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The Walking Dead Game Episode 3

This page contains the Walkthrough for Episode 3 of the Walking Expressionless, Long Road Alee.

The episode follows Lee Everett and the remaining survivors equally they leave the Motor Inn behind in search of safety.

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WARNING: SPOILERS Alee!

CHAPTER ONE

Part one: Ghost boondocks

  • After Kenny breaks the ladder, become to the nearby jeep and select the winch
  • Attach it to the trailer axel
  • Return to the Jeep and activate the winch control.
  • When the jeep stops confronting the trailer, climb upwardly onto the hood.
  • Attain up and have Kenny's hand.

function two: the cost of living

TOUGH Conclusion: Shoot the woman?

  • Shoot the woman to spare her suffering, or leave her live every bit a lark.
  • Head into the Pharmacy in one case you've made your choice.

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Affiliate Two: Deja Vu

  • Depending on whether yous shot the woman or non, you will have more time to collect supplies.
  • Collect as many supplies from the pharmacy as you tin earlier the meter expires.
  • Jump over the counter before the zombies tin break down the door.
  • Successfully complete the QTE to escape the undead.
  • Select the refrigerator to bar the door
  • Select the zombified Pilot's head and set on it twice, and so complete another QTE
  • Get out the chemist's.

CHAPTER THREE: Mystery at the Motor Inn

  • Back at the Inn, y'all can lie to Lilly most how much y'all recovered or non; she'll find out either manner.
  • Try to diffuse the argument between Lilly and Kenny.
  • Head outside and talk to Kenny, Katjaa and Carley.
  • Caput back into Lilly's room and talk to her.
  • Yous tin can concord to help or not, either manner you'll end up playing detective.
  • Take the broken flashlight from Lilly.
  • Get dorsum exterior
  • Permit Duck help (or not).
  • Get upstairs and talk to Carley
  • Determine whether or non to tell the grouping about your past.
    (Y'all tin can even so cull who to tell and who non to)

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  • Talk to Clementine. She'll show you her leaf rubbings and deny breaking the flashlight.
  • Choose whether or not to tell Kenny or Katjaa about your past.
    (Doing so will improve your relationship with both characters)
  • Caput towards the far cease of the Motor Inn.
  • Pass Ben on top of the RV, and question him most the broken flashlight.
  • Choose to tell him about your law-breaking or non.
    (Doing so will ameliorate your relationship with Ben)
  • At the other cease of the Motor Inn, inspect the broken drinking glass on the ground. It matches the flashlight.
  • Follow the direction of the drinking glass around the corner.
  • Examine the 'Ten' on the wall.
  • Return to Clementine and ask her about her chalk.
  • Talk to Duck.
  • Follow him towards the gate.
  • Choose to high-five Duck or not.
    (He'll consider you 'incredibly awesome' if you do)
  • Inspect the chalk scuff at the base of operations of the dumpster.
  • Utilize the gate to go exterior.
  • To the right, past the argue, is a small grate. Open it.
  • Render to Lilly with your findings.
  • When the bandits assail, Lilly volition demand to you create a lark. Continue them talking by asking,
    "Why are you doing this?" and
    "What'll it take to reach a deal?"
  • Eliminate the remaining bandits with your rifle. Be especially careful of the ones who endeavour and flank yous. Deal with them first.
  • Shoot the zombie attacking Katjaa, then bring together Carley to fend off the remaining zombies and escape the inn.

Affiliate FOUR

part one: argument on the road

  • Side with Lilly or attempt to calm her downwardly.
  • When you lot exit the RV, hold with Lilly or Carley
  • Calm Ben down.

TOUGH DECISION: Get out LILLY BEHIND?

  • Choose whether or non to leave Lilly backside.
  • Re-enter the RV.
  • In one case dorsum on the road, Katjaa volition enquire for a word.
  • Talk to Katjaa and Kenny.
  • Talk to Clementine.

part ii: the train wreck

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  • Once the RV is stopped at the railroad crossing, talk to Ben.
  • Enter the boxcar and examine the makeshift camp.
  • Have the Railroad Map from next to the mattress.
  • Get out through the side door and examine the motorcar coupling at to the right.
  • Re-enter the boxcar and take the water bottle for Katjaa.
  • Head to the front of the locomotive and inspect the cab door.
  • Open the door and investigate the body in the chair.
  • Ben volition actuate the train's breaking system.
  • Talk to Kenny.

