Copyright 2013 Marie Roberts
FAQ Version - 1.0
Last Update - 30/04/13
Email Address -
[email protected]
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| | | '_ \ / _ \ | |/\| |/ _` | | |/ / | '_ \ / _` | | | | / _ \/ _` |/ _` |
| | | | | | __/ \ /\ / (_| | | <| | | | | (_| | | |/ / __/ (_| | (_| |
\_/ |_| |_|\___| \/ \/ \__,_|_|_|\_\_|_| |_|\__, | |___/ \___|\__,_|\__,_|
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-------------------------------
Episode 5: No Time Left
-------------------------------
---------------------------------
----------------
----------------
| CONTENTS |
----------------
----------------
SECTION 1 - LEGAL INFORMATION (WD1)
SECTION 2 - UPDATES (WD2)
SECTION 3 - STORYLINE (WD3)
SECTION 4 - CHARACTERS (WD4)
SECTION 5 - CONTROLS (WD5)
SECTION 6 - GAME BASICS 1) TALKING AND DIALOGUE OPTIONS (WD6.1)
2) FIGHTING OFF WALKERS (WD6.2)
3) EXPLORATION (WD6.3)
SECTION 7 - WALKTHROUGH (WD7)
- CHAPTER 1: The Morgue (WD7.1)
- CHAPTER 2: Rooftop, Gone & Siege (WD7.2)
- CHAPTER 3: Trapped (WD7.3)
- CHAPTER 4: The Neighbours & Above River Street (WD7.4)
- CHAPTER 5: Going Alone & The Gauntlet (WD7.5)
- CHAPTER 6: The Stranger (WD7.6)
- CHAPTER 7: Stay Close To Me & Goodbye (WD7.7)
SECTION 8 - WHY, THANK YOU VERY MUCH! (WD8)
-------------------------
-------------------------
| LEGAL INFORMATION | (WD1)
-------------------------
-------------------------
This guide is Copyright (c) 2013 Marie Roberts. It may be used - ONLY with
permission - on any gaming sites and for personal/private use. If I find that
this FAQ is being used on a website without my permission it is a violation
of copyright, is prohibited and is not acceptable. This FAQ was completed
through the writer's (my) hard work, and copying it for profit or any other
reason without my permission is strictly forbidden.
This FAQ is only to be used on: Gamefaqs.com
Ign.com
Neoseeker.com
Cheatcc.com
Supercheats.com
--------------
--------------
| UPDATES | (WD2)
--------------
--------------
30/04/13
This game is killing me! It's a great game, but it's absolutely soul-
destroying having to go back through everything so many times. Have finished
the walkthrough now though - everything complete.
5/02/13
Went through the whole game again with an able-bodied Lee (both arms still
intact). Not a huge amount of difference, if I'm honest.
29/01/13
Going through the game filling in the decisions. Nearly finished, then need
to go through it with different people at the beginning, different
relationship with Kenny, etc. Getting there!
22/01/13
Finished the base walkthrough (worked on this walkthrough for about 5 hours
today). That means that I went through the whole game and wrote down what
happens and what you must do etc. I now need to fill in all the decisions
and all the possiblities. Which is the hard bit.
-----------------
-----------------
| STORYLINE | (WD3)
-----------------
-----------------
Clementine has been kidnapped by some unknown stranger. Lee has been bitten.
Things couldn't be any worse.
Lee, under the assumption that Vernon and the cancer survivors have taken
Clementine, goes looking for her in the morgue under the sewer. Depending on
where loyalties lie, he is either on his own or with someone. Anyone left
behind is guarding the boat.
Lee's walkie-talkie sparks to life, and a Stranger tells us that he has
Clementine. It's now a race for time - can Lee save Clementine before his
time runs out?
------------------
------------------
| CHARACTERS | (WD4)
------------------
------------------
The following descriptions are courtesy of the Walking Dead Wikia.
LEE EVERETT - Been in the group since Episode 1.
37 years old. The main protagonist. Lee hails from Macon,
Georgia and has a brother who works at the family's pharmacy.
Lee was a history professor at the University of Georgia for
six years before being convicted of murdering a state senator
who had been sleeping with his wife. Right before the
apocalypse, Lee was being transported by local authorities to
the West Central Prison in Georgia when the police car suddenly
crashes rendering him injured and unconscious for some period
of time.
CLEMENTINE - Been in the group since Episode 1.
8 years old. Clementine, whose parents were on vacation when the
apocalypse started, was hiding in her tree-house during the
apocalypse and was safe from the walkers, though her babysitter
Sandra was not so lucky. She was later found by Lee Everett when
he was wandering through her house in search of help. After
helping him survive his encounter with Sandra, now a walker, he
took her with him when he left as he realized that her parents
weren't coming back.
KENNY - Been in the group since Episode 1.
In his 30s. A likable, but nevertheless flawed man, he is a sharp,
hard-working guy who likes to take action and make things happen.
BEN - Been in the group since Episode 2.
18 years old. Ben was a high school student who played in the varsity
band in his native town of Stone Mountain. He was traveling with the
band on the way to football playoffs when the outbreak occurred.
CHRISTA - Been in the group since Episode 3.
In her 30s. Only a little is known about Christa. She comes from
San Francisco and she and her boyfriend Omid were taking a road
trip around America near the start of the Apocalypse.
OMID - Been in the group since Episode 3.
In his 30s. Hardly anyhing is known of Omid's life before or as the
apocalypse began apart from that he had a girlfriend, Christa. He is
orginally from San Francisco where he and Christa shared an apartment.
THE STRANGER - Unknown age and appearance. This man has only contacted the
group via the walkie-talkie, and now he's kidnapped Clementine.
The only time anyone has ever seen him is when he was watching
Lee bury the little boy outside the manor.
---------------
---------------
| CONTROLS | (WD5)
---------------
---------------
MOVE CURSOR - Right control stick
MOVE LEE - Left control stick
A BUTTON - Primary interaction button (open doors, attack, pick up, etc)
X BUTTON - Allows you to talk to people
B BUTTON - Secondary interaction button (break down door/window instead of
opening it, etc)
Y BUTTON - Examine an object or person
START BUTTON - Pause the game
-------------------
-------------------
| GAME BASICS | (WD6)
-------------------
-------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
TALKING & DIALOGUE OPTIONS (WD6.1)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The vast majority of this game is based around talking and making decisions
whilst you are talking. Many of these decisions are very important, and will
influence how the game pans out and also what happens in future episodes.
When you talk to someone and get a dialogue option, four choices will appear:
/---\
| Y | DIALOGUE OPTION
\---/
/---\ /---\
DIALOGUE OPTION | X | | B | DIALOGUE OPTION
\---/ \---/
/---\
| A | DIALOGUE OPTION
\---/
-----------------------------------------------------
TIMER | |
-----------------------------------------------------
You must make a decision on what you're going to say before the timer runs
out. The answers are placed in a randomised position on each playthrough so
you can't memorise where an answer will be. You will usually get a "Good
Karma" answer, a "Bad Karma" answer, an unimportant answer and the option to
answer will silence (this is a valid option and still has consequences
sometimes!
If you fail to make a decision before the timer runs out, Lee will usually
just answer with silence.
Not all dialogue options are timed.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
FIGHTING OFF WALKERS (WD6.2)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
There are certain panic events throughout the game which require you to fight
off a zombie. If you fail to fight off the zombie, you will end up with a
generic Game Over cutscene (they're nothing worth dying foor) and will have
to start over from the beginning of the panic event.
There are many different things you may have to do in order to survive a
panic event:
1) TAP THAT BUTTON! You'll get a button appear on the bottom of the screen
(A, B, X or Y) and you must tap that button repeatedly as fast as you can.
When you've tapped it enough, it will then quickly switch to a different
button (again, A, B, X or Y) and you should press than button repeatedly
until you have escaped danger. If you are too slow or press the wrong
button, you will fail the panic event and die.
2) KICK THAT FACE! If a zombie gets too close and you can't move, you have to
kick it in the face before it gets to you. If you don't kick the zombie
in time, you'll fail the panic event and die.
3) USE A CERTAIN ITEM! Some zombies can only be defeated with a certain
weapon. You must aquire this weapon before you can finish the panic
event.
4) RUN AWAY! Sometimes violence isn't an option, and you must simply run or
crawl away from the zombie in order to escape or move on to the next
part of the panic event.
~~~~~~~~~~~~~~~~~~~
EXPLORATION (WD6.3)
~~~~~~~~~~~~~~~~~~~
There are segments of the game where you will not be under immediate threat
of the zombies. For these parts, you must do certain things in order to
progress. Use your cursor to search for objects, and when given the option,
use items to progress further. Sometimes you cannot progress until you have
spoken to someone about a certain subject. The best way to progress through
the game is to try and do EVERYTHING - as nearly everything you can do is
necessary to progress!
----------------------------------------------------------------------
----------------------------------------------------------------------
| CHAPTER 1 |
| THE MORGUE | (WD7.1)
----------------------------------------------------------------------
----------------------------------------------------------------------
The story starts where Episode 4 left off: in the morgue under the hospital,
the room where the cancer survivors were hiding out. The room is deserted now,
but you won't be alone for long - the groans of what sounds like many, many
walkers are growing closer! The game shows us that a herd of walkers has
followed the noisy train you came on all the way to Savannah... and they're
walking the streets right now!
Lee finishes up his conversation with the stranger on the walkie-talkie, who
claims he isn't Vernon. Depending on what your final dialogue choice was
in the previous episode, Lee will say something different to the stranger.
