with Clementine, until she gets a small cut. Head over to the first-aid box that is conveniently placed in the same room and grab a bandage. Once she's taken care of, examine the desk drawer to find a Universal Remote, which you'll need later. There is also a picture on the floor near the cot that will explain a lot about who Lee is, if you can see the picture well enough that is.

Upon exiting the back room, Glenn will call via walkie-talkie saying he's in trouble, which will cause Lee and Carley to go to his rescue. Once you arrive at the motel, and find Glenn, he'll say he heard a women crying and wants to rescue her, to which Lee, and to a lesser extent Carley, agree. When you retain control of Lee, lean to the left and grab the pillow. Move to the right, which will place you on the side of a truck that has an ice pick inside, but no means of entering without creating noise. Look ahead and you'll see a zombie against a car; use the pillow on him as a silencer so Carley can shoot him. Once you regain control, open the car door to find a spark plug, and put the car in drive, trapping another zombie. Return to the truck and use the spark plug on the window, which will allow you to grab the ice pick. Return to where you started, this time advancing to get behind the van, lure the zombie over from the side and stab him with the ice pick, then kill the one you trapped and grab the axe. Once you go upstairs, kill the two zombies and break open the door, you'll find the woman, who has been bit. Give her the gun or no, either way, you unlock the achievement.

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Very easy if you grabbed the Universal Remote earlier, but in case you didn't, head into the Employees Only area, and head to your right after coming in, the camera will reposition itself and you'll see a plank covering a desk. Move it out of the way, while talking with Clementine, until she gets a small cut. Head over to the first-aid box that is conveniently placed in the same room and grab a bandage. Once she's taken care of, examine the desk drawer to find a Universal Remote. There is also a picture on the floor near the cot that will explain a lot about who Lee is, if you can see the picture well enough that is.

Talk to Doug and say yes to going outside, talk with him if you want to learn a bit more about him, but otherwise, examine the Walker trapped under a telephone pole, to which Lee will say that he has the key to the pharmacy. Use the axe on the lock and pick up the brick, throw it at the shop across the street and try to use the Remote. Doug will get it to work, being the nerd that he is, and give you time to grab the key. You'll learn that the Walker is actually Lee's brother, and being the brother that Lee is, he decides to put him out of his misery.

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After returning to the Drug Store and getting the pills for Larry (not that he deserves them), you'll trigger an alarm which, as you may have guessed, lures a bunch of Walkers to your location. You'll have to hold the door closed, since you decided to break it (nice move). Enter the commands as they appear until you are forced to make that second big decision, to save Doug or Carley, it doesn't matter who is saved. Clementine will be attacked, enter the commands to save her. Run towards the door only to get punched in the face by Larry (see, he's an asshole), but Kenny will come to the rescue, grab his hand and you'll earn this achievement.

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Simply talk with everyone in the parking lot and you'll earn this final achievement.

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Episode 2 starts with Lee and friends hunting in the woods to gather food. After a bit of back and forth and killing a walker, you'll encounter some students who are being attacked. After you've 'helped' them, you'll return to the motel and get bitched at for bringing more mouths to feed.

This chapter is both interesting and difficult (assuming you've developed a relationship with all the characters, good or bad). You'll be tasked with splitting the 4 remaining pieces of food between the 10 survivors, give it to whomever you wish, I personally gave some to Duck, Clementine, Carly and Lilly. Once you've split the food, head over to Larry who is mending the fence and choose to give Mark or Larry the axe, depending on what you told Mark, the two will have an argument.

Now go find Duck and Clementine grouped together and she'll tell you she lost her hat, if you feel kind enough to look for it (you will find it later in the episode), that'll make her quite happy. Go find Kenny and talk to him, depending on if you've been siding with him, he'll act differently towards you. After you've done this and listened to the complaints about food, Katjaa will call you over for help, say whatever you wish and be ready for a QTE (Quick Time Event), here is what to do:

1) Repeatedly press the indicated button as fast as you can until it changes to another button. Press that button once.

