The Walking Dead: Season Two [Guide]

The Walking Dead: Episode 1 - A New Day
Dec
19
2013

Season Two of The Walking Dead stars Clementine as she continues to try her
best at surviving a world filled with the zombies. Can Clementine survive the
zombies and the malicious people?

Need help with the prologue? Check out our guide:

The Walking Dead: 400 Days [Guide]

The Walking Dead: Season Two
Written by Dalton “HorrorSpooky” Cooper and Trade
Copyright 2013 – 2014

The *ONLY* sites that have permission to use this guide are CheatMasters.com and GameFAQs.com. IF YOU SEE THIS GUIDE ON ANY OTHER SITE, PLEASE INFORM ME, AS IT DOES NOT HAVE PERMISSION TO BE THERE!!!

Contact Information
E-mail: horror_spooky@hotmail.com

Legal Information
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This may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright.

All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.

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=TABLE OF CONTENTS=
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1. Introduction and Controls
Episode 1: All that Remains
Episode 2: A House Divided
Episode 3: In Harm’s Way
Episode 4: Amid the Ruins
Episode 5: No Going Back

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1. Introduction and Controls
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This guide for The Walking Dead: Season Two will be in a unique format because we will keep all the episodes under this one document. As each new episode is released, we will post the guide for that episode and continue to update the guide over time.

This format is the same as the one we are using for The Wolf Among Us guide. In the future, Telltale is planning to release games in the same style based on both Game of Thrones and the Borderlands franchise.

All of these episodic adventure games from Telltale play similarly. Players point and click around the environment to examine objects, areas, and talk with characters. QTEs pop up every now and then that will require your input to complete successfully.

Telltale games have some branching paths. However, the end results are almost always the same. What this means is that while you may make a choice or do something that doesn’t appear in the guide (or if I mention having done something in the guide that you didn’t do), don’t worry about it. All the important stuff will be covered and this guide is designed for you to complete the second season of The Walking Dead to its fullest and unlock every achievement and secret possible.

Also keep in mind that the story in Season Two may already be somewhat different based on the choices that you made in the first season of the game.

If you are interested in Telltale’s The Wolf Among Us and want to complete it to its fullest, you can find the guide (in progress) here:

The Wolf Among Us [Guide]

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EPISODE 1: ALL THAT REMAINS
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Before starting the game for the first time, it will check to see if you have a save from the first season. If you do, it will ask if you want to transfer that save. Any decisions made in any episodes that you’ve completed will carry over. Any uncompleted episodes will have their decisions randomized.

If you are, for some reason, wanting to play this game WITHOUT playing the first season…DON’T DO THAT. Just go play the first season first. It’s fun and cheap. Go on now! Scadaddle!

And if you’re ready to play Season Two…here we go.

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PART ONE
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Talk with Omid and Christa outside of the truck stop. They will go into the men’s restroom for some, uh…recreational activities. Go inside the woman’s restroom and check all the stalls for zombies. Then check the sink for running water. Grab the water bottle out of Clementine’s backpack when you found out that there is none.

Clementime will drop the water bottle and it will roll under the stall furthest from the door. Go to this stall now. An intruder will come in and find you. Deal with her any way you wish…

—>16 MONTHS LATER<—

Man, time flies in a zombie apocalypse, doesn’t it? Anyway, the goal now is to make the fire stronger. Dig around in your backpack. You’ll find a couple of pictures and then the lighter at the bottom. Use the lighter to burn the scrap of paper Clementine is holding. To do this, hold A and then tilt the left stick to the paper to light it on fire.

This isn’t enough, so go around the campsite and look around for more flammable things. There is a log on the opposite side of the fire, and other junk lying around the site that isn’t flammable. Go to the fire and choose to either burn Duck’s drawing of his family, the picture of Lee, or the log.

In typical Walking Dead fashion, things go south real quick. Choose to either sneak away from the people or distract them. They will pursue Clementine through the trees, so complete the QTEs to survive. This will require you to mash on the A button and push the left stick in various directions to dodge zombies and other things that are hazardous to Clementine’s health.

Whenever you see a red marker on the screen, move the cursor to it and pull RT. Other than that, there’s not much else to the QTEs at this section. At the end of the first part of the game, you’ll have to throw a rock at the group of zombies that are coming after you. Just pick any of the zombies and toss it.