It won't make any difference, though. Clementine says goodbye to Lee just as
the walkie-talkie cuts off.
You get to make a dialogue option with Lee, but it doesn't matter what you
choose.
If you have Christa and Omid with you, they will ask Lee how his bite is
feeling. You get a dialogue option:
-------------------------------------------
| TIMED DIALOGUE OPTION | Asked by: CHRISTA |
|-----------------------------------------------
| "How's that feeling?" |
|-----------------------------------------------|
| YOUR ANSWER | OUTCOME |
|-----------------|-----------------------------|
| Fine. | * THEY WILL REMEMBER THAT * |
|-----------------|-----------------------------|
| Doesn't matter. | * THEY WILL REMEMBER THAT * |
|-----------------|-----------------------------|
| Not great. | * THEY WILL REMEMBER THAT * |
|-----------------|-----------------------------|
| ... | Unimportant response |
-----------------------------------------------
After the short conversation, walkers will start to approach the room through
the sewers - and they're coming fast. If you have anyone with you, no matter
who it is, he/they will ward off the incoming walkers while Lee finds a way
out of the morgue. If Lee is alone, he will slam the door shut, hoping for
the best.
You gain control of Lee, now. You can explore quite a few objects in the room.
If you have people with you, some of them may comment on what you examine.
You can talk to them if you like, but no matter who is with you, all of them
(except Ben) will tell Lee to focus on finding a way out.
There are cupboards on the right-hand side of the room. What you need to do is
open the middle one. Inside you will find a RIB SPREADER (gross, right?).
Pick it up. There are some surgical supplies you can examine on the surface,
but we can't pick them up. They'll come in handy at some point, just not right
now.
There is nothing else you can pick up. Now you need to go up the stairs in
this room. At the top of the stairs you'll find an elevator. This is your way
out! Use the RIB SPREADER on the elevator doors, then use the hand icon to
crank the doors open. Lee gets the doors open part of the way, but then starts
to feel woozy... He tries to stay on his feet, but ends up passing out!
==============================================================================
|| IF YOU HAVE ANY OF THE FOLLOWING GROUPS: Christa, Omid, Kenny and Ben ||
|| Christa, Omid and Kenny ||
|| Christa, Omid and Ben ||
|| Christa and Omid ||
|| Kenny and Ben ||
|| ||
|| Lee becomes conscious and hears whoever is with him having a serious ||
|| debate about something. Looking up, Lee sees either Kenny or Christa ||
|| stood over him - with a saw in his/her arm! Say any of the given ||
|| dialogue options to make them stop! ||
|| ||
|| The group now has a dicussion (without Lee's input) about whether or not ||
|| to cut off Lee's arm, whether or not this would actually STOP the ||
|| infection, and what they do in the event that Lee loses too much blood ||
|| and dies. Lee listens to all this in horror. You get a dialogue option. ||
|| Say anything you like. ||
|| ||
|| You'll get one final dialogue option on whether or not to cut off Lee's ||
|| arm. The choice is yours... ||
|| ||
|| ------------------------------------------------- ||
|| | TIMED DIALOGUE OPTION | Asked by: KENNY/CHRISTA | ||
|| |------------------------------------------------------- ||
|| | "What do you think?" | ||
|| |-------------------------------------------------------| ||
|| | YOUR ANSWER | OUTCOME | ||
|| |----------------------|--------------------------------| ||
|| | No. We leave it. | * YOU CHOSE TO KEEP YOUR ARM * | ||
|| |----------------------|--------------------------------| ||
|| | Fuck it. Cut it off. | * THIS IS GOING TO HURT * | ||
|| ------------------------------------------------------- ||
|| ||
|| Scroll down to either "IF YOU CHOSER TO CUT OFF LEE'S ARM" or "IF YOU ||
|| CHOSE TO KEEP LEE'S ARM". ||
==============================================================================
===========================================================================
|| IF YOU ONLY HAVE BEN WITH YOU ||
|| ||
|| Lee wakes up to the sound of Ben fretting over something. Opening his ||
|| eyes, he realises that Ben is trying to chop his arm off! Say anything||
|| and Ben will stop, realising Lee is awake. ||
|| ||
|| If you didn't reveal your bite in Episode 4, Ben will now reveal that ||
|| he found out about the bite himself whilst trying to find the cause ||
|| of Lee's collapse. ||
|| ||
|| You must now make a decision whether or not to chop off Lee's arm in ||
|| an effort to stall the infection. ||
|| ||
|| |-------------------------------------------------------| ||
|| | YOUR ANSWER | OUTCOME | ||
|| |----------------------|--------------------------------| ||
|| | No. We leave it. | * YOU CHOSE TO KEEP YOUR ARM * | ||
|| |----------------------|--------------------------------| ||
|| | Fuck it. Cut it off. | * THIS IS GOING TO HURT * | ||
|| ------------------------------------------------------- ||
|| ||
|| Scroll down to either "IF YOU CHOSE TO CUT OFF LEE'S ARM" or "IF YOU ||
|| CHOSE TO KEEP LEE'S ARM".
===========================================================================
=============================================================================
|| IF LEE IS ON HIS OWN ||
|| ||
|| Lee wakes up on the floor, looking a bit pale. He looks at his bite and ||
|| admits that it's getting worse. He says he needs to get out of this room ||
|| and fast. Before the short scene ends, however, he eyes up some surgical ||
|| equipment on a nearby surface. ||
|| ||
|| What you do next is entirely up to you. Hover over the surgical equipment||
|| and press Y to examine it. You then get given a choice: ||
|| ||
|| --------------------------------------------------------- ||
|| | YOUR ANSWER | OUTCOME | ||
|| |----------------------|----------------------------------| ||
|| | Remove arm. | * THIS IS GOING TO HURT * | ||
|| |----------------------|----------------------------------| ||
|| | Walk away. | Lee will decide not to cut off | ||
|| | | arm - the player regains control | ||
|| | | and must walk to the elevator to | ||
|| | | continue onwards. | ||
|| --------------------------------------------------------- ||
|| ||
==============================================================================
##############################################################################
# IF YOU CHOSE TO CUT OFF LEE'S ARM #
# #
# There's no going back on this decision! #
# #
# If Christa is in the group, she will always be the one to cut off Lee's #
# arm. If Christa is NOT in the group, then Kenny will do it. #
# #
# If neither Christa or Kenny are in your party, Lee will have to cut off #
# the arm himself. (Even if you have Ben with you, Lee will end up doing it #
# himself as Ben passes out.) Also, if you hid your bite from everyone in #
# Episode 4, they will have now discovered that Lee is bitten. #
# #
# If someone else is cutting off Lee's arm, Lee will get a dialogue option. #
# Say what you want though - as his speech will be interrupted by the saw #
# cutting through his flesh! You get another dialogue option in which you #
# can choose some words of agony for Lee to scream out - choose what you #
# like. No matter what, Lee will pass out about halfway through the #
# "procedure!" #
# #
# When he wakes up, he finds half his arm on the floor next to him - the #
# other half, although attached to his shoulder, is nothing but a stump with #
# some bloody, badly applied bandaging. You get a couple more dialogue #
# options before you resume gameplay. Say what you like. #
# #
# If Lee is cutting off his own arm, things are a little more different. #
# Hover your cursor over Lee's arm and press A. Lee will perform the first #
# cut. After this, you must continue to make Lee cut into his arm (it's a #
# total of four times until it completely falls off). #
# #
# Lee badly bandages his arm (one-handed - very impressive!) before passing #
# out again. He wakes up looking wretched - hopefully this stopped the #
# infection. #
# #
##############################################################################
##############################################################################
# IF YOU CHOSE TO KEEP LEE'S ARM #
# #
# There's no going back on this decision! #
# #
# Whoever is with you will ask if you're sure about this decision. Lee says #
# he's sure - if he ever gets his hands on Clementine's kidnapper, he'd #
# rather have BOTH hands! Lee and anyone else accept the fact that Lee is #
# definitely going to die. They continue their journey. #
# #
##############################################################################
If Lee still has his arm, or is on his own, you will have to go back to the
elevator and make him open it properly before you continue.
Lee (and anyone hse has with him) enters the elevator shaft. He must now climb
the long ladder until he gets to an empty floor or the roof. If you cut off
Lee's arm then it will be more difficult, but amazingly he manages with
one arm. A few things interrupt the climb, but not a lot to worry about.
==============================================================================
|| IF LEE STILL HAS BOTH ARMS ||
|| ||
|| Halfway up the climb, Lee will pass out. Luckily, his feet are stuck ||
|| around the rungs of the ladder, so he doesn't fall, but he's still ||
|| hanging upside down! If someone is with you, then you get a dialogue ||
|| option, but say whatever you like. ||
|| ||
|| Hover your cursor over the ladder above you and press A when prompted. ||
|| This makes Lee put himself the right way round. The climb continues. ||
==============================================================================
Eventually, you'll reach the roof.
----------------------------------------------------------------------
----------------------------------------------------------------------
| CHAPTER 2 |
| ROOFTOP, GONE & SIEGE | (WD7.2)
----------------------------------------------------------------------
----------------------------------------------------------------------
A horrific sight reaches your eyes as you look out over Savannah. The streets
are absolutely full to the brim with walkers! There is little to no chance of
reaching Clementine via the streets without being eaten alive. If you have
people with you, an agreement will be made to search for another way across
town. You resume control of Lee.
If you have Kenny with you, you can go all the way over to the right hand side
of the roof to find him and talk to him. He doesn't have anything important
to say though - it's all dialogue that enhances the story a little, so talk
to him if you wish.
