The Walking Dead A Telltale Series is a downloadable episodic game series from Telltale Games , inspired by the comic book series by Robert Kirkman. It is available as a downloadable title on Xbox Live Arcade, PlayStation Network, PC, Mac, and iPad, with the first episode having been released April 24th on select platforms. There are a total of five episodes scheduled for the series.
Walktrough. Spoilers Alert
Chapter 1: PROLOGUE
What to do:
Walktrough. Spoilers Alert
Chapter 1: PROLOGUE
What to do:
- Look at the mirror to talk to the cop.
- Check the body through the broken window.
- Turn right and kick out the window. Climb out.
- Approach the officer and take the keys on his waist. They will drop once, but you can pick them up and point at your cuffs to unlock them.
- Back away and, when you hit the car, look to the right to pick up a shell. Look to the left to pick up the shotgun. Pick up the shell once more. Aim for the head and fire as soon as you can.
Video Walktrough
Chapter 2: Clementine's House
What do to:
What do to:
- Walk up onto the back porch and select the back door. Open it.
- Pass the kitchen and activate the answering machine.
- Enter the kitchen and open the middle drawer to find the walkie talkie.
- Aim at the babysitter's head to kick her. Repeatedly pass the cursor over her and kick her when you find a target.
- When you get to the door, look behind you and pass the cursor over Clementine. Use the hammer to finish off the babysitter by targeting her head.
- Choose whether you want to leave during the day or night.
- If you choose the safety of the daylight:
- Approach the front gate and meet Shawn Greene and Chet.
- It is preferable to tell the truth, as lying here will earn you a lecture by Hershel Greene
- If you choose to be stealthy at night
- Approach the front gate and meet Shawn and the Sheriff's deputy.
- Talk to them and they will take you to Hershel's Farm.
- Select the car hood repeatedly to move it.
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Chapter 3: Hershel's Farm
- Converse with Hershel Greene.
- Converse with Clementine in the barn.
- In the morning, meet Kenny and Duck.
- Talk to Kenny at the truck to learn about his boat and plans.
- Talk to Clementine to learn about her background. Talk to Katjaa to learn about her and her family.
- Talk to Shawn by the fence to cut wood and learn about him.
Tough Decision 1 - Go to the barn and talk to Hershel. It's difficult not to lie to Hershel, but your honesty is noted by the game.
- Tough Decision 2
- At the fence, choose whether to save Duck or Shawn.
- Shawn dies anyway, regardless of your choice, but your choice will affect your relationship with Kenny.
- The best thing to do here is saving duck.
- Talk to Hershel and Kenny. Kenny will still offer a ride to Macon no matter what you say.
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Chapter 4: Everett Pharmacy
Tough Decision 3
Tough Decision 3
- In the standoff over Duck, you can further loyalties with Kenny or the new group.
- The walker in the bathroom will go for Clementine. Focus on her when you fall down and you can select her to save her.
- Talk to the new group.
- When you gain control, grab the Energy Bar behind Carley. There's another Energy Bar past Kenny's family, and another in the Shaving Needs section past Lilly and Larry as you walk around the room counter-clockwise. You can give one to Duck if you wish to build trust with Kenny.
- Talk to Lilly to find out about the fate of the pharmacy owners.
- Pick up the radio Carley is working on. Twiddle the dials. Flip the radio over.
- One battery is against the wall behind the greeting card rack.
- Another battery is on the floor. Return to Carley with the batteries. You can then reorient them in the radio to get it working.
- Enter the 'Employees Only' door.
- Move the wooden pallet and the desk blocking the office door.
- When Clementine cuts her finger, look for the first aid kit, a red box on a shelf to the right. You can bandage her finger by returning to her.
- Now you can examine a picture on the ground to have a conversation with Carley.
- Examine the television above the first aid kit, high above the shelf. You can find the remote in the drawer under Clementine. It won't work on the TV, but it will come in handy later.
- Glenn should call back when you exit the office.
- Head back inside and talk to Carley.
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Chapter 5: The Motel
- Lean to the left and pick up the pillow just on the other side of the wall.
