Walking dead season 2 episode walkthrough. Passage of games. Watch the final video. That's all friends

Hunting.
You start the game by hunting in the forest with Mark.
During your hunt, Mark asks you questions (choose the best answer in your opinion).
Suddenly, screams are heard not far from you, you are trying with all your might to find where it comes from. When you suddenly come across 3 survivors.
One of the survivors fell into a trap - this is a teacher (coach) ... And two of his students are asking for help.
If you want, try to free the teacher (coach): you need to chop off his leg (five times with an ax on the leg).
If you save the teacher, one of the students will die. But if you cannot save the teacher, then he will die, and by chance one of the students will be badly wounded by Mark's shot.

Motel.
Arriving at your shelter (motel), your group of survivors begins to provide assistance to the victims.
Quarrels and disagreements begin among your group (choose the best answer in your opinion).
Later you will have to decide how you will divide the last 4 rations. Distribute four rations to whomever you wish.
Start further conversation with Mark, but it is not necessary to ask him. At the end of the conversation, give the ax to Mark or Larry. Talk to Katya (choose the best answer in your opinion).
Next, we approach the pickup truck where the victim lies, when suddenly it turns out that he is infected and has become the "Walking Dead" and then he attacks you!

Time task:
1. Quickly press the "Q" button, at the end of a series of presses, press the "E" button
2. Hit the dead man head on the car by moving the mouse left and right
3. Periodically, the dead man will pounce on you, you will have to fight him off with your foot, pointing at him with the mouse and hitting the "Mouse 1" button
4. Pushing him to the cockpit, Larry strikes with an ax, but misses. You will have to back off using the "S" button
5. You fall from the body to the ground and again he attacks you. You will have to gouge out his eyes with your own hands by pressing the "Q" button
6. Now you have a choice of who will help you with help (depending on who you saved in the previous series), in the latter case, turn the head of the dead man using the mouse to the left or right.

In conversation with farmers.
All the worst is over, but now a new problem. Behind the fence, 2 people are shown walking along the road.
You enter into negotiations with them and they offer to go to their farm. No matter how hard you try to stay, you will have to go to the farm anyway.

Robber attack.
Well, you have arrived at the farm.
You need to inspect the perimeter, go with Mark. On your way you meet the charred bodies of the "Walking Dead"
And on Our way the last dead man who broke the fence, You need to remove it.
In the aftermath, after We pushed the dead man off the fence, electricity started up again through the wires wound on the wire.
Suddenly robbers attack Us, wounding Mark in the shoulder. You are hiding behind a tractor. The letters in parentheses indicate the keys you need to press to look in one direction or another. Don't look out too long.

Exercise:
1. Press the lever that secures the plow.
2. Remove the support from the front wheel of the tractor
3. Gently go forward by pressing button "A" under the cover of the tractor
4. The tractor has stopped, the dead man is in the way, pull him away
5. And the corpse lies again, drag it away like the past, when suddenly it turns out to be still alive - kick it twice using the "Q" button
6. Gently walk forward using the "W" button

Well, now you are safe, the wounded Mark immediately begins to receive assistance.
Everyone starts asking what happened.

Bandit camp.
Open the gate leading to the house. You will be offered a walk to the robbers' camp - agree.
Having found the same camp, look around. In front of you is a table with boxes and bottles. There is another table on the left.
Check the boxes on both tables - behind one of them you should find a camera, take it away. Check out the tent. Examine the right sleeping bag - it contains Clementine's baseball cap - take it away.

Coming out of the tent A woman named Jolene is pointing a crossbow at you. And you enter into negotiations. It is up to you whether you shoot her or not.

Return to the farm.
Returning to the farm, talk to Brenda (choose the best answer in your opinion).
Then go to the barn. In a conversation with Clementine, choose any answer options. Give her her cap, which We found in the bandit camp. She will be very happy.
We go to the very end of the barn. We will see that the door is closed, inspect it. Next, “Kenny” comes up to Us in a conversation with him, choose any answer option at your discretion.
Exit the shed and use the gate leading to the area in front of the house (near the generator). Go right, behind the generator.
There is a box with tools on the table - open it. Take the universal tool out of it. Return to the generator.

Break generator:
1. Stop the generator by pressing the red button.
2. Unscrew the yellow plate with a multi-purpose tool.
3. Remove the belt with a universal tool.

Forbidden room.
We go into the barn and approach the very door where the lock weighs.
At this moment, everyone is called for dinner and you are left alone to complete what you started. We twist the bolts with a universal tool.
Opening the door We see a room full of blood and a circular saw. When “Andy” suddenly returns, we start a conversation with him (choose the best answer option in your opinion).
In the future, you go to the house for a dinner party.

Nightmare dinner.
We watch the introductory video, in which Our hero asks how Mark is feeling, to which We are answered that everything is in order.
You can look around on the first floor, then go up to the second floor. Open the left door where the cable goes.
Connect the open wire and go through the other door. Go inside and move the closet, behind the door We see Mark lying on the floor who has no legs and he asks Us for help...

Optional timed task:
Try to stop Clementine from eating the meat. To do this, quickly run downstairs and yell for her not to eat meat.
This is where the fun begins, you will have to prove to everyone that the meat they eat is human ...

Prisoners.
You woke up in a refrigerator, we approach the air conditioner and inspect it, when suddenly Larry has a heart attack.
You will have to decide who to help Kenny or Lilly.

Time task:
Help Kenny, help Lilly, or help no one. The next steps depend on your choice:
- If you decide to help Kenny, turn left and select him. Hold Lilly by quickly pressing Q. After Lilly breaks out, hold her again by quickly pressing Q.
- If you decide to help Lilly, turn right and select her. Press several times on Larry's body in the area of ​​\u200b\u200bthe heart.

After the cutscene, go to the air conditioner (it's to the right of the door and closer to the camera) and move back. Talk to Lilly, in a conversation with her, choose the answer options.
Examine the corpse of Larria, look in the right pocket (it is on the screen on the left) - you will find coins. Unscrew the screws on the horizontal parts of the triangular stand with coins, first on one, then on the other.
In the future, Clementine will help us open the door.
We go outside and find ourselves in the same cutting room. There is a sickle on the table to the left, a hay rake on the table to the right, there is a stun gun in front of the bathroom.
Talk to Kenny. Walk forward towards Danny. You will have to hide in a manger. Look out from behind the fence (A). Wait until Danny sets the trap and leaves. Return to Kenny (D).

Time task:
1. Look out from behind the fence using the "A" button
2. Intercept the muzzle of a gun pointed at you
3. Hit Danny

Decide Danny's fate:
1. Kill with a pitchfork at him
2. Push away and don't kill him

The rescue.
If you saved Doug in the previous episode, turn left and look at the laser beam on the haystack. And you will see Doug and the rescued student from the forest.
Walk forward to the house and enter into a conversation with Brenda (choose the best answer in your opinion), or you can remain silent. Approach the door and open it.
Take a couple of steps forward until Brenda has a gun pointed at you and choose the first answer.
And again take a couple of steps forward when Brenda steps back and again choose the first answer.
She stepped back again going up the stairs, take a couple of steps forward until Brenda has a gun pointed at you and choose the first answer.
Stepping back, Brenda will be grabbed by a dead man - it's Mark! Katya is safe.

Time task:
1. Negotiating with Andy
2. At this moment, a laser pointer is pointed at him and the child runs away from him
3. We attack him and press the "Q" button at the end of a series of clicks, press the "E" button
4. You fall down with Andy and he pulls you up to the fence, you will have to resist by quickly pressing the "Q" button
5. Lilly will come out and shoot Andy, at this time attack him and make a couple of blows to the head and push him away.
Decide Andy's fate:
1. Either turn left and finish off Andy
2. Either turn right and leave quietly

Here you are gone! On the way you will have to talk to Clementine. Further on your way you will meet a car, but it ran out of gas. But a lot of supplies food and clothing.
Go to the car and take the keys that are in the ignition.
Now you should decide to take these supplies or leave them.

Watch the final video. That's all friends...