2) Lee will call for the others to give him his axe back, but the walker grabs him again! Flick the left control stick in the indicated direction to slam the walker's head against the car. Do the same again, in the other direction, and repeat until Larry or Mark comes over with the axe.

3) Press A on the walker's head to slam him away from you. Larry/Mark will try to behead the walker, but will miss.

4) Kick the walker in the head three times by clicking the A button with the cursor over its head.

5) Move the left control stick backwards to crawl away from the walker.

6) When Lee falls off the truck, repeatedly press the indicated button as fast as you can. Carley/Mark/Larry will come over and kill the walker for you.

Watch the scene, answer the questions, get the achievement.

Once you arrive, you'll be asked some questions by the group, they aren't important, but try to keep your story straight. After the conversation, Doug/Carly will go get the others and you can explore the farm if you wish. There's a swing that can be fixed for the kids, but you'll need rope and a board. Examine the broken fence and then head up to the porch, there is a box that contains the rope, grab that and then go down the stairs and go to the left of the screen to find a bunch of planks, examine them to acquire the board, now go back to the swing and fix it. Talk to Andy and select to fix the perimeter.

Converse with Mark until you reach the first body and remove the arrow, answer the questions until you come to the next body, cut off the hands and continue to the next, press A and continue to remove the body. A QTE event will occur; here are the steps to take:

1) Look to the left-hand side of the tractor and BE QUICK (if you take too long, you get shot). Quickly remove the Chock from in front of the tyre.

2) Look to the right-hand side of the tractor and pull the Plow Lever. This should make the tractor start rolling forward, towards the gate.

3) Your objective is to move towards the gate whilst staying hidden behind the tractor. You'll know when you're in danger as the edges of the screen will get redder and redder. The easiest way to stay at a safe distance is to stay level with Mark or the big wheel on the tractor.

4) Eventually the tractor will get stuck on a zombie. Look to the left-hand side of the tractor and press the A button on the zombie to drag it out (do this quickly or you'll get shot.) This starts the tractor moving again, so stay level with Mark or the big wheel as you move to avoid getting shot.

5) You'll get stuck on another zombie. Look to the left and quickly press A on the zombie to drag it out. However, this one's still alive! Move your cursor over the zombie's head and press A to kick it. Do this a second time. You'll now have to repeatedly press the indicated button in order to pull the zombie from beneath the wheels - do this and the zombie will tear in half, which gets the tractor moving again.

6) Things get a little trickier now. You must stay hidden behind the moving tractor. If you go too far forward, you'll get shot by bandits, but you've now got half a zombie hot on your heels behind you! Again, try and stay level with Mark and you should make it to the gate on time.

You'll be able to converse with the survivors now, select whichever options you want, they have no real impact. While not required, talking to Kenny will let you know his opinion of you, which is likely obvious if you've been siding with him or not. Go to the porch and talk with Andy and Danny, agree to help them with the bandits and get ready to move out.

You'll come across a small bandit camp and begin searching for stolen food, go to the left and examine the table to find boxes and a camera (may take a few examinations). Danny will come over to try and stop you from looking at it, but the batteries are dead, so you're out of luck anyways - what could be on there that he didn't want you to see? Head over to the tent and examine everything until you find.... Clementines Hat? You'll then be attacked by a bandit named Jolene, who has a crossbow, she also says she knows Danny's secret. You'll then have to make a decision, do whatever you feel is right.

After your return, go through the conversation and you'll be told that everyone is in the barn. Before going, head to the swing and talk to Danny, choose the option 'You really like that gun' and then head to the barn. Talk to Lilly to learn that Kenny doesn't trust the brothers, give Clementine her hat and then try to open the doors in the back of the barn - Kenny will come talk to you. You'll decide to find out what's behind the door; however Andy will ask you what you're doing, select whichever option you like. You can talk to everyone if you like, Brenda has an odd reaction to you if you try talking to her, but nothing is important.

