Walking dead episode 3 guide: Guide for The Walking Dead (Xbox 360) — Episode 3

Guide for The Walking Dead (Xbox 360) — Episode 3

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As the game starts, Kenny and Lee will be scavenging for supplies, he’ll climb a ladder and when you try, it’ll break. Look for a Jeep nearby and hook up the tow cable to the front of it and use the wench to pull the Jeep. Climb on top of the Jeep and Kenny will attempt to pull you up to the ledge with him, but drop you.

Your first QTE will start here, a woman will come screeching and, of course, attract walkers. You must decide if you want to put her out of her misery or let the walkers get her, hopefully making your job much easier. Letting the walkers get her gives you more time to loot the drugstore. Kill her or don’t, you will still net the first achievement.

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This is a pretty easy and straight-forward chapter; however it will begin with a QTE, so press the buttons as they appear, then move the refrigerator to bar the door and attack the other Walker to get out of the drugstore. Once back at the inn, simply listen to Kenny and Lilly fight, pick your dialogue options and net your achievement.

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After dealing with Lilly, head outside and talk to Duck who’s been listening in on your conversation and wants to help. Answer how you want, he’s helping, period. Talk to everyone about the flashlight, then head to the far left of the inn and you should see an ‘X’ written on the side of one of the rooms with chalk, talk with everyone about the chalk as well. Duck will call you over and say he’s found something, he offers you a high-five, accept or decline, the notification for accepting is pretty awesome.

If you have Carley, you can tell people about your past, you don’t have to, but it can offer some interesting dialogue between Lee and the others.

Examine the mark and push the gate, go all the way to the right and examine the grate in the wall. Head back to Lilly and tell her about the stash, listen to her psychotic rampage until you hear a rustle going on outside.

A QTE will soon follow, react as follows:

1) Aim and kill the first bandit, if you have Carley, she’ll take him out instead.

2) Kenny will give you a rifle, go to the left and take out the bandits by the dumpsters. If the edges of the screen start to go red, press B to make Lee go back behind the RV before you get shot. Don’t let them go too far to the left, or they may get behind you.

3) After shooting the bandits, Doug/Carley and Ben are safe to get in the RV. You must now deal with the right side. Do the same thing as before.

4) After shooting all three bandits, Clementine runs over to Lee and safely makes it into the RV. However, Katjaa and Duck will get attacked by a walker — quickly kill it to save them. If you’re too slow, Kenny will save them instead.

5) If you have Carley with you, she’ll assist you. All you need to do is stay on the right side, and kill the four walkers. If you have Doug, you pretty much must switch back and forth to stop the walkers from getting too close.

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Once you’ve taken care of the walkers, the group will then get into a heated argument with Lilly on the RV as to who was helping the bandits, choose your dialogue. Eventually Kenny will run into a walker and pull over to fix the RV and the group will step out and continue their shouting match. Lilly will keep throwing accusations around, if you have Carley with you…. Well, I’ll leave what happens out. Choose whatever dialogue options you want after the event.

Katjaa will call you over and let you in on a horrible realisation — Duck was bitten during the attack at the inn. Katjaa and Kenny ask you to tell Clem, choose your dialogue. Shortly after a QTE will occur, just mash A, even if you fail you’ll live.

When you exit the RV, check on Duck, Katjaa will ask you to find him water, this is optional but will help vastly improve your relationship with Kenny and Katjaa. Head into the RV to grab the pencil, you’ll need it later.

Optional for Duck: Head into the boxcar to the left of Ben, it’s the only other one you can access; there’s a water bottle in here for you, grab this and head over to Katjaa.

Climb up the ladder on the main train car and open the second compartment and grab a tool, then head over to the door to the engineers cabin and open it with the tool.

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Kenny will tell you that you need to get the train moving, there will be a notepad nearby with an imprint on it but is too faded, did you ever do ‘rubbings’ in elementary school? Use the pencil on the notepad.

Head to the many switches and levers in the cabin and follow what the instructions on the notepad say and after working through all of the switches head to the door near the front of the cabin.

Optional for Duck: Around the front of the train you’ll notice a walker stuck in a car, head down and you’ll see he’s stuck. Release the seatbelt and then slam the door against its head, killing it. Grab the animal crackers and give them to Katjaa.

Head back up to where you grabbed the tool to get into the engineers cabin and open the first compartment, there’s a switch in here, turn it left and then right. Kenny will then talk with you, say what you want. Head into the cabin and pull the throttle, you’ll learn that the main car is still attached to the wreckage behind you.

Go to the second car, the one with the water bottle, and there should be a map as well, take that. Head through the open door to the back of the train and continue around the car, use whatever tool to remove the pin attaching the cars and head back to Kenny. There’s a chance for various conversations before pulling the throttle, chat with people if you want.

