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| | | |  '._______________________________________________________.'  | | | |
|_|¯|_|     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯     |_|¯|_|
_______________________________________________________________________________
                            Cheatmasters.com -and- Blitz Knight Stunt Present:


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   M~~~~~              M##MM#M#MMM7@M! "~F#F        MM#M! MMM@MM~^^`


                   ______      _                __        _____
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                 / __/ / __ \/ / ___/ __ \/ __  / _ \     /_ <(_)
                / /___/ /_/ / (__  ) /_/ / /_/ /  __/   ___/ /
               /_____/ .___/_/____/\____/\__,_/\___/   /____(_)
                    /_/
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     / /  ___  ___  ___ _  / _ \___  ___ ____/ / / _ | / /  ___ ___ ____/ /
    / /__/ _ \/ _ \/ _ `/ / , _/ _ \/ _ `/ _  / / __ |/ _ \/ -_) _ `/ _  /
   /____/\___/_//_/\_, / /_/|_|\___/\_,_/\_,_/ /_/ |_/_//_/\__/\_,_/\_,_/
                  /___/

_______________________________________________________________________________
¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯
           Platform:   PlayStation 3
            Version:   1.00
       Last Updated:   01/29/2014

              Email:   FAQs @ bkstunt .com
           Web Site:   http://bkstunt.com/
      Facebook Page:   http://www.facebook.com/Bkstunt

 This document is best viewed using a FIXED-WIDTH font, such as Courier New.
   If the ASCII above/below and the charts used throughout the guide look
 strange, please change your settings to display text in a FIXED-WIDTH font.
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
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             _____        __      __               ___
            |_   _|       \ \    / /              |   \
              | |   H E    \ \/\/ / A L K I N G   | |  | E A D
       _______|_|___________\_/\_/________________|___/______________
   ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==<                          Table of Contents                           >==O
   ``-.______________________________________________________________.-´´
       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

  Note: Press Ctrl+F and enter in the code to skip to that section.


THINGS TO KNOW BEFORE YOU PLAY

- Introduction.......................................................[WD-INT]
- Controls...........................................................[WD-CON]
- Tips and Tricks....................................................[WD-TIP]


MAIN WALKTHROUGH

- Chapter 1: Ghost Town........................................[WD01]
- Chapter 1: The Cost of Living................................[WD02]
- Chapter 2: Deja Vu...........................................[WD03]
- Chapter 3: Mystery at the Motor Inn..........................[WD04]
- Chapter 4: Argument on the Road..............................[WD05]
- Chapter 4: The Train Wreck...................................[WD06]
- Chapter 5: Another Survivor..................................[WD07]
- Chapter 6: Stop the Train....................................[WD08]
- Chapter 6: The Clearing......................................[WD09]
- Chapter 7: Making Plans......................................[WD10]
- Chapter 7: We're a Team......................................[WD11]
- Chapter 7: The Herd..........................................[WD12]
- Chapter 8: Next Stop, the Atlantic...........................[WD13]


CONCLUSION

- Trophy Information.................................................[WD-TPH]
- Version History....................................................[WD-HIS]
- Credits............................................................[WD-CRE]

             _____        __      __               ___
            |_   _|       \ \    / /              |   \
              | |   H E    \ \/\/ / A L K I N G   | |  | E A D
       _______|_|___________\_/\_/________________|___/______________
   ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==<                            Introduction                              >==O
   ``-.___________________________________________________[WD-INT]___.-´´
       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Hey Everyone! Bkstunt here with Episode 3 of the Walking Dead: Long Road
Ahead. I've been more than a little slow getting to this one (as the entire
series is now out), so I've gotten a chance to play the entire game now. It
is fantastic, that's for sure! This fact is emphasized by the fact that the
Walking Dead series just won "Game of the Year" at the Spike Video Game
Awards. Cool!

Episode 3 is one of my favorites. I believe Episode 3 and 5 are the best
ones (with 2 close behind), so you my fellow gamers are in for a treat. And
if I can help you in any way I'll be glad! Enjoy the guide!

~ Bkstunt


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FOLLOW ME!
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Want to talk about some games!? Maybe throw out some ideas for what YOU want
to see me write about next? I made a facebook account for just that reason!

You can 'Like' me at:

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Facebook.com/Bkstunt
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I also have a website you can visit to see what other guides I've written,
as well as see upcoming projects. I've also written a TON of reviews that will
go up there (You want to play GOOD games, right?!).

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Bkstunt.com
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So between those two sites, come on over and say 'Hi!' sometime.

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Donations
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First of all, let me say that my primary motivation for writing guides is,
and always will be, for the gamer. However, as I've learned by writing just
a few guides on new games, it can hit your pocket book! I wish they'd give me
these games so I could crank out great guides, but they don't! Ah, maybe one
day!

Until then, if you've found this guide helpful please consider donating to
help me offset my costs. You can donate to my paypal account below:

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PAYPAL
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Paypal ID:

Gregorio31 @ Gmail . Com


Hey, it's WAY better than paying $20 for a guide, right? Even the smallest
amount will be appreciated.

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AMAZON
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ALTERNATELY, if you shop at Amazon.com (who doesn't?!) you can ALSO help me
out by shopping through me! It doesn't cost you a SINGLE CENT either, which
is kick-ass. All you do is visit my webpage's donation page below:

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Bkstunt.com/donations.html
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Once you are there, you can click on the AMAZON link at the top and shop as
normal. 4% of what you buy will then be sent to me.

Please be sure to send me an email so I can thank you personally as well! Or
just send me an email to say "Thanks!" Every one of those I read makes my day!

~ Bk

             _____        __      __               ___
            |_   _|       \ \    / /              |   \
              | |   H E    \ \/\/ / A L K I N G   | |  | E A D
       _______|_|___________\_/\_/________________|___/______________
   ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==<                               Controls                               >==O
   ``-.___________________________________________________[WD-CON]___.-´´
       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


Here are the controls for The Walking Dead:


               _,.--.,_                              _,.--.,_
              |  _____ |                            | _____  |
              |-'     `'.__________________________,'`     `-|
            ,'    __     `.                      ,'    .,.    `.
           /     |  |      \        SONY        /     (/_\)     \
          !   __  \/  __    |                  !  ,-.  `-'  ,-.  |
          |  |__ >  < __|   !__SELECT   START__| ([ ])     ( O ) !
          !       /\        ___`-.        ,-'     `-'  ,-.  `-'  |
          |\     |__|     ,'   `. \      / ,'   `.    ( X )     /|
          | `.           /       \ |    | /       \    `-'    ,' |
          |   `-.____,-. \       / |____| \       / ,-.____,-'   |
          |           ,'\ `.___,' /      \ `.___,' /`.           |
          |          /   `-.___,-'        `-.___,-'   \          |
          \         /                                  \         /
           \       /                                    \       /
            `.__,-'                                      `-.__,'


.'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'.
|                                                                        |
| Left Stick: Move Character.                                            |
|                                                                        |
| Right Stick: Move Reticle.                                             |
|                                                                        |
| X Button: Action.                                                      |
|                                                                        |
| Circle: Action.                                                        |
|                                                                        |
| Square: Action.                                                        |
|                                                                        |
| Triangle: Action.                                                      |
|                                                                        |
| Directional Buttons: Actions.                                          |
|                                                                        |
| Start Button: Pause.                                                   |
|                                                                        |
'.______________________________________________________________________.'

             _____        __      __               ___
            |_   _|       \ \    / /              |   \
              | |   H E    \ \/\/ / A L K I N G   | |  | E A D
       _______|_|___________\_/\_/________________|___/______________
   ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==<                           Tips and Tricks                            >==O
   ``-.___________________________________________________[WD-TIP]___.-´´
       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Here you can find tips and tricks to surviving in The Walking Dead.


First of all, an explanation:


- The MAJORITY of the game is just like most of Telltale's games: a
  point-and-click adventure game where you talk to others, gather items and
  solve puzzles. There is very little ACTION in this game.

- Despite that, the game DOES feature section of action-oriented game play,
  mainly with PANIC EVENTS! These events will catch Lee by surprise and often
  require quick thinking on your part to survive, and may incorporate using
  items and/or brute force. Panic Events are symbolized throughout the guide
  to stress their timed nature, as failing a panic event or taking to long
  will often result in your death (and a GAME OVER).

- You control much of the action with a cursor, which is designed to also
  give you certain options for item interaction when you move it over items
  or people. The cursor is sectioned into up, down, left and right buttons.
  Each action is usually assigned to a certain direction, for example
  "Investigate / Look At" is usually the UP button. The ACTION button is
  usually the BOTTOM button. Keep this in mind, as I often say "Press the
  action button" when I mean press down!

- My "Results" section after your choice options are all "choice
  notifications". I don't mean "results" as in whether people will be happy
  or not, but "results" as in what choice notifications the GAME tells you
  if you pick that particular choice.


Tips:


o Pick up any item you can find! This game doesn't believe in Red Herrings!
  You'll find SOME use for it.

o Keep cool in panic events! Remember to try moving and don't be afraid to
  use brute force! Also be aware of any and all items lying around as you
  may very well NEED them.

o Not EVERY choice in the game is really a choice. There are many "choices"
  you'll make that don't really affect anything. However...

o There ARE choices in the game that DO really matter. I will be just
  flat-out telling you what dialog choices do but its up to you to decide how
  you are going to be playing the game.

o The dialog choices are always assigned to a certain button, but are random
  on subsequent playthroughs. I'll list them in order from shortest to
  longest and let you know what happens if you pick them.

o Choosing NOT to pick any dialog options IS an option! The "..." is just
  a faster way of being silent than WAITING for the timer to expire.


             _____        __      __               ___
            |_   _|       \ \    / /              |   \
              | |   H E    \ \/\/ / A L K I N G   | |  | E A D
       _______|_|___________\_/\_/________________|___/______________
   ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==<                        Chapter 1: Ghost Town                         >==O
   ``-._____________________________________________________[WD01]___.-´´
       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

(-IMPORTANT NOTE-)


Please note this guide is for EPISODE 3! For maximum enjoyment, you should
REALLY play through Episode 1 and 2 as well.


If you require a guide for Episode 1, look here:

www.gamefaqs.com/ps3/664494-the-walking-dead-episode-1-a-new-day/faqs/64854


If you require a guide for Episode 2, look here:

http://www.gamefaqs.com/ps3/668925-the-walking-dead-episode-2-starved
-for-help/faqs/65010

(You'd have to copy both lines! Sorry, the string for the link is just SO
 long!)



The episode starts off with you and Kenny making a trip into town. You'll
see that you're heading to Lee's family drugstore. With no Walkers around
Kenny will comment on their luck:

Looks like this is our lucky day.


[1] ... (Result: Nothing)
[2] Maybe. (Result: Nothing)
[3] I don't like it. (Result: Nothing)
[4] This might go smoothly. (Result: Nothing)


Since when have things EVER gone smoothly, guys? Kenny will hold his side
soon (he DID get shot after all) and will soon bring up the subject of
leaving Macon or staying in the Motor Inn.


You made up your mind yet?

[1] ... (Result: Nothing)
[2] We should go. (Result: Kenny will remember that.)
[3] We should stay. (Result: Kenny will remember that.)
[4] We could split up. (Result: Kenny will remember that.)


That choice will obviously either make Kenny happy or piss him off. You'll
get to the Pharmacy soon and Kenny will climb a nearby ladder to get on top
of a truck, but the ladder breaks in the process. Well great. Go try and use
it and Lee will tear it off. We'll have to figure out another way up, which
is of course the first "puzzle" of the game.

Well, you can tell right away that we can't go UNDER the truck. There's a car
to the right that you can get on top of but there's no way that Kenny can reach
us (plus, y'know... all the corroded sharp rusty metal). What we need to do is
go check out the nearby army jeep. There is a WINCH on the front that you can
interact with which will make Lee start to drag it to the semi-truck. Kenny
will comment on Lilly while you do this:


Lilly's not doin' so good, huh?

