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Telltale's The Walking Dead

Telltale's The Walking Dead

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Telltale's The Walking Dead is a story-driven adventure game where your choices have real consequences. You'll play as Lee Everett, a convicted felon trying to protect a young girl named Clementine in a world overrun by zombies. Moment-to-moment gameplay involves exploring environments, talking to other survivors, and making tough decisions under pressure, often with a ticking clock.

This guide will help you navigate the harrowing world and master survival. We'll cover critical choices, character development, and key plot points to help you witness the ultimate fate of Lee Everett. Expect detailed walkthroughs for each episode, focusing on how to achieve the best outcomes and understand the narrative's branching paths.

Part 1

Begin your journey through Telltale's The Walking Dead: Season Two. This guide covers the opening moments, character interactions, and initial choices in 'All That Remains'.

Alright, let's dive into Telltale's The Walking Dead: Season Two! This is Part 1, and it's called 'All That Remains'. Don't worry, I'll walk you through everything. The game will start by recapping Season 1, and you can import your save file from that season. If you don't have one, no biggie – the game will just make some random choices for you. Honestly, a lot of the big choices in this season don't change things drastically; they mostly just tweak dialogue.

I'll try to keep spoilers to a minimum, but sometimes talking about important choices is unavoidable. So, maybe don't read too far ahead if you're really trying to go in blind!

The Beginning: Old Friends

You'll start out at a rundown gas station with three familiar faces from Season 1: Christa, Omid, and our main character, Clementine. They'll be chatting about naming the baby. You'll have a few dialogue options:

  • Omid is a good name.
  • You two should decide.
  • What if it's a girl?
  • ... (This is usually a more neutral or dismissive option)

No matter what you pick here, Christa will remember it. After the chat, head into the bathroom as Clementine. Your goal is to check each stall. You'll use the standard WASD keys to move around, just like in the first season. Inside, you can mess with the sink, and then you'll spot a bottle near the farthest stall. Go to grab it, and BAM! An intruder shows up and snatches Clementine's gun. The dialogue that follows with the intruder doesn't really change anything, and you can't alter the outcome of this initial encounter.

16 Months Later

Fast forward about a year and a half. Christa and Clem are now camping out in some rainy woods. They'll talk about their destination, Wellington, and the coming winter. There's one conversation choice here that Christa will remember:

  • I miss Lee.
  • I wish Omid was here.
  • We need to get to Wellington.
  • ... (Another neutral option)

After this chat, Christa heads off to find firewood, leaving Clem to keep watch. This is where things start to get tense, so pay attention to what happens next!

Part 2

Follow our detailed guide for Part 2 of Telltale's The Walking Dead, covering all objectives, choices, items, and achievements from lighting the campfire to escaping the toolshed.

Walkthrough
  1. 1
    Part 2: Light the campfire using the Lighter found in the backpack. Use left-click and a directional prompt to relight the tinder. Inspect the charred wood to finish.
  2. 2
    Add a log to the low fire. Inspect the camp again; choose to burn the drawing or Lee's picture. (Ensure you click the flame icon on the camp, not the eye icon.)
  3. 3
    Hear arguing and approach the commotion to find Christa in an altercation. Choose to either distract the newcomers to save her or sneak away. This leads to a foot chase.
  4. 4
    The Scavenger: Evade capture by dashing from cover and following directional prompts to a spiky tree trunk. When the hunter is delayed by a walker, tear off a branch and stab him with it. Reach the riverbank. (If prompts are messed up, Clem will be dragged toward the campsite. Use this chance to throw rocks or kick the hunter's hand to restart the escape. The option depends on how far Clem got. Failing the dragging portion leads to death.)
  5. 5
    For the second half, perform a QE event (mash Q until E appears) to bite the attacker, then another when pulled from the log. Grab a tree as the guy drags Clem, prompting a walker to appear. Do 2 more QE events to break free, then two more to reach the riverbank. Toss the rock at whoever. (Failing the 1st riverside prompt fast-forwards to the walker appearance. Failing the walker QEs results in game overs.)
  6. 6
    Alone: Wake up among cattails. Follow the path, monkey up the broken stairway, and reach the trail. Find a stray dog and "Reply" to it in any fashion.
  7. 7
    Abandoned Camp: Sam leads Clementine to an old, trash-filled campsite. Search for food. Check the trash barrel near the path's entrance. Lootable places include the van box, box by the tent, cooler, and grill.
  8. 8
    Sam leads Clem to an emaciated walker strapped to a tree. Bludgeon it to death with a nearby branch (four swings). Sanitize the knife by wiping it on jeans.
  9. 9
    Finding Food: Stab the can thrice to eat beans. Sam bites Clem's forearm. Beat the dog off with fists or the knife/can, then kick the dog over the log when prompted. (Failing this leads to a game over.)
  10. 10
    Clem's punt skewers the dog onto tent poles. Choose to leave it to suffer or perform a mercy killing (this choice has minimal impact).
  11. 11
    After a scene in the woods, a QE scene occurs where Clem is saved by Luke and Pete and carried away from walkers.
  12. 12
    Of the next five conversations, the 2nd (about where Clem's group is) and 5th (about her bite) have lasting relevance.
  13. 13
    New Faces: Clem wakes up to Nick, Alvin, Rebecca, and Carlos. The four conversations don't affect much, but Clem can make an "appeal" to one survivor, resulting in a "______ remembered that." notification.
  14. 14
    Clem is locked in the toolshed for the night to see if her bite story holds up. Inspect the tackle box to get fishing line. Show a patchwork section of the wall.
  15. 15
    Prop up the fold-out table and stand on it to reach for the claw hammer. This breaks the shelf; recover the tool after moving the board aside. Use the hammer icon on the 2x4 for a QE event to kick the wood away, creating an escape hole. Exit into the r

Items: Lighter, Can of Beans, Knife, Fishing Line, Hammer

Achievements: River Runs Cold, Shelter, On the Path, Now What?