At the beginning passing the game The Walking Dead: Season 2 – Episode 1: All that remains Watch a video about the events that took place in the first season of the game. Further, being together with Omid and Krista, we maintain a conversation with them by choosing one of the phrases. Entering the toilet room, we inspect the cubicles, opening the doors one by one, making sure that there is no one inside, we approach the sink near the mirror, here Clementine decides to wash, our task is to choose to use tap water or from a bottle in her backpack. If you choose the bottle, Clementine will eventually drop it on the floor and it will roll into one of the booths. Again we examine the booths to find a bottle. Having found the bottle, we raise it by going inside the booth, and after an unfamiliar woman Clementine enters the toilet, she will hide in the booth. The one who went inside will pick up our pistol from the sink, after which, without hesitation, she will also find Clementine. We keep up a conversation with an armed woman until Amid enters the room and gets a bullet, this completes the passage of the first chapter.

When viewing walkthrough video Walking Dead: Season 2 Episode 1 to switch between videos, use the “Playlist” tab .., if the video helped you or you liked it, please don’t forget to put “likes” ...

Chapter 2: 16 months later

Sitting with Krista near the fire, we try to keep up the conversation by choosing phrases from the list, and after she leaves for firewood, we take out a photo of Lee, a drawing with her parents and a lighter from her backpack. Next, we approach the fire and inspect it, after which, pulling out the lighter, pressing and holding the LMB, we bring the flame to a piece of paper with which Clementine will try to light the fire, not very successfully. Away from the fire, you can find a car number that is unlikely to be useful to us, and to the right of the fire is a log that can be used to kindle a fire. We return to the fire and throw a scorch into it, after which you will need to select a photo with Lee or a drawing with your parents and also throw the selected item into the fire, after which it will finally flare up. Then, having heard voices and passing through the forest, we see how Krista was caught by “scavengers”, here we either run away or throw a stone by choosing “distract scavengers”.

Chapter 3: The Scavengers

Running away through the forest from the pursuer, Clementine will hide behind a tree, and after the arrow appears pointing to the right, we need to press D. Continuing to run, we dodge obstacles by pressing the A or D buttons, depending on which direction to dodge. After the “garbage man” nevertheless grabs Clementine and drags the stone lying on the ground by the leg and beats the enemy on the hand of which he holds the girl by the leg. Running away, we will come across a walker from whom it is better to evade, and after falling, we tear off a branch from the tree and stick it into the “scavenger” that ran up, having previously evaded it. Near the river, Clementine is still caught, biting the one who grabbed the finger, press Q until the indicator is full. Then, climbing into the tree, we again beat the one who grabbed the leg by the arm, aiming and pressing the LMB several times. After Clementine is pulled out, grab the tree and press Q again until the indicator on the screen fills up. This is followed by another cut-scene with pressing the Q and D buttons, thus freeing ourselves, we will fall into the paws of a walker where you will need to press Q again, thus tearing off his arm. Next, you will need to dodge away from the walker, and after he attacks the “scavenger”, run away from the other dead, for this we press the movement buttons, guided by the arrows on the screen. Having reached the river, we throw a stone at one of the walkers, after which Clementine will fall into the water.

Chapter 4: Alone

Waking up on the shore, we examine the canoe sticking out of the water, and then, going further along the path, we climb the wooden stairs. Having risen to the platform above, we examine all the objects that we can find (grave, corpse, tree roots). Finding nothing interesting, we click on the path leading into the forest. Moving along the path, we examine the sign warning about snakes, wolves and other living creatures in the forest. Then, jumping over a fallen tree, we continue to move along the path until we meet a dog named Sam, with whom you can talk if you wish), after which he will take Clementine to a small abandoned camp.

Chapter 5: Abandoned camp

Once in the camp, you need to look around in search of food, take turns looking into the box lying in the car, the box in front of the car, finding a “flying” saucer (disk) you can play with the dog. Continuing to look for food, we examine empty cans on the ground and a torn tent, after which we examine a leaky grill in the center of the camp and another tent. Further, guided by the barking of the dog, we will find a walker tied to a tree, our task is to pull a knife out of it, and for this we first need to kill the walker. Having picked up a thick branch lying nearby, we beat her walker on the head until he finally dies. Having taken the knife and examined the pockets in which there will be nothing, we return to the search for food and look into the blue refrigerator standing nearby, in which there will also be nothing tasty. After all the searches, it remains to inspect only a barrel of garbage in which Clementine will find a can of canned food.

Chapter 6: Finding food

To open a jar of beans or something like that, we use a knife pulled out of a wound from a dead man, sticking it into the three points marked on the jar. Having opened the jar, you can choose to share it with the dog, one way or another, the good dog will attack Clementine. After the dog grabs the girl’s hand, we beat her in the face or, turning to one side, we beat the dog with a knife or a can, and when the dog jumps back, we kick him to the side. The dog will fall right on the pins sticking out of the ground, here we need to decide to kill the dog or leave it to die.

Moving through the forest again, we will again stumble upon walkers, from whom we will try to escape. After the dead man catches up with the wounded Clementine, press Q until the indicator is full, after which a couple of strangers will appear and save the girl.

Chapter 7: New faces

Having regained consciousness, we participate in a conversation with people who found Clementine, ask for help or ask to let you go, anyway, after examining the local doctor, you will end up in a barn. But before that, choose which of the characters you want to talk to, right after one of the group offers to cut off his hand, in the end, Luke will take Clementine to the barn. Once in the shed, start looking around, you can look into the barrel, look at the anchor hanging on the wall, the tesks standing on the table and the wall on which the tools were once fun, as well as look at the lifebuoy on the wall. Having examined all the useless items, we will try to get the hammer lying on the top shelf, and after an unsuccessful attempt to climb onto this shelf. To climb onto the shelf, fold down a small table on the wall to the left, you can use it to climb up. Having fallen on the floor together with a hammer, we select the extracted tool by throwing back the shelf that fell on top of it. Next, we examine a small box standing in the corner in which Clementine will find a fishing line, and behind the box there will be a hole clogged with a board. To get out into the street with a hammer, we break off the board by pressing Q several times and after filling the indicator E. Having torn off the Board, we break through the wall with our foot and then we get out into the street.

Chapter 8: Getting supplies

Having got out of the barn and approaching the house, we are looking for an entrance inside, where we will need to find a needle, hydrogen peroxide and a bandage. You can try to get inside through doors or windows, but except for one window, everything will be closed. Looking into the only window not covered by curtains, we will see a pregnant woman and her husband talking inside. After the woman leaves, you can knock on the window and ask a man named Alvin for help, reluctantly, but still, he will bring a bandage to Clementine. Next, we go down to the foundation of the house on the right side and inspect the board of which the hole in its base is clogged, after examining it with our hand, loosen the board so that nails stick out of it that can be pulled out with a hammer. Having thus penetrated the house, we pass to the hatch leading up, you can open the lock with a knife by pressing Q, the knife will break though.

Having penetrated inside the house, you can hear voices, and going to the door on the left to eavesdrop on the conversation taking place behind it, then you can go along the corridor to the next door. In the room behind the door there will be a picture of a duck that you can examine and a list on the table from which you can understand who likes Clementine and who does not. Having taken the list, we return to the door behind which we eavesdropped on the conversation and, going from it to the right, we climb the stairs to the second floor. Having risen to the second floor and turning to the right we will see two doors, on the left and on the right. Behind the right door there will be a room in which the doctor's daughter named Sarah lives, after talking with her and asking for help, you can get a bottle of peroxide.

Returning to the corridor, we pass through the door on the left side, once in the bathroom, here you can find a needle behind the mirror above the sink. Trying to return to the corridor, we will hear approaching steps, after which we will need to hide in the closet or in the bathroom behind the curtain. After the pregnant woman leaves the bathroom, we return to the corridor. Going to the left of the stairs, you can find another room in which there will be a map on one of the tables, as well as a locked cabinet, another table from which you can take a watch (I don’t know why, but it will come in handy). Now it remains to get out of the house and return to the barn.