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After pulling the throttle, answer Chuck how you like, use the rag to clean up the blood and then head to the engineer’s cabin to get Kenny to stop the train. You can do this in many ways, through kindness or aggression, choose whichever you prefer (stay silent for all for an Easter Egg).

You’ll then need to make a tough decision, I won’t spoil it, but I’m sure you can guess what that is, decide what to do and respond to Clem however you wish.

After the event, talk with Clem and she’ll tell you Chuck has said some disturbing things, head to the very front of the train to confront him. After the conversation, head to the second car and teach Clem to shoot, after that cut her hair with the scissors in Chucks bag.

Grab the whiskey and head back to Chuck, give it to him and tell Kenny, who will then move so you can get the map. Then talk to Clem about Savannah. The train will then stop and you’ll get the achievement

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You’ll then meet Omid and Christa. Respond to their questions how you like, talk with everyone to see how they are doing, after which head towards the station in the distance. Clem will then decide to join you and help if she can.

When you get to the station, Clem will try to open the door, look up and you’ll see a spot where she can fit, boost her up and she’ll unlock the door for you. Clem will hold the door open and you need to find something to prop it open with, there’s a timer but if it runs out you won’t die, so don’t worry about it. There should be a block or something nearby that can be used to prop the door open.

There’s a blowtorch on the other side of the gate inside and another locked door, do the same thing you did before, send Clem over. This will start a QTE, here’s what to do:

1) Grab the door prop and beat the Walker with it.

2) Lee will get grabbed, enter the commands that appear.

3) Grab the key from Clem and use it to unlock the door.

4) Kill the walker.

Christa will come running to see what happened, respond how you want and then grab the blowtorch and return to the group near the train. Talk to Omid and join him on top of the bridge, there should be some tape near one of the trucks. Attempt to use the blowtorch on the tanker, Lee will notice there’s a leak in the line; use the tape to seal it. The tanker will begin to fail, but stop, dangle Omid and have him cut the last bit.

Push the blowtorch over the edge to set the leaking oil ablaze, you now have to get down and the only way is to jump, convince Omid to jump with you (or not). Lee lands safely while Omid slams into the ground, Christa will jump off to help him and you must decide who to pull up.

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The rest is just scenes and dialogue options, just choose whatever you like.

6. Episode 4 — Around Every Corner
4. Episode 2 — Starved for Help

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Guide for The Walking Dead

Long Road Ahead

The third episode will start with a conversation with Kenny. His attitude (and what he says and how he says it to you) will be closely related to the choices you took in the previous episodes. Your first response does not matter, but the next one does. The topic of leaving the motor inn in the RV will come back again (as it always does). Once you finish the conversation you regain control of Lee.

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Kenny then proceeds to climb the ladder on the trailer and it then «breaks», so don’t try and climb up it as it won’t work. Go back to the military jeep and on the front of it is a winch, press while the arrows are over the winch and then pull it out and attach it to the trailer’s axle again with the button when it tells you to. Now walk back over to the jeep and the winch controls are hanging on the passenger side door, once there again place the arrows over it and press and the jeep will now be pulled towards the trailer. Climb onto the front end of the jeep and Kenny will offer you his hand, take it and he will try to pull Lee up, Kenny drops him and a quick conversation ensue’s and then they try it again this time with success.

On top of the trailer Lee and Kenny hear a woman screaming and this then brings the situation that you either shoot the girl and bring attention to yourself and Kenny or leave the girl and give yourself and Kenny extra time! (choose wisely). Once the decision is made a cut scene appears.

The result of your decision will be the amount of time that you will have to gather the supplies. If you left the girl in one way or another, there will be much more time (enough to take all the items). If you shot her you’ll have considerably less time and you’ll need to hurry up. Soon as you regain control of the Lee, start to collect all kinds of items. Take the Medicine Box, Medicine Bottle, Supplies, Energy Bar. There are five items on the floor, including the one in the trash, two on the shelves on the left and one on the shelf on the right. If you have already collected all the eight items, immediately look to the right to get to the next part of the pharmacy. In the box there are three items, to the right of the box there’s one while on the shelves above three. Take it all the items there is only seven and then go right to the next part of the pharmacy.

Take the item from the counter, and then quickly push the shelf to move it. Inside there are four items, if you go right now you’ll get back to the first place with the supplies. But if you have already collected them all (there are twenty items altogether), Lee will admit it and you’ll find yourself in the further part of the chapter automatically (or it will happen if you simply run out of time). You will see a message in the top left corner indicating the number of the items you’ve gathered. It’s time to get away from this place. Now look over right and jump over the counter, Lee will get knocked to the floor by the door and you have to press the required button like crazy here but along the way Kenny will come over and help, (depending on your actions back in the barn) if you tried to save Larry, Kenny will look away.

