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Part 11
Telltale's The Walking Dead

Part 11

Navigate Part 11 of Telltale's The Walking Dead Definitive Series. Follow our guide for choices, dialogue, and key events to progress through the story.

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Navigate Part 11 of Telltale's The Walking Dead Definitive Series. Follow our guide for choices, dialogue, and key events to progress through the story.

Walkthrough
  1. 1
    Arvo Encounter: You have a choice to keep or return Arvo's bag of medicine. Arvo cannot be killed, and his revolver cannot be taken.
  2. 2
    Talk with Luke: Engage in conversation with Luke downstairs. Your dialogue choices will be remembered by Luke.
  3. 3
    Checking In (4.6):
  4. 4
    Chat with Rebecca and Kenny. Rebecca's dialogue depends on Alvin's survival and previous locations visited.
  5. 5
    Kenny asks you to find Mike and Bonnie at the museum.
  6. 6
    You can speak with Sarah and give her painkillers (if you have them and didn't visit the museum first) or the coat (if you visited the museum). Sarah has a missable conversation.
  7. 7
    At the museum, talk until free reign is given. Find the grey coat near the cannonball exhibit and speak with Bonnie. Your dialogue choices will be remembered by Bonnie.
  8. 8
    Move the cardboard box to raise a shutter. This leads to a decision about who enters the dark area.
  9. 9
    A hidden zombie will grab whoever enters. Complete the Quick Event (QE) to free yourself or Bonnie and stab the zombie. Inaction leads to a game over.
  10. 10
    After the zombie encounter, have a conversation with Mike or Bonnie. Your dialogue choices will be remembered by Bonnie.
  11. 11
    Lift water during a QE, with Mike stepping in.
  12. 12
    Spot a raccoon at the main gate. Search hiding spots to flush it out, but you cannot catch it. The chapter ends.
  13. 13
    Labor (4.7):
  14. 14
    Move to the gift shop. Walkers will approach.
  15. 15
    You can give Rebecca pills if you didn't earlier.
  16. 16
    Choose to help shoot walkers or offer moral support to Rebecca. The latter provides meaningful dialogue.
  17. 17
    You will end up assisting allies on the stairway, leading to the next section.
  18. 18
    Hit the Deck (4.8):
  19. 19
    Inspect the cannon and begin moving it. The deck gives way, dropping Sarah into a horde and leaving Jane hanging.
  20. 20
    Sarah cannot be saved. Complete a QE to rescue Jane.
  21. 21
    Drop the remaining deck by hacking the pin on the upper support plate when Mike lifts you up.
  22. 22
    Family Plans (4.9):
  23. 23
    This section is noted for having a Nail item.

Choices and Consequences:

  • Arvo's Bag: Keeping or returning the bag is remembered.
  • Dialogue with Luke: Multiple dialogue options are remembered by Luke.
  • Dialogue with Rebecca: Dialogue options during the 'Checking In' and 'Labor' sections are remembered by Rebecca.
  • Dialogue with Sarah: A specific dialogue choice is remembered by Sarah.
  • Dialogue with Bonnie: Dialogue options at the museum and after the zombie encounter are remembered by Bonnie.
  • Entering the Dark Area: The decision of who enters the dangerous area is a major decision.
  • Dialogue with Jane: Dialogue choices after Sarah falls are remembered by Jane.

Items:

  • Coat (found in the museum)
  • Painkillers (can be given to Rebecca if obtained from Arvo)
  • Nail (mentioned in 'Family Plans')

Achievements:

  • History Lesson (mentioned in 'Checking In')
  • All Fall Down (mentioned in 'Hit the Deck')

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