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Part 8
Telltale's The Walking Dead

Part 8

Complete walkthrough for Part 8 of Telltale's The Walking Dead, covering dialogue choices, walker encounters, and key decisions affecting character relationships.

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Complete walkthrough for Part 8 of Telltale's The Walking Dead, covering dialogue choices, walker encounters, and key decisions affecting character relationships.

Walkthrough
  1. 1
    Downstairs, you'll have a compulsory chat.
  2. 2
    Clem is tasked with delivering nails.
  3. 3
    Mike and Kenny argue; before it escalates, walkers breach the store.
  4. 4
    Fight the walker with the 2x4 (optional), then hold "A" to escape through the shelf.
  5. 5
    Use a Quick Event (QE) to free yourself.
  6. 6
    Grab an object for the second attacker.
  7. 7
    In the garage, repeat the objective and perform its QE event. Troy will save Clem.
  8. 8
    Trek to the hardware depot for scenes with Luke. Make dialogue choices.
  9. 9
    Before visiting Carver, offer a pretense for tardiness. Make dialogue choices.
  10. 10
    3.6 - EXPANSION: See Bill in the manager's office. Make dialogue choices with Carver.
  11. 11
    Back in the yard, concoct a plan. Make dialogue choices with Kenny.
  12. 12
    3.7 - BREAKING AND ENTERING: Clem must perform a B&E in the compound.
  13. 13
    Grab the winch's rope when prompted.
  14. 14
    Grab the caged access ladder.
  15. 15
    On the roof, visit the skylight behind the greenhouse (not near the main door).
  16. 16
    Climb in and find the radios on the main floor.
  17. 17
    Sidle down the pallet stack and creep close to the radios.
  18. 18
    Swipe the radios from the charging dock during Tavia's chat (or let her finish talking to Hank).
  19. 19
    Clem automatically returns to the others. Vince may appear en route.
  20. 20
    Back in the yard, Clem gets a pat on the back from Jane.
  21. 21
    3.8 - BORN TO RUN: Decide who delivers goods to Luke. Clem will be the radio-carrier.
  22. 22
    Bonnie pulls Clem aside to discuss the plan. Make dialogue choices.
  23. 23
    Clem gets a 15-minute window to wander alone.
  24. 24
    3.9 - FAILURE TO COMMUNICATE: Search the comic store for Luke (it's a bust).
  25. 25
    Return to the yard for discipline.
  26. 26
    3.10 - BLIND EYE: Decide whether to confess to stealing the radio.
  27. 27
    Attempt to help Kenny when Carver intervenes.
  28. 28
    Engage in conversations with everyone that night; focus on conversations #3 and #4.
Tips
  • The 2x4 walker fight is unnecessary.
  • Dialogue choices with Bonnie, Luke, Troy, Carver, Kenny, and Jane will be remembered.
  • The stealth section to get the radios can be done without being caught by Tavia.
  • The choice to confess about the radio doesn't change the outcome.
  • Achievement: One Long Day (3.6)
  • Achievement: Always the Quiet Ones (3.7)
  • Achievement: Not in Nottingham (3.10)

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