Head to the workbench near the generator to grab a Multitool, use that to open the generators power panel, you'll need to remove the belt but it's going too fast to stop. Turn it off then remove it quickly, this provides the distraction you need, head to the barn. The dinner bell will ring, but Kenny offers to cover you, you can either open the lock or head inside for dinner (which is no fun). It's highly suggested you open the lock, as there's a nice surprise on the other side (if you've played the Silent Hill series, you may recognize Mira at the panel.... Just kidding, but after that gruesome sight, you'll appreciate the attempt at humor). Head inside and after the short scene, sneak upstairs, once at the top head to the closet and examine the power cord on the bottom. Head into the bedroom and you'll notice a light source emitting from the bookshelf, move it and open the door.

You'll now be in a QTE, run down stairs as fast as possible and enter the dining room and select 'Clementine, no!' or 'Spit that out!' (Y and B respectively).

Watch the drama, pick your options, and earn your achievement.

You'll wake in a meat locker with a few others, Kenny, Lilly, Clem and Larry. Larry offers interesting dialogue. Talk with Clem and then try to remove the AC or wait. Either way, Larry will suffer a heart attack. You'll have to make an option, a rather critical one at that. Kenny wants to destroy Larry's brain before he turns, while Lilly wants to perform chest compressions on him in the hopes of reviving him, you can also do nothing.

I highly suggest supporting Lilly on this one, even if you're a Kenny fan (like me), mainly because you can witness a highly debated 'scene' if you know about it before hand. Begin doing chest compressions on Larry, and if you manage to get four in you'll notice Larry's mouth move, many fans have argued whether this is Larry returning as a walker, Larry being resuscitated or just movement caused by the chest compressions. No matter what you believe it to be, Kenny will smash Larry's skull with a salt lick.

Once she opens the door, you'll be free and earn the achievement.

You need to get out and to do so you need to unscrew the AC, and the only way to do so now is to use a coin. Ask Lilly for permission, then examine Larry's corpse to find a few coins. Clem is the only one who'll fit, so have her go through. Creep through the bloody room, examine everything and pick up the tazer, then talk to Kenny. Sneak out into the barn and move forward until you automatically hide in a stall. Kenny will then say to see where he is, but he'll be gone, talk to Kenny again and then open the stall door again to find a gun in your face. This will start a QTE. Here's what to do:

1) You literally have a couple of seconds to do this. Move your cursor and press A on the gun to grab it and prevent your death.

2) You must now move your cursor onto Danny and press A before he reloads so he can't shoot you again. This will cause Lee to attack him with your weapon of choice.

3) Now, either Kenny or Lilly will come along to your rescue with a sickle. This causes Danny to back himself into his own bear trap.

Kenny will go running, but you have to decide to either spare or kill Danny, your choice will affect Clem as she will see whatever it is you choose to do. Pick your poison and earn your achievement.

Go to the house and listen to the conversation, when it's done go to the door and answer how you like. Once you open, you need to be careful, as you can easily die. The best way to go about this part is to listen to Brenda, let her move up the stairs then slowly advance. This is what I did and didn't die at all, but others apparently weren't so lucky.

Once the event is over, head outside with Katjaa after hearing Kenny and Andy. After a short scene, you'll begin a QTE, here's what to do:

1) Press the indicated button repeatedly, then press the next indicated button once.

2) Andy will drag Lee towards the electric fence. You get the option to do something to Andy with your hand, but I've never been able to get this to work so I'll assume you can't do anything here.

3) You must now press the A button repeatedly - don't worry, you'll always lose here. If like me you're able to tap the button unnaturally fast, you may find that you're just sat here tapping forever - so wait for the redness on the edges of the screen to go away, and then you are safe to allow Andy to push Lee's face towards the fence so you can progress. If the edges of the screen are still red and he manages to push your face into the fence, Lee will get electrocuted and die. NOTE: If you tried to save Larry in the meat locker, Lilly will save you and you can skip on to step 5. If you chose to let Kenny kill Larry, Lilly will not save you and you must do step 4 before progressing.

4) If Lilly doesn't save you, press the indicated button repeatedly, then press the next indicated button once.