If you have Ben, you can find him on the right hand side of the roof to talk
to him. Ask him if he still wants to die.
---------------------------------------
| TIMED DIALOGUE OPTION | Asked by: BEN |
|------------------------------------------------------------------
| "I'm more afraid of getting someone else killed. |
|------------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|-------------------------------------|----------------------------|
| If it ends up being you and Clem... | * BEN WILL REMEMBER THAT * |
|-------------------------------------|----------------------------|
| You're here. Don't get me killed. | * BEN WILL REMEMBER THAT * |
|-------------------------------------|----------------------------|
| I'll make sure that doesn't happen. | * BEN WILL REMEMBER THAT * |
|-------------------------------------|----------------------------|
| ... | * BEN NOTED YOUR SILENCE * |
------------------------------------------------------------------
You can ask Ben why he came with you, and what he replies with will depend on
how you convinced him to join him at the end of the previous episode. He
doesn't have anything else interesting to say, though.
If you have Christa with you, you'll find her on the left hand side of the
roof. Talk to her if you like, but she doesn't have anything important to say.
If you have Christa with you, that means you also have Omid with you. He's
also on the left side of the roof. Talk to him. You have the option to tell
him that he's Clementine's favourite; if you tell him this, then
* OMID WILL REMEMBER THAT *. Other than that, he has nothing important to say.
Take the chance to examine everything in the area - especially the Bell Tower,
if you're on your own. By now you should have figured out that the nearby
bell tower is your only way off the roof. You just need a way to GET to the
actual bell. Underneath the massive white message that is painted on the
wall in the centre of the roof, you'll find a LADDER. Pick it up, then press
A on the bell tower to make Lee take the ladder over there. He manages to
prop it up between the roof and the bell tower, creating a path.
If you have anyone with you, they will offer to go across the ladder for you.
No matter what, though, Lee will always go across himself.
Press A on the ladder to make Lee climb onto it. Now you have to press forward
on the joystick to make Lee go towards the bell tower. However, halfway along
part of the ladder breaks off, making the extension slide back towards the
roof! Quickly, hover over the bell on the bell tower and press A to make Lee
jump to safety! The ladder falls to the ground, bang-smack on a walker.
You can try to look for another way down if you like. There's a trapdoor
on the left hand side of the tower, but it's locked and there's no way of
opening it. With no other option, make Lee ring the rope nearby.
The plan works; thousands of walkers make their way towards the noise. Now
Lee just needs to get back to the hospital rooftop. The only way is to jump!
Hover your cursor over the ledge of the rooftop below and press A to make
Lee jump. A small cutscene will play, showing Lee doing a running jump - it
will go into first person mode of Lee jumping. As he jumps, hover your cursor
over the ledge again to make Lee grab hold of it!
Safely back on the rooftop, Lee (and anyone he came with) make their way
towards the fire exit, and head back to the manor.
Back at the manor, the first place Lee heads is to the garden shed where the
boat was being kept.
==============================================================================
|| IF YOU HAD EVERYONE WITH YOU ||
|| ||
|| The whole group returns to find the shed doors flung wide open, and the ||
|| boat is gone! Someone's left a note... ||
|| ||
|| ----------------------------------------- ||
|| | TIMED DIALOGUE OPTION | Asked by: KENNY | ||
|| |--------------------------------------------------------------------- ||
|| | "Come on, just come the FUCK on!!" | ||
|| |---------------------------------------------------------------------| ||
|| | YOUR ANSWER | OUTCOME | ||
|| |------------------------------------|--------------------------------| ||
|| | Clementine gave him the boat? | * CHRISTA NOTICED YOUR PANIC * | ||
|| |------------------------------------|--------------------------------| ||
|| | This was Vernon. | Unimportant response. | ||
|| |------------------------------------|--------------------------------| ||
|| | The fucking guy... on the radio... | * CHRISTA NOTICED YOUR PANIC * | ||
|| |------------------------------------|--------------------------------| ||
|| | ... | Unimportant response. | ||
|| --------------------------------------------------------------------- ||
|| ||
|| Omid reads the note and confirms that it was left by Vernon. You're ||
|| given another dialogue option - say what you like. ||
|| ||
|| An argument ensues about whether the support group are assholes or not. ||
|| Omid reads the note again and, depending on your actions towards Vernon ||
|| in the previous episode, he will either be regretful that he had to take ||
|| the boat, or he won't be sorry at all. ||
==============================================================================
==============================================================================
|| IF SOMEBODY STAYED BEHIND AT THE MANOR ||
|| ||
|| Lee and anyone else he has with him returns to the manor to find anyone ||
|| left behind has been trapped in the garden shed. If Lee's on his own, ||
|| hover your cursor over the doors and press A to remove the shovel. ||
|| Whoever was trapped says that Vernon and the cancer survivors beat them ||
|| up, stole the boat and left them trapped in the shed. However, the ||
|| cancer survivors did NOT have Clementine with them. So where is she? ||
|| ||
|| Anyone left behind now notices that Lee is missing an arm, or that he's ||
|| bitten (if you haven't told them yet). You'll get one of the following ||
|| dialogue options: ||
|| ||
|| ---------------- ||
|| | TIMED QUESTION | ||
|| |------------------------------------------------------------------ ||
|| | YOUR ANSWER | OUTCOME | ||
|| |------------------------------------|-----------------------------| ||
|| | It might save my life. | * THEY WILL REMEMBER THAT * | ||
|| |------------------------------------|-----------------------------| ||
|| | Thought it might buy me some time. | * THEY WILL REMEMBER THAT * | ||
|| |------------------------------------|-----------------------------| ||
|| | The bite made me pass out. | * THEY WILL REMEMBER THAT * | ||
|| |------------------------------------|-----------------------------| ||
|| | ... | Unimportant response. | ||
|| ------------------------------------------------------------------ ||
|| ||
|| ---------------- ||
|| | TIMED QUESTION | ||
|| |-------------------------------------------------------------------- ||
|| | YOUR ANSWER | OUTCOME | ||
|| |-----------------------------------|--------------------------------| ||
|| | I'm fine, it's no big deal. | * CHRISTA WILL REMEMBER THAT * | ||
|| |-----------------------------------|--------------------------------| ||
|| | It comes in waves. | * THEY WILL REMEMBER THAT * | ||
|| |-----------------------------------|--------------------------------| ||
|| | It's definitely having an impact. | * CHRISTA WILL REMEMBER THAT * | ||
|| |-----------------------------------|--------------------------------| ||
|| | ... | Unimportant response. | ||
|| -------------------------------------------------------------------- ||
||
==============================================================================
Looks like it's time for a new plan. Christa say that cities have caused
nothing but trouble, and suggests that the group heads to the countryside
instead to try and start a new life.
If you have Ben, he will agree with Christa, and Kenny will get arsey with
him. You get a dialogue option - say anything, it won't make a difference.
Omid will let the group into the back yard. Christa and Lee stay behind and
Christa offers you a dialogue option.
-------------------------------------------
| TIMED DIALOGUE OPTION | Asked by: CHRISTA |
|-------------------------------------------------------------
| "What do we do without a boat?" |
|-------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|-------------------------|-----------------------------------|
| Get another. | * CHRISTA ISN'T SURE ABOUT THAT * |
|-------------------------|-----------------------------------|
| Find a small town. | * CHRISTA ISN'T SURE ABOUT THAT * |
|-------------------------|-----------------------------------|
| Get to the countryside. | * CHRISTA LIKES THAT * |
|-------------------------|-----------------------------------|
| ... | Unimportant response. |
-------------------------------------------------------------
Make your choice. Christa and Lee head back to the manor.
==============================================================================
|| IF BEN IS STILL ALIVE ||
|| ||
|| If Ben is still alive at this point, an important event will happen ||
|| between him and Kenny. A massive argument breaks out because Kenny is ||
|| being hot-headed. Ben finally breaks, and says "FUCK YOU, KENNY!" ||
|| The group stops for a moment, shocked. You're presented with a dialogue ||
|| option. ||
|| ||
|| Ben carries on to apologise again for the deaths of Katjaa and Duck. But ||
|| he then points out that at least Kenny knows what happened to his family,||
|| got the chance to say goodbye. Ben doesn't know what happened to his ||
|| parents and little sister - and never got the chance to say goodbye to ||
|| them. He then yells at Kenny to give him a break for once. (I'll admit, I||
|| felt like standing up and cheering when Ben finally stood up for ||
|| himself!) Kenny, taken aback, very nearly apologises to Ben but they are ||
|| interrupted. ||
==============================================================================
The shouting must have attracted the walkers - they start hobbling down the
street towards the manor! The group retreats inside, in the hopes of hiding
or making a stand.
Lee gets to give out orders to people. He starts with Christa.
-----------------------
| TIMED DIALOGUE OPTION |
|------------------------------------------------------
| YOUR ANSWER | OUTCOME |
|---------------------|--------------------------------|
| Front room windows! | * CHRISTA WILL REMEMBER THAT * |
|---------------------|--------------------------------|
| Weapons! | * CHRISTA WILL REMEMBER THAT * |
|---------------------|--------------------------------|
| Upstairs! | * CHRISTA WILL REMEMBER THAT * |
|---------------------|--------------------------------|
| ... | * CHRISTA NOTICED THAT * |
------------------------------------------------------
If you chose silence, Christa will be impatient and order everyone else to
look for weapons. Otherwise, Lee then moves on to Kenny, and then Ben (if he's
alive). Tell them to do whatever - it doesn't matter what you choose.