- Look to the right and choose to run to the truck. At the truck, you can't get in the window, but you can use your pillow to muffle the gunshot given to the zombie leaning against the nearby car. You can activate the pillow icon just by highlighting the zombie.
- Open the car door and take the spark plug.
- Move the gear shift.
- Return to the truck. Use the spark plug on the window to get theicepick.
- Return to the motel sign where you started the area.
- Look over the wall and highlight the zombie and choose the icepick option.
- When you get near the zombie, pass the cursor over its head QUICKLY until it turns orange. Stab it.
- From the RV, you can peek around the side and activate the icepick on another zombie. As it comes at you, you will need to stab it TWICE by carefully passing the cursor over its face.
- Now you can use the icepick one final time on the trapped zombie by the fire axe. After its dead, take the fire axe.'
- Approach the zombies until the first one recognizes you. Let it come to you, aiming at its head. Swing when it gets extremely close and the cursor turns orange. Do the same for the second walker.
- Tough Decision 4
Make a tough decision: Decide whether the girl uses your gun or not. No matter what she will die, but depending on your decision you will anger Glenn or Carley.
Chapter 6: The Keys
- Once back at the pharmacy, talk to Doug to go outside.
- Note Lee's brother with the keys, to the far right, the brick on the ground, and the combination lock on the door. Look at each one.
- Try to use the remote on the televisions to the far left. After this, hand it to Doug and he will use the remote to turn on the TVs.
- First, knock off the lock with the fire axe.
- Push open the door and grab the brick.
- Run to Lee's brother. You'll have to hit him with the axe a few times to retrieve the keys.
- Use the keys on the door in the pharmacy office.
- It should be noted here that, that keys aren't neccesary for gaining enterance into the pharmacy,you can use your axe to break in
- Either way though an Alarm will go off by using the keys or by breaking in with the Ax.
Chapter 7: The EscapeKeep selecting the door to block it from the incoming zombies. You have to pay attention to the icon on the door to make sure you are blocking it with the right actions.
Tough Decision 5:
Tough Decision 5:
- After Clementine helps block the door, you'll have to choose between Doug and Carley. Choose the person you want to save.
- Hit the zombie attacking Clementine a few times.
- Run towards the door.
- Grab Kenny's hand.
The Waking Dead Episode 2 Starved For Help
Chapter 1: The Woods
Chapter 1: The Woods
- Click on the crouching zombie to kill it
- Talk to Mark, you can side with Kenny or not. You can also side with Larry, or not.
- You have the option of Stopping Mark from shooting the bird.
- Interrupt the students and aim at the leg to examine it.
- Tough Decision 1: Chopped David's Leg Off
- Try multiple things before aiming at the leg, then aim at the chain. Aim back at the victim's leg and chop it off. You will have to chop it four times.
Chapter 2: The Motor Inn
- Back at the motel, discuss the survivor with Kenny, Lilly and Larry.
- Talk to Clementine about her hat.
- Hand out the food. Give food to Clementine
- Carly/Doug will refuse food. You can also talk to her about the goings-on at the motel.
- Give a piece of food to Duck, Ben, Mark, or Larry.
- Choose to give the axe to Larry or not.
- Choose to give the axe to Mark or not.
- Talk to Kenny about leaving. You can try to convince him to stay. He will refuse food unless you give food to Duck. If you do, you will earn a ride with Kenny. (Larry will be angry if you do not give him food.)
- You can choose to eat the final piece of food.
- At this point the gym teacher who was saved in the woods turns into a walker,
- Save Katja by clicking her head. Click on the walker's head twice. Click on its chest when it is in the truck bed twice. Then click its head again and follow the button prompts to toss it off. Carly/Doug will shoot it.
- Two people show up outside the vicinty of the motor in. Dan and Andy need gas for their dairy farm.
- You can make a decision to either go to the farm, but there will be a vote amongst others at the motor inn and you will lose.
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Chapter 3: St. John Dairy
- Talk to Doug/Carly on the way to the farm.
- Talk to the dairy farmers. They will "feel out" your group -- if you want to tell them about it.
- Listen to the bandits.
- Meet Brenda. She will express an interest in Katjaa.
- Head for the swing and you can offer to fix it.