Chapter 9: Back in the shed

Returning to the barn and spreading out all the supplies we got, we will begin to treat the wound. First of all, we use peroxide, after which we proceed, quoting Clementine, to the fun part by choosing a needle and fishing line. Having put the fishing line into the eye of the needle, we begin to sew up the wound on the arm. We stick the game into the hand by pressing and holding LMB, move the mouse in the direction indicated by the arrow until Clementine pulls out the needle from the other side of the bite. The procedure for sticking a needle into the hand will have to be repeated several times, and after the wound is sewn up, you can sip the juice that Clementine received from Alvin along with the bandages. Then, having tried to bandage her hand, the girl will drop the bandage, and raising it she will see a walking climbing into the barn. Trying to take the hammer from the table you will fall to the floor, then turn left and try to take the rake. Without reaching for the rake, push the walker away by pressing Q to fill the indicator, and then E. Pushing the dead man away, grab the rake with which we nail him to the anchor hanging on the wall again using the combination of the Q and E buttons. Next, grab the hammer from the table and hit the walker on the head until he will not end up dead. People will come running to the noise, in a conversation with whom we choose phrases to our taste, at the end of the conversation, Clementine will be taken to the house.

Chapter 10: Later that night

After the doctor whose name is Carlos examine the wound, you can talk a little with him. Next, food will be brought to Clementine and she will be able to chat with Nick, and then with other members of this group, including a pregnant aunt who clearly does not like Clementine. Decide for yourself what to say in conversations.

Chapter 11: The killing fields

In the morning we go fishing with Nick and his uncle Pete, but when we reach the river we find several corpses shot in the head. After Nick and Pete disperse to inspect the bodies, it will be possible to talk to each one individually, having examined one of the bodies along the way. After a short conversation with Nick, several more bodies can be seen on a small island in the middle of the river. Leaving Nick on the shore, together with his uncle, we go to the island to inspect the rest of the bodies. Examining the next body, Clementine will find her backpack, and the person next to him will be alive. You can try to find out who he is and ask what happened to Christa, who at the beginning of the passage Clementine left in the forest with the “scavengers”, in the end you will need to choose whether to give him water from the backpack or not. Further, on the other side of the river, Pete will stumble upon a walker who will bite him, and after the dead appear on both banks, you will need to choose who to help, Nick or Pete. Having chosen, for example, Pete, we run up to him and taking the board from the pallet lying in the grass, we beat the walker on the hand until it comes off. Nick on the opposite bank will run away, and it's time for Clementine and Pete to go too. On this walkthrough of the first episode of the second season games Walking Dead will be completed, it remains to see what awaits us in the second episode.

Chapter 1: "Old Friends"

The plot continues the events of the first season of the game. Several months have passed since Lee's death. In the company of Omid and Krista, we get to the gas station. Krista is in late pregnancy and in connection with this, a heated discussion is going on between the couple on the topic of choosing a name for the child. We express our opinion by clicking on one of the replicas. Omid and Krista will go to the men's room, and we, respectively, to the women's.

Let's look into each booth and make sure that there is no one else. We interact with the sink. There is no water in the tap, so we take out a bottle of water from the backpack and wash ourselves. Accidentally brushing aside, we drop a bottle, which rolls into one of the booths. We search the booths, find the bottle and pick it up. Through the mirror we see how someone cautiously enters the toilet. There is no time to pick up things, so Clementine decides to stay in the booth. Meanwhile, the marauder picks up a gun and searches the backpack. The silence is broken by Clementine's careless movement. Michelle discovers us and asks us to leave the booth immediately. Having done this, the girl continues to scour her backpack in search of useful supplies, at the same time trying to intimidate us. Omid enters the restroom. Slowly but surely, he tries to get close to the girl. At the treacherous slam of the door, the marauder abruptly turns around and reflexively fires at Omid. Krista runs to the sound of the gunshot. Michelle tries to justify herself and even throws her gun away, but Krista kills her without hesitation. Chapter 2: "16 Months Later"

Clementine and Christa are on their way to Wellington. Krista has already given birth to a child, but he is no longer with us. He may have died during childbirth. On one of the cold nights, the girls are trying to light a fire and fry the caught prey. After a short conversation, Krista goes to find more branches for the fire. We will stay here and try our best not to let the flame go out.

We take out a photograph of Lee, a drawing and a lighter from the satchel. We approach the fire, strike with a lighter and bring it to a piece of paper. Then we throw the paper into the fire. This is clearly not enough. On the other side of the fire lies a log - we select it. Again we interact with the fire and throw a log into it. Instead of a bar, you can use a drawing. If you choose a photo of Lee, then Clementine will refuse to burn it.

We hear the screams of people from afar. We timidly move towards the noise and find how three men threaten to find out from Christa where her group is. We can quietly escape or distract the marauders. In any case, the enemies will find us, and the fate of Krista will remain unknown. If you decide to distract the marauders, then we throw a stone at one of them and start running away.

Chapter 3: "The Scavengers"

Hiding behind a tree, look to the right and run to the boulder. We continue to run, pressing the displayed movement buttons in time. While the enemy is dealing with the walker, we point the pointer at the branch and, pulling it out, we stick it into the marauder. There is nowhere else to run, so we are captured. We click on the enemy's hand and bite off his finger, quickly and often pressing the button shown. Trying to pass through the trunk of a tree, we strike the enemy with our foot. The Marauder is much stronger than us, so he easily pulls us out and drags us along the ground. We grab onto the tree on the left side and try to hold on by quickly and often pressing the button shown. We continue to perform the necessary actions and finally deal with the enemy. We dodge the walkers and, falling to the ground, throw a stone at one of them. Not noticing the cliff, Clementine falls into the water. A strong current carries it away in an unknown direction.

Chapter 4: "Alone"

Waking up, we go along the coast. In the water we notice a boat broken in half. Having carefully examined it, we see that next to the second part of the boat lies the body of a man. We turn right and pull ourselves up along the ledge of the destroyed pier. On the left side is a grave, and in front is a dead walker. We go further along the path. Judging by the sign, many dangerous animals can be found in this forest. We jump over the tree and move forward. Soon we will encounter a dog. We examine his collar, which indicates the name - Sam. After a roar of welcome, he will lead us to an abandoned camp.

Chapter 5: "Abandoned Camp"

We turn around and search the barrel in the foreground. There is nothing to open the discovered jar of food yet. We search the van and find a photograph showing a friendly family with a dog. Let's walk around the camp and examine the tents, the refrigerator, the jar (near the red tent) and throw the flying saucer several times.

Sam barks at the man tied to the tree. Before becoming a walker, he (or someone) tried to leave the infection by plunging a knife into the bite. We look down at our feet and pick up a hefty branch, located a little to the right. With the help of it, we inflict four blows on the head of a walker. Having dealt with him, we remove the knife from his body.

We continue the passage of the game on the site.

Chapter 6: "Found Food"

Get comfortable and open the jar. We were lucky - the beans were unspoiled. Watching our meal, the dog begins to whine plaintively. Whichever replica is chosen, from a friendly animal it turns into an angry predator and instantly bites into our hand. We are trying to fight off the dog, striking his head with a hand or objects lying on the sides. Then with a powerful kick we throw Sam away from us. The dog landed right on the sharp bars that pierced him through and through. Kill or leave Sam to a painful death - the choice is ours.

Clementine's condition worsened every minute. Losing consciousness would mean death for her. With the last of our strength, we are trying to escape from the walkers. At some point, one of them still pounces on us. Quickly and often click on the button shown. Two people come to help. Having dealt with the nearest walkers, one of them takes us in his arms, and they run away from the dangerous place. We get acquainted with the guys: the young one is called Luke, and the older one is Pete. They promise to take us to their camp. When Luke notices a bite on our hand, we try to convince them that the dog did it. Pete was more prudent and allowed us to proceed to the camp, where the doctor could already determine the origin of the bite. Before reaching the camp, Clementine faints.