[1] ... (Result: Nothing)
[2] She'll be fine. (Result: Nothing)
[3] * We killed her dad. (Result: Nothing)
[4] It's not good. I'm worried. (Result: Nothing)

* = This MAY say "You slaughtered her dad." if you choose to HELP Lilly
    in Episode 2.


Once you get to the truck, attack the claw to the axle and after that head
back over to the jeep and search for the WINCH CONTROL by the right door.
Interact with it and the Jeep will slowly make it's way over to the semi
truck. As it does Kenny will ask you another question:


Your girl still upset with me for taking stuff out of that car last week? *

* = This will read "Your girl still upset with us for taking stuff out of that
    car last week?" if you choose to take the supplies out of the car at the
    end of Episode 2.


[1] ... (Result: Nothing)
[2] I hope not. (Result: Nothing)
[3] I haven't asked. (Result: Nothing)
[4] * I wouldn't blame her. (Result: Nothing)

* = This may be "I think she understands" if you went for the supplies in
    Episode 2.


Once the jeep is done moving, climb on up and Kenny will talk about Duck
talking about the events at the farm when Shawn died:


Duck was asking about that guy at Hershel's farm last night.


[1] ... (Result: Kenny will remember that.)
[2] Still? (Result: Kenny will remember that.)
[3] What'd he say? (Result: Kenny will remember that.)
[4] He'll get over it. (Result: Kenny will remember that.)


After that Kenny will offer you his hand. Go ahead and take it and watch what
happens. Ouch!


[1] ... (Result: Nothing)
[2] Nice one. (Result: Nothing)
[3] Are you ok? (Result: Nothing)
[4] What the hell happened? (Result: Nothing)


Before you can say much though, a scream will erupt from down the street as a
woman bursts though the door chased by a zombie. This is where the game decides
to break up the first chapter though, so let's split up the text here.


             _____        __      __               ___
            |_   _|       \ \    / /              |   \
              | |   H E    \ \/\/ / A L K I N G   | |  | E A D
       _______|_|___________\_/\_/________________|___/______________
   ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==<                    Chapter 1: The Cost of Living                     >==O
   ``-._____________________________________________________[WD02]___.-´´
       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

So now we have a screaming lady in the street. Crap. All her noise soon
attracts even more zombies as Lee and Kenny look on, surprised (and
oddly confused by what they are seeing):


Walkers don't scream! Do they?

[1] ... (Result: Nothing)
[2] It's a girl, we have to help. (Result: Nothing)
[3] It's a girl, she's going to get us killed. (Result: Nothing)
[4] It doesn't matter. We must keep moving. (Result: Nothing)


Soon the girl will get bit, no matter what you do. You'll then talk to Kenny
as he explains that leaving her will result in a safer shopping trip for you.
You'll then of course have to make a choice:

As a preface to explaining the below choices, note that what you pick directly
affects how much time you have to LOOT the drug store.


o SHOOT HER

  (RESULT: You chose to shoot the girl.)

So, you decided to have mercy on the girl and put her out of her misery.
Choosing this option will of course kill the girl, but it will also
significantly reduce the amount of time you have to raid the pharmacy.
Once you do get in the pharmacy, a timer will start counting down and you
only have that amount of time to grab all the supplies you can.


(-FUN FACT-) Bkstunt was able to grab 16 items while choosing this route!
             How many can you do?


o LEAVE HER

  (RESULT: You chose to leave the girl.)

Pretty cold, man. You decide to let her be your bait. Choosing this option
will let you get into the pharmacy and have some time (5-6 seconds) to grab
items BEFORE the timer appears and you start being timed. As you can see,
this option does indeed give you more time to grab supplies.

(-FUN FACT-) Bkstunt was able to grab 21 items while choosing this route!
             How many can you do?


Go ahead and make your choice; the pharmacy is waiting!


(-NOTE-) You will get the "Goodbye, She Quietly Says" trophy now.


No matter what option you choose you will find yourself in the pharmacy and
staring at a bunch of random supplies. QUICKLY move your cursor over each one
and pick it up. As you do so, you'll see the text at the top left of the
screen telling you how many items you have collected. As you pick them up,
always be looking for the next item! Move your cursor to the next item as Lee
is putting the current item away!

You will likely (you should) finish picking up all the items in the first
section you are in and when THAT happens you can either move to the LEFT or
to the RIGHT to start picking up more items. Moving to the LEFT takes you to
a cabinet while moving to the RIGHT takes you to some more shelves and a box.
I STRONGLY RECOMMEND moving to the right as you can grab more stuff (if you
move to the left you have to OPEN said cabinet and then keep going).

Either way, pick up as many items as you can. Once the timer runs out you'll
see a scene with the approaching zombies and Kenny telling you your time is
up. He'll jump over a counter and then you'll gain control again. For some
weird reason, the game decides that THIS is when they need to start the next
chapter. Be sure to quickly jump over the counter though!


             _____        __      __               ___
            |_   _|       \ \    / /              |   \
              | |   H E    \ \/\/ / A L K I N G   | |  | E A D
       _______|_|___________\_/\_/________________|___/______________
   ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==<                          Chapter 2: Deja Vu                          >==O
   ``-._____________________________________________________[WD03]___.-´´
       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Go ahead and follow him over the counter. After that you'll pass by a door
that will break as you pass it with zombies busting through. You will have
to JAM ON YOUR ACTION BUTTON now to keep yourself from being crushed. What
happens next depends on your relationship with Kenny:


o If Kenny is your FRIEND he will come assist you and throw the door off
  of you.

o If Kenny is NOT your friend, he will stand there and watch. You will have
  to jam on the action button some more and then hit a random button to save
  yourself.


Either way, you will get out from under the door and Kenny will shout "Fridge"
to you. Once you regain control, interact with the fridge to the right of the
door to have Lee throw it down! Good! Now, follow Kenny to the back and you'll
run into the helicopter zombie! Ha! Go ahead and bash him (move your cursor to
his upper chest) but it'll do no good. He does have a helmet on, after all.
You'll soon be grappling with him, so jam on the action button and press the
random button that follows to shove him into some nearby rebar. Gruesome!

Before leaving, if Kenny didn't help you you will confront him about it.


We'll soon be back at the Motor Inn, where Ben is keeping guard. Looks
like we have had some bandit trouble, huh? Kenny and Lee will head into
Lilly's room to show her the haul.


So, what did you get?

[1] ... (Result: Nothing)
[2] Nothing. (Result: Nothing)
[3] A lot of stuff. (Result: Nothing)
[4] What was left. (Result: Nothing)


Depending on how many items you brought back, Lilly will either be happy with
the haul or displeased. Either way, the subject will soon come up of moving on,
away from Macon by using the RV. While Kenny and Lilly argue about saving or
leaving, you have a dialog option show up (which has a very slow timer on it):


[1] ... (Result: Nothing)
[2] This place is fine, Kenny. (Result: Lilly won't forget that. * Kenny
                                        noticed you changed your mind.)
[3] We have to go eventually, Lilly. (Result: Kenny will remember that.)
[4] We do whatever is best for the kids. (Result: Lilly will remember that.)

* = It's possible to change your mind about leaving in front of Kenny, based
    on previous dialog. You'll get this if you do so.


This of course just leads to more arguing. Carley or Doug will show up and
comment before Kenny tells them to shut up, followed by more arguing and
another dialog choice:


[1] ... (Result: Nothing)
[2] Stop this shit. (Result: Nothing)
[3] It could be worse. (Result: Nothing)
[4] We're strongest together. (Result: Nothing)


More dialog ensues and soon you'll have yet another dialog choice (man, you
talk alot!).


[1] ... (Result: Nothing)
[2] We deal with shit as we come. (Result: Nothing)
[3] We got all the protection we need. (Result: Nothing)
[4] We got plenty of food out of that station wagon. (Result: Nothing)


After that, the topic will eventually turn to your actions in town and
whether or not you shot the girl there. This dialog will obviously change
depending on what you did, with your party members comments changing as well.
Regardless of what you did you will get a chance to defend yourself and pick
some more dialog:


[1] ... (Result: Nothing)
[2] It was a mistake. (Result: Nothing)
[3] She was dead anyway. (Result: Nothing)
[4] I couldn't let her suffer. (Result: Nothing)


This naturally turns into another "We have to leave this place" conversation
until Lilly really loses her head and starts screaming about murder and someone
in the group STEALING supplies before telling everyone to leave. Well crap,
sounds like we have a thief...


(-NOTE-) You will get the "Bad Blood" trophy now.


Once you all leave Lilly's rome, you'll have a chance (well, more of a
requirement) to talk to Kenny:


[1] ... (Result: Nothing)
[2] She's right. (Result: Nothing)
[3] Happy, Kenny? (Result: Nothing)
[4] She'll get over it. (Result: Nothing)


Kenny will inevitably storm off (no mater what) and what happens next will
depend on if Doug or Carley is still alive. If you have Carley alive she will
come up with you and flirt a bit before telling you that you should probably
follow up on that stolen supply comment and that she'd like to talk to you,
when you have a minute. Oooh, looks like she has a thing for you! How about
that! Doug will tell you to go talk to Lilly too... just less flirting!


Once you regain control (finally!) I would go check in with Lilly about
the stolen supplies. Go visit Lilly in her room and you'll sit down for a
chat. Lilly will wonder why you came in to visit her:


Did you come in here to give me hell or to coddle me?

[1] ... (Result: Nothing)
[2] You have to chill out. (Result: Nothing)
[3] You're coming unhinged. (Result: Nothing)
[4] I'm following up about the stolen supplies. (Result: Nothing)


The talk will turn to the stolen supplies, with Lilly being very sure of
herself to the point of making accusations:


There's a traitor, somebody, one of us, out there. He or she or they have
been taking things.

[1] ... (Result: Nothing)
[2] Paranoia isn't going to help us. (Result: Nothing)
[3] You haven't really been sleeping... (Result: Nothing)
[4] For real? Who? What do you have to go on? (Result: Nothing)


Hmm. Well, that's interesting. Sounds like Lilly's count is being messed with.
We can't really see the count for ourselves, so you're just going to have to
trust her I suppose. The only real thing she has to go on, evidence wise that
is, is a broken flashlight she found in the garbage:


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

[1] ... (Result: Nothing)
[2] Okay. I'll poke around. (Result: Nothing)
[3] It's just a few things. No big deal. (Result: Lilly noticed that.)
[4] Seems like you're manufacturing this from nothing. (Result: Lilly noticed
                                                                that.)


Well... damn. Onto the next chapter.

             _____        __      __               ___
            |_   _|       \ \    / /              |   \
              | |   H E    \ \/\/ / A L K I N G   | |  | E A D
       _______|_|___________\_/\_/________________|___/______________
   ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==<                 Chapter 3: Mystery at the Motor Inn                  >==O
   ``-._____________________________________________________[WD04]___.-´´
       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

After leaving Lilly's room, you'll be surprised by Duck, who was listening
to your entire conversation! He'll want to help, offering to be your ward like
Dick Grayson is to Batman! You being Batman of course! This is actually one of
the best Duck moments of the game, if you ask me.


I know who it is.

[1] ... (Result: Duck will help)
[2] Fine, you're Robin. (Result: Duck will help)
[3] You can help. Don't tell anyone. (Result: Duck will help)
[4] No. If you tell anybody, there will be trouble. (Result: Looks like Duck
                                                     is going to help you
                                                     anyway.)


Ok, well that was fun. So now we have a broken flashlight in our inventory
that we can talk to people about. We have a lot of people we can talk with
now as well (as we're finally free).

Depending on who you saved before in Episode 1 (Carley or Doug), you will
of course have some different dialog here. Personally I think the Carley
dialog is the most interesting. For now let's pretend that she's alive, so
let's go talk to her. She's up on the second level of the hotel. Here
comes the drama!