- Investigate the board and saw along the fence at the front of the house.
- Walk up on the deck and you can get a rope from a trunk. Saw the boards.
- Investigate the fence.
- Talk to Brenda at the front door.
- Talk to Andy by the generator and he will offer you some work.
- Push off the walker by activating it. Take out the arrow and it will fall off.
- Chop off the next walker you come to.
- Jump to the far side of the fence and the fence will activate.
- After Mark gets shot with an arrow, you will hide behind the tractor.
- Pull up the back end of the tractor and then examine the front.
- Pull the block of wood out from under the front tire of the tractor and then examine the front, you can then push the tractor forward.
- Move the walkers when you come to them. Activate the prompt on the second walker's head twice and then use the commands shown on screen to rip it in half.
- Talk to the survivors from the motel and the dairy farmers about the bandits.
- Approach Clementine at the swing. You can talk to her on the swing. You can give her hope.
- Walk around to the far side of the swing and talk to Kenny. You can side with Kenny.
- Talk to Lilly and Larry on the back porch.
- Go back to the front porch and talk to the dairy farmers.
- Bandit Camp
- Follow Dan to the bandit camp. Enter the camp.
- Examine the cardboard boxes
- Examine the ammo box near Dan to find a camera
- Look at the camera
- Examine the floor of the tent to find Clementine's hat.
- A woman with a crossbow will appear (Jolene. Talk to her or shoot her.
- Tough Choice 2: Don't Shoot Jolene
- Dan will kill her if you don't.
- St. John Dairy Farm
- Talk to Brenda.
- Talk to Lilly on the back porch.
- Enter the barn. Talk to Clementine and Andy. Give her the hat.
- Walk to the back of the barn; a locked door is protecting something "sharp" and making sounds according to Kenny.
- To distract Andy, head outside and open the tool box to get themultitool.
- Examine the generator. Open the panel on the bottom. Turn off the generator. Steal the generator belt.
- Enter the barn and use the multitool on the mystery door
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Chapter 4: Dinner
- Instead of washing your hands, head up the stairs. Open the closet door and examine the saline tank. The cord enters a secret room.
- Enter the room and examine the floor.
- Move the book shelf and open the door.
- Run down stairs.
- Stop Clementine.
- Tell the table what happened.
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Chapter 5: The Meat Lcoker
- Talk to everyone in the fridge.
- Larry will fall.
- Tough Decision 3: Don't Help Kill Lary
- You must make a decision to save or kill Larry. Even if you help him, Kenny will kill Larry.
- Talk to Clementine.
- Examine the air conditioning unit. Talk to Lilly.
- Examine Larry's body. Examine his left pocket. Take the coins.
- Remove two screws from the bottom of the AC unit.
- Send Clementine through.
- Chapter 6: The Escape
- In the slaughter room, take the hay hook off the shelf.
- or Take the Sickle off the shelf
- or Take the stun gun off the shower ledge.
- Leave the slaughter room. Dan and Andy are just outside the barn.
- Tough Decision 4: Didn't Kill the John Brothers
- Watch Dan set the trap. Open the door twice and grab the gun by aiming the crosshairs at it.
- You can choose to kill Dan or not. Clementine will remember your decision.
- Outside the barn Carly/Doug and one of the students will show up.
- Approach the house. Open the screen door.
- Approach the hostage and you can talk to her. Keep moving towards Brenda while talking to her.
- Back outside, Kenny will be shot by Andy. After Carly shoots Andy, struggle with him using the commands on screen. Struggle with Andy more by the fence. Lilly will shoot Dan if you did not help kill Larry. Punch him using the commands on screen. (In a Doug game, Doug will help you with a laser pointer an this scene will be different)
- Talk to Andy. Choose to kill him or go with the group. Walkers will eat him regardless of your decision. Lilly will stay at the dairy if you kill Andy.
- Chapter 7: Rescue
- Carly/Doug will give you the recorder from the camp.
- Talk to Kenny. You can side with him or Lilly.
- Talk to Clementine.
- Chapter 8: Abandoned Car
- Approach the car.
- Decide whether to take the food.