Chapter 7: "New Faces"

Waking up, we see a whole group of people in front of us. Many are dissatisfied with the fact that they brought us to the camp. Everything would be fine, but the bite plays a big role in this case. Also, a pregnant Rebecca mentions Carver and does not let the others forget about the unpleasant events that happened earlier. We manage to say a few words, as a shot immediately sounds. Young and inexperienced Nick accidentally pulls the trigger. If the muzzle had been pointed a couple of inches to the left, we would most likely not be alive. Finally, the doctor Carlos appears and asks to see his hand. Even he couldn't figure out who the bite belonged to. Pete comes up with a radical solution - cut off his hand. The old man is sure that this will save our lives. We turn to any character. Sarah, the daughter of Carlos, peeps out of the house. The group decides there's no point in wasting medical supplies on us if it's a walker bite. We'll have to spend the whole night in a locked barn. This will be a kind of test. On the other hand, even a dog bite can have sad consequences if the wound is not treated.

Left alone, we search the toolbox located in the corner of the room and pick up a skein of thread. At the same time, we move the box itself aside and see that the flimsy section of the wall is boarded up with a board. To the left on the top shelf is a hammer - we are trying to reach it. We approach the edge of the shelf, look down and raise the table. Climbing on it, again trying to get the hammer. The shelf collapses under our weight. We move the shelf and select the tool. We return to the corner of the barn, interact with the board and tear it off with a hammer. We crawl through the hole and find ourselves outside.

Chapter 8: Finding Supplies

We move towards the house, go up the stairs to the veranda and through the window we watch Rebecca and Alvin swearing. When Rebecca leaves, we knock on the window and persuade Alvin to help us. He will bring some tissue and juice in a small box. We go around the house on the right side. Approximately in the middle we find nailed plywood. Use the hammer to pull out the nails. We pass through the hole and move forward until we are under the hatch. We open the lock with a knife. We open the door and go out into the living room. We go to the left, open the kitchen door and eavesdrop on the conversation by holding down the appropriate button. We go to the right, go up the stairs to the second floor.

First, let's look into the room on the far left - the bedroom. In the dresser drawer you can find a wristwatch. Take them or leave them in place - the choice is ours. There will be bandages on the dresser itself, if you haven’t taken them from Alvin before. We leave the bedroom and go to the bathroom. Open the mirrored door above the sink and take the needle. When we are about to leave the room, we hear the sound of footsteps of an approaching person. We quickly hide in the linen closet on the right side. Rebecca came to wash and at the same time asked God aloud that the child would be from "him". Apparently, Rebecca doubts that Alvin is the father. We leave the bathroom and go into the last room opposite - Sarah's bedroom. Sarah reacted calmly to our appearance. Moreover, she offers to become friends. Agree or refuse - the choice is ours. In any case, Sarah will bring us hydrogen peroxide. We go down and get out of the house in the same way that we entered it.

Chapter 9: "Back in the Shed"

Returning to the barn, we lay out all the things found on the table. The wound will be stitched up on its own. We treat the bite with hydrogen peroxide. We put the thread through the eye of the needle and proceed to the most painful stage. While holding down the corresponding buttons, we sew up the wound. Then we try to bandage the hand with a piece of cloth, but accidentally drop it on the floor. Bending down to get it, we are attacked by a walker who entered the barn through a hole in the wall. We fight off the enemy, inflicting blows on him with his hand. We look around and grab improvised means. Having crushed the walker with a rake, we take a hammer from the table and finally finish it off. The whole group comes running to the noise and is surprised to find that we managed to deal with the walker and patch up the wound. Everyone remains with their own opinion: someone even more begins to sympathize with Clementine, and someone, on the contrary, brings down an additional portion of condemning comments.

Chapter 10: "Later at Night"

We were let into the house, which cannot but rejoice. Carlos will examine the wound and make sure the bite was left unwalked. Most of all, he is unhappy that we spoke to his daughter Sarah. Carlos tries to protect Sarah from the harsh reality as long as possible. Luke brings food and keeps the conversation going. Nick arrives and apologizes for his actions and for being too distrustful towards us. You can understand it, but everyone needs to be given a chance. We choose how to treat Nick - with understanding or condemnation. After finishing the conversation with Luke, Rebecca will appear, who will advise you to stay away from her husband.

Chapter 11: "Killing Fields"

The next morning, together with Pete and Nick, we go to the river to check the traps set for fish. On the way, we tell Pete about our weapons handling skills. Pete and Nick have a rather tense relationship. Pete is much more experienced in hunting matters. Nick, on the other hand, does not have good knowledge of killing animals, and he doesn’t really know how to hold a weapon, which gives Pete a reason to constantly tease the young boy. Nick does not like this and therefore he often takes offense at his uncle. Pete wants Nick to be more responsible and able to make firm decisions in all situations.

Nick had already reached the shore and called us for help. We find the bodies of four people who were killed during a fierce shootout. We examine one of the corpses (Roman from the 400 Days add-on) and pay attention to another body on the opposite bank. Pete decides to move there on his own and check on the others. Nick believes that this is not necessary, but it is better to return to the camp and call for help. We follow Pete and stay on the central island. We move to the most extreme body and find our backpack. A barely alive person turned out to be one of the marauders who attacked Krista and me in the forest. We're trying to figure out what happened here. We are also interested in what happened to Krista. Without answering, he asks for water. Satisfy his request or refuse - the choice is ours. Meanwhile, Pete was attacked by a walker. We notice that Pete has a bite mark on his leg. Walkers began to approach from all sides. Pete and Nick are on opposite sides of us, and we can only help one.

If you have chosen Nick, then we get to him, dodging the enemies we meet. Pete failed to hold back the onslaught of walkers and he dies. Nick blames us for not helping Pete.

If Pete was chosen, then we quickly run up to him, grab the board on the right side and strike at the walker's arm. We are watching Nick, who is outcast trying to resist the enemies. Out of desperation, he rushes deep into the forest.

Chapter 1: Old friends (Old friends)

The beginning and at the same time the introduction to The Walking Dead: Season 2 - Episode 1: All that remains, serves as a video about the first season of the above game.

The video played, we find ourselves in the company of Amid and Krista, we participate in the conversation, choosing phrases from those proposed by the computer. We go to the toilet where we open the doors of the booths one by one and inspect each of them. After checking everything, we approach the washbasin under the mirror, at this place Clementine will have to wash, the choice will be between tap water or water from a bottle that lies in the heroine's backpack. If we choose a bottle, then sooner or later it falls and rolls into some kind of booth. To find the bottle, we examine everything again. Clementine finds the object she is looking for, picks it up from the floor and enters the booth, then in it she hides from the woman who follows the girl into the toilet. The lady who appears will quickly find the gun left on the sink, followed by Clementine. We communicate with an armed woman until Amid enters the room and shoots him. At this sad moment, the first chapter ends.

Chapter 2: 16 months later

We are with Krista at the fire, we exchange phrases selected from the list, we wait until she goes into the forest for firewood. When we are left alone, we take out a photo of LI, a drawing of a family and a lighter from the backpack, with all this household we approach the fire, carefully examine it, then holding the LMB we try to kindle the fire, bringing the flame to a piece of paper, all this ends in failure. We look around, to the right of the fire there is a car license plate, and to the right is a log. We ignore the sign, and with the log we pick it up and throw it into the fire and with it a photo of Lee or a drawing, whichever you like better. The result of these worries will finally be a bonfire. Hearing voices from the forest, we go to the sound and see Krista caught by the "scavengers", here you can just run away, or you can first throw a stone, marking "distract scavengers".