I've been thinking alot. About you.

[1] ... (Result: Nothing)
[2] I'm fine. (Result: Nothing)
[3] What about? (Result: Nothing)
[4] I think about you too. (Result: Nothing, Lover Points?)


Well then. Interesting. Carley will now talk about your convicted killer
status and urge you to share your background with the people you trust in
the group.


You don't have to tell everyone, but think about who you trust and
take the opportunity while you have it.

[1] ... (Result: Nothing)
[2] Forget it. (Result: Nothing)
[3] It's a lifetime ago. (Result: Nothing)
[4] You're probably right. (Result: Nothing)


So you'll do it then?

[1] No. (Result: Carley is not pleased with your decision.)
[2] I'll let people know. (Result: Carley will remember that.)


This is obviously a personal choice. If you agree to let people know, new
dialog options will open up with everyone in the group, giving you a chance
to talk to them about your... past. I personally chose this option. You
don't HAVE to tell anybody of course.

For those of you that are curious, I can confirm that the choice of
telling people about your past WILL come up in the future. Still, your
choice. After Carley talks to you about sharing your past you'll get a
chance to talk to her about other stuff:


Um, is there anything else you want to talk about?

[1] Exit (Result: End Conversation)
[2] Do you feel safe here? (Result: Nothing)
[3] Do you know anything about this flashlight? (Result: Nothing)
[4] Do you think people are ready to hear about me? (Result: Nothing)
[5] You have any thoughts about Lilly? (Result: Nothing)


I like her comments about batteries! Heh. No real game-changers in the talk
with Carley. Oh well. Dialog is always good.


Now for those of you who have Doug (or perhaps are curious about him),
here's what you can ask him:


[1] Exit (Result: End Conversation)
[2] Do you feel safe here? (Result: Nothing)
[3] What are you working on? (Result: Nothing)
[4] Do you know anything about this flashlight? (Result: Nothing)
[5] What do you think about Lilly? (Result: Nothing)



OK, time to talk to people about our past. Of course I chose to talk to our
girl, Clementine, first and foremost. Here's your dialog options with her:


[1] Exit (Result: End Conversation)
[2] Watcha doin' there? (Result: Nothing)
[3] I need to tell you something. (Result: Talk to Clementine)
[4] Do you like it here? (Result: Nothing)


Choose to tell her something to get some more dialog options about your past
(listed below). I want to point out here that the leaf rubbing thing DOES come
into play later on in the chapter. Just a heads up!


[1] ... (Result: Nothing)
[2] Nevermind. (Result: You chose to keep your past secret from Clementine.)
[3] You should know I killed someone once. (Result: Clementine understands
                                                    what you did.)
[4] I was going to prison the day I met you. (Result: Clementine understands
                                                      what you did.)


Next let's talk to Kenny and Katjaa. They're sitting near the camper of
course. You will get a static dialog wheel here, where you can invite Kenny
and/or Katjaa off to talk. There's a lot of additional dialog options here
once you get one or two of them out of the way as well.


[1] Exit (Result: End Conversation)
[2] Kenny, you got a second? (Result: Talk to Kenny)
[3] Katjaa, can I talk to you for a second? (Result: Talk to Katjaa)
[4] Do you know anything about a broken flashligh? (Result: Nothing)
[5] You guys trust everyone here? (Result: Nothing)
[6] You need to try harder with Lilly. (Result: Nothing)
[7] About the guns... (Result: Nothing)


Of particular note is the flashlight question. Katjaa will give you a hint
with something she saw and the game will point out where you need to explore.
But first, dialog!

I like to start off talking to Kenny:

[1] ... (Result: Nothing)
[2] Never mind. (Result: You didn't tell Kenny about your past.)
[3] I killed someone. (Result: Kenny appreciates your honesty.)
[4] I was on my way to prison three months ago. (Result: Kenny appreciates
                                                         your honesty.)


Kenny's response to telling him about your past varies based on your friend
factor with him. He's either not going to give a shit (if you've had his back
in the past) or tell you that it's going to matter later to him (if you
haven't). He of course puts the kids safety first.


After that you can talk to Katjaa if you wish:

[1] ... (Result: Nothing)
[2] Forget it. (Result: You didn't tell Katjaa about your past.)
[3] I've killed. (Result: Fridge Question.)
[4] I was on my way to prison three months ago. (Result: Fridge Question.)


Interestingly enough, telling Katjaa about your trip to prison leads into
her asking about what happened when you, Kenny and Lilly were trapped in the
fridge at the farm. I suppose Kenny never told her what he did... huh. You
have a choice here on how to handle this question:


[1] No. (Result: Katjaa will remember that)
[2] Okay. (Result: Katjaa will remember that)


Of course telling her the truth makes her remember it. Your Lee may have
either chosen to help Kenny or Lilly of course, but still Katjaa still has
never heard the truth from Kenny.


Once we are done with Kenny and Katjaa you can choose to talk to Ben if
you wish. He is on guard duty, sitting on top of the camper, so you'll have
to look for him/scroll the screen slightly up.


What's up, Lee?

[1] Exit (Result: End Conversation)
[2] I need to tell you something. (Result: Talk to Ben)
[3] A flashlight got broken. Was it you? (Result: Nothing)
[4] Did you ever come down to Macon, much? (Result: Nothing)
[5] See anything weird on watch? (Result: Nothing)
[6] What do you think of Lilly? (Result: Nothing)


You can of course choose to share your past with Ben here:

[1] ... (Result: Nothing)
[2] Never mind. (Result: You didn't reveal your past to Ben.)
[3] I'm a convicted murderer. (Result: Ben won't forget that.)
[4] I was on my way to prison before this. (Result: Ben won't forget that.)


Finally, we can go talk to Lilly, who has a conversation menu:


Find anything?

[1] Exit (Result: End Conversation)
[2] I haven't found anything yet. (Result: Talk to Lilly)
[3] I need to tell you something. (Result: Nothing)
[4] Do you ever want to leave here? (Result: Nothing)


You can choose to tell her about your conviction as well:


What is it?

[1] ... (Result: Nothing)
[2] Never mind. (Result: You didn't tell Lilly about your past.)
[3] I killed someone before all of this. (Result: Lilly won't forget that.)
[4] I was sent to prison before the plague. (Result: Lilly won't forget that.)


After you are done talking to people let's get to work solving this
flashlight mystery. Head past where Ben was and to the corner of the motel
(the one you saw while talking to Katjaa). You'll find some broken glass over
here. Interact with it to have Lee pair it up with the flashlight. Looks like
a match to me! This leads to a very revealing 'X' around the corner. What the
hell?

Go examine it. Pink chalk. Very weird. Duck shows up here to talk with you
a bit but shortly leaves to go find more clues. Our next stop is of course
going to be Clementine, who is the main chalk-user of the group. You also now
have the option to ask people around the hotel about the chalk 'X' if you want.

Go talk to Clementine. She'll mention she doesn't know where her pink chalk
went to and offers you blue! Heh. Cute. After that Duck will call you over to
the camper and tell you what he found: the pink chalk! Wow, good job Duck. He
found a scuff of it by the gate too.

As Lee walks over to the gate Duck will run by and offer up his hand for a
(well-deserved) High Five. You have the option to high-five him here. You
can't leave him hanging, can you!? You get some game notifications here as
well:


[1] High Five Duck (Result: Duck thinks you are incredibly awesome.)
[2] Don't High Five Duck (Result: You left Duck hanging.)


After that you can talk to duck and/or ask him about the flashlight.


[1] Exit (Result: End Conversation)
[2] Have you found anything else? (Result: Nothing)
[3] You seem to know a bit about all this... (Result: Nothing)
[4] You didn't break the flashlight, did you? (Result: Nothing)


Be sure to check out the chalk on the ground. This gives you a small
scene and let's Lee choose to go outside to investigate further. Push the
garbage bin when you can to get outside. Out here there is an invisible wall
to your left, so head right. You can check out the wall here for a comment
if you wish.

Keep heading to the right and the camera will soon zoom in. There's a grate
over here that you can't miss. It's the only damn thing to inspect! Go interact
with it when you can and watch what Lee finds... well damn, I guess Lilly isn't
so crazy after all...


Time for some story! Lee of course takes the bag back to Lilly, who comes up
with some over-the-top ideas of what to do next. At the very least I feel she
is exaggerating just a bit. However all is not well outside as bandits have
infiltrated the camp and are holding people hostage! Holy crap! Lilly grabs a
rifle and tells us to stall them!


This prompts Lee to head out to the parking lot where the bandits will
notice you. These brings up some conversation prompts while they hold you
at gunpoint:


[1] ... (Result: GAME OVER - SHOT IN THE FACE.)
[2] Why are you doing this? (Result: Further dialog.)
[3] We can keep the deal going. (Result: Further dialog.)
[4] You assholes better get out of here. (Result: Further dialog.)


Pick what you wish here as Lilly takes up position. You will have some more
conversation choices here:


[1] ... (Result: GAME OVER - SHOT IN THE FACE.)
[2] We can split the supplies. (Result: Nothing)
[3] We'll leave you everything. (Result: Nothing)
[4] What will it take to reach a deal? (Result: Nothing)


Upon hearing that they'll get more drugs (if that's what you picked), the
bandit leader will lower his firearm and want to hash out some terns. Of
course Lilly isn't about to have any of that as she puts a bullet in his
head! Which of course means...

GET READY TO FIRE!

(-NOTE-) If you have Carley in the group she'll pick up a handgun and down
        two more bandits herself before running out of bullets.

A fourth bandit will run for the fence, giving you a chance to take him out
yourself. To do so QUICKLY move the reticle over the bandit and hit the action
button.

(-NOTE-) If you fail to take him out don't worry too much. The resulting
        actions happen no matter what you do.

Watch the cut-scenes as bandits attack and some of our party members are
pinned down. Kenny will hand you a rifle and leave it up to you to protect
the party while he gets in the RV (the idea being that everyone can escape
with the RV).

THIS is the point where the game becomes DRASTICALLY different from EVERY
OTHER TellTale game known to man. You will actually be able to AIM and SHOOT
in real-time with your rifle (which is a nice change of game play if you ask
me). Let's focus on the task at hand here: We need to kill off bandits to
allow party members to run to the RV. To do that we need to shoot them down
while using the LEFT and RIGHT sides of the RV for cover.

DO NOT stay exposed too long. The orange warning color will seep in and you
can get shot to death if you stay exposed too long!

You start off on the left side so let's focus on it for now. Look around
the corner and you'll see two bandits behind the garbage bin. You should be
able to kill one of them there (even waiting for their heads to poke out a
second time) but be careful as they will try to use the cover available
(boxes/couch) and sneak around to get you (or your party members). It's a
good idea to duck behind cover so you can see where the bandits are before
popping back out and taking a shot again.


Once you take out those two bandits Ben and Carlie (or Doug) will be safe.
You'll see another scene of what's happening on the right side of the RV.
Looks like all the noise is bringing in the walkers, but we have to save
Clem, Duck and Katjaa.


This time you'll have THREE bandits to take care of, so it will be a little
harder. Again, try to kill one of them by the initial barrels. From there one
of the bandits will start trying to get closer to you using the nearby cover
while another shows up near the barrels. Focus on the advancing bandit FIRST
(as he will sneak up and shoot you if you let him get too close), then once
he is dead take out the third bandit.

This starts a cut-scene with Clem running to you but don't get comfortable
yet! A zombie will come out of nowhere (almost literally) and grab Katjaa and
Duck. It will fall down with them and struggle. Lee will see this and you'll
have to take a QUICK shot. Aim slightly high on the zombie and shoot it.

More cut-scenes will ensue as more party members get in the RV. Lilly is still
up on the second floor with a rifle though, so we have to hold out a little
longer.