The Walking Dead A Long Road Ahead
Chapter One, Part 1: Ghost Town
Chapter One, Part 1: Ghost Town
- After Kenny breaks the ladder, go to the nearby jeep and select the winch
- Attach it to the trailer axel
- Return to the Jeep and activate the winch control.
- When the jeep stops against the trailer, climb up onto the hood.
- Reach up and take Kenny's hand.
- Chapter One, part 2: The Cost of Living
- Tough Decision 1: Kill the women?
- Shoot the woman to spare her suffering, or leave her alive as a distraction.
- Head into the Pharmacy once you've made your choice.
Chapter 2: Deja-Vu
- Depending on whether you shot the woman or not, you will have more time to collect supplies.
- Collect as many supplies from the pharmacy as you can before the meter expires.
- Jump over the counter before the zombies can break down the door.
- Successfully complete the QTE to escape the undead.
- Select the refrigerator to bar the door
- Select the zombified Pilot's head and attack it twice, then complete another QTE
- Exit the pharmacy.
Chapter 3: Mystery at The Motor Inn
- Back at the Inn, you can lie to Lilly about how much you recovered or not; she'll find out either way.
- Try to diffuse the argument between Lilly and Kenny.
- Head outside and talk to Kenny, Katjaa and Carley.
- Head back into Lilly's room and talk to her.
- You can agree to help or not, either way you'll end up playing detective.
- Take the broken flashlight from Lilly.
- Go back outside
- Let Duck help (or not).
- Go upstairs and talk to Carley
- Decide whether or not to tell the group about your past.
(You can still choose who to tell and who not to) - Talk to Clementine. She'll show you her leaf rubbings and deny breaking the flashlight.
- Choose whether or not to tell Kenny or Katjaa about your past.
(Doing so will improve your relationship with both characters) - Head towards the far end of the Motor Inn.
- Pass Ben on top of the RV, and question him about the broken flashlight.
- Choose to tell him about your crime or not.
(Doing so will improve your relationship with Ben) - At the other end of the Motor Inn, inspect the broken glass on the ground. It matches the flashlight.
- Follow the direction of the glass around the corner.
- Examine the 'X' on the wall.
- Return to Clementine and ask her about her chalk.
- Talk to Duck.
- Follow him towards the gate.
- Choose to high-five Duck or not.
(He'll consider you 'incredibly awesome' if you do) - Inspect the chalk scuff at the base of the dumpster.
- Use the gate to go outside.
- To the right, past the fence, is a small grate. Open it.
- Return to Lilly with your findings.
- When the bandits attack, Lilly will need to you create a distraction. Keep them talking by asking,
"Why are you doing this?" and
"What'll it take to reach a deal?" - Eliminate the remaining bandits with your rifle. Be especially careful of the ones who try and flank you. Deal with them first.
- Shoot the zombie attacking Katjaa, then join Carley to fend off the remaining zombies and escape the inn.
- Chapter 4 part 1: Argument on The Road
- Side with Lilly or attempt to calm her down.
- When you exit the RV, agree with Lilly or Carley
- Calm Ben down.
- Tough Decision: Leave Lilly Behind?
- Choose whether or not to leave Lilly behind.
- Re-enter the RV.
- Once back on the road, Katjaa will ask for a word.
- Talk to Katjaa and Kenny.
- Talk to Clementine.
- Part 2: The Train Wreck
- Once the RV is stopped at the railroad crossing, talk to Ben.
- Enter the boxcar and examine the makeshift camp.
- Take the Railroad Map from next to the mattress.
- Exit through the side door and examine the car coupling at to the right.
- Re-enter the boxcar and take the water bottle for Katjaa.
- Head to the front of the locomotive and inspect the cab door.
- Open the door and investigate the body in the chair.
- Ben will activate the train's breaking system.
- Talk to Kenny.
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Chapter 5: Another Survivor
- Investigate the clipboard on the side of the console.
- You need to make an etching on the page to reveal the startup sequence. Go back outside.
- Talk to Katjaa and give her the bottle of water.
- Talk to Celmentine about her art supplies.
- Go into the RV.
- Pick up the pencil from the center console by the driver's seat.
- Return to the train cab and make a rubbing of the startup sequence.