Look slightly to the right and tip over the fridge to block the doorway, you have only a few seconds to do it quickly as the zombies can still get you even though the screen does not go red. Run to catch up with Kenny and you encounter a walker from the crashed helicopter, hit him a few times and then eventually force him into a piece of metal and concrete.

When Lee and Kenny reach the motor inn, a conversation will develop. It will begin with a question about how many supplies you managed to collect from the pharmacy. Reply with what you want, Kenny will tell the truth anyway, Lilly’s reaction will strictly depend on the number of supplies. Then the idea of leaving the inn in the RV will return, your answer is important here. If you pick a different answer while talking to Lilly and you told Kenny something completely different at the start of the first chapter, he will notice the fact that you changed your mind. More so there will be a talk about leaving or shooting the girl in the first chapter (Lilly will not be happy if you left the girl be eaten). You can try to explain yourself, but it does not matter what you say to her.

Now Lilly tells you to leave, it does not matter what you respond. You will briefly speak with Doug or Carley, depending on whom you saved earlier and then you’ll take control of Lee. At this point if you saved Carley, you can do a side mission. To do so go to the right and climb the stairs on the left. The conversation will start automatically. Carley will want you not to hide the fact that you had been convicted of murder. Respond with what you want the only response that is important is the last one. You can either agree with Carley or not. Whatever you choose she will remember that. If you agree you’ll get a kiss. You can then talk to Carley about other things or go and tell people about your past, it would be wiser to let people know about Lee’s past so Lilly cannot use it against Lee later on.

If you do tell people then I would advise telling Kenny and Katjaa first and then you can tell Ben if YOU wish to, once you are done go back and let Carley know and then you will find yourself back downstairs, now go talk to Lilly and see what she wanted. She has found a broken flashlight and wants you to find out who broke it and such.

Anyway, you’ll go outside and here you’ll be suprised by Duck, who will want to help you in the investigation. You can agree (silence means he can help aswell) and then Duck will help you, if you do not agree Duck will still help (even though you said no). If you wish, you can go back to Lilly and tell her about your past, she will not be surprised as Larry told her about it long time ago. However, she will remember what you told her.

Now go to the far left near the fence and you will see some broken glass on the floor to inspect, once done with that go around the corner of the wall and you’ll come across a big X on the wall, its a chalk mark but who did it!? Now go and ask about the flashlight and the chalk so speak with Ben, Kenny, Katjaa, (Doug or Carley) depending who you saved and then speak with Clementine (its vital you leave Clem until the end). As soon as you finish talking to Clem, Duck comes up to you and tells you about the gate. Head for the gate. You can high-five Duck by pointing at his hand if you do, you will gain a fan. You can also choose not to do it which would be not cool for Duck. After that talk to him and ask about everything, and then inspect the chalk scuff on the floor. Now push the gate open, after exiting go to the right. Along the way, you can look at the fence (pointless really). Look out for the grate in the wall above the floor, open the grate and pick up the bag of supplies from inside. Watch the cutscene, Lee showing the bag to Lilly. There is a lot of shouting going on outside now, it will turn out that your camp has been attacked by some bandits.

Go towards them and choose any of the options but its safer to keep calm instead of shouting and threatening them, just talk to them until Lilly shoots their leader. Silence means death! Carley will kill two more bandits and then run out of ammo where as Doug will manage to shoot only one bandit so choose wisely when helping one in Ep 1!

At this moment, the action begins and you have to be very accurate. Start by shooting at the fleeing bandit, one (if you saved Carley in the first episode), or two (if you saved Doug in the first episode). One bandit will manage to escape anyway, (dang bandits).

He will call his bandit friends, you will be hidden behind the RV and your task will be to lean out in the right direction and shoot the bandits. Remember that when the corners of the screen are getting too red you have to hide, otherwise you will be shot. On the other hand you cannot let the bandits or zombies get to you, because you can die as well.

First, lean out to the left, you need to shoot two bandits down. They will be hiding behind the cover (you can only see their heads). After a while they will start to come up to you. Once you’ve killed them, Ben and (Carley or Doug) will run into the RV.

After the cutscene lean out to the right. Kill the two bandits hiding behind the cover (you can only see their heads again). Wait until one runs out to the left and shoot him. After killing the three bandits there will be the another cutscene, Clementine will be safe.

Unfortunately, Katjaa and Duck have been crushed by a zombie, Aim and shoot if you do not save them, Kenny will. The last fight is with the walkers you have to kill four. If you have Carley, she will take care of the left side while you will be able to kill the ones on the right. If have Doug, you need to get rid of the zombies on both sides on your own (one or two on the left, then one or two on the right, etc. ). Remember to aim at the head for a kill shot.

After a while, Lilly will run into the RV and you will leave the place. Everybody wave goodbye to the Motel.