As Lee turns to Omid, things get bad. The front doors to the manor are wide
open, and the walkers are nearly inside! Omid rushes to shut the doors.
You get a dialogue option in which you get to order everyone to help Omid
with the front doors - say what you like.
Lee tries to run off towards the front doors - but a Walker grabs him by
the foot!
!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!! PANIC EVENT !!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!
1) Continuously click on the dog door to make Lee kick it. Eventually this
will sever the walker's hand and Lee will be free.
The others are holding the front door shut, by the walker's arms are
preventing them from being able to shut the door. Lee needs to find a knife
to cut the arms off.
2) In the kitchen, move your cursor to the drawer on the right-hand side and
press A to open it. A butcher's knife is inside it - Lee takes this.
3) Chop off all of the arms sticking through the door. There are four in
total! Hover your cursor over them and press A.
They manage to shut the doors. But now what? You get a dialogue option in
which Lee tells the others what the plan is. Say anything, it won't change
the storyline.
After this, walkers will suddenly break in through the lounge windows and the
back door! The first walker to enter the house is... that's right, it's
Brie from Episode 4! The others head upstairs, and Lee stays behind to finish
off Brie.
4) Hover your cursor over Brie and press A. Lee sticks his knife through her
head before heading upstairs with everyone else.
NOTE - If you fail to kill Brie, Omid will shoot her for you.
5) Hover your cusor over the desk that Kenny's trying to move, and press A
to help him shift it.
6) Press A repeatedly, then press the next indicated button once.
7) Repeat the step 6.
The group now has to take a stand at the end of the corridor. You haven't got
many bullets left between you all - Lee has five left. You DO have a choice
here which effects an important event later in a very minor way - it doesn't
change the outcome of the event, but it changes what happens in the event.
You can choose to shoot the walkers as they come towards you. OR you can save
your last five shots for later on. The choice is yours.
8) Hover your cursor over the walkers as they come round the corner. Press A
on them to shoot. After you've shot five rounds, your gun will be empty and
you will have to wait for the others to run out of bullets. If you want to
save your ammo, simply do nothing and wait for the others to run out of
bullets.
9) The only way is up - hover your cursor over the attic above you and press
A to make Lee pull the ladder down.
Lee drops his gun on the way up, and the group shuts the trapdoor behind them.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!! PANIC EVENT OVER !!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
----------------------------------------------------------------------
----------------------------------------------------------------------
| CHAPTER 3 |
| TRAPPED | (WD7.3)
----------------------------------------------------------------------
----------------------------------------------------------------------
If Ben is still alive, he gives you back your gun - he managed to grab it
for you after you dropped it!
There doesn't appear to be a way out up here. Everyone starts to get anxious,
and Omid and Christa have a little tiff. After she apologises to him, you
get a dialogue option. Say what you like.
If Lee still has both arms, he'll start to feel weak, before collapsing on the
ground! He eventually comes to...
If you cut off Lee's arm, Lee starts to cough a bit, reminding us that he
still has symptoms of the infection - or that he's just feeling unwell because
of the blood loss. Christa comes up to him and expresses concern about his
condition. You get a dialogue option - say what you like, you'll get
interrupted no matter what.
The walkie-talkie suddenly bursts into life! Clementine's voice
sounds out over it. She tries to tell Lee where she is, but obviously gets
caught by whoever has kidnapped her. The walkie-talkie cuts off.
She gave us enough information for us to guess where she is: she's at the
Marsh House, the hotel her parents used to stay at.
Kenny brings us back to the matter at hand; whether or not we need to save
Clementine, the group is still dead if they can't find a way out of the attic.
-----------------------------------------
| TIMED DIALOGUE OPTION | Asked by: KENNY |
|------------------------------------------------------------------
| "Okay, now your life depends on it. How do you get out of here?" |
|------------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|------------------------------------|-----------------------------|
| Keep looking for a way out!/ | * THEY WILL REMEMBER THAT * |
| Why the fuck did we come up here?/ | |
| I'll fight my way out ALONE then! | |
|------------------------------------|-----------------------------|
| Stop. We can't panic. | * THEY WILL REMEMBER THAT * |
|------------------------------------|-----------------------------|
| We have to go. NOW. | * THEY WILL REMEMBER THAT * |
|------------------------------------|-----------------------------|
| ... | Unimportant response. |
------------------------------------------------------------------
Kenny wants to discuss what happens in the event that Lee turns into a walker
whilst they're stuck in the attic. He states that we could have another
"Larry situation" on our hands. You know what that means. Say whatever you
like to the dialogue option regarding Larry. After that, Kenny continues
to talk, and you get yet another dialogue option - again, say what you like.
You'll get one more dialogue option, in regards to whether or not Kenny
should do something about you. Say anything.
No matter what you say, Kenny will always be convinced that something needs
to be done about Lee. You now get a choice that will affect your statistics
at the end of the game.
The camera angle will swing round to the bust Omid was talking to. Most people
just grab it because they don't see another option here. Grabbing the bust
will make Lee lose his temper and throw it at Kenny. OR you can just not
do anything; an invisible timer will run out causing Kenny to grab the bust
instead (this counts as NOT losing your temper with Kenny). Make your choice.
Either Lee or Kenny will throw the bust at the wall, causing it to break
slightly. This gives us the possibility of breaking through the wall and
escaping, depending on what's on the other side. Pick up the COAT RACK
behind Lee to make him attempt to break through the wall.
All arguments forgotten, Kenny takes the coat rack and starts to break through
the wall. He says that he, Omid and Christa will take it in shifts and that
Lee should rest. You get a dialogue option here, about the argument with
Kenny. Say anything you like.
Lee joins Omid and Christa on the sofa. A short conversation ensues, which
is different depending on whether or not you told Omid and Christa about the
bite. If you told them, then they will admit that they would have let you
look for Clementine on your own if you hadn't let them know about the bite.
Omid says he'd be scared if he was in your position; say what you like to the
dialogue option.
If you cut off Lee's arm earlier, a short conversation about that will happen.
If you didn't cut it off, Lee will state that he's starting to lose feeling in
his arm anyway, so it wouldn't have made a difference.
Conversation then turns to the stranger who kidnapped Clementine, and what
Lee will do when he finds him. Say what you like to the dialogue option.
Finally, conversation turns to Lee and his infection. You get to make an
important decision about who you want to look after Clementine in the event
of Lee's death.
-----------------------
| TIMED DIALOGUE OPTION |
|---------------------------------------------------------------------------
| YOUR ANSWER | OUTCOME |
|---------------------------------|-----------------------------------------|
| Find a family for her, okay? | * OMID AND CHRISTA WILL REMEMBER THAT * |
|---------------------------------|-----------------------------------------|
| I want Kenny to look after her. | * OMID AND CHRISTA WILL REMEMBER THAT * |
|---------------------------------|-----------------------------------------|
| I want you guys to take her. | * OMID AND CHRISTA WILL REMEMBER THAT * |
|---------------------------------|-----------------------------------------|
| ... | Unimportant response. |
---------------------------------------------------------------------------
If Ben is still alive, Omid will ask what to do about him. Ben is sat in the
corner, looking depressed. Say whatever you like to the dialogue option.
</pre><pre id="faqspan-2">
Omid asks if Ben loses his rag often (like he did with Kenny), and Lee assures
him that that was the first time. Say what you like when the dialogue option
pops up - nothing you say makes a difference.
Kenny now comes over, exclaiming that he's tired and needs a rest. Omid takes
over, and Kenny now joins Lee and Christa on the sofa. If you chopped off
Lee's arm, you get a dialogue option in regards to that - say what you like.
Kenny gives his opinion on the fact that you did/didn't tell them you were
bitten. Kenny suddenly bends over with his head in his hands, fatigued both
emotionally and physically. Christa asks him how he's feeling. Say what you
like to the dialogue option.
Kenny comments that a lot of the group have lost families. If Ben is still
alive, Kenny glances over at him and you get a dialogue option. Say what you
like.
Conversation turns to Kenny and Lee's relationship.
-----------------------------------------
| TIMED DIALOGUE OPTION | Asked by: KENNY |
|-------------------------------------------------------------------
| "My family's...gone. But I know I could feel even more alone." |
|-------------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|----------------------------------|--------------------------------|
| Eh, you're still a bastard. | * KENNY WILL REMEMBER THAT * |
|----------------------------------|--------------------------------|
| Water under the bridge. | * KENNY WILL REMEMBER THAT * |
|----------------------------------|--------------------------------|
| I'm sorry for any pain I caused. | * KENNY APPRECIATES THAT * |
|----------------------------------|--------------------------------|
| ... | * CHRISTA NOTED YOUR SILENCE * |
-------------------------------------------------------------------
Kenny starts to drink some of the whiskey he found in the attic. He offers the
bottle to Lee. You can choose whether or not to take the bottle, it doesn't
really matter.
Something interesting now happens. Kenny offers the bottle to Christa. She
hesitates, before snatching the bottle and near-enough emptying it down her
throat. Kenny looks suspiciously at Christa, then at her stomach, before
something dawns on him. If you hadn't already guessed in the last two
episodes, it's pretty obvious that Christa is pregnant. It's never actually
said in the game, but all the clues are there.
Omid announces that he's broken through the wall. The group crawls through the
hole in the wall to the house next door.
----------------------------------------------------------------------
----------------------------------------------------------------------
| CHAPTER 4 |
| THE NEIGHBOURS & ABOVE RIVER STREET | (WD7.4)
----------------------------------------------------------------------
----------------------------------------------------------------------
The first thing that catches the group's eye in the new room is the bed. Or
more precisely, what's on the bed. Or even more precisely, WHO'S on the bed.