This next segment has you taking down zombies while choosing which side of
the van to cover. It's a lot less stressful then fighting the bandits, so
spend a LITTLE BIT of time on each side of the van (enough time to kill 2-3
zombies) and move back and forth. You should be able to get in two trips to
each side of the van (and kill half a dozen zombies easily) before another
cut-scene occurs where Lilly finally gives up on defending the Motor Inn
(which has been over-run, for sure).


Looks like it's the open road for our group now!


Enjoy the scenes here as the group talks about what just happened. Kenny will
discuss how the bandit's have had our number for weeks but soon Lilly will
bring up the fact that SOMEONE was sneaking the bandits supplies which Lee
will of course confirm.

Lilly will then start to question Carley, asking her if she has something
to say.


So, Carley, is there something you want to say?

[1] ... (Result: Nothing)
[2] Why her? (Result: Nothing)
[3] Maybe it was her. (Result: Nothing.)
[4] Carley's trustworthy. (Result: Carley will remember that.)


If you don't have Carley in your group, her talk will be more about Ben:


[1] ... (Result: Nothing)
[2] Why Ben? (Result: Nothing)
[3] Ben's a good guy.  (Result: Ben won't forget that.)
[4] No one's at fault. (Result: Nothing)


Lilly is being pretty forceful here and Ben will start to freak out a
little bit.


Like, look, maybe we should, uh, vote or something like that.

[1] ... (Result: Nothing)
[2] Let's just let it go. (Result: Nothing)
[3] You're right. Deal with this now. (Result: Nothing)
[4] Stop waving your finger around, Lilly. (Result: Nothing)


The choices will change a bit if Doug is in the group instead of Carley:


[1] ... (Result:
[2] Doug's right. (Result: Everyone noticed that.)
[3] Just let it go. (Result:
[4] We need to act, NOW. (Result:


Lilly will continue on her crusade until you see a cut-scene. Looks like Kenny
hit a walker. Right before Ben's about to say something too. Kenny will pull
over to investigate while Lilly has everyone get out of the RV.


             _____        __      __               ___
            |_   _|       \ \    / /              |   \
              | |   H E    \ \/\/ / A L K I N G   | |  | E A D
       _______|_|___________\_/\_/________________|___/______________
   ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==<                   Chapter 4: Argument on the Road                    >==O
   ``-._____________________________________________________[WD05]___.-´´
       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Once you get out of the vehicle, Lilly will point out the walker under the
RV and then start grilling people again:


I think you should chill out.

[1] ... (Result: Nothing)
[2] I'm not doing this. (Result: Nothing)
[3] * I think she probably did it. (Result: Carley won't forget that.)
                                          * You voted against Ben.)
[4] No way. It was somebody else. (Result: Nothing)

* = This changes to "I think he probably did it if Doug is in your group.


Lilly will start to put the thing to a vote and bring Kenny in (who is
understandably busy) before Ben just starts to FREAK out (despite voting
being his idea...).


[1] ... (Result: Nothing)
[2] Stop panicking. (Result: Nothing)
[3] He's broken, Lilly. (Result: Nothing)
[4] You're making it worse on yourself. (Result: Nothing)


Well, he doesn't sound right in the head now does he? Lilly will press the
issue despite whatever the party may say as she really lays into Ben:


[1] ... (Result: Nothing)
[2] I did it. (Result: Carley will remember that. * Nothing.)
[3] Tell her. (Result: Nothing)
[4] Lilly, lay off. (Result: Nothing)

* = You'll get "Nothing" here if you have Doug in your group. After all,
    Carley isn't remembering anything anymore!

</pre><pre id="faqspan-2">
Nothing you can say here will stop Lilly in her warpath. The next few
cut-scenes will differ greatly depending on if you have Doug or Carley in
your party. Some things will be the same (like Kenny finally taking care of
the walker), but let's go over the differences.


(-NOTE-) SPOILERS are upcoming, if you couldn't tell already!


** IF YOU HAVE CARLEY IN YOUR PARTY **


Carley will REALLY let Lilly have a piece of her mind, telling her to be more
like Lee and try helping people for a change (among other things). Kenny will
take care of the walker and rejoin the party. At this point Lilly will shoot
Carley in the head at near point-blank range.


** IF YOU HAVE DOUG IN YOUR PARTY **


Carley is convinced that it was Ben (and you can blame her). When everyone's
back is turned, she'll draw her gun on Ben. Doug will see this before everyone
though and will try to pull Ben out of the way. Unfortunately, he gets shot in
the back of the head.


Afterwards Lee will pin Lilly to the RV and tell her to drop the gun (in a
super-cool Batman-esque voice; you have to love it!). The party will react
(mostly stunned silence) as Kenny tells you we are leaving her. Of course you
have a say here.

For the sake of the guide I'm going to go over each option and what happens if
you pick it. Again, the spoils are coming!


** You're not coming with us. ** / ** CHOOSE NOTHING **

(RESULT: You made Lilly stay behind.)

By picking this option, you won't see Lilly for the rest of the episode.



** Get in and we'll figure out what to do with you. **

(RESULT: You let Lilly back on the RV.)

By picking this option, the group will tie Lilly up in the back. There will
be a scene with her further in the episode, but by the end of the episode
the result will be the same as if you left her by the road.



This is obviously an important decision, but it doesn't have any long-lasting
impacts (you'll see the end result of both choices in this single episode).
It's really up to you what you want to do. I'll point out any changes that may
come up from keeping her with you.


Once you get back in the RV, Katjaa will call you over. You can try to talk to
Clementine if you want but you'll need to go talk to Katjaa. Here she'll share
Duck's condition with you...


Happened during the raid.

[1] ... (RESULT: Nothing)
[2] Stop the RV! (RESULT: Nothing)
[3] What's the plan? (RESULT: Nothing)
[4] He's going to turn. (RESULT: Nothing)


After talking to Katjaa, go talk to Clementine. Lee will share the news with
Clementine, which leads her to ask you a question about Carley (or Doug):


[1] ... (RESULT: Nothing)
[2] There's nothing to say. (RESULT: Nothing)
[3] Gone. But won't come back. (RESULT: Nothing)
[4] There was no time for a burial. (RESULT: Nothing)


After a short pause you'll get another dialog choice:


[1] ... (RESULT: Nothing)
[2] I miss my parents. (RESULT: Nothing, more dialog.)
[3] I'm glad I have you. (RESULT: Nothing)
[4] My brother almost died, once. (RESULT: Nothing, more dialog.)


Talking about your brother or your parents brings up some additional dialog
choices , both of which tell amusing little stories about Lee's family:

[1] Never mind. (RESULT: Nothing)
[2] This one time... (RESULT: Nothing)


If you don't tell a story about your brother, Clementine will follow up with
her first impressions about you when you stumbled across her house, giving you
yet another dialog choice:


[1] What? Why? (RESULT: Nothing)
[2] Hmmm. That's nice. (RESULT: Nothing)


You'll get a few scenes after this, but don't let your guard down just yet as
you'll soon have to mash an on-screen button prompt. This is a battle you
can't win though, but don't worry, it'll all be over soon enough.

             _____        __      __               ___
            |_   _|       \ \    / /              |   \
              | |   H E    \ \/\/ / A L K I N G   | |  | E A D
       _______|_|___________\_/\_/________________|___/______________
   ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==<                      Chapter 4: The Train Wreck                      >==O
   ``-._____________________________________________________[WD06]___.-´´
       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Lee will snap out of it soon and you'll find yourself in front of a train...
no getting around this! We're actually about to have a little freedom here,
as everyone gets out and sits down while Lee and Ben explore.

Before exploring you can talk to Clem and Kenny for some short dialog.
Try talking to Katjaa to get some dialog options:


[1] Exit. (RESULT: Exits dialog)
[2] How's Duck? (RESULT: Nothing)
[3] Has Clementine said anything? (RESULT: Nothing)
[4] * Would you have left Lilly? (RESULT: Nothing)
[5] ** Hear anything out of Lilly in there? (RESULT: Nothing)

* Only if you left Lilly, of course.
** If you brought Lilly along.


After talking to Katjaa about Clementine, she will ask you about Carley and
how you are doing (provided you have Carley and not Doug, of course):


Are you ok? I know you were fond of her.

[1] ... (RESULT: Nothing)
[2] I was. (RESULT: Nothing)
[3] I'm fine. (RESULT: Nothing)
[4] I'm used to it by now. (RESULT: Nothing)


If you have Lilly with you, you can go talk to her, but she doesn't really
have anything useful to say and there are no dialog choices. The only other
person to talk to for now is Ben, which gives us a list of dialog options
like we had with Katjaa:


[1] Exit. (RESULT: Exits dialog)
[2] Was it you? (RESULT: Ben won't forget that.)
[3] What would you have done with Lilly? (RESULT: Nothing)
[4] Happy you stayed with us all this time?  (RESULT: Nothing)


After talking to Ben it's time to explore. To the far left are a bunch of sheet
metal rolls, but ignore those and open the boxcar door. You'll see a scene here
about what's inside. Soon you'll get to look around.

Start off by grabbing the [_WATER_] in the foreground. Very convenient since
Katjaa asked for some. To the left on the floor is a [_MAP_] you should grab,
showing where the tracks go. Interesting.

Next let's head to the front of the train, to the cab. You can get there by
taking the door behind you to reach the locomotive walkway or by just using the
stairs outside. Up here you will find a series of doors you can open and check
out, but for now there's no need to open them. They will come into play in a
bit, to solve a puzzle. For now, head to the cab.

Here you'll see a walker sitting in the conductor seat. Open the door and try
to use the gun if you wish, but it will all be un-needed (better to be safe
than sorry!). Ben will discover and push a button as well, which makes the
train show some signs of life. This makes Kenny extremely happy, as he comes
into the cab. Lee will show him the map here before a dialog choice pops up:


[1] ... (RESULT: Nothing)
[2] What about Duck? (RESULT: Nothing)
[3] I wouldn't mind plowing through some Walkers. (RESULT: Nothing)
[4] We just have to figure out how to get it started. (RESULT: Nothing)


Looks like we're going to look into getting the train going. Before we do,
we have a chance to talk to Kenny more in-depth if you wish:


[1] Exit. (RESULT: Exits dialog)
[2] You want to talk about Duck? (RESULT: Nothing)
[3] * I don't know about leaving Lilly back there. (RESULT: Nothing)
[4] We need something to help us get the train going.  (RESULT: Nothing)
[5] ** I hope you're okay about bringing Lilly. (RESULT: Nothing)

* If you left Lilly, of course.
** If you brought Lilly along.


There's a few things to check out in the cabin. First off, you can check out
the picture of the conductor's family. Kinda sad.

Below that is a map that we'll need later, but for now we can't get to. Next,
check out the notepad nearby (to the left of Kenny) to find the engine
start-up instructions! Unfortunately, most of the page is gone, but Lee will
note that he can still see the indentations of what was there... this leads
to the game giving you some instructions:


o OBJECTIVE: Find a way to read the notepad.


Before we focus on the notepad, let's go check out one more area. To the
left is a door on the front of the cab. Exit it and you'll find a walker in
a car. Seatbelts save lives! Take a moment to check out everything you can
look at: the car door, the seatbelt, and the the animal crackers on the floor
(our main prize here).

Go ahead and try to shoot the zombie, which will make Lee comment (wisely)
on how that would be too noisy. Open the door up next to give Lee an idea.
Yep, we're gonna bash a zombie's brains in! Next, go for the seatbelt to free
the zombie and get ready! Get your cursor over the door and get ready. The
zombie will come at you head first (naturally), so as soon as his head crosses
the far end of the seat slam the door on him. Lee will double tap just for
good measure. You can grab the [_ANIMAL CRACKERS_] after you've killed the
zombie

You can head over to Katjaa now and give her the food and water you've found,
if you wish, She'll tell you a little something about Duck each time you do
and some notices will pop up:


Giving Water: (RESULT: Katjaa is thankful for your help.)