A conversation about who is responsible for giving the food to bandits will develop in the RV. Further events will be different depending on whether you saved Carley or Doug in the first episode, Half way through a walker gets stuck under the RV and everybody gets out and Lilly starts interrogating people and questioning there motives and such. If you saved Carley back in Ep 1 then Lilly shoots her, but if you saved Doug instead Lilly wants to shoot Ben and Doug gets in the way and basically Doug gets shot!. Now you can either leave Lilly at the side of the road (I would and did) or bring her with you and worry about who gets it next.

Regardless of what you replied, Lilly will tell everyone that before the apocalypse you had been convicted of murder, the groups reaction to that news and further attitude towards you will depend on whether they have already heard that from you, or not of course, you saved Doug in the first episode, you did not have such an option.

Anyway, after regaining control of Lee point at Katjaa and speak with her. You will learn that Duck was bitten, it does not matter what you answer here as Kenny will refer to your past. The way he will do it depends on whether you earlier told Kenny that you are a convicted murderer. After the conversation with Kenny and Katjaa, you can look at Lilly (if you kept her with the group) and talk to Clementine, its best to talk to Her. Clem then falls asleep and so does Lee, after a while you need to press the button, don’t worry if you can’t fend Clem off as it is a nightmare.

Lee wakes up and the RV is stopped, a quick cutscene puts Lee outside and they chat about the obstacle infront.

After regaining control of Lee, go left and get in the RV. If you didn’t make Lilly stay behind, you can talk to her (but why would you!?). Look at the console and grab the pencil (it will come in handy, trust me).

At this moment, if you left Lilly behind nothing will happen. Get out of the cabin, and then open the RV door and exit. However, if you took Lilly with you she will break free. Reply what you want to the first question, and then be careful with the 2nd one, regardless of whether you get out yourself or be pushed out by Lilly she will drive off in the RV anyway. Tell Kenny what you want.

Then go to the left and straight ahead, look at the boxcar door, open it and search and take two items from here grab a bottle of water on the right and pick up the map from the floor on the left. You will return to this boxcar later for now, keep in mind that there are three exits in the boxcar. Start walking to the right, you get to Ben you can talk to him. From here you can also access the boxcar. Clementine will not tell you much, show the map to Kenny and give a bottle of water to Katjaa so that she can give it to Duck.

Go to the place where the boxcar is connected with the engine and climb up the ladder. Go right until you come across a series of compartments. Leave the first, the last two are empty. Open the second compartment and take one of the three weapons, it does not matter which one you take as you can only take one. Leave this screen and go to the right, open the cab door having selected a gun or one of the heavy tools and then hit the train engineer or shoot him. It does not matter, because it turns out that its just a normal dead body (I know right!). Talk to Kenny and use all topics, you will talk about Lilly (about leaving her in the RV, on the road or that she took the RV and drove off). You can have a look at the floor on the left, where the rotten lunch is. For now you won’t be able to pull the map that is next Kenny instead you can look at the photograph. Most of all however, look at the notepad and use the pencil on it.

You will copy the notes using the same method Clementine did with the leaf, take a look at them and then get out of this screen. To see the notes again, you must use them on the console. The train instructions will help you to set the console in order to run the train.

Directions for the train are:

(6) Down, Down, Up, Up, Up, Down, Up.

(5) Sideways and Up.

(9) Turn it to the left.

(9) Then turn it to the right.

The console for 9 is outside and in the first engine compartment. Now the train should be running!

Try to run the train by using the Throttle, unfortunately this does not work. First you must uncouple the cars, but without running the train it would not be possible. Get out of the engine through the cab door and go left then use the boxcar door to enter the boxcar you have already been in to. Use the boxcar door to come out on the left side go along the train cars, trying to lift and use the coupler bar with your hands will fail because it is broken. Instead use one of the three heavy tools in the place where the cars are connected. Go back to your car through the same box car door.

Inside you’ll meet Chuck. Your answer to his question will have an impact on him, after getting off you can talk to Chuck and ask him about everything. If you have not yet taken the map from the train, Chuck will give it to you now. Then you can briefly talk with Ben and Clementine, walk up to the train after that. A conversation will develop between Kenny and Lee, select what you want and then use the throttle in the cabin again. This time, the train will start and you will move slowly down the line.

You will start a conversation with Chuck, You can tell him what you want and also answer what you like to the next question if it comes up. After a while Katjaa will ask you to clean Duck. Look down and pick up the rag and fulfill her request, there are three possibilities as the following situation is concerned you can reassure Kenny or make him angry and in the latter case, either you’ll win with him or let him win, if all has gone well you’ll manage to convince Kenny to stop the train. If at any time you choose a different answer, calm Kenny down and next time choose a nicer response.

Now the train is stopped it does not matter what you will answer to the first question, but take the next one into consideration. This is when you’re making the decision, in the case of options you will be able to reassure Kenny by putting a hand on his shoulder (by starting a conversation with Kenny). You can also just remain silent.

