Achievements/Trophies
Welcome, survivor! This comprehensive guide will help you unlock every Achievement and Trophy across all five episodes of Telltale's The Walking Dead: Season One, plus the 400 Days DLC. While many achievements are story-related and unmissable, some require specific actions or dialogue choices. Follow these steps to ensure you don't miss a single one!
Quick Navigation:
- Episode 1: A New Day
- Episode 2: Starved for Help
- Episode 3: Long Road Ahead
- Episode 4: Around Every Corner
- Episode 5: No Time Left
- 400 Days DLC
Episode 1: A New Day
Story Achievements (Unmissable)
These achievements are awarded automatically as you progress through the main story of Episode 1. You cannot miss them.
- The Great Escape: Awarded for completing Chapter 1, escaping the police car crash and the initial walker encounter.
- A Bird in the Hand: Awarded for completing Chapter 2, after meeting Clementine and exploring her house.
- The Road to Hell: Awarded for completing Chapter 3, after the group's first major encounter with walkers in the pharmacy.
- No Time Left: Awarded for completing Chapter 4, following the escape from the pharmacy and the difficult decision regarding Shawn or Duck.
- The Best Defense: Awarded for completing Chapter 5, after fortifying the motor inn and dealing with the bandit attack.
- A New Day: Awarded for completing Chapter 6 and finishing Episode 1, after the group settles into the motor inn.
Missable Achievements
These achievements require specific actions or interactions that can be overlooked if you're not careful. Pay close attention to the details!
- Hey, Good Lookin':
- Action: Look at the drawing Clementine made of her family.
- Location: Clementine's Treehouse, inside her house. This is during your initial exploration of her home at the beginning of the episode.
- Strategy: After entering Clementine's house, head upstairs to her room. The drawing is on the wall near her bed. Interact with it before proceeding with other objectives.
- What We Got Here:
- Action: Successfully open the office door in the pharmacy.
- Location: Inside the pharmacy, after the initial walker encounter and you're tasked with finding supplies.
- Strategy: To open the locked office door, you need a tool. Look for the axe embedded in the walker's head near the entrance of the pharmacy. Retrieve the axe, then use it on the office door to pry it open.
- Two Story:
- Action: Find and read the newspaper in the pharmacy.
- Location: Inside the pharmacy, during your search for supplies.
- Strategy: After dealing with the walkers and before opening the office door, thoroughly search the main area of the pharmacy. The newspaper is usually found on a low shelf or counter, often near the back or side walls. It's a small, interactive item.
Episode 2: Starved for Help
Story Achievements (Unmissable)
These achievements are awarded automatically as you progress through the main story of Episode 2. You cannot miss them.
- The Game's Afoot: Awarded for completing Chapter 1, after the group encounters the St. Johns and arrives at their farm.
- What's In The Box?: Awarded for completing Chapter 2, following the discovery of the St. Johns' dark secret.
- Bedside Manor: Awarded for completing Chapter 3, after the group is imprisoned in the barn.
- The Family: Awarded for completing Chapter 4, after the confrontation with the St. Johns in the barn.
- The Hunger: Awarded for completing Chapter 5, after the escape from the St. John farm.
- Starved For Help: Awarded for completing Chapter 6 and finishing Episode 2, after the group's journey continues.
Missable Achievements
These achievements require specific actions or interactions that can be overlooked if you're not careful. Pay close attention to the details!
- It's Just My Nature:
- Action: During the first dinner scene at the St. John Dairy, choose to eat the food offered.
- Location: St. John Dairy Farm, during the initial dinner with the St. John family.
- Strategy: When offered food (specifically the meat), simply select the dialogue option to eat it. Do not refuse or express suspicion if you want this achievement.
- Got My Back:
- Action: Save someone from a walker attack during the barn sequence.
- Location: The St. John's barn, after the group discovers the truth about the St. Johns.
- Strategy: This is a quick-time event. During the chaotic walker attack in the barn, you will have a very brief window to react and save either Kenny or Duck from being bitten. Be ready to press the indicated button prompt (usually a specific button or a rapid button mash) as soon as it appears. Failing to act quickly will result in the achievement being missed for that playthrough.
Episode 3: Long Road Ahead
Story Achievements (Unmissable)
These achievements are awarded automatically as you progress through the main story of Episode 3. You cannot miss them.
- Trouble Brewing: Awarded for completing Chapter 1, after the group deals with the immediate aftermath of the bandit attack.
- The Storm: Awarded for completing Chapter 2, after the group is forced to leave the motor inn.
- A Man and a Plan: Awarded for completing Chapter 3, after the group finds the train and begins working on it.
- The New Frontier: Awarded for completing Chapter 4, after the train journey and the encounter with the stranger.
- Long Road Ahead: Awarded for completing Chapter 5 and finishing Episode 3, after the difficult choices made on the train.
Missable Achievements
These achievements require specific actions or interactions that can be overlooked if you're not careful. Pay close attention to the details!
- Lend Me Your Ears:
- Action: Find and interact with the radio in the motor inn office.
- Location: The motor inn office, early in the episode, before the group is forced to leave.