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PART TWO
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The second part of the game takes place on a shoreline and then in the woods. On the shoreline, just walk all the way to the end. You can check out the canoe sticking out of the water for a grisly site. Push the right stick up to make the camera shift up to see a broken piece of what used to be stairs sticking out of the cliff. Climb up there.

At the mouth of the woods, there’s not much to see. There’s a dead zombie (redundant?) with a sign sticking out of its head to the right. Deeper into the woods, you’ll find a new companion.

Clementine will follow the dog to another campsite. It is abandoned. The goal now is to find some food. Because remember, Clementine’s last attempt at dinner was pretty rudely interrupted…

You can play with the dog using the flying disk that is lying on the ground. You can check the van to find a picture of the dog’s family. What you’re really interested in at this point, however, is the walker that is tied to a nearby tree.

Go to the zombie there and you’ll see that it has a knife stuck in its arm. Examine the zombie, then move the right stick down as far as it goes so the cursor drags down the camera. Lying on the ground there is a large piece of wood. Pick it up and use it to bash in the zombie’s brains.

Grab the pocket knife now. Go the nearby trash barrel. Dig around inside of it to find a can of beans. The can of beans will have three different points on it that Clementine needs to stab into in order to get the can open. Stab into each of the three points and you’ll successfully pry open the can of beans.

Start eating and then fight off the assailant. I won’t say who the assailant is because of spoiler reasons. When that’s done with, Clementine will later wake up in the woods, but she’ll be too tired to really get away from the zombies.

Just push the left stick forward. Holding RT won’t make Clementine run faster as it usually does due to her weakened state. Mash on the A button when prompted.

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PART THREE
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Go through the conversation options and Clementine will be taken to the cabin to be looked at by the other people in Luke and Peter’s group. They decide to lock her in a shed, so now your goal is to get out of the shed and steal the medical supplies necessary to patch yourself up.

The first thing that you need to do is get a hammer. The hammer is located on a shelf above Clementine. Pull out the table on the wall and climb on top of it. Grab the hammer from the shelf, but it will all fall down. Pick up the shelf off the ground to grab the hammer underneath of it.

In the corner of this shed, next to the anchor, is a tacklebox. Open it up to get some fishing line. Then use the hammer to rip the board out of the wall. Kick out the piece of wood that remains over the hole and crawl out. Ignore the zombie in the distance and head to the house.

Go around the side of the house until you find the piece of wood that is plugging up a hole on the porch. Rip it off using the hammer and crawl underneath the porch until you reach the trapdoor. Use the knife to jiggle the door open and climb out into the den.

You can listen to the adults talk about you if you push open the kitchen door a tad, but don’t linger there long or you’ll be spotted. Go up the stairs and head into the bathroom. Go to the mirror and inside the medicine cabinet you will find a needle. Someone starts coming up the stairs, so hop into the shower to avoid detection.

When they leave, go to the bedroom that is directly across the hall from the bathroom. Speak with the girl in here and she will get you hydrogen peroxide. Leave her room when ready and then go to the bedroom that is done the hall from here. Check the desk for rags. Grab them and then head back to the shed the way you came.

Back inside the shed, get to work on fixing up Clementine’s wound. First use the peroxide to disinfect the wound. Then apply the stitches using the needle and fishing line. To stitch Clementine’s wound, hold in the A button and move the left stick to the right. Keep doing this until the wound is completely stitched up.

Next grab the bandanges and try to wrap Clementine’s arm. The bandages will fall to the ground. Try to pick them up and SURPRISE! a zombie will grab at Clem. Try to grab the hammer off the table to use it on the zombie, and Clem will fall to the ground. Grab whatever you can off the ground to hit the zombie back and complete the QTEs as they pop up on the screen. They will mainly consist of mashing on the A button and then hitting whatever button pops up after you complete the mashing portion.

The zombie will be knocked into the anchor. Pick up the hammer at this point and use it to beat in the zombie’s brains. The adults of the cabin will find you, so talk to them.

Continue to speak with them inside the cabin.

The next morning, go with Peter and Nick to the river. Talk with them how you wish. Then when you near the river, a grisly site will be there to behold. There are dead bodies everywhere.

Check the closest one for a headshot wound. When that is confirmed, look over the river to the body that is slumped over there. Examine it from afar to point it out to Peter and Nick. Then go help Peter search the rest of the bodies.