Part 3

Follow this guide to collect essential supplies like bandages, peroxide, and a needle in Telltale's The Walking Dead Part 3, and learn how to treat Clem's wound.

Walkthrough
  1. 1
    Get Supplies: Sneak into the house by ducking under the porch and surfacing through the pantry trapdoor (requires hammer to access the hole, knife to pry trapdoor).
  2. 2
    Collect Items (any order):
    • Needle: Upstairs bathroom, in the medicine cabinet. A scene with Rebecca will trigger, requiring Clem to hide.
  3. 3
    Bandages: Speak to Alvin through the porch window before the five-minute warning. He may also give a Juicebox.
  4. 4
    Peroxide: Obtain from Sarah in her upstairs bedroom after a conversation.
  5. 5
    Juicebox: May be given by Alvin with the bandages.
  6. 6
    Rags: Found within the house.
  7. 7
    Gold Watch: Found in a drawer in the upstairs room with the bandages. This is not required for progression but can be given to its owner later.
  8. 8
    Back in the Shed: Once all items are obtained, return to the trapdoor to end the chapter.
  9. 9
    Treat Wound: Use peroxide to disinfect the gash, then suture the wound by holding the mouse button and pressing in the given direction four times.
  10. 10
    Walker Attack: After bandaging, a lurker will attack.
    • Grab the hammer.
  11. 11
    When Clem is pulled down, grab the rake or brick, or do nothing.
  12. 12
    Inspect to perform a QE (Quick Event) attack.
  13. 13
    Grab the rake.
  14. 14
    Complete the next QE to impale the walker on an anchor.
  15. 15
    Hit the walker four times with the hammer to finish it.
Tips
  • The knife used to pry the pantry trapdoor will break.
  • Hiding in the linen closet or shower during the Rebecca scene is optional; Clem can also return to the kitchen.
  • Dialogue choices with Alvin and Sarah can affect how they remember the interaction, but do not prevent obtaining the items.
  • Eavesdropping at the kitchen door has no effect.
  • Failing the walker encounter (not inspecting, failing QE, letting it escape the anchor) results in a Game Over.
  • The Gold Watch can be given to its owner in a later chapter.

Achievement:

  • Sneaky: Awarded during the supply gathering.
  • Still. Not. Bitten.: Awarded after defeating the walker in the shed.

Part 4

Navigate Part 4 of Telltale's The Walking Dead with our comprehensive guide. Discover dialogue choices, item locations, and achievements for 'Later That Night' and 'The Killing Fields'.

Walkthrough
  1. 1
    1.10 - Later That Night
    • This chapter is a long dialogue chain. Many conversations have no lasting impact.
  2. 2
    Key choices include:
    • Accepting or refusing Nick's apology.
  3. 3
    Your response to Luke about killing Carver.
  4. 4
    Your response to Rebecca about her baby's father.
  5. 5
    The achievement 'Headed Out' is unlocked here.
  6. 6
    1.11 - The Killing Fields
    • Items: Binoculars, Lighter, Water Bottle
  7. 7
    Achievement: Split Decision
  8. 8
    Pete and Clem go to the brook. The relevant conversation involves Clem's response about Carver.
  9. 9
    After observing corpses, Pete asks Clem to check a dying man. You can choose to give him water or not.
  10. 10
    Lurkers attack. You must choose to save either Nick or Pete. This is the chapter's final major choice.
    • To save Nick: Perform two directional dodges to reach him.
  11. 11
    To save Pete: Grab the plank and bash the attacker.
  12. 12
    Doing nothing results in Clem being bitten.

Chapter Review (All That Remains):

  • Most players tried to save Christa.
  • Most players slew the injured dog.
  • Most players accepted Nick's apology.
  • Most players did not quench the dying man's thirst.
  • Players were split 50-50 on saving Pete and Nick.

02) A HOUSE DIVIDED

2.1 - Two of Us

  • This chapter begins differently based on whether Clem saved Nick or Pete in the previous chapter.
  • Nick Route:
    • After escaping, you hole up in a shack.
    • Dialogue choices include responses about Pete being bitten and whether to take a drink offered by Nick.
    • The escape sequence involves zombie dodging and depends on convincing Nick to stay or leave.
  • Pete Route:
    • You hole up in a cigarette truck.
    • Find cigarettes in a box.
    • Dialogue choices include looking out for Nick.
    • Escape the truck, evade zombies, and exit the clearing.

2.2 - The Intruder

  • Achievement: Intruder
  • Clem returns to the lodge and speaks with Carlos, who asks her to watch his daughter, Sarah.
  • Dialogue choices with Carlos include whether to go with him or if he can trust Clem.
  • Upstairs, Sarah is taking polaroids. Helping her is optional.
  • Dialogue choices with Sarah can lead to a firearms lesson.

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