Giving Animal Crackers: (RESULT: Katjaa is thankful for your concern.)


Let's focus on how to read the notepad for now. We were actually already
given a clue about how to do this at the start of the chapter (think back to
Clem and her leaf drawings). Since this is a guide though, I'm just going to
tell you what to do. Head over to the RV and head inside. In here, go check
out the front of the RV (Console) and search for a [_PENCIL_] in one of the
cup holders.



Now, depending on whether or not you brought along Lilly, you will see some
special scenes. If you DID NOT bring Lilly, you don't have to worry about any
of this. If you did, follow the ensuing paragraphs to navigate your way
through the scenes (although you have very little control on the actual
outcome of things.)


** SPECIAL SECTION FOR LILLY **


Once you grab the pencil you'll see Lilly behind you, free. She'll talk about
how she could have killed you before telling you she need's to go.


I need to go.

[1] ... (RESULT: Nothing. Lilly steals the RV.)
[2] Go.  (RESULT: Nothing. Lilly steals the RV.)
[3] Please, don't. (RESULT: Nothing. Lilly steals the RV.)
[4] I'll kill you before that happens. (RESULT: Nothing. Lilly steals the RV.)


If you have a good relationship with Lilly, the dialog will be MUCH different.
Note that the end result doesn't change, though.


I'm leaving.

[1] ... (RESULT: Nothing. Further dialog.)
[2] Go.  (RESULT: Nothing. Further dialog.)
[3] Don't move. (RESULT: Nothing. Further dialog.)
[4] I'm going to stop you. (RESULT: Nothing. Further dialog.)


He left the keys in it.

[1] ... (RESULT: Lilly noticed that.)
[2] Okay. (RESULT: You told Lilly you'd go with her.)
[3] No way. (RESULT: You told Lilly you wouldn't leave the group.)
[4] Come on, Lilly. (RESULT: You told Lilly you wouldn't leave the group.)


If you have a bad relationship she will steal the RV. Kenny will run after
her for a bit, but she'll get away. You'll get some dialog here:


[1] ... (RESULT: Nothing)
[2] We're fucked. (RESULT: Nothing)
[3] I'm glad she's gone. (RESULT: Nothing)
[4] Let's just focus on the train. (RESULT: Nothing)



** END SPECIAL SECTION FOR LILLY **


Anyway, back to the note pad. Does it make sense yet!? Yep, we can use the
pencil on the indentations to make them re-appear! Head back to the
conductor's seat and use the pencil on the pad to see the instructions
appear, which I'll type out below:


1) PANEL 6: DOWN, DOWN, UP, UP, UP, DOWN, UP

2) PANEL 5: HORIZONTAL, VERTICAL

3) PANEL 9: COUNTER-CLOCKWISE

4) PANEL 9: CLOCKWISE


OK, let's go over this together. We have our steps above and must find the
right panels. Behind the conductor's seat is a wall full of panels. Interact
with it and then select panel 6. Note that you can reference the instructions
at any time (which is nice of them to include). On panel 6, flip up the 3rd,
4th, 5th, and 7th switches.

Kenny will remark that the dash lit up after you are done. Go to panel 5 now,
just to the left, and you'll see two narrow switches in the middle. Turn the
left one. Bam, we're done.

Now, we need to find panel 9. This one is a bit trickier, as panel 9 does NOT
reside inside the cab. Go back outside to the side of the train and note the
doors on the side. Now, before we get to panel 9, go ahead and open the THIRD
door from the RIGHT (or the SECOND from the LEFT) and you'll see a variety of
tools. Here go ahead and pick up the [_MONKEY WRENCH_] from the right side.
Note that tool selection doesn't really matter here (any of them work), I just
picked the monkey wrench.

Now, open the next door on the left and you'll discover panel 9! Well hidden,
no? If you remember, we need to turn the dial counter-clockwise (to prime
the engine) and then clockwise (to start it). Go ahead and do so to start up
the train and have Kenny come out:


Holy shit, we're golden!

[1] ... (Result: Nothing)
[2] Yeah we are. (Result: Nothing)
[3] Duck though... (Result: Nothing)
[4] This thing is loud. (Result: Nothing)


Kenny will want to go try moving the train now, so follow him to the cab where
he'll give you the honors. Use the lever in front of him to move a bit... and
get stuck. We're still attached to the wreck it seems, which makes our next
objective to get detached.

To get back there, we need to head to the boxcar outside again. There is
another exit on the other side of the boxcar which we haven't used yet, so
head out of it and walk to the right (toward the screen) to find a "Coupler
Pin". With that tool we picked up earlier, you will be able to use it on the
pin and Lee will pry it out, freeing up the rest of the train from the wreck.

Go ahead and head back inside the boxcar now as the game advances to the
next Chapter.


             _____        __      __               ___
            |_   _|       \ \    / /              |   \
              | |   H E    \ \/\/ / A L K I N G   | |  | E A D
       _______|_|___________\_/\_/________________|___/______________
   ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==<                     Chapter 5: Another Survivor                      >==O
   ``-._____________________________________________________[WD07]___.-´´
       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


Head back inside the boxcar now and you'll see a (fairly creepy) scene:


You touch any of my stuff?

[1] ... (Result: He noticed you didn't answer his question.)
[2] Who are you? (Result: He noticed you didn't answer his question.)
[3] I didn't take anything. (Result: You lied to him.)
[4] I took the map of the train routes. (Result: You told him the truth).


The man will introduce himself as Chuck and then tell you that he's already
met everyone outside. Head out to the group and Clem will come up to you and
mention Chuck and some candy he gave the group (Ben looks hilarious in his
small cut-scene). Chuck will stand up and give you a chance at some more
dialog:


[1] ... (Result: Nothing)
[2] Welcome. (Result: Nothing)
[3] You have candy? (Result: Nothing)
[4] What's your game, man? (Result: Nothing)


Chuck will talk with the group a bit afterward and will generally be accepted.
We'll be given free reign again here in a bit. If you feel like talking to
Chuck, now is your chance. He doesn't really have a lot to say though:

[1] Exit (Result: End Dialog)
[2] Why are you alone? (Result: Nothing)
[3] Where are you from? (Result: Nothing)


Head towards the train now to see a scene with Kenny. Time to board! Everyone
will board one by one but when Katjaa comes up she'll mention that Duck is
not getting better, leading to some dialog:


Let me look at him.

[1] ... (Result: Nothing)
[2] We can't ignore this. (Result: Nothing)
[3] Is the train really a good idea? (Result: Nothing)
[4] We can keep going if you want. (Result: Nothing)


Well... sounds like Kenny is firmly in denial. You'll be able to start up
the train again soon, so do so and get the show on the road. When the game
loads back up, Chuck will talk a bit with you:


No disrespect son.

[1] ... (Result: Nothing)
[2] It is. (Result: Leads to "It is" dialog.)
[3] We'll be fine. (Result: Nothing)
[4] There were more of us. (Result: Leads to "More of us" dialog.)


Depending on what you choose, you will have some dialog choices:


You're daughter is something else. ("It is" dialog.)

[1] [choose nothing] (Result: Nothing)
[2] She's a survivor. (Result: Nothing)
[3] She's not my daughter. (Result: Nothing)

Dead get 'em? ("More of us" dialog.)

[1] ... (Result: Nothing)
[2] No. (Result: Nothing)
[3] Yes. (Result: Nothing)


Soon Katjaa will call you over as Duck starts spitting up blood. She'll ask
for help. Pick up the rag from the floor and use it on Duck to clean his
face. She'll then ask you to please get the train stopped as we are out of
time.

You can talk to everyone here if you wish, but what we need to do is head
to the door on the right and head to the cab.


             _____        __      __               ___
            |_   _|       \ \    / /              |   \
              | |   H E    \ \/\/ / A L K I N G   | |  | E A D
       _______|_|___________\_/\_/________________|___/______________
   ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==<                      Chapter 6: Stop the Train                       >==O
   ``-._____________________________________________________[WD08]___.-´´
       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


(-IMPORTANT NOTE-) This part of this chapter is all about dealing with
                  Kenny and trying to get him to stop the train. However,
                  you CAN get a GAME OVER by being too silent and/or
                  non-committal. It's a pretty cool "Game Over" scenario,
                  if you want to check it out...

                  The dialog trees and branches in this section are
                  extremely intertwined. You may need to pause between
                  options if you're going to reference the guide.


The Chapter will pick up with Lee telling Kenny to stop the train, but he's
not listening. You will be given control soon and have a number of options
here, including showing him the rag, talking to him, or using the action
button on him.


Using the action button on Kenny (which results in Lee putting his hand on
him) results in these dialog options:


[1][CHOOSE NOTHING] (Result: Back to initial cursor options. Lose action
                             button choice.)
[2] I'm sorry, I just want to talk. (Result: Nothing. Jumps to initial dialog
                                             options.)
[3] No. You're going to start listening. (Result: Results in "Stand off"
                                                  dialog.)


Alternately, you can choose to talk to Kenny instead. Talking to Kenny will
bring up these dialog choices:


[1] ... (Result: Nothing. Back to initial cursor options.)
[2] Katjaa needs you. (Result: Nothing. Jumps forward to "Duck will be fine"
                               dialog.)
[3] I said stop the train. (Result: Nothing. Results in "Stand off" dialog.)
[4] Duck's just about gone back there. (Result: Nothing. Jumps forward to
                                                "Duck will be fine" dialog.)


Some of those above choices will jump you into the dialog further down below,
but you also (from the start) had the option to show Kenny the bloody rag
in your inventory (which I think is the most unique thing to do here). Show
Kenny the rag to get him to question what you are showing him:


What the hell's that?

[1] ... (Result: Nothing)
[2] Your son's blood. (Result: Nothing)
[3] The beginning of a walker. (Result: Nothing)
[4] Nothing you seem to care about. (Result: Nothing. Lead to further dialog.)


If you choose "Nothing you seem to care about" you'll have more dialog. If you
didn't, you won't get these choices:


[1] ... (Result: Nothing)
[2] I'm sorry, I know you care. (Result: Nothing. Leads to "Denial" dialog
                                         down below.)
[3] You're right, I don't know. (Result: Nothing. Leads to "Denial" dialog
                                         down below.)
[4] The same way you cared about Hershel's boy. (Result: Nothing. Leads to
                                                 "Duck Bitten" dialog down
                                                  below.)


You may also encounter this dialog, but you may skip over it completely
depending on what you chose earlier:


Nobody knows shit. He'll be fine. ("Duck will be fine" dialog.)

[1] ... (Result: Nothing)
[2] I'm sorry. (Result: Nothing)
[3] He won't be. (Result: Nothing)
[4] Wake the fuck up, man. (Result: Nothing. Results in "Stand off" dialog.)


Kenny will try and tell you to go back and tell his wife to calm down,
firmly believing Duck will be fine...


Jesus, all ya'll are just makin' it worse. (Denial dialog.)

[1] ... (Result: Nothing. Kenny makes train go faster.)
[2] You're in denial! (Result: Nothing. Results in "Stand off" dialog.)
[3] Stop. The. Train. (Result: Nothing. Results in "Stand off" dialog.)
[4] This isn't about Duck. (Result: Nothing. Leads to "Sons" dialog.)


Certain choices throughout this scenario may bring you to the "Stand off"
screen... you'll know it when you see it. Here you'll be given four options
to choose from, two of which are actions and two of which are dialog:


"STAND OFF" CHOICES:

[1] FIGHT HIM (Result: Fight!)
[2] BACK OFF (Result: Return to Denial dialog)
[3] Calm down. (Result: Nothing. Further dialog.)
[4] I don't know what's wrong with you. (Result: Nothing. "Want to fight?"
                                                 dialog.)
[5] * Knock this shit off. (Result: Nothing. "Want to fight?" dialog.)