Chapter 3: The Scavengers

Clementine runs from the scavenger chasing her and runs behind a tree, then the right arrow is displayed and you must press the D button. The run continues, dodging obstacles using the A and D buttons, left and right, respectively. When the "scavenger" still catches Clementine by the leg and starts to pull, we pick up the stone and beat the villain on the hand that holds the leg. Running further, we stumble upon a walking dead man, diligently dodge and eventually fall, after which we break off a tree branch, dodge the "scavenger" and stick it into it. At the river, after all, Clementine will be grabbed, we bite the one holding the finger, press Q until the indicator is filled to the maximum. A few after all this, we climb inside the tree, fight off the one who grabbed the leg, hitting his hands, aiming and pressing LMB. As a result, when we are pulled out of the “burrow”, we cling to the tree and again press Q until the indicator fills up. The next will be a cut-scene with sequential pressing of the Q and D buttons. After the release, a walking corpse catches us and again we will have to press the Q button, thereby tearing off the hand of the dead villain. Then we avoid the walker, he grabs the "scavenger", we run away, dodging the rest of the dead, pressing the movement buttons according to the arrows on the monitor. We are lucky we are by the river, we throw a stone at one of the stray corpses and after that Clementine inexorably falls into the river.

Chapter 4: Alone

We find ourselves on the shore, after returning to Clementine's consciousness, we look around. Pay attention to the canoe partially sticking out of the water. After the inspection, we move along the path and climb the stairs to the platform located above. We examine all the objects found from above, we do not shun looting. The search will not bring anything, so we click on the path and go into the forest. Moving along the path, we study the sign warning about various wild animals found in the forest. Then we jump over a fallen tree and move on until we meet a dog named Sam, who can keep up the conversation. He leads Clementine to a small abandoned camp in the woods.

Chapter 5: Abandoned camp

Once in the camp, we study everything around, looking for something to eat. We alternately inspect the boxes in front of the car and the car lying inside, in one of the boxes we find a “disk” that can be thrown to the dog. In search of food, we continue our inspection, look into empty cans on the ground and a torn tent, then look into a leaky grill located in the center of the camp and look at another tent. Hearing the barking of a dog, we go to the sound and find a dead man tied to a tree with a knife in his stomach, we need to remove the knife. To do this, the ghoul must be killed, we take a stick and beat on the head until our "friend" dies completely. We confiscate the knife, search our pockets, find nothing and continue to search for food. We examine the blue refrigerator standing next to it, but we find nothing here either. All that remains is the garbage can, which brings us good luck - a completely edible can of canned food.

Chapter 6: Finding food

We continue to move through the forest and stumble upon the dead, unsuccessfully trying to escape, but the dead will still grab Clementine. We press Q until the indicator is filled, then two strangers will appear and help out the girl.


Chapter 7: New faces

Having returned to consciousness, we communicate with the saviors and no matter what we ask for help or let go, our further path lies straight into the barn, although the local doctor will still examine Clementine. But until this moment, immediately after the offer by one of the characters to take away his hand, it is necessary to choose with whom to talk. As a result, it is Luke who will take the girl to the barn. Inside, you will need to look around immediately. Examine the barrel, the anchor hanging on the wall, the tesks located on the table and the wall that was once hung with tools, and lastly examine the lifebuoy located on the wall. The next thing you should pay attention to is the hammer on the top shelf, you can’t just get it, so we use the folding table on the wall on the left and climb up. We fall to the floor along with a hammer, which rolls a fallen shelf. We extract the cherished tool from under the fallen rubbish. Next, we examine a small box in the corner of the room, inside we take away the fishing line, and behind the box in the wall we find a hole clogged with a board. Here we need a hammer, with which we will need to tear the board off the wall, for this we press Q several times, and then we are guided by the indicator and at the moment of full filling we press E. The board is removed and you can break through the wall with your foot and get out.

Chapter 8: Getting supplies

Having escaped from the barn, we go to the house and try to find the entrance to it, inside the house we need to find a bandage, peroxide and a needle. Trying to get into the building through doors or curtained and locked windows will do no harm, but it will not help in any way. Finding the only window not covered by curtains, we see a woman in position talking with her husband. After waiting for the pregnant woman to leave, we knock on the window. The man, by the way, his name is Alvin, after some persuasion, he will still bring a bandage to Clementine and give him juice. Having loosened the board so that the nails become visible, we remove the nails with a hammer, the passage is open. We move to the hatch leading up, we open the lock with a knife, unfortunately the knife then breaks irrevocably.

Once in the house, we go to the voices and, standing under the door, eavesdrop on the conversation coming from behind it, then we go along the corridor to the other door. Behind the door in the room on the wall we examine the picture with the image of a duck and the list on the table by which we evaluate who how to treat Clementine. We pick up the list and go to the door behind which we stood and listened to the conversation, we pass to the right and further up the stairs to the next floor. When we climbed to the second floor, we turn right and see two doors on opposite sides of the corridor. Behind the door on the right is the room of the owner's daughter Sarah, who, after talking and asking for help, will give Clementine a bottle of hydrogen peroxide.

We return to the corridor, go into the second door, get into the bathroom, where there is a needle behind the mirror located above the sink. Having tried to return to the corridor, we hear approaching steps. It will be necessary to hide either in the bathroom behind the curtain or in the locker. A pregnant woman will enter the bath. After a while, she will leave and you can return to the corridor. If you go to the left of the stairs, there will be another room on the table in which we will find a map, on the other table there will be a clock and there will also be a useless locked cabinet. Everyone, we get out and return to the barn.

Chapter 9: Back in the shed

Here we are back in the barn. We lay out the extracted items, it's time to deal with the wound. Treats the bite with hydrogen peroxide, then select the fishing line and needle. We thread the fishing line into the needle and begin to sew the wound left to us by the ungrateful dog. We stick the needle into the skin of the hand and hold LMB while moving the mouse in the direction indicated on the screen until Clementine pulls out the needle from the other side of the wound. Stitching operations will have to be performed several times until the wound is sutured. When everything worked out, you can drink the juice donated by Alvin. Then we try to bandage our hand, the bandage falls and we notice a dead man climbing into the barn. When you try to take the hammer from the table, Clementine falls to the floor, and then you have to reach for the rake on the left, this will not work and you will have to push the dead man and press Q until the indicator is full, and then E. When you still manage to push the walking corpse, take the rake and nail him to the anchor on the wall using the keys Q and E. Now we take a hammer and beat the handsome man on the head until he dies completely. Local residents will come to the rumble in a conversation with them, choose any phrases. When the conversation is over, Clementine will be taken to the house.


Chapter 10: Later that night

After Dr. Carlos examines Clementine's wound, it will be possible to talk with him for a while. Then the heroine will be fed and she will be able to communicate with Nick and then with several other people living in this group, among whom there will be a pregnant woman who frankly does not sympathize with Clementine. What to choose in conversations does not matter.

Chapter 11: The killing fields

In the morning we go with Nick and Pete to the river for fish, but by the river we find several corpses with bullet holes in their heads. When Pete and Nick disperse to the sides, examining the bodies, it will be possible to communicate with each separately and inspect one of the corpses along the way. After a short dialogue with Nick, we will see more bodies on an island in the middle of the river. We swim to the island and begin to examine the bodies, during the inspection we find Clementine's backpack, and next to it is another living person. We are trying to ask him about the fate of Christa, who disappeared at the very beginning of our wanderings, but in the end we will have to choose: to drink the dying man from a bottle or not. At this time, on the other side, Pete will be bitten by a ghoul, whom he accidentally meets, then walking corpses will appear on both banks and you will have to choose who to help. Help Pete. Grabbing the board from the ground, we thresh the walker on the hand until it falls off. At this time, Nick on the other side will be able to escape, here Clementine and Pete need to hurry up and leave.

On this incomprehensibility, the first episode of the second season of the project The Walking Dead end, it remains to watch the trailer for the second episode.

All, Walkthrough Walking Dead: Season 2 - Episode 1 completed.


Episode 1

The episode picks up 2 years after the events at the end of TheWalkingDead: SeasonOne. Lee is dead and Clementine is now in the care of Omid and Christa.

After a short conversation, Omid asks Clementine to go to the toilet and wash up. And he and Krista go to the toilet next door. In the toilet, Clementine is found by a young marauder who, after some time, will kill the unsuccessfully sneaking Omid. Further, the shot attracts Christa, who shoots the young marauder. Now Clementine and Krista are alone.