5) Lee will now be on top of Andy and must punch him. Do this repeatedly.

6) If you failed to punch Andy, he will flip Lee over and start punching him. You must now press A on his face to push him away, and then press the indicated button repeatedly. Press the next indicated button once to push Andy into the electric fence.

You can now choose to kill Andy or leave him for the walkers. What you do affects Clem, but either way, you get the achievement.

You'll talk with Kenny while walking, depending on who you sided with. Eventually you'll come across an abandoned car. Clem won't want to take the food, but you can convince her, it really doesn't matter. Katjaa will tell you she has the camera from earlier and manages to get it working. The camera is Jolene's, and she was watching you (or more specifically, Clementine) at the inn before stealing Clem's hat.

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As the game starts, Kenny and Lee will be scavenging for supplies, he’ll climb a ladder and when you try, it’ll break. Look for a Jeep nearby and hook up the tow cable to the front of it and use the wench to pull the Jeep. Climb on top of the Jeep and Kenny will attempt to pull you up to the ledge with him, but drop you.

Your first QTE will start here, a woman will come screeching and, of course, attract walkers. You must decide if you want to put her out of her misery or let the walkers get her, hopefully making your job much easier. Letting the walkers get her gives you more time to loot the drugstore. Kill her or don’t, you will still net the first achievement.

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This is a pretty easy and straight-forward chapter; however it will begin with a QTE, so press the buttons as they appear, then move the refrigerator to bar the door and attack the other Walker to get out of the drugstore. Once back at the inn, simply listen to Kenny and Lilly fight, pick your dialogue options and net your achievement.

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After dealing with Lilly, head outside and talk to Duck who’s been listening in on your conversation and wants to help. Answer how you want, he’s helping, period. Talk to everyone about the flashlight, then head to the far left of the inn and you should see an ‘X’ written on the side of one of the rooms with chalk, talk with everyone about the chalk as well. Duck will call you over and say he’s found something, he offers you a high-five, accept or decline, the notification for accepting is pretty awesome.

If you have Carley, you can tell people about your past, you don’t have to, but it can offer some interesting dialogue between Lee and the others.

Examine the mark and push the gate, go all the way to the right and examine the grate in the wall. Head back to Lilly and tell her about the stash, listen to her psychotic rampage until you hear a rustle going on outside.

A QTE will soon follow, react as follows:

1) Aim and kill the first bandit, if you have Carley, she’ll take him out instead.

2) Kenny will give you a rifle, go to the left and take out the bandits by 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. Don’t let them go too far to the left, or they may get behind you.

3) After shooting the bandits, Doug/Carley and Ben are safe to get in the RV. You must now deal with the right side. Do the same thing as before.

4) After shooting all three bandits, Clementine runs over to Lee and safely makes it into the RV. However, Katjaa and Duck will get attacked by a walker - quickly kill it to save them. If you’re too slow, Kenny will save them instead.

5) If you have Carley with you, she’ll assist you. All you need to do is stay on the right side, and kill the four walkers. If you have Doug, you pretty much must switch back and forth to stop the walkers from getting too close.

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Once you’ve taken care of the walkers, the group will then get into a heated argument with Lilly on the RV as to who was helping the bandits, choose your dialogue. Eventually Kenny will run into a walker and pull over to fix the RV and the group will step out and continue their shouting match. Lilly will keep throwing accusations around, if you have Carley with you…. Well, I’ll leave what happens out. Choose whatever dialogue options you want after the event.

Katjaa will call you over and let you in on a horrible realisation - Duck was bitten during the attack at the inn. Katjaa and Kenny ask you to tell Clem, choose your dialogue. Shortly after a QTE will occur, just mash A, even if you fail you’ll live.

When you exit the RV, check on Duck, Katjaa will ask you to find him water, this is optional but will help vastly improve your relationship with Kenny and Katjaa. Head into the RV to grab the pencil, you’ll need it later.

Optional for Duck: Head into the boxcar to the left of Ben, it’s the only other one you can access; there’s a water bottle in here for you, grab this and head over to Katjaa.