* This only shows up if you back off once and then come back to the "Stand
  off" dialog menu.


From the "Stand Off" menu, you will get follow-up dialog choices from each
of the dialog options. They are down below:

You want a piece of me? Is that it? ("wrong with you" dialog option)

[1] ... (Result: Nothing. Leads to further dialog.)
[2] Yeah, I do. (Result: Fight!)
[3] I just want to talk. (Result: Nothing. Leads to "Denial" dialog.)


How the fuck do you "calm down" after a day like today? ("Calm down" option)

[1][CHOOSE NOTHING] (Result: Back to "Stand Off" dialog.)
[2] By talking to your friend. (Result: Nothing. Leads to "Sons" dialog.)
[3] By getting beat up, I guess. (Result: FIGHT!)


If you managed to stay away from the "Stand Off" choices, refer to the
ensuing dialog menu's:


The fuck it isn't. ("Sons" dialog.)

[1] ... (Result: Nothing)
[2] You couldn't save Shawn OR Duck. (Result: FIGHT!)
[3] How many sons are you going to let die? (Result: FIGHT!)
[4] You think you're the reason Duck was bitten. (Result: Nothing. Further
                                                          dialog.)


Like you had this coming or something. (Duck Bitten dialog)

[1] ... (Result: You convinced Kenny to stop the train.)
[2] You need to get over it. (Result: You convinced Kenny to stop the train.)
[3] Stop thinking about yourself. (Result: You convinced Kenny to stop the
                                           train.)
[4] You didn't kill Hershel's son. (Result: You convinced Kenny to stop the
                                            train.)



                           . ~ = F I G H T = ~ .


So, you are done with menu's and found yourself in a fight, huh? Well, that
can happen depending on what you choose.

In the fight you basically have two options: beat Kenny up or let him beat you
up. If you choose to beat up Kenny, you are going to want to be quick on the
cursor. He will draw back his fist for a punch and you have to use the cursor
and action button on it to block. From there you need to mash on the button
that is displayed. Be ready to block again afterwards and mash again. You'll
go through this at least three times before you beat him.

If you choose to let him win (or are just very bad at reacting to things, I
guess), Kenny will beat you up. There is dialog below for each outcome, so
read through it if you wisH:


AFTER FIGHT, WINNER DIALOG:

[1] ... (Result: You knocked some sense into Kenny.)
[2] I'm sorry. (Result: You knocked some sense into Kenny.)


AFTER FIGHT, LOSER DIALOG:

[1] ... (Result: Kenny will remember this.)
[2] Stop the train... (Result: Kenny will remember this.)


In the end, no matter what route you take (minus the silence - Duck Game Over
route), Kenny will eventually stop the train.


             _____        __      __               ___
            |_   _|       \ \    / /              |   \
              | |   H E    \ \/\/ / A L K I N G   | |  | E A D
       _______|_|___________\_/\_/________________|___/______________
   ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==<                       Chapter 6: The Clearing                        >==O
   ``-._____________________________________________________[WD09]___.-´´
       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

After stopping the train, Kenny will head over to see Katjaa and Duck. He'll
clarify what's happening to Duck just in case no one was paying attention:


The boy's been bit. In case you haven't figured that out.

[1] ... (Result: Nothing)
[2] What do you need? (Result: Nothing)
[3] We shouldn't waste time. (Result: Nothing)
[4] Take as long as you need. (Result: Nothing)


Katjaa and Kenny will talk about Duck in a very, very heart-wrenching scene.
While they are talking, you will be given a dialog choice. Note that you can
put it off to hear more of their talking if you wish, but don't wait too
long.

Note that choosing anything but "I'll do it" will result in more dialog
scenes later on. This includes an extra dialog scene with Clementine and
some alternative choices in upcoming dialog. None of it is too special though,
so just pick what you wish.


[1] ... (Result: Nothing. Katjaa will go into the woods alone.)
[2] I'll do it. (Result: They will remember that.)
[3] Kenny should do it. (Result: Kenny agrees. Katjaa will go into the woods
                                 alone.)
[4] Katjaa should do it. (Result: Katjaa agrees with your suggestion. Katjaa
                                  will go into the woods alone.)


If you choose to do it yourself, Ken and Katjaa will go into the woods to say
their goodbyes. If you picked anything else, Kenny will stay behind with you.
If he DOES stay behind with you, you will have control of your cursor coming
up and can choose to try to talk to him. This ends up not working though, but
does give the following result:


*Trying to talk to Kenny when Katjaa heads into the woods*:

(Result: Kenny will remember your compassion.)


No matter what you choose, Soon Clem will come up and talk to you:


What's happening?

[1] ... (Result: Nothing)
[2] Duck is dying. (Result: Nothing)
[3] Nothing, everything is fine. (Result: Nothing)
[4] I'm going to take care of Duck. (Result: Nothing)
[5] * Katjaa's taking care of Duck. (Result: Nothing)


Her hard questions continue on:


What are you doing?

[1] ... (Result: Clementine will remember your silence.)
[2] I'm killing him. (Result: Clementine will remember your honesty.)
[3] I'm going to make sure he's ok. (Result: Clementine will remember your
                                             honesty.)
[4] I'm putting him out of his misery. (Result: Clementine will remember
                                                your honesty.)

(-NOTE-) The pronoun's here turn to "She" if the situation is appropriate.


If Kenny is with you, you will have another set of dialog with Clementine
coming up. Note that this ONLY happens if Kenny is with you.


*shot rings out*

[1] ... (Result: Nothing)
[2] People die. (Result: Nothing)
[3] It had to be done. (Result: Nothing)
[4] This will never happen to you. (Result: Nothing)


If Kenny is not with you, when the shot rings out you will hear Kenny cry
out. Either way, Lee quickly has Ben take care of Clementine and heads into
the forest.

Soon you'll discover what happened. Words can't even do this justice,
so I won't even try... you'll be given a dialog choice soon:


[1] ... (Result: Nothing)
[2] Oh my God... (Result: Nothing)
[3] What the hell happened? (Result: Nothing)
[4] We still have to deal with Duck. (Result: Nothing)
[5] * Shouldn't have let her come out here by herself. {Result: Nothing)
[6] ** I'm so sorry. (Result: Nothing)

* Only appears if you suggest Katjaa do it.

** Only appears if you suggest Kenny do it.


Soon Kenny will get up, grab the nearby gun, and face Duck. Some more
dialog will pop up, giving you an important choice:


What do we do?

[1] ... (Result: Nothing. Makes Kenny do it.)
[2] Give me the gun. I'll do it. (Result: You chose to do it yourself.)
[3] You do it. End this, Kenny. (Result: Nothing. Makes Kenny do it.)


If you choose to do this yourself, you will soon be given control and can
take care of Duck. It's ultimately your choice, and will affect some dialog
later on in the game.


If you choose any of the other choices, Kenny will be forced with this very
difficult task. He'll hesitate for a good long time, though. You'll get a
dialog choice after awhile:


[1] [choose nothing] (Result: You left Duck in the woods.)
[2] It'll be ok... (Result: You chose to let Kenny shoot Duck.)
[3] DO IT! (Result: You chose to let Kenny shoot Duck.)


(-NOTE-) When "doing it yourself", I've tried staying on this screen for an
        inordinate amount of time, just to see if anything would happen.
        It didn't. Just for your information, all you curious people!


There's really nothing more to say here... the survivors will head back to
the train and start it up again to continue on their way.


For some weird reason the game doesn't quite consider the chapter over right
here. Instead you'll see a scene with Clementine telling Lee something
HORRIBLE that she was told by Chuck. This of course get's Lee all riled up,
and he'll head off to go talk to Chuck.


             _____        __      __               ___
            |_   _|       \ \    / /              |   \
              | |   H E    \ \/\/ / A L K I N G   | |  | E A D
       _______|_|___________\_/\_/________________|___/______________
   ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==<                       Chapter 7: Making Plans                        >==O
   ``-._____________________________________________________[WD10]___.-´´
       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Once you get to Chuck, you'll have some dialog options:


[1] ... (Result: Nothing)
[2] Don't talk to my girl anymore. (Result: Nothing)
[3] Say what you said to ME, asshole. (Result: Nothing)
[4] Why did you say what you said to Clementine? (Result: Nothing)


More dialog options upcoming!


We get to Savannah and then what?

[1] ... (Result: Chuck doesn't like that.)
[2] We find a boat. (Result: Chuck doesn't like that.)
[3] I figure it out. (Result: Chuck doesn't like that.)
[4] We do what's best for Clementine. (Result: Chuck doesn't like that.)


Despite what you say, Chuck will point out that you don't have a map or a
plan, as well as the fact that Clementine needs to learn how to shoot and
get her hair cut:


[1] ... (Result: Nothing)
[2] I'm not a barber. (Result: Nothing)
[3] She's a little girl. (Result: Nothing)
[4] Like a gun? Are you kidding me? (Result: Nothing)


In the end, Lee agrees with Chuck (how can you not?), and will make a mental
checklist for himself. After the pep-talk, you will be able to ask Chuck
some personal questions:


[1] Exit. (Result: Exit Dialog)
[2] Where you headed? (Result: Nothing)
[3] You got any family? (Result: Nothing)
[4] *I shot the kid, you know. (Result: Nothing)
[5] You're homeless then. (Result: Nothing)

* = Only occurs if you shot Duck, of course.


Not much to old Chuck. Pretty much comes across as a caring, homeless
alcoholic. We'll gain control soon.  Our goal here is to train Clementine
with a gun, find a map, and find the scissor's Chuck was talking about.

Head inside the train and you'll see that there is a map bin right by Kenny.
Getting to it is another thing, though, as Kenny just wants to be left alone
and won't move whenever you try clicking on it. You will also be able to talk
to Kenny here if you wish:


[1] Exit. (Result: Exit Dialog)
[2] About my past... (Result: Nothing)
[3] Are there any maps in here? (Result: Nothing)
[4] You still want to get a boat? (Result: Nothing)


We're not getting to the map for now, so head back towards Clementine.


On the way you can talk to Ben if you want:


[1] Exit. (Result: Exit Dialog)
[2] Aren't many of us left. (Result: Lead to further dialog choice).
[3] Carley didn't have to die. (Result: Nothing)


Picking "Aren't many of us left" leads to this dialog choice:

[1] ... (Result: Nothing)
[2] We're all homeless. (Result: Nothing)
[3] You going to be able to step up? (Result: Nothing)
[4] I don't know if we can count on Kenny. (Result: Nothing)


Head back to the car that Clementine is in now. In here the first thing you
should do is grab the [_BOTTLE OF WHISKY_] in the foreground. You KNOW Chuck
is going to want that! Next, go ahead and interact with Chuck's backpack (to
the left of Clementine) to acquire the [_SCISSORS_], which we'll need for
Clem's hair. Next, go ahead and talk to Clem. Lee will briefly explain what
happened and his plans before some dialog choices pop up:


[1] Exit. (Result: Exit Dialog)
[2] What a crappy day. (Result: Nothing)
[3] What do you think about Chuck? (Result: Nothing)
[4] You need to learn to protect yourself. (Result: Leads to teaching and
                                                    further dialog options).


Be sure to pick the "learn to protect yourself" option to begin your training
with Clementine on how to handle a gun. Lee will go over some basics but soon
Clem will ask a question:


Is there anything else I should know?

[1] ... (Result: Nothing)
[2] Aim for the head. (Result: Nothing)
[3] Squeeze the trigger, steadily. (Result: Nothing)
[4] Take a breath, hold it and fire. (Result: Nothing)


Time for some practice! Take note of her first shot: it will always miss but
you will want to see where it hit. It's fairly easy to see where it hit; it's
actually easier to see the bullets hit the white background versues lower on
the darker surface, so keep your eyes open.

