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Part 3
Telltale's The Walking Dead

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.

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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.

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