Climb up the ladder on the main train car and open the second compartment and grab a tool, then head over to the door to the engineers cabin and open it with the tool.

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Kenny will tell you that you need to get the train moving, there will be a notepad nearby with an imprint on it but is too faded, did you ever do ‘rubbings’ in elementary school? Use the pencil on the notepad.

Head to the many switches and levers in the cabin and follow what the instructions on the notepad say and after working through all of the switches head to the door near the front of the cabin.

Optional for Duck: Around the front of the train you’ll notice a walker stuck in a car, head down and you’ll see he’s stuck. Release the seatbelt and then slam the door against its head, killing it. Grab the animal crackers and give them to Katjaa.

Head back up to where you grabbed the tool to get into the engineers cabin and open the first compartment, there’s a switch in here, turn it left and then right. Kenny will then talk with you, say what you want. Head into the cabin and pull the throttle, you’ll learn that the main car is still attached to the wreckage behind you.

Go to the second car, the one with the water bottle, and there should be a map as well, take that. Head through the open door to the back of the train and continue around the car, use whatever tool to remove the pin attaching the cars and head back to Kenny. There’s a chance for various conversations before pulling the throttle, chat with people if you want.

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After pulling the throttle, answer Chuck how you like, use the rag to clean up the blood and then head to the engineer’s cabin to get Kenny to stop the train. You can do this in many ways, through kindness or aggression, choose whichever you prefer (stay silent for all for an Easter Egg).

You’ll then need to make a tough decision, I won’t spoil it, but I’m sure you can guess what that is, decide what to do and respond to Clem however you wish.

After the event, talk with Clem and she’ll tell you Chuck has said some disturbing things, head to the very front of the train to confront him. After the conversation, head to the second car and teach Clem to shoot, after that cut her hair with the scissors in Chucks bag.

Grab the whiskey and head back to Chuck, give it to him and tell Kenny, who will then move so you can get the map. Then talk to Clem about Savannah. The train will then stop and you’ll get the achievement

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You’ll then meet Omid and Christa. Respond to their questions how you like, talk with everyone to see how they are doing, after which head towards the station in the distance. Clem will then decide to join you and help if she can.

When you get to the station, Clem will try to open the door, look up and you’ll see a spot where she can fit, boost her up and she’ll unlock the door for you. Clem will hold the door open and you need to find something to prop it open with, there’s a timer but if it runs out you won’t die, so don’t worry about it. There should be a block or something nearby that can be used to prop the door open.

There’s a blowtorch on the other side of the gate inside and another locked door, do the same thing you did before, send Clem over. This will start a QTE, here's what to do:

1) Grab the door prop and beat the Walker with it.

2) Lee will get grabbed, enter the commands that appear.

3) Grab the key from Clem and use it to unlock the door.

4) Kill the walker.

Christa will come running to see what happened, respond how you want and then grab the blowtorch and return to the group near the train. Talk to Omid and join him on top of the bridge, there should be some tape near one of the trucks. Attempt to use the blowtorch on the tanker, Lee will notice there’s a leak in the line; use the tape to seal it. The tanker will begin to fail, but stop, dangle Omid and have him cut the last bit.

Push the blowtorch over the edge to set the leaking oil ablaze, you now have to get down and the only way is to jump, convince Omid to jump with you (or not). Lee lands safely while Omid slams into the ground, Christa will jump off to help him and you must decide who to pull up.

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The rest is just scenes and dialogue options, just choose whatever you like.

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As the episode unfolds, the gang is walking down the street talking, select your conversation options until you hear the bell toll. Walkers will begin swarming on you and after a bit of dialogue exchange, you’ll have to save Clem. Take out the walkers as they approach her, and be sure to kill the one on the left coming for Lee. After a bit, Chuck will jump in and save her. The gang will all flee (minus Chuck who is holding the walkers back), but Kenny will be grabbed, quickly kill the walker and continue on.