Go to the end of the bank and you’ll find Clem’s backpack and someone that isn’t a zombie. Question him, and then either give him the water or refuse to give him water.

Zombies will start to come down on Peter and Nick, and you have to make a decision as to who to go after and try to save. There will be more zombie- dodging QTEs to go along with this, so be ready!

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Episode 2: A House Divided
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PART 1
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Clementine and whoever you saved at the end of the last episode will be in a shed. Right off the bat, there is a button mashing QTE followed by a single button press in order to keep the door shut and the zombies outside. You can make a choice about how to handle the door situation.

When the choice is made, you are free to converse with Nick or Pete and then examine the shed. There’s not much in the shed except some homemade whiskey on the far shelf. Just look at everything, and then there will be another scene followed shortly by Clementine’s escape from the shed.

To open the doors, a new type of QTE will pop up. You’ll see two brackets close in on each other, with the hand symbol in between them. This means that you need to hold in whatever face button they are closing in on, and the hand is “A” for Xbox 360, highlighted green.

Hold A and then move the left stick in the direction of the arrow that pops up to open the door. Then you have a couple more QTEs to push and avoid the zombies that are shuffling around in the woods.

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PART 2
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Back at the cabin, you can interact with the people like you normally do. Then you can interact with Sarah however you want as well. Eventually an “intruder” named George is going to come a knockin’…

Again, it is pretty much up to you how you want to deal with George. You can open up to him or don’t tell him much of anything. When he leaves, the others will come back. Talk to them about the situation, and then you all will be heading out to the next area together.

Clementine will be in control of some binoculars. Use them to spot the various landmarks over the horizon. You need to point out the chairlift, the lodge, the bridge, and the small house by the bridge. Choose the “look” button (hint: press Y on Xbox 360) to accomplish this.

Chat with folks. When you get to the bridge section, there will be more combat to deal with, and you need to be QUICK on the QTEs. After that, another stranger will approach.

When that’s over, it’s time to scavenge the house. Grab the survival knife off of the counter. Use the survival knife on the nearby chest to find the supplies inside. Talk to Alvin when he comes in.

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PART 3
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At the lodge, climb up to survey the situation. You can see some lights in the distance. Climb down and then you get a happy reunion! SPOILER WARNING for those that are, for some reason, trying to use this guide a bit prematurely…

Anyway, Clementine is now reunited with Kenny. There are a couple of big decisions regarding this…mainly at dinner later, but we’ll get to that in a bit.

First of all, the main goal here is to first talk to Walter and introduce yourself to him, and then decorate the tree. To decorate the tree, first talk to Sarita. Then go up the stairs to the top floor of the lodge. Speak with Rebecca, and then turn your attention to the cardboard box here.

There are three possible decorations. If you want to please Sarah, choose to put the angel on top of the tree. At dinner, you have to choose if you should sit by Kenny or Luke.

Later a situation arises where you find the identity of the man on the bridge. How you handle this situation is also a big choice in the game. You can try to tell the truth about what happened to Walter, which will make him actually save Nick’s life later, or you can choose to lie about it, which will cause Walter to let Nick die.

When you get to the wind turbine, use the lighter so you can see. Grab the keys from the right and use them to turn off the turbine. However, the walkers are everywhere at this point, so complete the combat sequences like you usually do.

When things calm down a bit, you’re going to wind up hiding with Rebecca on the second floor of the lodge while a hostage situation goes down. You can choose to turn yourself in immediately or go look for Kenny and Luke. If you choose the latter option, you will have to make some more choices that will decide the fate of more people.

Basically, when you get to the point where you can choose to either A, try to shoot the intruder yourself, B, let Kenny take the shot, or C, tell Kenny NOT to take the shot, you need to tell him NOT to if you want the maximum number of people to make it out alive. Otherwise you will lose two people during this sequence instead of just one.

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Episode 3: In Harm’s Way
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PART 1
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Clem is outside looking at a moth on a tree. Engage the moth. This will start a scene, and then just handle the situations that unfold however you wish.

The people in the back of the truck could be drastically different from game to game. It all depends on who you saved or didn’t save in the previous episodes. For more information on who those people could possibly be, you can refer to the “Choices” section at the bottom of the guide. I don’t mention it in the Table of Contents because I don’t want people clicking to it and getting spoilers accidentally, but you can scroll down to it on your own will.

Inside the truck, your relationship with Kenny is mainly what is put under the microscope. Choose to react to Kenny’s outburst in the manner that you see fit.