Answer what you want to the first question, and then anything to the next one. If however you keep silent in the second question, Clementine will be very upset. Next, answer to one more question asked by Clementine, finally, Kenny and Lee will go to Katjaa, Duck is alive but he’s dying where as Katjaa has committed suicide. Reply what you want in the first dialogue.

You must choose a solution to the situation, if you decided to kill Duck yourself you’ll have to shoot at him. After that you will all get back on the train. You’ll speak with Clementine and then with Chuck, select any answer and in the next dialogue whatever you choose Chuck will not be happy about it anyway. He will give you some suggestions and explain what you should do, you can then ask him about other things exhaust all the topics and then open the cab doors on the right and go inside the train cab. Exit the cab door and head towards the boxcar, along the way you can talk to Ben for example about Carley or Doug. Exhaust all the topics choose any answers and then enter the boxcar. For now do not talk with Clementine in the boxcar, get to the end of the boxcar and you will be able to look at the Chuck’s «house» or «camp» and also take the bottle of whiskey on the right and the scissors from the backpack on the left. Leave the boxcar and head back to the train cab.

Now go back to Chuck, check whether there are any new topics to discuss and then give him the bottle. Chuck will ask if you want to drink and it is up to you whether you decide to take it or not, talk to Kenny and tell him that Chuck has some alcohol. Kenny will get up and get a drink so you’ll be able to search the map bin. You need a map if you want to make a plan for you and Clementine, Kenny will come back and you should go back through the cab door on the right again.

Go to the boxcar, Ben will speak to you and confess that he had a deal with the bandits and he was stealing the supplies, if you didn’t threaten Ben and you talk to him again, you can choose more responses if you want to talk to the traitor again that is.

You will finish this part of the episode by talking with Clementine. If you want to talk to her more first choose the topics that aren’t connected with the plan her hairstyle or learning how to shoot (you can even warn her against Ben, leave these three at the end then pick them one by one. Each topic leads to a different conversation with Clementine.

Teaching Clementine to use a gun. after you’ve brought that up, Lee will give Clementine a gun answer what you want until Clementine shoots for the first time, be sure to note at where the shot was fired now, you need to use that direction as a basis for making her shoot more accurately. If the shot was done, for example, up and to the left of the target, then tell Clementine to aim higher or lower. If at a given moment Clementine is pointing accurately vertically or horizontally and you don’t want her to move the gun, choose keep it steady. If you directed Clementine’s pointing correctly she will hit a bottle. You will put another bottle up, Clementine will shoot, correct the shot once more. When Clementine hits two bottles after using Lee’s instructions, she will hit the third on her own. Then she will repeat the advice you gave her earlier.

What you will do when you get to Savannah, Clementine will ask you the first question. Although the game does not indicate this, your responses can be important after the conversation, speak with Clementine again.

Clementine’s hairstyle. Proceed bravely to get it done by choosing So here’s the thing about your hair and then cut hair. You can answer anything to the first question, while cutting the hair, you will speak with Clementine about the murder you committed. It does matter whether you told her the truth earlier or not.

Once you’ve finished talking with Clementine about all the things mentioned above, you’ll hear Kenny’s screams coming from cabin. You’ll get closer to the end of the chapter.

The chapter will start with a conversation with two new characters Omid and Christa. Next, use the ladder to go up to the bridge. Kenny will not have anything worth while to say at this point. Once you’ve reached the top you will have to answer a few questions. Answer anything to the first one and when it comes to the next ones it will be the same again.

Here you can look at the orange generator or tank hitch on the right. Open the FRS rear doors on the left and search it, you will find some tape (take it as it will come in useful) You can now leave this place by going down the ladder and exploring what else is around.

Look at the train station in the distance to walk to it and again explore it, at the station you can take a look at four different signs and some paint cans, then look at the roof. Go to the right and begin to walk around the house, along the way you can look at the road sign at the locked door. Go right and keep walking until you talk to Clementine, The last thing you can look at a forklift on the right. It’s time to get inside, look at the door you can try to open the door or push/shove against it, but it won’t work. Instead look at the window above the door and then boost Clementine up so that she can enter through it. If you run out of time, you won’t die Lee and Clementine will simply exit as it is too dark inside. To prevent this situation prop the door by using the heavy tool you took from the train. Only now will you be able to take a look around the station.

Now first look at the gap in the door, you can also look at the blowtorch behind the bars and the shelving area. Do not try to open the steel cage door as it needs keys. Instead, lift Clementine up so that she can look through the gap and now get ready for abit of action.

It’s pointless to hit the walkers, as you won’t do them much harm. Instead keep moving backwards until you are able to pick up the tool from the train, be careful not to look at tool because the walkers will bite you! Hit the first walker then keep pressing the action button on the screen until you can press the next one. do it to push the walkers back, watch the whole cutscene.