Now, it will be up to us to tell her how to aim by using directions. The secret
here is that you are taking the last shot Clementine did, and guiding it to the
bottle. For example, if she shot high and to the left the first time, you need
to tell her to go right and down. If she shot just to the right, tell her to
go to the left and keep it steady. Pretty easy once you get the hang of it.


Once you do this twice, Clem will get the hang of it and do it herself,
leading to the end of the lesson and the following result:

(Result: You taught Clementine to protect herself.)


Next up, the haircut! Go ahead and use the scissor icon on Clementine next.
She'll be... rather resistant at first to the thought but Lee will talk her
into it. Choose "Cut Hair" when it appears to play barber. During the cut,
Clementine will ask you a question:


Do you know how to do this?

[1] ... (Result: Nothing)
[2] Nope. No idea. (Result: Nothing)
[3] Yeah, of course. (Result: Nothing)
[4] How hard can it be? (Result: Nothing)


That's some good dialog (delicious!). Clementine will bring up the fact that
you've killed someone next, giving you a chance to teach her something once
again:


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

[1] ... (Result: Nothing)
[2] You're right. (Result: Clementine will remember that.)
[3] No. It's different. (Result: Clementine will remember that.)
[4] Killing is bad, no matter what. (Result: Clementine will remember that.)


Soon Lee will finish up and Clementine's hair will be much shorter (she'll
keep this hairstyle throughout the rest of the game, by the way). You'll get
another result box as well:

(Result: Clementine's hair is a lot safer now.)


Next, we need to go get ourself a map. With the items we picked up, we can
get to it now. Head back up to the engine and outside to Chuck. Go ahead and
give him the whisky. He'll be grateful of course and offer us some:


Want a nip?

[1] ... (Result: You decided not to share a drink with Chuck.)
[2] Sure. (Result: You shared a drink with Chuck.)
[3] Nah, I'm fine. (Result: You decided not to share a drink with Chuck.)


Good stuff.

(-NOTE-) Bkstunt would like to point out that he actually went and got
        himself some whisky after he wrote this note. Literally. Why not?
        Chevas Regal, by the way. Only because I didn't have my Crown on
        hand. Oh, and with coke. Gotta make it last, after all. What do you
        think of that, Mr. Bocca?


After a drink, Chuck will tell you that you can invite people out for some
if you want, which is a not very subtle hint to tell Kenny. Go inside and
talk to Kenny to see the option "Chuck wanted to know if you needed a drink."
appear. Select it to get him out of the way.

With Kenny gone, go interact with the Map Bin for a [_MAP_]. Easy. Kenny
will come in soon after. Head back to Clementine, but as you pass Ben he'll
confess something to you (something you probably already knew):


It's all my fault.

[1] ... (Result: Ben noticed your reaction.)
[2] Jesus, Ben... (Result: Ben noticed your reaction.)
[3] I could kill you. (Result: You threatened Ben. Lose dialog later on.)
[4] Why would you do that? (Result: Ben noticed your reaction.)


Ben will try to explain himself, but... argh! Stupid teenagers...

Note that you can talk to him afterwards for some more dialog (if you chose
to threaten him earlier, you will not get this further dialog):


...You still want to talk to me?

[1] ... (Result: Nothing)
[2] Yeah. (Result: Nothing. Extra choice in dialog tree.)
[3] Not really. (Result: Nothing)
[4] Not much choice. (Result: Nothing. Extra choice in dialog tree.)


ALSO, if you talk to him again after choosing "Yeah" up above, you get another
line of dialog added to his static tree (which I'm adding down below, for ease
of use).


[1] Exit. (Result: Exit Dialog)
[2] Aren't many of us left. (Result: Lead to further dialog choice, which
                                     is up above in this section).
[3] Carley didn't have to die. (Result: Nothing)
[4] * Anything ELSE you need to say? (Result: Ben will remember that.)
[5] * What are you doing out here? (Result: Nothing)
[6] * I'm serious about keeping your shit to yourself. (Result: Ben will
                                                         remember that.)

* Only occurs after giving whisky to Chuck and choosing not to threaten him,
  then choosing "Yeah" or "Not much choice" from the ensuing talk options.


OK, enough of that drama. Head to Clementine now and use the map on her.
Lee will go over it with her and try to make a plan. Smart. You'll be able
to choose from some dialog coming up:


A plan. I like it.


[1] ... (Result: Nothing)
[2] We should go our own way. (Result: Leads to "Parent Search" talk.)
[3] We need to help find a boat. (Result: Leads to "Parent Search" talk.)
[4] We should look for your parents. (Result: Leads to "Parent Status" talk.)


Depending on what you choose up above, you may reach a "Parent Search" talk
or a "Parent Status" talk. We''ll go through both below:


I care about finding them.  -or- ... before we go? (Parent Search)

[1] ... (Result: Nothing)
[2] Where would we look? (Result: Nothing)
[3] They're dead. We have to move on. (Result: Clementine noticed that.)
[4] Okay. We'll look for them, but THEN a boat. (Result: Nothing)


I'm sure they're ok. (Parent Status)

[1] ... (Result: Nothing)
[2] Yeah, stay positive. (Result: Nothing)
[3] Don't get your hopes up. (Result: Nothing)
[4] I think I heard them die. (Result: Clementine noticed that.)


Lee will go over the map with Clem, and learn that her parents usually stay
at the same place every time they go to Savannah. After some thinking, she'll
remember it is the "Marsh House". Good memory, Clem!

After you are done, Clementine will ask if she can tell her parents


Can I... tell my parents? You know.

[1] ... (Result: Nothing)
[2] Sure, go ahead. (Result: Nothing)
[3] Clem... come on. That's not a good idea. (Result: Nothing)


After that Lee will talk to Clem a bit before hearing Kenny scream from the
conductors room. Hold on! Soon the train will stop and you'll see the reason
why: a large tanker is dangling from an overpass, blocking our train. Kenny
will get out and start cursing, but right before Kenny and Chuck go at it
they'll be interrupted by someone up on the overpass. New survivors! You'll
get some dialog here:


Because we could've just kept walking.

[1] ... (Result: They'll remember that.)
[2] Define "trouble". (Result: They'll remember that.)
[3] No, we're friendly. (Result: They'll remember that.)
[4] Could be. Who are you? (Result: They'll remember that.)


If you don't say anything, Chuck will vouch for the group. With that out of
the way, the man will suggest sending you up to look at the wreck on the
overpass.

Go ahead and head up the ladder in front of you to meet Omid and Christa, who
are kind-of torn on further company. You'll get some dialog up here of course:


Oh man.

[1] ... (Result: Nothing)
[2] It's been a bad day. (Result: Nothing)
[3] We could use some good people. (Result: Nothing)
[4] We're not in the mood for new people. (Result: Nothing)


Before Lee can fully explain himself, Clementine will show up. Seems like
curiosity got the best of her, but Omid and Christa's tones change considerably
once they realize our group has a kid.


What's your story?

[1] ... (Result: Christa noticed your silence.)
[2] We've just been trying to get by. (Result: They will remember that.)
[3] I've been with her since this all started. (Result: They will remember
                                                        that.)
[4] I found her. I was on my way to jail, day one. (Result: They will remember
                                                            that.)


Soon after that, Christa will ask about the rest of the group:


And everybody down there, they're cool?

[1] ... (Result: Nothing)
[2] We just met Chuck. (Result: They will remember that.)
[3] Ben is young and stupid. (Result: They will remember what you said.)
[4] Kenny lost his wife and kid. (Result: You chose to tell them Kenny's
                                          story.)


After that, Omid and Christa will offer their help but warn that they'll leave
if they see anything they don't like. Makes sense. We'll gain control now, but
before you head down, check out the hitch to the trailer. Not something we can
manually take care of for sure. After that, be SURE to check out the "FRS
Truck" to the left of Omid and Christa. Open it up and then search it and Lee
will discover some [_DUCT TAPE_], which will come in handy.


OK, now let's head down the ladder and introduce Omid and Christa to the group.
They'll start talking while a dialog box appears. Note that here you can put
off your dialog choice to hear them talk more:


[1] ... (Result: Nothing)
[2] These two are joining us. (Result: Nothing)
[3] It's time we move forward. (Result: Nothing)
[4] We're going to cut that tanker down. (Result: Nothing)


Lee will go over the plan and the people will split up. Christa will go talk
to Clementine while Kenny shows Omid the train. Kenny will also mention that
someone (you, of course) needs to check out the station in the distance.

We'll be in control again soon. If you want, you can talk to people again,
most notably Omid and Christa since we just met them. I recommend talking to
Christa first, who is outside, and THEN Omid. If you do it in that order, you
get an extra dialog option with Omid.


[1] Exit. (Result: Exit Dialog)
[2] Where you from? (Result: You learned Omid is into Southern History.)
[3] Careful, she's a crack shot now. (Result: Nothing)
[4] Not sure how we'll get that tank down. (Result: Nothing)
[5] What were you guys arguing about? (Result: Christa didn't appreciate you
                                               prying into her business.)


Christa has a few unique "Result" indications in her dialog, as you can see
above (be sure to do the "Where you from" dialog, as it is hilarious). Fell
free to go talk to Omid now, who is up in the conductor's cabin, which you
can reach by using the ladder on the train. Talk to him for some dialog
options:


[1] Exit. (Result: Exit Dialog)
[2] Learning the ropes? (Result: Nothing)
[3] How long since you've been home? (Result: Nothing)
[4] How have you guys made it this far? (Result: Nothing)
[5] *You like Civil War history, huh? (Result: You bonded with Omid over some
                                               Southern history.)

* Only shows up if you talk to Christa first (the "Where you from" option).
  For some reason, you can't ask this if you talk to Omid first...


Man, I love Omid's dialog. He's hilarious. The only other person you can talk
to (really talk to) is Ben, who is to the left on top of the train:


and... exterminate them or something.

[1] ... (Result: Nothing)
[2] Toughen up. (Result: Nothing)
[3] No shit. Walkers, man (Result: Nothing)
[4] Get used to them. It's easier. (Result: Nothing)


Once you are done chatting, head over to the station to the left. On your
way Clementine will ask to join you (she's so sweet!). Lee will tell the group
what's up and you'll soon be at the train station.

Here you can check out the signs on the outside. Note the writing on the roof
as well. Head to the right now (nothing else to do) and you'll see a scene with
Clem. She's discovered the door is locked. You can look at it, try using it and
push it if you want but it's locked up tight. What you need to do is look at
the window above the door. Next, go pick up Clementine and Lee will give her a
boost letting her look inside. She'll ask you a question soon:


 What do I do now?

[1] ... (Result: Nothing)
[2] What do you see? (Result: Nothing)
[3] Jump in if you can. (Result: Nothing)
[4] Getting this door open is going to be tough. (Result: Nothing)


While you are talking, Clem will do her thing and PRESTO, the door is open!
That was easy! You'll have control once again soon, so go ahead and enter the
door (which takes you to the next section of this guide).


             _____        __      __               ___
            |_   _|       \ \    / /              |   \
              | |   H E    \ \/\/ / A L K I N G   | |  | E A D
       _______|_|___________\_/\_/________________|___/______________
   ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==<                       Chapter 7: We're a Team                        >==O
   ``-._____________________________________________________[WD11]___.-´´
       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


Once you are inside, Lee (or Clementine) will remark on how dark it is. When
you regain control, you'll notice a timed bar at the bottom of the screen.
Here you have to use an object (like a monkey wrench) to prop the door open,
otherwise Lee and Clem will both leave the room.

Once you have the door open we can look around. First of all, note the keys
to the right on the far wall. Keep those in mind. Next, check out the prize
in this area: a blowtorch! Just what we need (thankfully).

Of course the door is locked to the back though. Not to worry, after you
examine the door Lee will note the space on the top while Clementine notes
how little she is. What you need to do now is to go over to Clementine and
use your action button on her.