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PART 2
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Upon arriving at the camp, there are more conversation choices. Again, I don’t want to push you into going a certain route because this Clementine is supposed to be YOUR Clementine, and this guide is mainly here as a simple road map, not to make the choices for you. This story is to be experienced organically.

At any rate, once you have direct control of Clementine for the first time in the episode, you can walk around the camp. Reggie will get in trouble if you mess with crap, but you should at least examine everything there. Chat with people, go try to talk to the new guy Mike or examine the strange chick that is trying to sleep.

Eventually, another scene will play and it will be morning. After a pretty horrific event in the morning, Clem will be at her first job, with Bonnie. Interact with Bonnie however you wish. Be as nice or as mean to her as you want.

Afterwards, you have a fairly important choice. You can help Sarah with her half of the job or you can get to work on picking the berries that are for you to pick. Whatever choice you make will have an impact on the next scene.

Once that business is over, you are tasked with taking nails to Kenny and Mike. This will transition into the first action sequence of the episode. Remember to aim the cursor at the zombie and then pull RT to perform an action.

When Clementine goes behind the shelf, keep pulling the left stick to the left so that she doesn’t stop moving. Mash on the buttons that pop up when prompted. Start walking back and Clem will meet up with Luke. Chat with him for a bit and then you will be taken to Bill Carver’s office.

In Bill’s office, you can treat Bill however you like. Depending on actions taken in the previous episode, there might be some added grisly views for you to see in the office as well. Talk with Bill for a while, and then you will return to “beyond the wall”, in a manner of speaking.

During the conversation around the camp fire, you should go along with Luke’s plan as it will make the conversation move faster and you’re going to be doing the same thing regardless, which is retrieving a radio. Climb the rope when prompted, and be sure to aim the cursor at the ladder cage when you are told to grab onto something.

Once you get on the roof, there’s nothing to do at the first three icons. This is just the game’s way of tricking you into investigating stuff to try to make you get caught by the guard on the roof. Instead immediately head right, behind the greenhouse. You will find a skylight here that can be opened. Open it up and hop through.

Make your way to the walkie-talkies, but keep an eye on Tavia. Wait for her to wrap up her conversation and walk out of frame. Then hold the A button down and push the left stick up. This will cause Clem to grab two walkies and then leave automatically to go to sleep to prepare for the execution of the plan in the morning.

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PART 3
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In the morning, the plan goes to hell pretty fast like, as you will be separated from Kenny to go with Bonnie. You can either appeal to Bonnie or you can dismiss yourself to go back to Kenny, which really means go look for Luke.

Luke won’t be at the meeting spot. Back “beyond the wall”, there is a situation at hand. Watch it transpire, and then once it’s over, talk to everyone like you usually do. Clementine will be volunteered to go to Carver’s office and activate the PA system to draw the Walkers.

Inside Carver’s office, a couple of different things can happen. If you have kept Alan alive up to this point, then he will be involved in the scene. Otherwise, just go to the PA system. Flip it on. Then turn on the mic. Open the CD player and then grab the CD, which is located on the lower shelf. Place it inside.

In the stock room, you will have an opportunity to jump on Carver. To do this, just aim the cursor at him and press A, similarly to how you jumped into Mike’s arms earlier in the episode.

With Carver knocked down, the tide will be turned on him. You have a major choice here, to either stay and watch what Kenny does or leave with Sarita. Make your decision.

Outside, kill the walker that gets close to you and gut him. Rub the guts on your body as well as Sarah’s. Then start moving THROUGH the walkers. Since you are covered in guts, you will be completely invisible to them. Just keep pushing through and then some shocking events will go down, leaving you with one huge choice before the episode comes to a conclusion.

I’m not going to mention what that choice is because of spoiler reasons, but…godDAMN.

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EPISODE 4: AMID THE RUINS
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PART 1
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Right off the bat, the game bombards you with choices. No matter what you did at the end of the previous episode, by the way, Sarita bites the dust and you have to decide how to react to Kenny. There are numerous options at your disposal, including some pretty extreme choices. Kenny will react differently towards Clementine based on how you act in this situation.

Keep your hand ready for QTEs. You have to dodge some walkers as well as take them out with Clementine’s axe. Whenever you see a white blip on the screen, that is an indication of somewhere you need to be swinging the axe in order to survive. You will have to cut off Walker arms as well as hit them directly in their skull to survive this portion. The left analog stick is also used for dodging, and there is button mashing thrown in for good measure, of course.