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Once in the back of the house, you can confront Ben if you want or keep moving. Examine the doggy door near Kenny to learn that the doggy door is electronically opened. Grab the shovel and head over to the mound near the dog house; you should know what to do. Bring the collar to the door and after the scene, head inside.

Once in the house, you can examine the cupboards, but it’s not needed. Head to the stairs and examine the door at the bottom of them. Head into the main room, where Omid and Christa are, and examine both doors. Ben will then run down saying something’s wrong with Kenny, head up into the attic. You’ll see Kenny looking at a walker (as far as I know, this is also the first time they are called a Zombie, or at least that’s what it says when the cursor is placed over it) that looks like Duck. Choose whether you want to kill it or have Kenny do it.

After you’ve dealt with the walker, head outside and bury him in the hole with the dog. Lee will also see a figure watching him before taking off; pick your dialogue, after which Kenny and you will head out to find a boat.

After another scene, you’ll arrive at the docks; Kenny will ask you to check the coastline to see if you can find a boat. Head to the left of Kenny to find a telescope that needs a quarter, you can try bashing it, but that will have no effect. Head back to Kenny and head towards the top of the screen (North) until you see a yellow newspaper dispenser, bash it and grab the quarter. At the telescope, scan the horizon (if you want) and then look all the way to the left, Lee will see someone scaling down the building and heading their way.

Lee tells Kenny to duck down; Kenny suggests ‘talking’ with the scavenger and wants you to sneak up to the news stand that the scavenger is in. Once you reach the newspaper stand, you’ll get ambushed by the scavenger and need to grab the arm before getting a pickaxe to the face. Right before you get a pickaxe through the face, you’ll be saved and Kenny will try to subdue the scavenger (Molly) with bad results and inadvertently firing his pistol.

After a brief exchange (be sure to ask about Crawford), a group of walkers will appear from the only way out. The gang runs down an alley, all getting out safely thanks to Molly, except Lee. Push the dumpster and examine the manhole and then pick up the pick Molly throws down next to the manhole and use it to lift it up.

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In the sewers, move through the tunnels until you reach a group of Walkers eating something/one, turn around and you should notice a pipe with no valve. A bit before them is a tunnel to the left, duck inside and examine the valve that’s in there as well. Take it and continue through until you reach a cover of some sort and use the pick to open it. Go to the pipe and use the valve to turn on the water, retreat to the small tunnel you just opened to avoid the walkers. Wait until the red hue dissipates then head through the other end.

As Lee continues, he’ll notice that the victim of the walkers was Chuck. Keep going until Lee is grabbed through a metal grate by a walker. You’ll have to free yourself before the walker at the end gets to you, you can use the pick or pistol. Using the pistol will alert the other walkers and cause them to advance on you (although I never had to worry about them getting to me as they are very slow), the pick takes much longer but is quite (I tried using it but didn’t get it to work so I just used the pistol instead). Kill the walker in front of you and head to the end, try using the pick to parkour your way up to reveal a hole in the wall.

Once inside the bunker, chat with the inhabitants, try to convince them you aren’t from Crawford and just be honest. You’ll have a QTE (Quick Time Event) in which you must grab Vernon’s gun or die. After another exchange, he’ll help you get back to your people.

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Once back home, talk to Ben and Kenny as to where Clem is, one will say she’s with Molly, upstairs. Head up there and enter one of the rooms across from the stairs (bathroom) and then the bedroom that’s connected to the bathroom. Molly will be searching for whatever she can salvage and say that Clem went outside. Head out there and head towards the shed, you’ll hear a thumping sound. Clem will come out saying she was exploring and found something, a boat! Kenny will appear and be elated (kinda).

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Kenny will say it needs a battery and fuel, the only place that has these is Crawford. The gang decides to meet up later to go and grab what they need and leave, without being seen. Once you get to Crawford, you’ll notice a lack of liveliness, and it becomes apparent as to way when Lee and Kenny try to kill what they think is a guard. Walkers. You’ll retreat back into the local school to regroup.