Almost a year later, Clementine and Christa are still together and on their way to Wellington. After a short conversation, Krista is attacked by local looters, while Clementine, of your choice, can intervene. After escaping from the marauders, Clementine, being surrounded by walkers, falls into the river and wakes up on the shore. Now she is alone. After a short walk, he stumbles upon a dog named Sam, next to the dog there is a camp. Clementine heads there and finds food, but the dog wants to eat too. You can feed him, or continue to eat, regardless of your actions, the dog pounces on Clementine, but Clementine pushes him to the pins. A wounded dog can either be killed or left to die.

After a few hours, the dog bite makes itself felt. Clementine loses her strength and falls asleep. Surrounded by walkers, she is rescued by strangers Luke and Pete. Soon they notice a bite on Clementine left by a dog, after talking Clem convinces Pete that it is a dog bite. The strangers take Clementine to their group, and despite Clementine's persuasion that she was bitten by a dog, most assume it was a walker bite. Clementine is then locked in a barn and waited to see if she gets a fever or not to see if she was really bitten by zombies. On reflection, Clementine decides to leave the barn at night, as the infection begins to grow in her. She leaves the barn and sneaks into the house in search of a cure for the bite, where she is assisted by Sarah, who Clementine can befriend depending on your actions. She can be helped by Alvin, who was against putting her in a barn, he can give you bandages and juice. Returning to the barn, Clementine treats the wound, after which a walker enters the barn, whom Clementine kills with a hammer. Strangers come to the noise of the fight and take Clementine with them. After examining the wound, Carlos confirms that the bite was indeed a dog bite. Next, you can talk to Luke about Lee.

The next day, Clementine, Pete, and Nick go to the river to check on their catch, but instead, they find dead bodies. Clementine discovers her backpack next to the marauder who attacked Christa yesterday and he asks for water, give water or not, it's up to you. Further on the coast opposite, walkers come, after which one of them bites Pete, and Nick is surrounded and cannot help Pete. Which of the two survivors to help is up to you. If she chooses Pete, then Nick will hide in the forest during the attack. If she chooses Nick, then Pete will be eaten by walkers. Together with Nick, Clementine runs away into the woods. The episode is over.

Episode 2. Between two fires

The beginning of the episode depends on your choice. If Clementine runs away with Nick, they will hide in the house where he previously made moonshine with Luke, and if you save Pete, they will hide in the mini-trailer, where Pete will try to cut off the infected leg. After a short conversation, they fall asleep, then Clementine is awakened by Pete's moans. Pete decides to distract the walkers, Clementine will not be able to convince him. Clementine then escapes alone and makes it to the group's house, where she meets Carlos and Rebecca, after a brief dialogue they go looking for Pete or Nick (depending on your choice). Clementine stays with Sarah (daughter of Carlos), you can take pictures of her, this will help you make friends with her better. After that, an unknown man named Carver comes into the house, no matter how hard you try to stop him, he will still break into the house and inspect it. And he will ask about Carlos and his group. Then, without keeping himself waiting, he leaves. Clementine and the group find Nick and together they go further north, away from Carver. Some time later, Clementine and the group come across a small bridge. Luke will ask Clementine to go scouting with him. Then they will try to overcome a very dilapidated bridge. After a long fight with the walkers, they meet a stranger named Matthew, who offers to help them, but, frightened by the appearance of Nick, raises his weapon. Nick, thinking that the stranger is dangerous, shoots him. Nick approaches Clementine and Luke, after which a small quarrel begins. Upon reaching the house of the stranger killed by Nick, Clementine will be asked to look around the house, where she will find a hunting knife and 2 cans of peach. Next, Alvin will enter the house and ask him to give him 1 can of peach, for his wife Rebecca, since she is in a position, she needs more food. It's up to you, but it won't affect the main story. The group is already ready to go further. By nightfall, they already reach the ski slope house, where they meet another group. Among them, Clementine finds Kenny (she thought that Kenny was dead), Kenny, like Clementine, is very happy to meet. After Kenny and the group let them into the house, they ask to leave their weapons in the hall, Clementine leaves her backpack with a hunting knife there. She can look around the house where you can decorate the Christmas tree, talk with Walter (where he will talk about his best friend– Matthew), talk to the group and Kenny. Next, you will be called to dinner, and you will be presented with a choice - sit down with Kenny or Luke. Either way, there will be a conversation between Kenny and Luke, during which Kenny accidentally mentions Duck, which Luke is interested in. You can tell him that Duck is his son, or ask him to leave him alone. Next, Walter will ask Clementine to go with him to inspect the house from the outside. Meanwhile, Bonnie will sneak up to the house (she was in the 400 Days add-on), she will tell that she has her own group and that they need food. Walter is happy to share it. After entering the house, Luke will call Clementine and tell that he found a photo in the house with a picture of Matthew and Walter and saying that Matthew is the guy who was killed on the bridge by Nick. This news can be either told or hidden from Nick. In any case, Luke will ask Clementine to hide Matthew's found hunting knife. Clementine finds her backpack, but the knife is not there, and Walter is standing outside the door with a knife in his hands. Walter is saddened and angry, if Clementine is honest with him and justifies Nick, then this will greatly affect his decision. Immediately, the windmill begins to accelerate strongly, creating a lot of noise. The noise attracts walkers, the group goes outside, where the fight will begin, and Walter will decide the fate of Nick (depending on your honesty), and then Carver will appear with his gang, including Bonnie. Carver takes everyone hostage and brings them into the house. Clementine will hide upstairs with Rebecca and Alvin. Kenny and Luke escaped outside. Carver will ask them to come down. Clementine can go look for Luke with Kenny, or she can talk Alvin and Rebecca into giving up because Carver will torture Carlos. Either way, there will be a shootout. Where one of Carver's bandits dies, he will kill Walter, but Alvin's fate is already in the hands of Clementine. If you remain silent or convince Kenny to shoot, then Carver will kill Alvin (Rebecca will not be happy), and then take on Sarita (Kenny's Girl). If Clementine pounces on Carver, then she will become a hostage. Kenny won't shoot and will surrender. Luke will hide, and Carver will think that he is dead.

Episode 3

The episode begins with Carver's gang having already captured Carlos's group and Kenny's group and they are being driven in a truck where Kenny decides to break out with force. Clementine can support him, but the rest of the group will be unhappy. Kenny successfully frees himself from the ropes, but due to the heavy braking of the truck, Kenny hits his head on the truck's steel door and loses his balance. Next, the door opens.

The group is taken out of the truck and led along the corridor of the base (the base is a rebuilt hypermarket), where Carlos will be asked to go with one of the bandits, Sarah is upset. Clementine can calm her down (your choice of course). By the way, at the base you can meet characters from the 400 Days add-on. Some time later, the group reaches a sort of prison. Alvin will be asked to go to Carver, he leaves. Reggie, an old acquaintance of Carlos' group, is waiting for you inside the prison. He was sent by Carver to keep order. Kenny will ask you to look for a way out, and Renji will ask Clementine not to touch anything, it's up to you. Some time later, Carlos rejoins the group. In prison, Clementine can talk to two inmates, a girl named Jane and a guy named Mike. After inspecting the walls, Renji asks the group to take a rest as tomorrow is going to be a tough day.

The next day, Clementine is woken up by Troy, who was also involved in the attack on the ski lodge in episode 2. Next, Carver approaches the group and begins to explain instructions, rules and duties. Sara tries to talk to Clementine. This is noticed by Carver and, arguing that Sarah should be taught a lesson, forces Carlos to hit Sarah. The impact knocks Sarah down and she starts to cry. Further, the group is separated, Clementine is sent to the arsenal, to Bonnie, to replenish stores from machine guns. During the conversation, Bonnie apologizes for her deception, and as a token of goodwill, gives her a warm jacket. Clementine puts on her clothes. Tavia enters and takes the girl to work in the greenhouse on the roof. Sarah is also there, sitting in the corner, still crushed by Carlos' punch. Clementine is able to calm her down, Reggie shows Clementine the plants she needs to take care of. Clementine can help Sarah and still not do her job, or she can do everything herself and leave Sarah to herself. Either way, Carver arrives and, noticing that one of the girls hasn't done her job, asks Clementine and Sarah to leave them alone with Reggie for a while. The girls walk out and then walk out, Carver holding Reggie by the scruff of the neck, who apologizes in a panic. Carver pushes Reggie to the edge of the roof and then throws him off. Reggie is crushed to death.