Quickly take the key from Clementine, Use the key to unlock the cage door then open the door quickly and shoot the walker in the head, after a little while Christa will come to the station and try to suggest you messed up. Then grab the blowtorch, now you will have to answer something to Clementine, again your reply does matter here so answer with the most caring one. After the conversation open the door to get to the last chapter.

Use the blowtorch on the hitch. It will turn out that the blowtorch has a leak. Therefore use the tape on the blowtorch, at the end give the blowtorch to Omid so that he can finish the job.

It turns out that there is a large number of walkers coming your way. You can burn them (an optional choice). To do so drop the blowtorch from the bridge, quickly run to the other side of the bridge. Next you and Omid will face a task of jumping from the bridge onto the train that has just started, Omid will eventually push you himself now you face pulling either Omid or Christa into the boxcar first.

The last thing in the episode will be a conversation with Kenny, choose anything in the first two dialogues. Then you will talk about the plan you made with Clememtine. Kenny will agree (if you chose to search for a boat), or not (any other option). The third episode will be over.

8. Episode 3: Long Road Ahead (Bullet Point)
6. Episode 2: Starved For Help (Bullet Point)

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Episode 3 — Long Road Ahead —

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Walking Dead: Episode 3 Walkthrough — Long Road Ahead

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90,000 Walkthrough Parade — The Walking Dead. Episode 103. Long Road Ahead / Walking Dead: Episode 103. Long Road Ahead, The

Management

A game with a third-person view and a non-linear storyline. Depending on your actions and the choice of phrases in the dialogues, the passage changes. Not all phrases affect the passage, some remarks affect the outcome at the end of the episode and the game as a whole. Having chosen a similar phrase, an inscription appears in the upper left corner with the following content: «Clementine remembered this.» In my walkthrough, I will focus on those phrases that affect the walkthrough. And I will leave the choice of phrases that affect the plot of the game to your conscience. I draw your attention to the fact that a certain time is given for the choice of phrases. The game is controlled by both keyboard and mouse buttons. The 9 keys are used to move the character.0152 WASD . The left mouse button is used to interact with objects. The mouse wheel is responsible for scrolling dialogues. Also, with the mouse wheel, we select the action that we plan to perform with this or that object. Saving in the game is automatic.

Macon

At the beginning of the game, we go to the pharmacy for medicines with Kenny. Our companion climbs the ladder onto the roof of the van, after which the ladder comes off on one side and is about to fall. We try our luck and still try to climb the stairs — in vain. We go to the left to the jeep, push it and after an unsuccessful attempt we approach the hood of the car. In front of the radiator grill we notice winch , inspect it, and then pull the cable out of the winch. We attach the cable to the bottom of the van and return to the jeep. On the car door, we notice the power button and click on it. The winch, having earned, pulls the jeep to the van. We climb onto the hood of the jeep, talk to Kenny and take his hand. Kenny doesn’t have the strength to get us onto the roof of the van. We hear screams, and then we see a girl running away from zombies. We decide: to save the girl or, having shot her with a gun, to save her from torment. If you decide to kill her, then shoot her in the head with a gun. If you decide to leave the zombies to eat, then right-click to lower the gun. I note that by leaving the girl alive, you will gain the time needed in the pharmacy. We climb onto the roof of the van — this time Kenny manages to pull us out. We run into the room on the right and quickly we collect all the products that we see in front of us. Press the « A » key and run to the next supply area. Again, we select everything that we see. Using the « A » key, we run to the next area and collect everything we see. If you do not have time to collect everything — do not worry, the collected items only affect a couple of dissatisfied comments from your friends. When Ken says to jump over the counter, jump! The door that the dead men broke down falls on us. Press the key « Q » to raise the door. Kenny will rush to our aid. Or maybe not come — it depends on the deeds committed in previous episodes. Don’t worry, you can handle it on your own. Again we press the key » Q «, and then the key » E «. Quickly click on the refrigerator on the right and knock it over. We run to Kenny, but a zombie runs out to meet us. We beat him twice, then use the key » Q «, and then — the key » E «. Having got out of the pharmacy, we go to the motel.