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Once a plan has been devised, head out of the classroom and follow Molly into the alley. Enter the small shed and look up, there’s a hole you can use to get into the maintenance area and grab a battery. Check the dropdown door and head to the end of the alley to see a bunch of walkers, return back to where you dropped down into the area and Molly will jump down from the roof to kill a walker and give you a carjack.

Enter the garage and examine the car on the lift, to the left should be the hydraulic controls, examine the tube and try to cut it. Head over to Molly to borrow her pick and cut the tube. The cars alarm will go off, attracting the walkers. Quickly remove the battery unscrewing the left then the right, remove the clamps and follow Molly to the top of the truck.

Shoot out the skylight and grab Molly’s hand, Molly will jump the gap to the school and you have to follow, aim for her hand, I aimed for the ledge you jump from and fell on my face (dying). Molly will say she has something to do and take off with the battery, but promises to come back. Head to the classroom where Kenny will be holding the doors closed as walkers try to enter. Grab the hatchet on the floor and place it in-between the door handles.

Return to the classroom and talk to Kenny and Ben, Ben will pull you aside to say he feels guilty about causing Duck and Katjaa’s death and wants to tell Kenny it was him. Do what you want, I told him to keep quiet as Kenny is on the edge as it is, but regardless, he won’t say anything to him.

Talk to the lady near the door (her name escapes me, Vernon’s friend) and she’ll say that Vernon and Christa haven’t come back. Head out and instead of going to the right to the alley, go left. You’ll then need to kill a group of walkers, which is pretty easy. Enter the clinic and you’ll be told you need a combination for the safe that holds the meds. Go to the desk Vernon is at and examine the folder, take the tape and play it on the camera that is near the bed near the safe. After watching it, head back to the alley, go into the shed and climb back up and kill the walker Molly previously stabbed several times, take the tape and piece of paper.

Once back inside, head to the clinic but before getting there, you’ll notice a locker with a hand print on it, examine that and you’ll get another tape. Play the first and you’ll get the combo for the meds, the third is optional but explains a bit about how Molly knows about Crawford. Begin heading to the classroom and you’ll meet up with Molly. Confront her if you want and continue. You’ll hear what sounds like footsteps and Ben will jump out from a corner saying he thought he heard something so he grabbed a hatchet…

As you might expect, walkers come pouring in. Molly and Lee will try to hold off the walkers, but Molly gets grabbed, you have an incredibly small window to kill the walker that grabs her (this changes slightly if you bring Clem). The group will then head back to the classroom and Ben will freak out and say he has to tell Kenny something, to which Lee (and Kenny) tells him to shut up. Ben tells Kenny it was his fault and Kenny goes bonkers, as one would expect, and you can tell him to kick his ass later or not. Kenny also says if he thinks he’s getting on the boat, he’s dreaming and the group will vote whether or not they want him in.

Vernon’s friend will get grabbed and killed and Kenny manages to break the door open. As the group opens the only door out of the tower, you’ll be pleasantly surprised to see some walkers on the other side. Kenny will toss you a shotgun and you have to kill them as you retreat back up. Kill them as they get into view until your leg falls through the stairs, work on freeing yourself and killing the walkers, they USUALLY come in pairs, so kill two, pull leg, kill two, pull leg.

Once free, you turn around and begin killing the walkers that came in from the classroom (door was broken, so it couldn’t be closed). Shoot them until you toss the gun and pull out an axe, go to town on their heads until you get to the top. Everyone will begin climbing down thanks to a conveniently placed ladder. Ben will say he’s not going, and will be grabbed by a walker, kill it and he’ll fall over the rail of the tower.

This will start a QTE, you can either decide to try and save him or let him fall, remember walkers are still coming up the stairs, so if you want to save him, you’ll need to pull fast.

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Back at the house, after taking care of Omid, Vernon will offer to take Clem for you. After responding, Molly will say she’s leaving, that it’s too crowded for her liking. Go find Clem (she’s in the center room on the 2nd floor) and she’ll ask if they’ll enough time to look for her parents, answer her however you wish and this will cause a rather emotional scene. Lee will fall asleep and Clem will be gone.