Two corpses, a man and a woman, lie on the bed, bullet holes through their
heads. The man is holding a gun. It looks like they couldn't take it any
longer, so they commit suicide. Christa and Omid huddle close together,
sadness etched into their faces. Kenny turns away. Lee gets a dialogue option.
Say what you like.
Kenny seems more affected by the couple than Omid and Christa do. He'll give
you a dialogue option with him in regards to what happened to Katjaa. Say
what you like. If you select option, you can skip Kenny's speech.
Kenny goes on to give a short, inspirational speech about carrying on, no
matter how hard things get. You then regain control.
You can search the room now. You can talk to everyone if you want, but nobody
has anything important to contribute. If you listen at the door near
Christa, you'll hear that there are walkers all over this house, too. So
that's a no-go. Looking out the window, you can see that the streets are
overrun. That leaves the door leading to the balcony, right at the end of the
room (near Omid).
Try going through this door to progress to the next part of the game. Hover
your cursor over the balcony rail and press A to hop over to the next rooftop.
Omid goes next, followed by Christa, then Kenny. As Kenny jumps, we see the
balcony starting to become detatched from the wall. It just about holds
Kenny's weight though, and he makes it to the other side.
If Ben is with you at this point, read the following box. If Ben is NOT with
you, read the second box.
==============================================================================
|| IF BEN'S STILL ALIVE ||
|| ||
|| Ben stands on the balcony to attempt the jump, but a creaking noise is ||
|| heard. Unable to take any more strain, the balcony collapses and falls ||
|| to the alleyway below, taking Ben with it! Bearing in mind that this is ||
|| a three storey fall, the sound of crunching bones is quite accurate ||
|| here. ||
|| ||
|| The group looks down at Ben's body, horrified. Unsure what to do, they ||
|| all exchange glances, before Kenny bolts off and climbs down the ladder ||
|| to go and get Ben. You get a dialogue option. Say what you like. ||
|| ||
|| Lee runs off after Kenny and joins him in the alleyway. Ben is ||
|| underneath a load of rubble, and contradicts himself by repeatedly ||
|| saying "Ow!" and "I'm okay!". You get to say something to Ben, but none ||
|| of the options make a difference. ||
|| ||
|| Kenny shifts the rubble from Ben, but after removing what he can, his ||
|| expression changes. Ben is impaled upon a metal cylinder from the ||
|| balcony. It is going straight through the left side of his chest, ||
|| pinning him to the ground. Kenny tries to pull Ben off of the pipe, but ||
|| this causes Ben to howl in pain, which would attract the walkers. Ben ||
|| also tries (and fails) to remove himself from the pipe. You get a ||
|| dialogue option, but what you choose doesn't matter. ||
|| ||
|| Walkers start to come from both ends of the alley. Ben sees them, and ||
|| his bottom lip starts to tremble. Back in Episode 3, he confirmed that ||
|| his worst fear was to be eaten alive by those things. He turns to Kenny ||
|| and begs him not to let the Walkers get to him. Kenny checks his gun, ||
|| but there is only one bullet left. If you saved your bullets back at the ||
|| manor earlier, you get to give them to Kenny. He looks at Ben, and then ||
|| back at the walkers. The only escape is up the ladder. Quietly, Kenny ||
|| tells Lee to get out of the alleyway and back onto the roof. Lee tries ||
|| to argue and you get a dialogue option about whether to stay or go. ||
|| ||
|| No matter what you say, Kenny pushes Lee behind the gate that leads to ||
|| the ladder. He then locks the gate so that Lee can't get back to him - ||
|| which also means that Kenny and Ben can't get back to the rooftop. You ||
|| get a few more dialogue options, but nothing you say matters. ||
|| ||
|| The next conversation with Kenny will be different depending on what ||
|| dialogue options you chose, but the outcome will always be the same. ||
|| The walkers now reach Kenny. Helplessly and hopelessly, all you can do ||
|| is watch as Kenny struggles against the walkers. Ben shouts at Kenny to ||
|| help him, but his words are interrupted by a gunshot as Kenny uses a ||
|| precious bullet to put Ben out of his misery. Kenny disappears as the ||
|| walkers begin to flood the alleyway. All we can hear is the sound of ||
|| walkers chewing on flesh. ||
|| ||
|| Back up on the rooftop, Christa wants to know what happened. ||
|| ||
|| ------------------------------------------- ||
|| | TIMED DIALOGUE OPTION | Asked by: CHRISTA | ||
|| |------------------------------------------------------- ||
|| | "What happened?!" | ||
|| |-------------------------------------------------------| ||
|| | YOUR ANSWER | OUTCOME | ||
|| |-------------------------|-----------------------------| ||
|| | They're gone. | * THEY WILL REMEMBER THAT * | ||
|| |-------------------------|-----------------------------| ||
|| | I couldn't do anything. | * THEY WILL REMEMBER THAT * | ||
|| |-------------------------|-----------------------------| ||
|| | I tried to help. | * THEY WILL REMEMBER THAT * | ||
|| |-------------------------|-----------------------------| ||
|| | ... | Unimportant response. | ||
|| ------------------------------------------------------- ||
|| ||
|| You get two more dialogue options - say what you like. ||
|| ||
|| ------------------------------------------- ||
|| | TIMED DIALOGUE OPTION | Asked by: CHRISTA | ||
|| |-------------------------------------------------------- ||
|| | "I'm sorry, Lee." | ||
|| |--------------------------------------------------------| ||
|| | YOUR ANSWER | OUTCOME | ||
|| |--------------------------|-----------------------------| ||
|| | He wasn't a bad guy. | * THEY WILL REMEMBER THAT * | ||
|| | -------------------------|-----------------------------| ||
|| | Well, maybe he got away. | Unimportant response. | ||
|| |--------------------------|-----------------------------| ||
|| | He did what he had to. | Unimportant response. | ||
|| |--------------------------|-----------------------------| ||
|| | ... | Unimportant response. | ||
|| -------------------------------------------------------- ||
|| ||
|| With a smaller group, Lee, Christa and Omid carry on across the rooftops,||
|| the sole survivors. Christa asks Lee if he wants to talk - say whatever ||
|| you like. ||
|| ||
|| Now that Kenny's gone, that gives you less choice for a potential ||
|| guardian for Clementine. You get to choose again now. ||
|| ||
|| ------------------------------------------- ||
|| | TIMED DIALOGUE OPTION | Asked by: CHRISTA | ||
|| |-----------------------------------------------------------------------|||
|| | "Omid and I have to stay safe. For her." |||
|| |-----------------------------------------------------------------------|||
|| | YOUR ANSWER | OUTCOME |||
|| |-----------------------------------|-----------------------------------|||
|| | You guys would be great for her. | * CHRISTA WILL REMEMBER THAT * |||
|| | | Leads to the next dialogue option |||
|| |-----------------------------------|-----------------------------------|||
|| | Yeah, you do. | * CHRISTA WILL REMEMBER THAT * |||
|| |-----------------------------------|-----------------------------------|||
|| | Find her a family that's capable. | * CHRISTA WILL REMEMBER THAT * |||
|| |-----------------------------------|-----------------------------------|||
|| | ... | Unimportant response. |||
|| | -----------------------------------------------------------------------||
|| ||
|| If you specifically told Christa that you want her to be Clementine's ||
|| guardian, you get a second dialogue option - say what you like. ||
|| ||
|| The three of you reach a makeshift plank bridge that leads to the next ||
|| rooftop. There are plenty of walkers in the streets below. Bearing in ||
|| mind what just happened with Ben/Kenny, this bridge looks like a risky ||
|| option. But it's your ONLY option. ||
|| ||
|| Press forward to make Lee cross the bridge. He gets to the other side ||
|| safely. On this next rooftop, there is a hole in the floor that shows ||
|| that even this building is full of walkers. Is anywhere safe? Omid gives ||
|| you a dialogue option, but you can say whatever you like to it. ||
|| ||
|| NOW SKIP AHEAD TO CHAPTER 5. ||
==============================================================================
==============================================================================
|| IF BEN DIED IN EPISODE 4 ||
|| ||
|| Lee, Kenny, Christa and Omid reach a makeshift plank bridge that leads to||
|| the next rooftop. There are plenty of walkers in the streets below. ||
|| This bridge looks like a risky option. But it's your ONLY option. ||
|| ||
|| Press forward to make Lee cross the bridge. He gets to the other side ||
|| safely. On this next rooftop, there is a hole in the floor that shows ||
|| that even this building is full of walkers. Is anywhere safe? Omid gives ||
|| you a dialogue option, but you can say whatever you like to it. ||
|| ||
|| The hole appears empty, but you can hear the amount of zombies in the ||
|| building. Kenny comes over and pats Lee on the back - but this causes ||
|| Lee to jerk forward and drop the walkie talkie into the hole! Kenny ||
|| apologises, looking horrified. Say whatever you like to him, it won't ||
|| make a difference. ||
|| ||
|| The group agrees that we need to get that walkie talkie back. Rashly, ||
|| Christa jumps straight into the hole and grabs the walkie talkie. Only ||
|| thing is, she's not quite tall enough to grab anyone's hand, so she ||
|| can't get out! ||
|| ||
|| You regain control of Lee. Walk over to the right and pick up the POLE ||
|| from the ground. Lee will now hold it out to Christa and she grabs on. ||
|| Continuously tap A to pull her up. However, the pole falls out of Lee's ||
|| grasp, and clatters to the ground with Christa - VERY noisily. Groans ||
|| arise from the back of the room... There are walkers in there with ||
|| Christa! ||
|| ||
|| Despite their best attempts, the group fails to help Christa up. Kenny ||
|| pauses, and with a determined expression, he jumps into the hole and ||
|| gives Christa a leg-up. Lee and Omid pull her to safety, but that leaves ||