Then, after a short dialogue with Bonnie, Clementine can tell her about Renji, after which she is instructed to take the nails to Troy. On the way, she notices a barricade and the rumble of walkers behind it, and enters a small shop. There she finds Kenny, who has grappled with Mike. As a result of a brief skirmish, the window behind Mike breaks and a dozen walkers enter the room. Clementine successfully escapes one of the walkers, who was hit in the head with a rack, and leaves for a room with a spotlight, where she gets tangled in the wires. Clementine can take a screwdriver and kill the walker, or try to pull her leg out of the wire. Anyway, Troy saves her and kicks Clementine out, Kenny and Mike are fine too. On their way back to the base, Clementine stealthily grabs Luke, who has fled from Carver's attack. Luke warns that a walker mob attack is coming and that no one will survive. After that, he will ask Clementine to get two walkie-talkies once so that he can find out the patrol schedule and the location of the guards at great escape. After promising to do so, Clementine exits the comic book store. But he immediately stumbles upon Troy, he sends Clementine to Carver.

At the entrance to the office, Clem meets a crying Rebecca. Inside the office to the left of Clementine, a badly beaten Alvin is sitting on a chair, and if he is already dead, he will not be, who is unconscious from the beatings. Attempts to talk to him are unsuccessful. Carver enters, he will say that he likes Clementine, and that he would like her to cooperate with him. At night, a serious question arises regarding the escape. After a conversation that indicates a way to get through the oncoming herd of walkers, Clementine is lifted to the roof with a winch. Clem climbs onto the roof and sneaks into the warehouse, where Tavia acts as sentry. There, during a conversation between Tavia and another guard about the growing herd of walkers, Clementine successfully steals the walkie-talkie. She returns to her group and everyone is proud of her. Afterwards, they go to sleep.

The next day, Kenny wants to hide the walkie-talkie in Clementine, but Mike doesn't like the idea. Whichever you choose, Kenny will tuck the walkie-talkie under Clementine's jacket, but Bonnie takes it along the way, derailing the escape plan. However, she quickly releases her, Clementine gets to Luke, who is not there. Troy finds Clementine, he can punch Clementine in the face, from your answer. Then he drags her back to his group. You find Luke and Carver with him, the radio plan is revealed. Carver counts to three, promising reprisals if you do not give out a walkie-talkie, and if you do, then he promises to be more merciful. Even if Clementine decides to give up the radio, Kenny will grab her anyway. He will discreetly take the walkie-talkie from Clementine's pocket, taking responsibility. Despite the promise, Carver beats him severely, you can intervene and get a butt in the head, or stop Sarrita. Bonnie stops Carver, while she herself is ready to help the group.

Kenny got a lot, after the examination, Carlos will say that Kenny may have problems with his eye, and he also received a concussion. The group considers abandoning Kenny, but he instantly regains consciousness and is ready to escape. The plan is to turn on the loudspeaker, which will bring in the walkers. Next, run away using the hype. Now we need to rescue Alvin (if he survived) and turn on the loudspeaker, and they are in Carver's office. Clementine infiltrates the roof again, but now goes to Carver's office. Carver himself is not there, but there is Alvin (depending on the choice) who is still lying. Clementine turns on the loudspeakers, which attract a herd of walkers, and at that moment Alvin comes to his senses. Realizing that he will no longer be able to move, he asks Clem to look after Rebecca and their child. Alvin believes that they will have a girl. Clementine gets out and sees how Alvin is killed by one of the bandits.

Clementine finds her group in time, they are already detained by Carver, he has a machine gun. Clementine can either fall on him or shoot him with the Derringer, which can be found in a desk drawer in Carver's office. After stunning Carver, the group captures him. Rebecca learns that Alvin is dead. Luke wants to tie him up, but Kenny shoots off Carver's legs, telling everyone to leave as they'd better not see what's to come. She has a choice: look at the very brutal murder of Carver or leave.

Regardless of the choice, Clementine ends up on the street. There, members of her group kill several walkers and cover themselves with giblets. Sarah goes into a fit of shock that she barely manages when she gets dipped. The whole group is already ready, when suddenly an armed Troy appears from behind. Jane begins to persuade him to join them, meanwhile coming close to him. She wounds him with a pistol, leaving Troy as bait for the oncoming dead. The group is moving forward. Carlos, leading a panicked Sarah, asks Clementine to calm her down. At this moment, a stray bullet from the side of the base, where the remnants of Carver's group are shooting back, hits Carlos in the throat. The walkers pounce on him. Sarah hides screaming in the crowd of the dead. While Clementine sees that Sarita has been bitten by a walker and does not let go, by the palm. Again, the choice arises: kill the walker, or cut off Sarite's hand. In the latter case, Clementine cuts off Sarita's hand with a hatchet, and the episode ends with her heart-rending scream.

Episode 4. Among the ruins

The episode starts with the result of the last selection of the previous episode. If Clementine cut off Sarita's hand, the walkers immediately notice and kill her. After that, he sticks an ax in her head so that she does not have time to turn into a walker. If Clementine kills the zombie that bit her hand, then Sarita will remain alive and run away with Kenny.

The escape plan goes downhill, Carlos is dead, Sarah, Pete, and Luke are separated from the group, and Clementine is separated from Kenny and Sarita. After wandering among the zombies, she finds Rebecca. Together they try to get through the crowd of walkers, but they are too scared. Soon Jane is announced, who, after a short argument, nevertheless agrees to help get to a safe place. She will ask Clementine to distract the zombies, and she herself will sneak up behind him. She grabs a zombie and rips its jaw (so that it doesn't bite), and the three of them come out of the crowd of walkers, using it as a shield. Further, according to the plan, everyone was supposed to meet at the Civil War memorial after the escape. Mike, Bonnie, Kenny and the dying Sarita are already waiting for them there (depending on the choice). Kenny fell into a severe depression, worrying about the loss of Sarita. Nick, Luke and Sarah are gone. Jane and Clementine go looking for them.

Along the way, Jane reveals that in the past she had to abandon her sister because she no longer wanted to fight for survival. They come out to the trailer park. Clementine finds Sarah's glasses under a corpse. She's around somewhere. After that, Luke's voice and Sarah's crying are heard from one of the houses.

On the fence of the area where the voices are heard, the survivors find a converted Nick, whom Jane asks to kill. Clementine plunges an ax into his head. Jane will say that the ax is not the best weapon against walkers, and will hand her a pointed screwdriver. Inside, they distract the pressing crowd of the dead and penetrate into the house. There they find Luke and a depressed Sarah. Walkers break into the house and they need to get out through the hatch in the ceiling. And Sarah is unable to walk. Clementine is faced with a choice: bring Sarah to her senses, or leave her to be eaten by walkers. Whatever she chooses, they escape through the hatch and the group returns to the memorial, where Rebecca, Kenny, Mike, and Bonnie are waiting for them.

Rebecca is due to give birth soon. The group will have to find a safe place and the necessary supplies for the delivery. Mike and Bonnie go to scout the museum, Jane goes to the observation tower, Kenny, Rebecca and Sarah (depending on the choice) stay at the memorial, and Luke goes to patrol the memorial. The player can choose to go with Jane first or with Mike and Bonnie.

At the site of the observation tower, Clementine and Jane are trying to pick the lock to the locked part of the house, when suddenly the limping Arvo approaches the tower. Jane decides to grab him, but tries to hide some bag. Clementine makes contact with him, but he draws his gun. Jane manages to disarm him. The bag contains various medicines. Arvo says they are for his sick sister, but Jane offers to take the bag. Depending on Clementine's decision, the bag is either returned to Arvo or left in the group's possession. In any case, Jane, leaving the revolver in her possession, threatens Arvo never to return here and escorts him away. Soon, Luke approaches the viewpoint. He volunteers to stay with Jane to help her with the lock and protect her from a possible attack.