Lee will lift her up to the gap. Don't rest yet though, get ready for an
upcoming panic event!


  P A N I C   E V E N T !
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Some of this event takes place automatically: Lee will lose his gun as two
walkers advance on him.

Relax and quickly direct Lee backwards towards the door. Grab the item you
used to prop open the door and get ready to smack a head with it. Lee will</pre><pre id="faqspan-3">
easily dispatch a zombie once you line up the cursor on their head, but the
second one will close in fast.

Here you must mash the action button until the lines meet and press the button
that appears to save yourself. Once you do, you'll see a quick scene with
Clementine.

Don't relax yet though! Clementine will quickly grab the keys for you like
you asked. Grab them from Clementine and then quickly use the KEY button on
the locked door (not the action button, the item button!).

After that quickly open up the door and you'll find yourself with a gun, so
quickly aim up a shot for the zombies face and shoot it. You have very little
time here, so you must be fast.


After you are safe Christa will come in and check up on us, prompting some
dialog:


[1] ... (Result: Nothing)
[2] It was stupid. (Result: Nothing)
[3] We handled it. (Result: Nothing)
[4] Mind your own business. (Result: Nothing)


Christa comes across as awfully quick to snap to judgement. She's super-nosy
as well, as you'll see by this next bit of dialog:


I hope you know what you're doing with her.

[1] ... (Result: Christa won't forget that.)
[2] Me too. (Result: Christa won't forget that.)
[3] I don't. (Result: Christa won't forget that.)
[4] We're still alive, aren't we? (Result: Christa won't forget that.)


Once she leaves, feel free to go grab our hard-won [_BLOWTORCH_] from the
open room. You'll get some dialog with Clem once you do:


I'm not ready for a gun.

[1] ... (Result: Clementine will remember that.)
[2] We learned not to be afraid. (Result: Clementine will remember that.)
[3] We learned everything is dangerous. (Result: Clementine will remember
                                                 that.)
[4] You have to learn to pull the trigger. (Result: Clementine will remember
                                                    that.)


Feel free to leave the room now; doing so will automatically make Lee and
Clementine head back to the train.


Once you return to the group, go ahead and head up the ladder with Omid (if
you don't feel like talking to people again, that is). Up here we will have a
new icon for the hitch: the blowtorch icon! Go ahead and use it to learn that
the blowtorch has a hole in the hose!

No worries, this is what the DUCKTAPE we picked up earlier is for (you did
pick it up, right? Remember, if you didn't, it is in the back of the Emergency
Response Vehicle to your left). Use the ducktape on the blowtorch to have Lee
patch it up.


Great, now go ahead and use the blowtorch on the hitch for a scene. Omid will
thankfully save our ass. After he does, you'll note that the hitch is a ways
away now. Definitely out of reach. Lee will come up with a plan though. Go use
the blowtorch icon on Omid to start the next portion of this chapter (I love
Omid's responses so much!).


             _____        __      __               ___
            |_   _|       \ \    / /              |   \
              | |   H E    \ \/\/ / A L K I N G   | |  | E A D
       _______|_|___________\_/\_/________________|___/______________
   ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==<                         Chapter 7: The Herd                          >==O
   ``-._____________________________________________________[WD12]___.-´´
       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


Lee and Omid will still be busy cutting the hitch when Ben spots a herd
coming (a familiar term for fans of the series). Well... damn! Omid will
thankfully finish soon, giving you some freedom.

There's not much you can do here though, as cutting the hitch also managed to
knock down the ladder we were using. Quickly interact with the blowtorch to
have Lee kick it down, setting the ground on fire. After this Lee and omid
will cross the railing on the far side of the road automatically.

(-NOTE-) You don't HAVE to kick the blowtorch down if you don't want to.


We gotta jump!


[1] ... (Result: Nothing)
[2] Jump! (Result: Nothing)
[3] Have it your way. [Push him] (Result: You pushed Omid.)
[4] You stay here and we'll go with your lady. (Result: Nothing)


(-NOTE-) It's interesting to note that the options above change who jumps
        first:

        "..."                = Omid pushes Lee
        "Jump!"              = Lee first, Omid second
        "Have it your way"   = Lee pushes Omid
        "go with your lady"  = Omid first, Lee second


No matter what you pick, you and Omid will be falling down to the train...
however Omid isn't as nimble as lee and ends up falling down to the ground
and hurting his leg!

Christa will jump out of the boxcar and help him up while they both run to the
train. Here you will have a choice on which one of them to help (you can also
talk to them, but that isn't really useful or relevant right now):


** HELPING OMID FIRST **

Result: You saved Omid first.

This seems like the obvious choice to me, since Omid is the injured one of
the two (although he was closer to the train at the time). Omid freaks out
that you helped him first if you pick this option but don't worry too much as
Christa gets in the train soon.

Note the fact that Omid was about to tell you something about Christa though.
Interesting.


** HELPING CHRISTA FIRST **

Result: You saved Christa first.

For saving Christa first, you get less of a mouthful, but she still gets
mad at you for choosing her first. Just like the previous option though, Omid
manages to catch up and get on the train.


** DON'T HELP ANYONE **

Result: You didn't help.

This is what happens if you take too long to decide or just plain don't do
anything. Christa will get mad at you of course, but they will both make it
in on their own.


Well, everyone is alive at least, even if Omid's leg is screwed up. Onto
the next chapter!


             _____        __      __               ___
            |_   _|       \ \    / /              |   \
              | |   H E    \ \/\/ / A L K I N G   | |  | E A D
       _______|_|___________\_/\_/________________|___/______________
   ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==<                  Chapter 8: Next Stop, the Atlantic                  >==O
   ``-._____________________________________________________[WD13]___.-´´
       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Lee will look over at Clementine and check out the picture she drew while
Kenny comes in, prompting Lee to tell him of his and Clem's plans:


She and I talked it through.


[1] ... (Result: Nothing)
[2] You'll be alright. (Result: Nothing)
[3] It's just gotten too bad. (Result: Nothing)
[4] You'll never get over today. (Result: Nothing)


After this choice, Lee will discover Clem's radio... working, and the voice
on the other end sounds like its been talking to Clementine for awhile...

And with that the episode will come to an end!


             _____        __      __               ___
            |_   _|       \ \    / /              |   \
              | |   H E    \ \/\/ / A L K I N G   | |  | E A D
       _______|_|___________\_/\_/________________|___/______________
   ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==<                         Trophy Information                           >==O
   ``-.___________________________________________________[WD-TPH]___.-´´
       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

In this section I'll list all the trophies in the game. Getting trophies
in this game is EXTREMELY easy, as basically all you have to do is play
through the episode to get them!

(-NOTE-) Trophies are here in the order they appear in the PS trophy list.

  .——————————————————————.                                 .——————————————.
__|   The Walking Dead   |_________________________________|   Platinum   |__
¯¯¯'————————————.—————————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'——————————————'¯¯¯
   Description | Earn all trophies in: "The Walking Dead"
————————————————|——————————————————————————————————————————————————————————————
 How to Obtain | This will quite simply be the last trophy you get in the
               | game. Once you have all of the other trophies, this one will
               | unlock. You'll need to wait until every episode is out,
               | though. (PS3 Only)
________________|______________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


  .———————————————————————————————.                          .————————————.
__|   Goodbye, She Quietly Says   |__________________________|   Bronze   |__
¯¯¯'————————————.——————————————————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'————————————'¯¯¯
   Description | Complete chapter 1 of episode 3.
————————————————|——————————————————————————————————————————————————————————————
 How to Obtain | Simply play through the game, consulting the guide if you
               | get stuck.
________________|______________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


  .———————————————.                                          .————————————.
__|   Bad Blood   |__________________________________________|   Bronze   |__
¯¯¯'————————————.——'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'————————————'¯¯¯
   Description | Complete chapter 2 of episode 3.
————————————————|——————————————————————————————————————————————————————————————
 How to Obtain | Simply play through the game, consulting the guide if you
               | get stuck.
________________|______________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


  .—————————————————.                                        .————————————.
__|   Hit The Road  |________________________________________|   Bronze   |__
¯¯¯'————————————.————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'————————————'¯¯¯
   Description | Complete chapter 3 of episode 3.
————————————————|——————————————————————————————————————————————————————————————
 How to Obtain | Simply play through the game, consulting the guide if you
               | get stuck.
________________|______________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


  .———————————————.                                          .————————————.
__|   What now?   |__________________________________________|   Bronze   |__
¯¯¯'————————————.——'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'————————————'¯¯¯
   Description | Complete chapter 4 of episode 3.
————————————————|——————————————————————————————————————————————————————————————
 How to Obtain | Simply play through the game, consulting the guide if you
               | get stuck.
________________|______________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


  .——————————————.                                           .————————————.
__|   Handle It  |___________________________________________|   Silver   |__
¯¯¯'————————————.—'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'————————————'¯¯¯
   Description | Complete chapter 5 of episode 3.
————————————————|——————————————————————————————————————————————————————————————
 How to Obtain | Simply play through the game, consulting the guide if you
               | get stuck.
________________|______________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


  .——————————————————————.                                   .————————————.
__|   Unexpected Delay   |___________________________________|   Silver   |__
¯¯¯'————————————.—————————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'————————————'¯¯¯
   Description | Complete chapter 6 of episode 3.
————————————————|——————————————————————————————————————————————————————————————
 How to Obtain | Simply play through the game, consulting the guide if you
               | get stuck.
________________|______________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


  .—————————————————————.                                    .————————————.
__|   Look Behind You   |____________________________________|   Bronze   |__
¯¯¯'————————————.————————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'————————————'¯¯¯
   Description | Complete chapter 7 of episode 3.
————————————————|——————————————————————————————————————————————————————————————
 How to Obtain | Simply play through the game, consulting the guide if you
               | get stuck.
________________|______________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


  .———————————————————————.                                    .——————————.
__|   Lend Me Your Ears   |____________________________________|   Gold   |__
¯¯¯'————————————.——————————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'——————————'¯¯¯
   Description | Complete Episode 3: "Long Road Ahead"
————————————————|——————————————————————————————————————————————————————————————
 How to Obtain | Simply play through the game, consulting the guide if you
               | get stuck.
________________|______________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

             _____        __      __               ___
            |_   _|       \ \    / /              |   \
              | |   H E    \ \/\/ / A L K I N G   | |  | E A D
       _______|_|___________\_/\_/________________|___/______________
   ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==<                           Version History                            >==O
   ``-.___________________________________________________[WD-HIS]___.-´´
       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Version 0.10: September 25th, 2012
----------------------------------

Light formatting work, setting up the guide. No real content yet. This
guide will likely take a LOT longer than the other two did as I'll be
focusing on Resident Evil 6 for quite awhile coming up....


Version 1.00: January 29th, 2014
---------------------------------

Holy crap, it's been SO LONG since I worked on this. Finished it up today,
though. Mainly due to my friend, Noz3r0 promising to work with me on a
formatted FAQ co-write. How cool is that? Anyway, this episode was by far
the hardest one to write of the three I did, so I hope you guys enjoy it!


             _____        __      __               ___
            |_   _|       \ \    / /              |   \
              | |   H E    \ \/\/ / A L K I N G   | |  | E A D
       _______|_|___________\_/\_/________________|___/______________
   ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==<                               Credits                                >==O
   ``-.___________________________________________________[WD-CRE]___.-´´
       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

- WALKTHROUGH CREDITS


o Tetraninja for his "Let's Play" on Youtube. Helped me out a lot.


- PEOPLE CREDITS

o Jeremy Wise from Cheatmasters.com for the support.

o Johnathan Sawyer for the controller ASCII.

_______________________________________________________________________________
I HOPE YOU                                           Document © Bkstunt_31 2012
KNOW WHAT YOU'RE                        Walking Dead: The Game © 2011 Tell Tale
DOING WITH HER...                                 E N D   O F   D O C U M E N T