|| Kenny in the shit. We see him disappear into the darkness, choosing his ||
|| shots carefully. You get two dialogue options that allow you to shout ||
|| out to Kenny - nothing you say matters though. Kenny tells you to go ||
|| on ahead, before his words become muffled. There are some fleshy sounds ||
|| and then... silence. ||
|| ||
|| --------------------------------- ||
|| | TIMED QUESTION | Asked by: OMID | ||
|| |--------------------------------------------- ||
|| | "Where'd he go?" | ||
|| |---------------------------------------------| ||
|| | YOUR RESPONSE | OUTCOME | ||
|| |---------------|-----------------------------| ||
|| | Maybe he ran. | * THEY WILL REMEMBER THAT * | ||
|| |---------------|-----------------------------| ||
|| | I don't know. | * THEY WILL REMEMBER THAT * | ||
|| |---------------|-----------------------------| ||
|| | He's dead. | * THEY WILL REMEMBER THAT * | ||
|| |---------------|-----------------------------| ||
|| | ... | Unimportant response. | ||
|| --------------------------------------------- ||
|| ||
|| Four become three, and Lee walks away from the hole in the ground, ||
|| Omid and Christa right behind him. They continue onwards, and there's ||
|| a bit of dialogue. You'll get to say something about Kenny, but the only ||
|| answer that makes a difference is "Kenny was my friend". Conversation ||
|| turns to Clementine again. ||
|| ||
|| ------------------------------------------- ||
|| | TIMED DIALOGUE OPTION | Asked by: CHRISTA | ||
|| |-----------------------------------------------------------------------|||
|| | "Omid and I have to stay safe. For her." |||
|| |-----------------------------------------------------------------------|||
|| | YOUR ANSWER | OUTCOME |||
|| |-----------------------------------|-----------------------------------|||
|| | You guys would be great for her. | * CHRISTA WILL REMEMBER THAT * |||
|| | | Leads to the next dialogue option |||
|| |-----------------------------------|-----------------------------------|||
|| | Yeah, you do. | * CHRISTA WILL REMEMBER THAT * |||
|| |-----------------------------------|-----------------------------------|||
|| | Find her a family that's capable. | * CHRISTA WILL REMEMBER THAT * |||
|| |-----------------------------------|-----------------------------------|||
|| | ... | Unimportant response. |||
|| | -----------------------------------------------------------------------
----------------------------------------------------------------------
----------------------------------------------------------------------
| CHAPTER 5 |
| GOING ALONE & THE GAUNTLET | (WD7.5)
----------------------------------------------------------------------
----------------------------------------------------------------------
On the next rooftop, Lee sees something that makes things even more serious:
the Marsh House Hotel is just around the corner. But how do they get there?
There is a very thin, very old and rusty metal sign leading to the next
rooftop. The question is, who goes across first?
-----------------------
| TIMED DIALOGUE OPTION |
|---------------------------------------------------------------------------
| YOUR ANSWER | OUTCOME |
|---------------------------------|-----------------------------------------|
| I'll go first. | Lee will be the first to cross the |
| | sign. |
|---------------------------------|-----------------------------------------|
| You two go first. | Omid, then Christa will be the first to |
| | cross the sign. |
|---------------------------------|-----------------------------------------|
| [Player lets the timer run out] | Omid, then Christa will be the first to |
| | cross the sign. |
---------------------------------------------------------------------------
==============================================================================
|| IF YOU MAKE LEE GO FIRST ||
|| ||
|| If you chose to make Lee go first, he drops down onto the sign. You must ||
|| make him sidle across to the other side. Move the left stick to make him ||
|| go as far as you can. ||
|| ||
|| On the other side, most of the sign falls off behind Lee! Quickly, move ||
|| your cursor over the remaining piece of metal and make Lee grab it. ||
|| ||
|| ||
|| ---------------------------------------- ||
|| | TIMED DIALOGUE OPTION | Asked by: OMID | ||
|| |---------------------------------------------------------------------- ||
|| | "What're you going to do?" | ||
|| |----------------------------------------------------------------------| ||
|| | YOUR ANSWER | OUTCOME | ||
|| |----------------------------|-----------------------------------------| ||
|| | Fuck it. I'm going for it. | Makes Lee go down the nearby drainpipe. | ||
|| |----------------------------|-----------------------------------------| ||
|| | Can you help me? | Makes you choose one of the remaining | ||
|| | | options. | ||
|| |----------------------------|-----------------------------------------| ||
|| | I'll figure something out. | Makes you choose one of the remaining | ||
|| | | options. | ||
|| |----------------------------|-----------------------------------------| ||
|| | ... | Makes Lee go down the nearby drainpipe. | ||
|| | | Skips the next dialogue option. | ||
|| ---------------------------------------------------------------------- ||
|| ||
|| ----------------------- ||
|| | TIMED DIALOGUE OPTION | ||
|| |------------------------------------------------------------------------||
|| | YOUR ANSWER | OUTCOME ||
|| |---------------------------------------|--------------------------------||
|| | Let's meet out of town! By the train! | * OMID AND CHRISTA WILL ||
|| | | REMEMBER THAT * ||
|| |---------------------------------------|--------------------------------||
|| | Find me when you get down! | * OMID AND CHRISTA WILL ||
|| | | REMEMBER THAT * ||
|| |---------------------------------------|--------------------------------||
|| | Find a boat! We'll meet north of town!| * OMID AND CHRISTA WILL ||
|| | | REMEMBER THAT * ||
|| |---------------------------------------|--------------------------------||
|| | ... | Unimportant response. ||
|| ------------------------------------------------------------------------ |
|| |
==============================================================================
==============================================================================
|| IF YOU MAKE CHRISTA AND OMID GO FIRST ||
|| ||
|| Omid goes across the sign first, and crosses it without any problems. ||
|| Christa goes after him, but as she nears the end, the sign breaks off and||
|| falls to the ground! Christa just about manages to clamber up. ||
|| ---------------------------------------- ||
|| | TIMED DIALOGUE OPTION | Asked by: OMID | ||
|| |---------------------------------------------------------------------- ||
|| | "What're you going to do?" | ||
|| |----------------------------------------------------------------------| ||
|| | YOUR ANSWER | OUTCOME | ||
|| |----------------------------|-----------------------------------------| ||
|| | Fuck it. I'm going for it. | Makes Lee go down the nearby drainpipe. | ||
|| |----------------------------|-----------------------------------------| ||
|| | Can you help me? | Makes you choose one of the remaining | ||
|| | | options. | ||
|| |----------------------------|-----------------------------------------| ||
|| | I'll figure something out. | Makes you choose one of the remaining | ||
|| | | options. | ||
|| |----------------------------|-----------------------------------------| ||
|| | ... | Makes Lee go down the nearby drainpipe. | ||
|| | | Skips the next dialogue option. | ||
|| ---------------------------------------------------------------------- ||
|| ||
|| ----------------------- ||
|| | TIMED DIALOGUE OPTION | ||
|| |------------------------------------------------------------------------||
|| | YOUR ANSWER | OUTCOME ||
|| |---------------------------------------|--------------------------------||
|| | Let's meet out of town! By the train! | * OMID AND CHRISTA WILL ||
|| | | REMEMBER THAT * ||
|| |---------------------------------------|--------------------------------||
|| | Find me when you get down! | * OMID AND CHRISTA WILL ||
|| | | REMEMBER THAT * ||
|| |---------------------------------------|--------------------------------||
|| | Find a boat! We'll meet north of town!| * OMID AND CHRISTA WILL ||
|| | | REMEMBER THAT * ||
|| |---------------------------------------|--------------------------------||
|| | ... | Unimportant response. ||
|| ------------------------------------------------------------------------ ||
|| ||
============================================================================
No matter what, you always have to make Lee go on ahead without Omid and
Christa. Looks like you're on your own now!
In the streets, Lee is not far from the Marsh House. The only problem is
the herd of walkers he has to go through to get there. He takes out his
butcher's knife, and picks up a nearby shard of glass if he has two arms,
and begins to plow through the walkers.
!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!! PANIC EVENT !!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!
1) Hover your cursor over the first walker and press the action button to
slice it in the head.
2) Press the action button on any one of the next group of walkers.
3) You'll come to another group of walkers - press the action button on any
of them to progress.
4) You'll come to yet another group of walkers - press the action button on
any of them to progress.
5) You'll approach a group of walkers, but one will loom out of nowhere and
attack Lee - press the action button on it quickly to slash it!
6) Press the action button on any of the approaching walkers.
7) Some walkers try to surround Lee as he moves forward - press the action
button on any on them.
8) Once again, press the action button on any of the walkers around you.
9) And again, press the action button on any of the walkers around you.
10) A walker in a red t-shirt approaches. Press action button on him, too to
slice his head in half.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!! PANIC EVENT OVER !!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
That wasn't a chore at all. Finally, Lee is at the Marsh House hotel.
BEFORE HE ENTERS, TAKE NOTE OF THE STATION WAGON PARKED OUTSIDE OF THE HOTEL!
Do you recognise it?