While walking through the zombies, you can choose to have Clementine call out for help, or have her just continue walking forward and acting like a zombie.

A new gameplay mechanic is introduced at this part, in that you have to find a path through the Walkers, and you have to wait for them to give you this gap. You will have two opportunities to accomplish this. If you fail then it is game over.

Once you start moving through the walkers, there will be more talking until you directly control Clementine again. Don’t fall behind your group or you will get a game over. To move Clementine, just push the left stick forward. It doesn’t matter how hard or soft you push the stick this time, as Clementine will only move slowly.

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PART 2
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You’ll have a conversation in the woods with a couple of characters that you escape with. Act however you deem fit. Later you have the option of having another pretty heavy conversation.

Later you will be sent out to look for people and supplies with Jane. You will be able to chat with Jane a bit, but she mostly does all of the talking for this part. You can then choose to loot the “dead” Walkers that the two of you come across.

If you do this, the left back pocket has bullets. The right back pocket has some ID. And that’s it. However, you have to check every part of him before the game will let you continue.

Around the corner, depending on if you kept Nick alive up to this point will determine what it is you see here. Deeper into the trailer park, Jane will show you a new way to take down walkers, and you even have the chance to practice it. Basically, take out their knee and then stab them in the head. Seems simple enough.

You then have to assess the nearby situation. Examine the walkers by the barricade, the walkers surrounding the trailer, and the red truck. Kill the walkers and then turn your attention to the truck. Go inside and press the horn. This will give Clementine the idea to distract the walkers using the horn.

Go to the downed zombie with the white shirt on and select him. This will initiate a button mashing QTE. Complete it to get the zombie into the truck and pressed against the horn for the distraction.

In the nearby trailer, you will have a zombie encounter in which you can choose three different places to attack. Go for the knee and Clem will take care of the rest.

The zombie will slide off the horn, so you have to quickly get through the door of the next trailer. Your choices are to break it down or yell. Choose to kick it open, as yelling will do nothing and will just be a waste of time.

Inside this trailer, complete the QTE. Go with Luke to the back and go through the conversation there. Back near the front door of the trailer, choose the furniture that is being used to keep the door shut as what you can use to go through the skylight in the next room.

Button mash, then go help Jane when prompted. Button mash again until you are back in the other room. You have a major choice now. You can choose to try to convince Sarah to go with you guys, or your other option is to choose to leave her behind.

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PART 3
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Back at the base camp (so to speak), you have to talk to Kenny. After talking with him, he will give you guys goals. You have to find a place for Rebecca to have her baby, and you need to find supplies to help with the birthing process.

You have a choice about which location to check out first. There is a building BY A VAN DOWN BY THE RIVER! And there is also a museum. Let’s just assume that you checked out the building by the river first.

You’ll find Jane there sitting at a bench. Talk with her, and then go upstairs. Just walk around and examine everything that is on the deck. A person will be spotted. You can spy on him or talk to him. This will result in an altercation.

Ultimately, one of the big choices of the episode comes into play here. You can choose to rob the boy, Arvo, or you can choose to give him back his medicine. Make your decision, and then you will return to the camp to then go check out the museum.

At the museum, grab the confederate coat. This will trigger Mike to walk over, moving him away from the box sitting at the ticket booth counter. Move the box to have access to the shutter. Open the shutter to spot the water that is inside there.

Whether you let Bonnie stick her hand in there or whether you crawl into there yourself, you will have to deal with a walker. Once the walker has been taken care of, try to lift up the water jug. Ultimately, Mike will be the only one strong enough to do so.

Back at the camp, you have a few split second decisions to make about who does what. Make them and then everyone will go to the building by the river for Bonnie to have her baby. You can choose to fight the walkers or help with the birth, but no matter what choice you make here, you wind up going outside to deal with the walkers regardless.

Push the cannon in front of the walkers. Then when the deck collapses, you have to find a way to make all of it collapse. Check out the support cable. It is connected to the side of the building. Focus on the part of it that the cable is connected to in order to get rid of the deck.

Your next big decision to make comes in the form of whether or not you choose to hold Rebecca’s baby. After making that decision, you can choose to side with either Luke or Kenny.

The next morning, you have a choice to shoot or not to shoot a certain character. That will cap off your last big decision before the season finale, episode 5.