Chapter FIVE: Some other Survivor

  • Investigate the clipboard on the side of the console.
  • You lot need to make an carving on the folio to reveal the startup sequence. Go back outside.
  • Talk to Katjaa and give her the bottle of water.
  • Talk to Celmentine about her art supplies.
  • Go into the RV.
  • Pick up the pencil from the center console by the driver's seat.
  • Return to the train cab and brand a rubbing of the startup sequence.
  • Go out the cab and open the eye engine compartment. Accept the spanner from the right door.
  • Return to the auto coupling at the dorsum of the railroad train and attempt to pry the coupling pivot loose.
    (Lee cannot do it until the heavy coating of rust is removed)
  • Go dorsum to the cab and talk to Kenny.
  • Activate the primary console and refer to the starup sequence for the alignment of the switches.
  • Exit the cab and open the engine compartment on the left.
  • Turn the '9' switch left first, then right.to kickoff the train.
  • Talk to Kenny
  • Enter the cab and activate the train throttle.
    (The railroad train won't movement, just it will break the rust loose from the car coupling)
  • Render to the car coupling and pry it loose with the spanner.
  • Re-enter the boxcar.
  • Talk to the stranger.
  • Get out the boxcar
  • Talk to the group
  • Go to the train and talk to Kenny to get anybody on board.
  • Talk to Kenny and Katjaa
  • Head into the train cab and apply the throttle to beginning the train.

Affiliate 6

Part One: Stop The Train

  • Talk to Chuck.
  • Katjaa will call to you for help with Duck.
  • Pick up the rag on the floor of the boxcar.
  • Utilize it on Duck's face.
  • Katjaa will ask you lot to accept Kenny cease the train. Exit the boxcar through the door.
  • Move to the train cab and open the door.
  • Talk to Kenny and show him the bloodied rag.

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decision: fight kenny?

  • Become Kenny to finish the train.
    (Y'all can choose to fight him or talk him downward)

function 2: the clearing

  • Once the railroad train stops, talk to Kenny and Katjaa
  • Determine who should carry the responsibility.
    (If you select anyone only yourself, Katjaa volition carry Duck into the woods.)
  • Talk to Clementine
  • A gunshot will sound. Head into the woods.
  • Talk to Kenny

​tough determination: who pulls the trigger?

  • Decide who should put the male child downwards.

Chapter 7

part ane: making plans

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  • Talk to Clementine.
  • Go to the front of the railroad train and talk to Chuck,
  • Enter the cab and talk to Kenny.
  • Caput back towards the boxcar and talk to Ben.
  • Become through the boxcar door.
  • Take the whiskey off the box to the correct.
  • Search Chuck's pocketbook and accept the scissors.
  • Talk to Clementine.
  • Tell her she needs to larn to protect herself.
  • Adjust her aim (Up/Downwardly, Left/Correct)
  • Talk Clementine into a haircut.
  • Head back to the cab.
  • Effort and achieve around Kenny to the map bin.
  • Go to the forepart of the railroad train and talk to Chuck.
  • Offer him a drink.
  • Get back in the cab and talk to Kenny.
  • Offer him Chuck's alcohol.
  • Take the map from the bin.
  • Return to the boxcar and talk to Clementine.

part ii: we're a team

  • In one case the railroad train is stopped, talk to the 2 people on the overpass.
  • Climb the ladder ahead of you.
  • Talk to Christa and Omid
  • Search the FRS truck to the left
  • Take the roll of tape.
  • Examine the trailer hitch.
  • Get dorsum downwardly the ladder and talk to the group.
  • Caput towards the train station beyond the overpass.
    (Clementine volition follow)
  • Follow the platform to the correct side of the station house.
  • Talk to Clementine.
  • Inspect the window above the door.
  • Accept Clementine bank check in the window.
  • In one case she unlocks it, open the door and enter the station house.
  • Use the spanner from the train to prop the door open.
  • Examine the barred door inside.
    (It's locked)
  • Have Clementine get through the gap above the door.
  • Back away from the attacking zombies towards the door.
  • Pick upwards the spanner.
  • Utilise the spanner to attack i of the zombies.
  • Successfully complete the QTE to impale the second zombie.
  • Talk to Clementine
  • Accept the keys.
  • Unlock the gate.
  • Aim the reticle and burn to kill the last zombie.
  • Talk to Christa
  • Take the blowtorch from behind the shelves.
  • Talk to Clementine.
  • Exit the station house.

part iii: the horde

  • Climb the ladder up to the overpass.
  • Use the blowtorch on the trailer hitch.
  • Use the tape to plug the leak in the hose.
  • Use the blowtorch to cut through the hitch pivot.
  • Talk to Omid and have him utilize the blowtorch while you anchor him.
  • One time the train is moving, kick the blowtorch over the ledge to low-cal the fuel on burn down.
  • Jump off the opposite side of the overpass onto the roof of the train.
  • Pull either Christa or Omid into the train first.

CHAPTER viii: Adjacent Stop, The Atlantic

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Source: https://www.ign.com/wikis/the-walking-dead-game/Season_One:_Episode_3

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