----------------------------------------------------------------------
----------------------------------------------------------------------
| CHAPTER 6 |
| THE STRANGER | (WD7.6)
----------------------------------------------------------------------
----------------------------------------------------------------------
Covered from head to toe in walker guts, Lee walks the suspiciously empty
hallways of the Marsh House. The only way you can go is forward. Make Lee
walk straight ahead until Lee stops outside a door. Before entering, make
Lee listen to what's going on behind the door by using the ear icon. You'll
hear footsteps... Someone is moving about behind the door, and it does NOT
sound like a walker. Open the door...
The room is seemingly empty, but something's not right. You get the chance
to search the room. The only thing you can do is look at the door, which
is attached to the nearby cupboard with a piece of rope. Suspicious.
As Lee examines the rope, he hears a noise behind him. He turns around to
see a man - a human being, not a walker - behind him, pointing a gun at Lee!
There is a pause as the two of them stare at each other. Then, the stranger
talks. Say anything you like in response to his first dialogue option.
The Stranger will ask you to put your things on the table nearby. Before you
can do anything, though, there's banging on the door behind you - and
Clementine shouts out! You get to say something to her, but no matter what
you choose, the Stranger points his gun to Lee's head and makes him stay
quiet. He directs you to empty your pockets again.
------------------------------------------------
| TIMED DIALOGUE OPTION | Asked by: THE STRANGER |
|--------------------------------------------------------------------
| "Your things... There." |
|--------------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|-------------------------------|------------------------------------|
| Here's everything. | Lee hands over his weapons. |
|-------------------------------|------------------------------------|
| I only have this radio. [Lie] | Leads to the next dialogue option. |
|-------------------------------|------------------------------------|
| I don't have anything. [Lie] | Leads to the next dialogue option. |
|-------------------------------|------------------------------------|
| ... | Leads to the next dialogue option. |
--------------------------------------------------------------------
------------------------------------------------
| TIMED DIALOGUE OPTION | Asked by: THE STRANGER |
|---------------------------------------------------------------------
| "I don't believe you." |
|---------------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|-------------|-------------------------------------------------------|
| Seriously. | The stranger refuses to search you, and Lee keeps his |
| | weapons. |
|-------------|-------------------------------------------------------|
| Fine. Here. | Lee hands over his weapons. |
---------------------------------------------------------------------
The Stranger instructs Lee to sit down. He and Lee sit opposite each other in
armchairs. The Stranger stops pointing his gun at Lee and starts to talk.
He asks if you know who he is.
No matter what you'll say, you'll learn that this man was the owner of the
station wagon you stole from at the end of Episode 2.
You'll get a lot - A LOT - of dialogue options now, depending on what you
did and didn't do throughout the course of the game. But not a single thing
you say to The Stranger will make a blind bit of difference, so say what you
like to ALL of the dialogue options. I'll give you a brief run-down of
what to expect, though.
Q1 - Question in regards to why you did or didn't steal from the Station
Wagon.
The Stranger goes on to explain what happened to him after you stole from the
Station Wagon.
Q2 - Have you ever hurt somebody you care about? (If you say "Yes", you must
tell him who you hurt. If you select "My Wife", then "In lots of ways",
you get to hear the true story of what happened to Lee and his wife.)
The Stranger continues that his son Adam went missing. He took his son on a
hunting trip against his wife's wishes. After he lost his son, The Stranger,
his wife and his daughter all went out looking for the child. They never found
him. When they returned to the car, all of their possessions had been taken.
Q3 - I could have earned her trust back if they hadn't made the situation so
desperate.
The family got hungrier and hungrier, until tempers snapped. The wife and
daughter eventually up and left out of anger towards The Stranger. A day
later, he found them in the road - they had turned into Walkers.
Q4 - Do I look like a monster to you?
You now get to answer some questions in regards to what you did and didn't
do in previous episodes. These can be any of the following:
* You didn't tell Clementine that you had murdered someone before the
apocalypse.
* You gave the gun to Irene at the Motor Inn in Episode 1.
* You agreed to go to the St. John's Dairy when asked to make a decision
in Episode 2.
* You left Lilly behind after she killed Carley/Doug in Episode 3.
* You let Ben drop to his death at the Bell Tower in Episode 4.
Q5 - How many times did Clementine almost die with you?
The Stranger loses his temper and points his gun at Lee. He then regains
control and lowers the gun. Lee asks how he knows all this information,
and as a simple answer, The Stranger puts a walkie talkie on the table.
Q6 - You're a monster. You're a murderer, and a thief, and I'm gonna hurt you
so bad.
The Stranger admits that when he first got hold of Clementine on the radio,
he was only going after those who stole from the station wagon. But when he
heard how you'd acted with Clementine, he decided to go after Lee instead.
He says that he can take care of Clementine well, before quizzing Lee, asking
him how old Clementine is. Lee tells him that Clementine is eight, which we
learned back in Episode 1. But The Stranger drops a bit of a bomb when he
tells Lee that Clementine's actually nine; her birthday was six days ago.
Q7 - I know how to be a dad, you know. She wouldn't be exposed to what she has
been with you.
Depending on how you react to Q7, you can get a variety of different responses
and dialogue from The Stranger - nothing you can say to him has any profound
effect on him, though. He shows sympathy if you tell him you're bitten, but
it ultimately changes nothing.
The Stranger starts to talk to the bag at his feet. If you look closely
enough, you'll notice his walker wife's head is in it.
Lee is about to say something, but the door at the back of the room slowly
opens. Clementine steps out of it, quiet as a mouse. She stands there, waiting
for a signal from Lee.
You can either make her grab the BOTTLE on the table, or the LAMP on the
same table, or the CLEAVER (if you chose to put your weapons down), or just
wait for time to run out, in which case she uses her hands. Hover over the
item you want to use and press A. Clementine picks up the weapon of choice,
and begins to sneak over to The Stranger. She attacks him!
!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!! PANIC EVENT !!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!
1) Hover your cursor over The Stranger's gun and click on it to make Lee
leap onto him!
2) A struggle ensues. Tap A repeatedly and then press the next indicated
button once.
3A) The Stranger runs for the gun - hover your cursor over him as he moves
and, when prompted, press A to shove him into the cupboard behind him.
IF YOU FAIL THIS, GO TO STEP 3B!
IF YOU SUCCEED, GO TO STEP 4!
3B) The Stranger shoots at Lee! It doesn't kill him though. Hover your cursor
over the Stranger as he walks towards you and press A to punch him.
4) Hover your cursor over The Stranger and press A to headbutt him.
IF YOU SUCCEED, GO TO STEP 5!
IF YOU FAIL, GO TO STEP 6B!
5) Repeatedly press A to strangle The Stranger.
IF YOU SUCCEED, GO TO STEP 6A!
IF YOU FAIL THIS, GO TO STEP 6B!
6A) The Stranger is dead, but he can still resurrect as a walker. Lee picks
up the gun. You get a choice - either shoot The Stranger to prevent him
from coming back, or just leave him to his fate, either by letting the
timer run out or by pressing B to back out of the decision.
6B) The Stranger pushes Lee to the ground - press A repeatedly to push him
away. Whether you succeed or not, you'll hear a gunshot and a bullet will
go through The Stranger's head - Lee looks up and sees Clementine with a
gun in her hand!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!! PANIC EVENT OVER !!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Lee and Clementine share a hug. Now is a time to examine Lee's face - isn't
he starting to go grey? (This is the same as how someone with white skin goes
pale when they're feeling faint.)
Of you cut off Lee's arm earlier, Clementine comments on this now. She also
says that you don't smell good. You get a dialogue option. Say what you like.
Lee takes one last look down at the corpse. You get one last chance to search
the room. There are only two things you can look at - The Stranger's corpse,
and the bag he left on the floor. When you're done, head to the exit and open
the door.
WHAM! A walker is right on the doorstep, just stood there, his face inches
away from Lee. However, for some reason he just ignores Lee and turns his
attention towards Clementine instead. Hover your cursor over the walker
and press A before it makes a break for it and attacks Clem!
Lee uses his final bullet to brain the walker. Afterwards, Clem tells Lee
that it must be all the walker guts on his body preventing the walkers from
smelling human flesh. This gives Lee an idea. He grabs the butcher knife...
Press A on the walker's stomach to make Lee cut into it. Then press A on it
again to make Lee take some of its innards. Finally, press A on Clementine
to make Lee smear the guts on her. She turns around so you can do her back.
Press A on her again to smear more guts on her. Then you have to do it once
more - just to be sure.
When he's finished, Lee gives Clementine back her cap. The pair, reunited,
exit the hotel together.
----------------------------------------------------------------------
----------------------------------------------------------------------
| CHAPTER 7 |
| STAY CLOSE TO ME & GOODBYE | (WD7.7)
----------------------------------------------------------------------
----------------------------------------------------------------------
Back in the streets, it's starting to get dark outside. With Clem by his
side, it's time for Lee to get her to safety.
Push forward on the left stick to make Lee and Clem move forward through the
herd. As you walk past walkers, they stop moving, as if trying to sniff out
your fresh flesh, but none of them will attack so don't worry. One of them
bumps into Lee as he's walking, but again, nothing happens.
Eventually you'll get a cutscene. Clementine stops in the middle of the
road, a look of pure misery on her face. Lee stops to see what she's looking
at. Two familiar-looking walkers are just a few feet away from them...
Clementine is glued to the spot, unable to look away from her undead parents.
You get a dialogue option, but say what you like - because at this point,
Lee loses consciousness and falls to the ground.
The next thing you hear is Clementine urging Lee to wake up. Luckily, Lee
regains consciousness, but he is not looking good AT ALL. He is a shadow of
his former self, and truthfully, it's quite sadenning to see him this way.