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EPISODE 5: NO GOING BACK
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PART 1
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As soon as you have control, push the left stick forward. At that point, you have your first big decision of this episode. You can choose to go after the baby and try to save it, or you can run over to Luke right away.

Soon thereafter, you have another decision about covering Luke. If you choose to provide Luke with cover fire, shoot at the man behind the rock.

When all of this bloodshed and craziness subsides, you can choose to interact with people the way you normally do. There are no more big decisions for this part of the game, so just go with the flow.

There are a couple of instances where you have a bit more to interact with. First of all, you have to take care of Kenny’s wound. Approach him and hold the A button, then push the left stick up to get started. Remember that the brackets around the button indicate a time where you have to HOLD the button to make the input recognized.

Secondly, on your way to the house that Arvo describes, you will stop at some generators. You can choose to have Clementine drink rum or not, and you can also go around the group and talk with everyone. You can look at the generators as well. No puzzles here, just exploration.

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PART 2
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Arvo will finally lead your group to the “house” that has the food and the supplies. You have to decide how to handle going across the ice. No matter what you choose, someone in your group will end up falling through the ice. I won’t say who it is as to avoid spoilers.

When they fall through the ice, you have two choices. Your first choice is to try to help them out of the water. The second choice is to choose to cover them from where you’re standing.

The aftermath of whatever you choose is not dangerous to Clementine. Again, go with the flow. Treat the characters how you want.

Kenny will be trying to get a truck started in the back. Go talk to him and try to help him get the truck started. When he asks you to turn the key, remember that you have to hold in the button that pops up on the screen and then push the left stick forward.

Ultimately, there’s not much else to do out here. You can look at the construction equipment, but all you’ll get is a little quip from Clem and not much else.

Clementine will wake up in the middle of the night to find some people trying to leave with supplies. No matter what you do here, whether you act threatening or submissive towards them, Clementine is going to wind up hurt, which will trigger to the third part of the episode.

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PART 3
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In part 3 of “No Going Back”, you are with Kenny, Jane, and AJ. After a brief flashback scene, you will have to try to mediate the anger between the two of them.

You have two HUGE choices by the end of this part. I am going to avoid details so you won’t get spoilers, but I will tell you what the choices involve.

You have to choose whether or not to SHOOT someone and whether or not to FORGIVE someone. Those are the final two choices that define the ending for the second season of The Walking Dead video game from Telltale.

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Choices
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The Walking Dead games from Telltale are all about making choices. Each episode is filled with choices that can alter the course of the story. These are the different choices encountered in each episode. Be warned that if you don’t want spoilers, to AVOID THIS SECTION OF THE GUIDE.

Rather, use this part of the guide to find out what the MAJOR choices are in the game and see what you can do to change your story for subsequent plays through the game.

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EPISODE 1: ALL THAT REMAINS
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>Did you try to save Christa?
>Did you kill the dog?
>Did you accept Nick’s apology?
>Did you give water to the dying man?
>Did you save Nick or Pete?

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EPISODE 2: A HOUSE DIVIDED
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>Did you take blame for Sarah’s photo?
>Did you sit with Nick or Kenny at dinner?
>Did you tell Walter the truth about Matthew?
>Did Nick live or die?
>Did you leave to find Kenny?

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EPISODE 3: IN HARM’S WAY
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>Did you help Sarah with her chores?
>Did you tell Bonnie about Luke?
>Did you admit to stealing the walkie talkie?
>Did you watch Kenny kill Carver?
>Did you chop off Sarita’s arm?

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EPISODE 4: AMID THE RUINS
=========================
>Did you leave Sarah at the trailer park?
>Did you rob Arvo?
>Did you crawl through the ticket booth?
>Did you hold the baby?
>Did you shoot Rebecca?

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EPISODE 5: NO GOING BACK
========================
>Did you protect the baby?
>Did you help Luke?
>Did you ask to leave with Mike?
>Did you shoot Kenny?
>Did you forgive Jane?

To Top

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Conclusion
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I hope this guide helped you complete The Walking Dead: Season Two.

For more information on the game, please visit the game’s cheat page, which can be found right here:

The Walking Dead: Season Two – Cheat Page

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About Horror Spooky

I'm Horror Spooky and I hail from the United States. I'm a college student that is dedicated to bringing only the best content to the CheatMasters audience!

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