Clementine returns to the memorial, where she persuades Kenny to help Rebecca with the birth, after which she goes to the museum. At the museum, along with Bonnie and Mike, she finds an old overcoat and drinking water for her upcoming birth. Taking everything they need, they return to the memorial.

Meanwhile, Rebecca's water has broken and contractions begin. Meanwhile, the walkers have already come close enough to the memorial, and Luke, who was supposed to keep an eye on the territory, is absent. The survivors urgently retreat to the observation tower, where Jane and Luke are caught making love. Kenny lashes out at Luke, as he was supposed to guard the memorial. Meanwhile, the dead begin to climb onto the veranda. Trying to block the exit with a cannon, Clementine and Luke bring down part of the veranda. If Sarah remains alive until then, then she falls with Jane. Regardless of the player's actions, Sarah is killed and Jane is saved.

The dead are pressing through the dilapidated veranda. Clementine, with the help of Mike, collapses the second part of the veranda, thus securing the viewpoint. Meanwhile, Rebecca is having a baby. The group decides to spend the night. At night, Jane leaves the group and says goodbye to Clementine. Luke, coming up later, is very upset by this news. Luke and Kenny decide what to do next. Luke offers to stay, while Kenny suggests heading into town and finding a new hideout. Regardless of the player's choice, the group soon decides to head further north towards the city that Clementine has spotted.

After a day of walking, Rebecca, unable to walk anymore, asks to stop. Kenny and Luke once again begin to argue. At this time, Arvo approaches the group and attracts the group's attention. Suddenly, the group is surrounded by Russians, survivors of Arvo's group, demanding to lay down their weapons and hand over all supplies. They don't understand English, just like Clementine's group doesn't understand Russian, and the situation quickly starts to escalate. From Arvo's explanation, it becomes clear that his group considers those surrounded by the very people who robbed Arvo (regardless of whether Clementine gave the bag of medicine back or not). In the heat of the skirmish, Clementine notices that Rebecca is beginning to turn into a walking dead. Depending on the player's choice, either Clementine or Kenny shoot Rebecca, which provokes both groups. The episode ends with the sounds of gunfire.

Episode 5

The episode begins with Rebecca dead and Kenny's group pushing the attackers back. Clementine manages to escape, but during the firefight, Arvo's sister turns and she has to shoot her. Arvo is depressed. At the end of the encounter, Jane, who left the group the day before, unexpectedly appears. Jane stabs the last Russian who shoots back, saving Kenny. As a result of a skirmish, Arvo survives from a group of opponents. In Clementine's group, Luke gets shot in the leg, but this wound is not fatal. Thus, a newborn boy is left in the hands of the group. Kenny doesn't trust Arvo and decides to kill him. Surrounding barely persuaded Kenny to let him live. Arvo, for the sake of saving lives, will lead them all to a safe place with food supplies. Arvo is tied up and set off. On the way, Jane warns Clementine that Kenny has changed (probably since Sarita's death). And that she must be ready to make a difficult choice.

On the way, the group has to spend the night at the power plant, as it is already getting dark, and it is still a long way to the house with supplies. Jane is not yet very sociable, and judging by her dialogues with Clementine, she herself is not very happy with the return to the doomed, in her opinion, group. During a campfire chat, Luke talks about his past and announces that today is his 27th birthday. For the sake of this occasion, Bonnie treats everyone with a bottle of rum. Clementine takes turns taking the rum to Kenny and Jane. After drinking, Jane softens a little and approaches the common fire. Kenny can be convinced with a simple conversation. And only Arvo does not want to communicate with anyone, he is depressed by the death of his sister.

In the morning the group goes further and goes to a small house, however, a frozen lake is located between them and the house. Arvo will say that the ice is thick and that he will hold it. And then, walkers appear from the forest. When crossing the lake, due to a wounded leg, Luke falls behind and walkers begin to catch up with him. The ice is cracking underneath. Clementine and Bonnie rush to the rescue. Luke asks not to approach and shoot the walkers. Clementine has a choice: try to approach Luke or stay and shoot the walkers. Regardless of the choice, Luke drowns. Bonnie's fate is in Clementine's hands. If you try to help Luke, Bonnie will treat you positively, if not, then she will be angry with you.

The group enters the house. Kenny is dissatisfied with the house, and the death of Luke and Bonnie (depending on the choice). An outburst of rage pushes him to beat Arvo, Clementine can intervene. The surrounding people do not approve of Kenny's act, they begin to fear him. There are food supplies in the house, but there is no powdered milk.

Kenny finds a pickup truck and manages to get it started. He suggests getting in right away and heading north to Wellington, where there should be a survivor center. By the way, in the first episode, Clementine and Krista, just went there. However, everyone is against this idea and offer to return back to Carver's base, where, in their opinion, there are food supplies, including for the baby. You can support Kenny or you can't. At night, Clementine is awakened by the tapping of an unattached rope on the window. She hears strange sounds in the yard. Out on the porch, Clementine discovers Mike, Bonnie (depending on choice) and an unleashed Arvo about to steal a pickup truck. Clementine points her gun at Mike, demanding clarification. Mike asks not to shoot and begins to approach slowly. Clementine has a choice: give up her weapon, shout or remain silent. Regardless of the decision made, Arvo shoots Clementine. The bullet hits the clavicle area. Kenny leaves the house. Clementine loses consciousness from the pain shock. A flashback scene appears. This is what is presented to Clementine in an unconscious state. In this flashback, Clementine is riding in a van with Lee. There will be heartfelt conversation.

After a while, Clementine wakes up in a pickup truck. Mike, Arvo, and Bonnie (of your choice) have fled. Kenny is driving, and Jane is sitting next to her with a child. They are happy to have her back. Kenny heads to Wellington, but Jane is against the idea. Jane and Kenny fight. The road is blocked by a congestion of cars. A snow storm begins. Kenny walks towards this cluster of cars, hoping to find some gas, and disappears out of sight. Shots are heard. Walkers appear, they are not frozen, but still they move. They approach the pickup truck, Clementine is forced to drive and hits several walkers, but the car overturns. Jane takes the child in her arms and hides in the snowstorm, urging Clementine to run. Through the snowy fog, Clementine moves alone almost at random. She finds an abandoned house where Kenny is. Kenny asks about Jane and the baby. Jane soon arrives, but without the child. Kenny asks about the fate of the child, but Jane, as it were, hints that he is no more. Kenny realizes that Jane has gotten rid of the baby, and a fight to the death ensues between him and Jane. Clementine tries to separate them, but she fails. Clementine is left with one of the last choices of this game, which will greatly affect storyline: Kill Kenny, Jane, or both of them. Afterwards, Clementine finds the baby in one of the wrecked cars.

endings

The game has only 5 endings:

Clementine with the baby and Kenny head to Wellington. They find Wellington. On the doorstep, they meet a girl named Edith, who drops a bag of supplies for them. She reports that Wellington is full, but after persuading Kenny they are allowed in, but there is no room for Kenny. Kenny asks Clementine to come in with the baby and he will leave. The player has a choice:

Clementine and the baby enter Wellington and leave Kenny behind. Finally, he gives her his cap and asks her to take care of the baby.

Clementine and the baby stay with Kenny. Edith tosses them another bag and asks them to come back in a couple of months, when the place might be available. Kenny and Clem pick up the bags of supplies and continue their journey.

Clementine with the baby and Jane return to Carver's camp. As they explore the camp from the inside, a family of three approach him from outside: Randy, his wife Patricia, and son Gill. They ask the survivors to enter the camp. The player has a choice:

Clementine lets the family inside, and after thanking the survivors, they continue to survive together.

Clementine forces the family to leave and she stays with Jane and the baby. In the end, they will say that they will remember this refusal.

Clementine leaves with the baby. A few days later, he stumbles upon a large pack of walkers. Then he coats himself and the baby with the offal of the dead and continues to survive in this world.