- Exit the cab and open the middle engine compartment. Take the spanner from the right door.
- Return to the car coupling at the back of the train and attempt to pry the coupling pin loose.
(Lee cannot do it until the heavy coating of rust is removed) - Go back to the cab and talk to Kenny.
- Activate the main console and refer to the starup sequence for the alignment of the switches.
- Exit the cab and open the engine compartment on the left.
- Turn the '9' switch left first, then right.to start the train.
- Talk to Kenny
- Enter the cab and activate the train throttle.
(The train won't move, but it will break the rust loose from the car coupling) - Return to the car coupling and pry it loose with the spanner.
- Re-enter the boxcar.
- Talk to the stranger.
- Exit the boxcar
- Talk to the group
- Go to the train and talk to Kenny to get everyone on board.
- Talk to Kenny and Katjaa
- Head into the train cab and use the throttle to start the train.
- Chapter 6, part 1: Stop The Train
- Talk to Chuck.
- Katjaa will call to you for help with Duck.
- Pick up the rag on the floor of the boxcar.
- Use it on Duck's face.
- Katjaa will ask you to have Kenny stop the train. Exit the boxcar through the door.
- Move to the train cab and open the door.
- Talk to Kenny and show him the bloodied rag
- Decision Fight Kenny?
- Get Kenny to stop the train.
(You can choose to fight him or talk him down) - Part 2: The Clearing
- Once the train stops, talk to Kenny and Katjaa
- Decide who should bear the responsibility.
(If you select anyone but yourself, Katjaa will carry Duck into the woods.) - Talk to Clementine
- A gunshot will sound. Head into the woods.
- Talk to Kenny
- Tough Decision: Who pulls the trigger?
Decide who should put the boy down.
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Chapter 7, part 1: Making Plans
- Talk to Clementine.
- Go to the front of the train and talk to Chuck,
- Enter the cab and talk to Kenny.
- Head back towards the boxcar and talk to Ben.
- Go through the boxcar door.
- Take the whiskey off the box to the right.
- Search Chuck's bag and take the scissors.
- Talk to Clementine.
- Tell her she needs to learn to protect herself.
- Adjust her aim (Up/Down, Left/Right)
- Talk Clementine into a haircut.
- Head back to the cab.
- Try and reach around Kenny to the map bin.
- Go to the front of the train and talk to Chuck.
- Offer him a drink.
- Go back in the cab and talk to Kenny.
- Offer him Chuck's booze.
- Take the map from the bin.
- Return to the boxcar and talk to Clementine.
- Part 2: We're a Team
- Once the train is stopped, talk to the two people on the overpass.
- Climb the ladder ahead of you.
- Talk to Christa and Omid
- Search the FRS truck to the left
- Take the roll of tape.
- Examine the trailer hitch.
- Go back down the ladder and talk to the group.
- Head towards the train station beyond the overpass.
(Clementine will follow) - Follow the platform to the right side of the station house.
- Talk to Clementine.
- Inspect the window above the door.
- Have Clementine check in the window.
- Once she unlocks it, open the door and enter the station house.
- Use the spanner from the train to prop the door open.
- Examine the barred door inside.
(It's locked) - Have Clementine go through the gap above the door.
- Back away from the attacking zombies towards the door.
- Pick up the spanner.
- Use the spanner to attack one of the zombies.
- Successfully complete the QTE to kill the second zombie.
- Talk to Clementine
- Take the keys.
- Unlock the gate.
- Aim the reticle and fire to kill the last zombie.
- Talk to Christa
- Take the blowtorch from behind the shelves.
- Talk to Clementine.
- Exit the station house.
- Part 3: The Horde
- Climb the ladder up to the overpass.
- Use the blowtorch on the trailer hitch.
- Use the tape to plug the leak in the hose.
- Use the blowtorch to cut through the hitch pin.
- Talk to Omid and have him use the blowtorch while you anchor him.
- Once the train is moving, kick the blowtorch over the ledge to light the fuel on fire.
- Jump off the opposite side of the overpass onto the roof of the train.
- Pull either Christa or Omid into the train first.
Chapter 8: The Next Stop, The Atlantic