Motel

We talk with Lilly on all topics, choosing any lines you like. We leave her room, we communicate with Carla, and then we go into the door on the left — this is Lilly’s number. We speak with the girl and ask her about the stolen medicines, and then we get a broken lantern from her and agree to help her find the thief. We leave the room, meet Dick and communicate with him, choosing any remarks. We go up the right stairs and talk with Carla, and in the conversation we agree to tell the whole group about our criminal past. You may not agree, the truth about your past will be revealed a little later, decently spoiling your reputation among the group members. After going down the stairs, we follow to the right side, where we speak with Clem. In a conversation, we confess to the murder, and then we ask the girl about the broken lantern. We pass down the screen to Kenny and Katya. We show them a lantern and from Katya we learn that she saw fragments of glass at the car with ice. We recall the spouses in turn for a minute conversation and, in a personal conversation, talk about the murder committed, for which we were convicted. We step to the left to the van and go around it on the left side. On the pavement to the left of the motel door, we notice fragments and inspect them. On the wall around the corner we find a cross drawn with pink crayon and study it. We speak with Dick, and then we go to Clementine. On the way, we go into Lilly’s room and confess to a criminal past. From a conversation with the girl, we learn that she has lost her pink chalk. At this moment, Dick will run up and report traces of chalk found at the gate. We hurry to the gate, inspect them, and then click on the chalk to look at the trace of chalk under the gate. We clap Dick on the palm. We communicate with the boy, after that we move the gate and leave the territory of the motel. Along the fence we go to the right to the wall of the motel, remove grate from the wall and from the niche we take out a package with medicines. Lee will visit Lilly’s room and show her the find. At this moment, bandits will break into the territory of the motel and take hostage our entire group.

We go out into the street with our hands up and in a conversation with the bandits we choose any remarks. At this point, Lilly shoots one bandit, and Carla destroys two more. Quickly shoot the bandit climbing over the fence. Kenny gets into his van, and he leaves us to shoot back. We look out to the left of the van by pressing the «9» key0152 A » on the keyboard, and quickly we shoot at two bandits behind the fence. The bandits will always be approaching and your task is to have time to shoot them before they get to you. Ben and Carla run out of hiding and into the van. We look out from the right side of the van, using the « D » key, and shoot at three bandits. Clementine runs into the van. Katya and Dick also run to the van, but they are attacked by a dead man — we shoot at him. With Kenny’s help, his family still makes it to the van. At this moment Carla takes over briefly . We look out to the left of the van by pressing the key » A «, and shoot at two zombies behind the fence. We are again playing as Lee . We look out to the right of the van, using the key » D «, and kill three zombies. We run to the left side by pressing the « A » key, and kill two more dead people. We watch a video in which Lilly manages to jump into the car, and the van leaves. On the way, we talk with everyone and in the conversation we choose any remarks. When the van hits the dead man, we get out of the car and continue the conversation again, choosing any remarks. Regardless of the choice of phrases, Lilly kills Carla. In a conversation with Lilly, you have to make a choice to leave Lilly on the road and doom her to certain death or let her climb into the van. We hear Katya calling us. We pass into the cab of the van and learn that Dick was bitten by a zombie. We go to Clem and talk to her, after which we fall asleep. In a dream, we have a nightmare that Clem has become a zombie and is attacking us. Press the 9 key several times0152 Q «, and wake up. The van stops because freight train blocks the road.

Train

We head to the train, talk to Ben and go into the car to his left, after opening the door. Judging by the situation in the car, someone lived in it. We discuss with Ben what we saw and look around. On the right from the table we take a bottle of water , and on the floor on the left we select card . We go to the far door of the car through which we entered. We pass to the next car on the right and, without going down, we step to the right to the engine compartment. The engine compartment consists of four compartments. Open the first compartment by clicking on the door, and inspect the panel with buttons on the left. We remember the number indicated on the panel — nine. We click on the active button, and we see that nothing works. Click the right mouse button to close the door. In the second compartment, we select one of the keys on the door — I chose an adjustable wrench. In the third and fourth compartments we do not find anything interesting and move to the right to the cabin. Looking into the cabin, we see a dead man in it. At this time, Ben comes up to us. We open the door and beat the dead driver on the head with a wrench. We click on the driver in order to drag him. Ben presses the yellow button and we see that the train is in working order. Left with Kenny in the cab, we decide to start the train and go on it to Savannah. We look around and find instruction for starting the train. Only the instructions are missing a sheet, but the text is printed on the next page — you need to find a way to read the instructions. To the left of Kenny we notice the card tray and examine the cards in it. We examine the photo above the tray, we talk on all topics with Kenny and exit the cabin through the door on the left. Going down, we see zombies in the car. We open the car door, unfasten the seat belt and, when the dead man pulls up to the door, quickly beat the door on his head by clicking on the door handle. We pick up a pack of cookies under the far seat, and then right-click to move away from the car. We go around the train on the left and hurry to the left to Katya. We give her a bottle of water and a pack of crackers, after which we talk on all the proposed topics. We ask Clem for a pencil, and she will tell you to look for it in the van. We go to the left to the van, we go inside and examine the dashboard in the cockpit. In the lower left corner of the panel we find and take pencil . We get out of the van. If you did not leave Lilly on the road, then talk to her in the van, after which she will steal the car, throwing us out of it. We return to the driver’s cab, where we use the found pencil on the instructions. We get

We remember the block numbers and the location of the buttons in each block. To the right of us is the panel. We click on the panel, and set the toggle switches on blocks 5 and 6 as shown in the instructions, namely:

As you can see, there is no block with the number 9 on this panel, but we saw a panel with this number in the engine compartment. We leave the cabin through the right door and hurry to the first left engine compartment. We open the doors, look at the panel on the left with the number 9 and turn the bottom toggle switch first to the left and then to the right. Happened! We return to the cockpit and switch the throttle in front of Kenny. Hmm, we need to unhook the damaged wagons. We leave the cab and go to the car, where we found a bottle of water. We get out of the car from the opposite side, go to the right and stop between the cars. Trying to rotate hitch lever , but it turns out to be broken. On rod between the cars we use an adjustable wrench, thereby unhooking the distant cars. We return to the car and meet Chuck in it. After talking with everyone, we decide to take a new member of our group with us. Once in the cockpit, we switch the throttles and hit the road.

Stop

During the trip, talk to Chuck, choosing any lines. When Katya calls us, then we approach her. We take a rag from the floor, and wipe the blood from Dick’s face. Katya asks to stop the train, citing her son’s poor health. Through the right door we leave the car and move into the driver’s cab. Depending on the selected lines, Kenny either voluntarily stops the train, or after a fight, moreover, the outcome of the fight is not important. When the train stops, we speak with Katya and Kenny, and in the conversation we choose any remarks. Regardless of your decision which parent should kill his son, Katya goes to the forest. Touch Kenny to support him. Hearing a shot, we hurry into the forest, where we see the murdered Katya, who could not stand the test and shot herself. Dick is still alive, and someone must decide to kill him. Choose which one of you will kill him and shoot him.

Train

We return to the car, where we speak with Clementine, and then with Chuck. The homeless man will give us good advice on Clementine’s safety. We have to teach the girl how to defend herself, cut her hair and make a plan. We go into the cabin, where we talk with Kenny. To the left of him, there are cards in the tray — we try to take them, but Kenny does not allow it. We leave the cabin, we pass along the car, and then we speak with Ben. We go into the car with Clementine. On the right on the box we select a bottle of whiskey. From the backpack located to the left of the girl, we get the scissors. We speak with Clem and teach her how to shoot a pistol. When Clem starts shooting, we remember where her bullet hits, and next time we correct the direction of the bullet’s flight, taking into account the previous result. Now use the scissors on the girl and cut her hair. We go to Chuck, give him a bottle of whiskey, and then invite Kenny to drink. When he leaves, then we take the card from the tray and rush to Clem, and along the way we listen to a confession from Ben. Having studied the map together, we make a plan.

Bridge

The train is blocked by a fuel truck hanging from the bridge. We get acquainted with Omid and Krista and climb the stairs to the bridge. We talk with the new ones, and then we open the ambulance and take the tape. We examine the generator at the ambulance and see that it is empty. We go down the stairs and introduce the newcomers to the team. We pass under the bridge and go along with Clementine to the station. We read the inscription on the roof «Inside the survivors.» We move to the right to the door, at which Clem is already standing. We try to open the door, but it turns out to be locked. We notice a window above the door, put the girl on her shoulders and ask her to look out the window. Clem will not only tell you what’s inside, but also open the door. We enter the room by opening the door. It’s very dark inside, and we need to decide in a short amount of time how to light the room. We use a wrench on the front door to leave it ajar. We examine the room and behind the bars we find a blowtorch. We try to open the grate, but it is locked. We look at the gap between the grate and the ceiling, Clementine will easily crawl into it. We speak with the girl and help her climb over the bars. As soon as Clem is on the other side of the bars, two dead men approach us. Quickly move away to the door, pressing the key « W «, and take the wrench. We beat the dead man with the key, and the second dead man at this moment manages to grab us. Quickly press the « Q » key, and then the « E » key. We look at Clementine’s trembling hands, in which she squeezes the gun, and we approach her. At this moment, another dead man emerges from the darkness behind bars. It is necessary to act very quickly . We take the key from Clem’s hands, use the key on the door lock and open the door. We grab a gun from the girl and shoot zombies in the head. Krista comes to the noise of the shot, we speak with her, choosing any remarks. After the conversation, we pick up the blowtorch and return to the train. We rise to the bridge, at coupler we use a blowtorch, and we see that the hose in the blowtorch is full of holes. We seal the hole with electrical tape and again use the blowtorch on the hook. When the tank goes down, we speak with Omid and force him to cut the hitch, and we will hold his hand at this time. At this moment, Ben, standing on the roof of the train, will notice an army of thousands of approaching zombies. The cistern falls and breaks the stairs of the bridge. Kenny starts the train. We click on the blowtorch in order to throw it into the fuel flowing from the tank. Now you need to jump off the bridge onto the train. Regardless of the choice of cue, Omid jumps off the bridge and, rolling off it, falls to the ground, moreover, severely injuring his leg. When choosing which of the new ones to drag into the train, we select the wounded Omid, and Krista will be able to climb there on her own.