- Strategy: Before the events that force the group to abandon the motor inn, thoroughly search the office area where the group often gathers. The radio is a small, interactive item usually found on a desk or shelf. Interact with it to listen to the broadcast.
- Come Blow Your Horn:
- Action: Successfully use the train horn.
- Location: On the train, after you've managed to get it operational and are in the driver's cabin.
- Strategy: Once the train is running and you are in control of Lee in the driver's cabin, look for the horn lever or button. It's typically a prominent interactive object on the control panel. Interact with it to sound the horn.
Episode 4: Around Every Corner
Story Achievements (Unmissable)
These achievements are awarded automatically as you progress through the main story of Episode 4. You cannot miss them.
- Georgia's On My Mind: Awarded for completing Chapter 1, after the group arrives in Savannah.
- The Marsh House: Awarded for completing Chapter 2, after the group finds refuge in the Marsh House.
- The House of the Dead: Awarded for completing Chapter 3, after the group explores the Marsh House and encounters its former residents.
- The Bell Tolls: Awarded for completing Chapter 4, after the group's desperate escape from the Marsh House and the subsequent events.
- Around Every Corner: Awarded for completing Chapter 5 and finishing Episode 4, after the group's situation in Savannah becomes dire.
Missable Achievements
These achievements require specific actions or interactions that can be overlooked if you're not careful. Pay close attention to the details!
- Too Much Time:
- Action: Find and interact with the clock in the Marsh House.
- Location: The Marsh House, during your initial exploration of the building.
- Strategy: Upon entering the Marsh House, thoroughly search the main living areas, such as the living room or dining room. The clock is a large, grandfather-style clock, usually standing prominently against a wall. Interact with it to trigger the achievement.
- The Price of a Life:
- Action: Make a specific difficult choice regarding a character's fate during the final confrontation in the episode.
- Location: During the climax of Episode 4, involving the fate of Ben.
- Strategy: This achievement is tied to a major moral decision. When Ben is in peril, you will be presented with a choice: to save him or to leave him. To earn this achievement, you must choose to save Ben. This will lead to a different outcome and unlock the achievement. Choosing to leave him will result in missing this achievement.
Episode 5: No Time Left
Story Achievements (Unmissable)
These achievements are awarded automatically as you progress through the main story of Episode 5. You cannot miss them.
- The House Always Wins: Awarded for completing Chapter 1, after the group's desperate attempt to escape the hotel.
- The Best Laid Plans: Awarded for completing Chapter 2, after the group confronts the Stranger.
- The Last Stand: Awarded for completing Chapter 3, after the final battle against the walkers in the streets of Savannah.
- The Final Decision: Awarded for completing Chapter 4, after Lee's final moments with Clementine.
- No Time Left: Awarded for completing Chapter 5 and finishing Episode 5, marking the emotional conclusion of Season One.
Missable Achievements
These achievements require specific actions or interactions that can be overlooked if you're not careful. Pay close attention to the details!
- What Now?:
- Action: Find and interact with the family photo in the abandoned hotel.
- Location: The abandoned hotel, during your search for Clementine.
- Strategy: While exploring the hotel, specifically in one of the rooms (often a bedroom or a personal living space), look for a small, framed photograph. It's usually on a nightstand, dresser, or shelf. Interact with it to view the photo and unlock the achievement.
- The Long Goodbye:
- Action: Make a specific, emotional choice at the very end of the game regarding Lee's fate.
- Location: The final moments of the game, after Lee is bitten and weakened.
- Strategy: This achievement is tied to the ultimate decision Lee must make regarding his own fate and Clementine's safety. When Clementine is with Lee in his final moments, you will be given a choice: to have Clementine shoot Lee, or to leave him. To earn this achievement, you must choose to have Clementine shoot Lee. This allows for a specific, heartbreaking interaction and unlocks the achievement. Choosing to leave him will result in missing this achievement.
400 Days DLC
The 400 Days DLC features five interconnected short stories, each focusing on a different survivor during the first 400 days of the apocalypse. Each story has its own set of achievements, primarily for completion, with one overarching missable achievement.
Story Achievements (Unmissable)
These achievements are awarded automatically as you complete each character's narrative. You cannot miss them as long as you play through all five stories.
- Fresh Fish: Awarded for completing Vince's story.
- Kidnapped: Awarded for completing Wyatt's story.
- Reunited: Awarded for completing Russell's story.
- The Scavenger: Awarded for completing Bonnie's story.
- Gone Fishin': Awarded for completing Shel's story.
- 400 Days: Awarded for completing all five character stories. This unlocks after the credits roll for the fifth story you complete.
Missable Achievements
There is one significant missable achievement in the 400 Days DLC, tied to the overarching narrative choice at the very end.
- Reaching Out:
- Action: After completing all five character stories, make a specific choice during the final group interaction at the truck stop.
- Location: The very end of the 400 Days DLC. After all five character stories are finished, a final scene will play out at a truck stop, bringing some of the characters together.
- Strategy: During this final scene, Tavia will approach the survivors and offer them a chance to join her group. To unlock "Reaching Out," you must choose to go with Tavia. This means you should select the dialogue option that expresses willingness to join her. If you refuse or remain silent, you will miss this achievement.