Clementine, looking terrified, tells Lee she saw her parents. Say whatever
you like to the dialogue option, as nothing you say here will have any
important effect on Clementine.
Clementine tells Lee that she locked the door behind them so that the walkers
couldn't get in. Unfortunately, that also means that Lee and Clementine
can't get out. They both run over to the shutter and try to open it. You must
tap A repeatedly - but they still cannot open the shutter.
Lee starts to cough and becomes weak again. A shadow goes over his face and
both you and he know that he's out of time. Lee turns to Clementine and
tells her that he's bitten. Clementine is in denial, but Lee convinces her
that it's true. Clementine starts to panic, and you get a dialogue option -
say whatever you want.
Clementine points out that there is an exit through the room at the back.
A walker is sat on a chair in that room, but at least there's a way out.
Lee tries to walk over to the door, but isn't strong enough to support his
own weight. He leans on the counter for support, and Clementine helps him
walk. Press forward on the left stick to make Lee move along the counter.
----------------------------------------------
| TIMED DIALOGUE OPTION | Asked by: CLEMENTINE |
|---------------------------------------------------------------------
| "I thought I was helping by bringing you in here." |
|---------------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|---------------------------------|-----------------------------------|
| You couldn't have known. | Unimportant response. |
|---------------------------------|-----------------------------------|
| You did. It's awful out there. | Unimportant response. |
|---------------------------------|-----------------------------------|
| Never let yourself get trapped. | * CLEMENTINE WILL REMEMBER THIS * |
|---------------------------------|-----------------------------------|
| ... | Unimportant response |
---------------------------------------------------------------------
Press forward on the stick again to make Lee move. He manages to get away
from the counter, but ends up falling against the wall opposite the door.
Clementine urges him to get up.
Press A repeatedly to make Lee attempt to get up. This attempt fails, and
Clem tells him to try again. Press A repeatedly and Lee tries to stand one
last time. He ends up slumping back against the wall.
Lee knows that this is it for him. He gives Clementine sonme advice, and you
get to pick what that is. Choose anything, none of it makes much difference.
Lee must now help Clementine escape from the room. We go into first person
view, and you need to find objects and select them to tell Clementine to use
them.
!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!! PANIC EVENT !!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!
1) Look to the left. Under the counter is a BASEBALL BAT. Tell Clementine to
grab it.
2) Now look over at the door opposite Lee and press A on it to ask Clementine
to smash the window with her BASEBALL BAT. She does so.
3) To the right of the door is a CHAIR. Click on it to make Clementine move
it over to the door. She is able to unlock the door from that height.
4) Click on the door to make Clem open it.
5) The walker on the chair is trapped. There are HANDCUFFS on the floor. Click
on them to make Clementine pick them up.
6) You have two choices now. You can either use the HANDCUFFS to cuff the
walker to the chair, or use them to cuff Lee to the radiator. Take your
pick. The only difference will be that you'll have to use a different
action for one of the steps down below.
Clementine will ask you whether she should take the guns or the keys
first. Say whatever you like. Clementine will try to take either one from
the Walker's pockets - but the Walker either frees itself, or manages to
sever its arm from the handcuffs so that it's free. It grabs Clementine's
foot - Clementine tries to crawl away, and eventually nearly knocks over the
statue next to the door.
7) Click on the statue next to the door. This makes Clementine take notice
of the danger - she crawls out of the way.
The statue falls off its pedestal and hits Lee on the head. With blurry
vision, he can just about make out Clementine and the walker having a
struggle.
8) The BASEBALL BAT is at Lee's feet. If Lee isn't handcuffed, then press A
on the BASEBALL BAT to make him slide it over to Clementine. If Lee IS
handcuffed, then press B on the BASEBALL BAT so he can kick it over to
Clementine.
Clementine picks up the BASEBALL BAT and succesfully clubs the walker to
death.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!! PANIC EVENT OVER !!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
----------------------------------------------
| TIMED DIALOGUE OPTION | Asked by: CLEMENTINE |
|----------------------------------------------------------------------------
| "I did it. I got him." |
|----------------------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|--------------------------------|-------------------------------------------|
| Great, Clem. | Unimportant response. |
|--------------------------------|-------------------------------------------|
| You can take care of yourself. | * CLEMENTINE WILL REMEMBER THIS * |
|--------------------------------|-------------------------------------------|
| Come here. | If you told Clementine to keep away from |
| | you earlier, she'll question this. But no |
| | matter what, she does it anyway. |
|--------------------------------|-------------------------------------------|
| ... | Unimportant response. |
----------------------------------------------------------------------------
Clementine takes the keys and the gun from the walker then approaches Lee. Say
whatever you like for the first dialogue option, it doesn't matter.
Now for the inevitable: Lee explains to Lee that if she doesn't want to see
him as a walker, she has to make a choice. THERE IS NO TURNING BACK AFTER
YOU'VE CHOSEN YOUR ANSWER.
----------------------------------------------
| TIMED DIALOGUE OPTION | Asked by: CLEMENTINE |
|-------------------------------------------------------------------------</pre><pre id="faqspan-3">
| "I don't know if I can." |
|-------------------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|-----------------------|-------------------------------------------------|
| You have to shoot me. | Clementine will shoot Lee before leaving. |
|-----------------------|-------------------------------------------------|
| Leave me. | Clementine will leave Lee - he will become a |
| | walker at some point in the future. |
|-----------------------|-------------------------------------------------|
| Let the timer run out | Clementine will make this decision herself based|
| | on what you taught her throughout the game. |
-------------------------------------------------------------------------
If you chose to leave Lee, you'll get the following dialogue option. If you
chose to shoot Lee, skip the following dialogue option.
-----------------------
| TIMED DIALOGUE OPTION |
|------------------------------------------------------------------
| YOUR ANSWER | OUTCOME |
|------------------------------|-----------------------------------|
| The noise. | Unimportant response. |
|------------------------------|-----------------------------------|
| Shooting people changes you. | * CLEMENTINE WILL REMEMBER THIS * |
|------------------------------|-----------------------------------|
| Save the bullet. | * CLEMENTINE WILL REMEMBER THIS * |
|------------------------------|-----------------------------------|
| ... | Unimportant response. |
------------------------------------------------------------------
Lee will either talk about the choice you made with the bitten girl at the
Motor Inn back in Episode 1, or about killing Lee's brother back in Episode
1.
You get to give Clementine some final pieces of advice - these choices may
affect the second series of the game, so choose wisely.
----------------------------------------------
| TIMED DIALOGUE OPTION | Asked by: CLEMENTINE |
|--------------------------------------------------------------------------
| "Okay, Lee. I can do it. I can." |
|--------------------------------------------------------------------------|
| YOUR ANSWER | OUTCOME |
|------------------------|-------------------------------------------------|
| Find a group. | * CLEMENTINE WILL REMEMBER THIS * |
|------------------------|-------------------------------------------------|
| Don't trust anybody. | * CLEMENTINE WILL REMEMBER THIS * |
|------------------------|-------------------------------------------------|
| Find Omid and Christa. | * CLEMENTINE WILL REMEMBER THIS * |
|------------------------|-------------------------------------------------|
| ... | Unimportant response, but Lee makes some funny |
| | zombie noises! Also, he skips the next dialogue |
| | option. |
--------------------------------------------------------------------------
-----------------------
| TIMED DIALOGUE OPTION |
|-------------------------------------------------------
| YOUR ANSWER | OUTCOME |
|------------------------|------------------------------|
| Always keep moving. | * CLEMENTINE WILL REMEMBER * |
|------------------------|------------------------------|
| Keep that hair short. | * CLEMENTINE WILL REMEMBER * |
|------------------------|------------------------------|
| Stay away from cities. | * CLEMENTINE WILL REMEMBER * |
|------------------------|------------------------------|
| ... | Unimportant response, but |
| | Lee makes some funny zombie |
| | noises! |
-------------------------------------------------------
You get to say one last thing to Clementine. Say anything you like, as
strangely enough Clementine won't remember Lee's last words.
==============================================================================
| IF YOU CHOSE TO SHOOT LEE |
| |
| Hesitantly, Clementine raises the gun. She lowers it again, unable to take |
| the pressure. After a while, she raises the gun again, with a tighter grip |
| on it. With tears streaming down her face, she waits a few seconds. And |
| then she pulls the trigger. |
| |
| We hear Lee's final breath before game ends. |
==============================================================================
==============================================================================
| IF YOU CHOSE TO LEAVE LEE |
| |
| Tears streaming down her face, Clementine places her hand in Lee's. She |
| stands up again, gun in hand, and the two stare at each other for a few |
| seconds. Clementine glances at the exit behind her, before turning back to |
| Lee and begging, "Don't go." Unable to talk anymore, Lee simply slides |
| back a little along the wall and stares at Clementine through weak eyes. |
| |
| Defeated, Clementine walks towards the exit. She looks back at Lee one |
| last time. His eyes close, his breathing heavy, before he slumps down |
| against the radiator beside him, dead. The screen blacks out. |
==============================================================================
Congratulations! Enjoy your bittersweet ending, and don't forget to watch the
credits - there is a special scene at the end that gives you a teaser for the
second series.
-----------------------------
-----------------------------
| WHY, THANK YOU VERY MUCH! | (WD8)
-----------------------------
-----------------------------
It was a long journey, but I finally finished this walkthrough.
I want to say thank you to all of you who emailed me with your thanks along
the way - especially those of you who didn't have a go at me for taking so
long to write this last walkthrough. Your support gave me that extra push
to get it finished. I hope the end result was worth it.