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Head outside and you’ll hear the radio on the other side of the fence. Go grab it and… well, I’ll let you find out for yourself... Decide if you want some of the group to help or to go alone and find Clem. After the scene, you’ll be given an option to tell the guy on the radio to “F--- OFF!” or whatever, but the episode ends before you do.

After the initial cutscene, we will start the episode for real. Search the cupboards for some pliers to use in the elevator to keep them open. After some more cutscenes, you get a rather tough choice. Climb up the ladder and upon reaching the roof, you will unlock the following:

Check the ladder to your right and use it on the bell tower to your left to reach the other side. Use the bell, jump across the gap and leave the roof. After some more conversations, defend the house and assign duties to your group. Look in the upper-right cupboard for a cleaver and use it to escape to the attic after some more fighting. Upon reaching it, you will unlock the following:

After some more decisions and conversations, use the wardrobe stand to smash the wall on the back and upon leaving the attic, you will unlock the following:

Search the room, enter the balcony and keep moving across the roofs. Retrieve the walkie talkie and flee the scenery to unlock the following:

  • Mercy

    Sacrifices were made.

    Mercy
    Offline Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Main Storyline - These achievements are gained automatically by progressing through the main game modes.

Choose who should move across the sign and afterwards, fight your way through the streets. Be quick and you should be fine. Afterwards you will unlock the following:

Enter the room to find Clementine and talk to the stranger. Make sure he does not kill you and take Clementine with you to get the following:

This part is straight-forward since you simply need to evade the zombies around you. After a long way, you will unlock the following:

Now tell Clementine to get the baseball bat, smash the window and use the stool to enter the room. Let her steal the keys and gun and give her the baseball bat to defend herself. After some conversation, wait for the game to finish (stay strong, I nearly cried at that bit!)

This episode is totally off the chart and therefore a completely new set of small stories with new characters and different choices to be made. It doesn't matter which order you play the stories, so basically I will write down the order in which I did this and will keep spoilers to a minimum, only telling you where to go and at which time. The stories are pretty short so it is possible to beat this episode with the full gamerscore in around 3-4 hours, depending on how thorough you are. So with that said, let us start this new adventure.

After the initial cutscene, you come to a board with pictures of the survivors. I will start with Russel's story here.

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Russel's Story

Follow the road ahead and after some time you will get the option to either stay on the road or hide. Choose hide as an option as this will unlock the following achievement:

Here is a video, credit goes to reabo:

Get in the car and continue the dialogue until you are shot at. Evade the bullets, sneak to the back of the building and choose whichever dialogue you want in order to finish this chapter and unlock the following achievement:

Bonnie's Story

Here you will talk a lot and after that you need to escape from strangers through a cornfield. Get the weapon, talk some more and choose whichever option you feel most comfortable with. Escape and unlock the following for finishing:

Wyatt's Story

Get the weapon and defend yourself. After some dialogue you will be prompted to play rock-paper-scissor and by all means say yes to play it. This is a crucial point where some people will perish and others succeed at the first try. You need to win this mini-game in order to get an achievement. However, this is random so my tip is to quit out of the game if you didn't win. You need to be quick since there is a checkpoint right afterwards. The order is totally random so there is no tip on which option to choose first. So, this is pure luck!

Here is a video, credit goes to cakechieveables:

As soon as the car returns, turn the lights on, look underneath your car seat and escape to finish the chapter with an achievement:

Vince's Story

Get rid of the weapon and talk to your friends. Defend yourself, make a tough decision and finish the chapter for the following:

Shel's Story

Talk to the survivors, exit through the backdoor, check the walker in the back and get back inside. Ahead of you is a lot of talking and a lot of decisions which is rather lenghty. After the decision to kill someone or to flee, you will unlock the following:

Epilogue

Talk into your walkie-talkie and find the survivors. Talk to them to convince them to join you and the chapter will end regardless of how many join you. This will also unlock the last achievement:

Congrats on this easy and fast gamerscore!

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