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Part 2
Telltale's The Walking Dead

Part 2

Follow our detailed guide for Part 2 of Telltale's The Walking Dead, covering all objectives, choices, items, and achievements from lighting the campfire to escaping the toolshed.

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Follow our detailed guide for Part 2 of Telltale's The Walking Dead, covering all objectives, choices, items, and achievements from lighting the campfire to escaping the toolshed.

Walkthrough
  1. 1
    Part 2: Light the campfire using the Lighter found in the backpack. Use left-click and a directional prompt to relight the tinder. Inspect the charred wood to finish.
  2. 2
    Add a log to the low fire. Inspect the camp again; choose to burn the drawing or Lee's picture. (Ensure you click the flame icon on the camp, not the eye icon.)
  3. 3
    Hear arguing and approach the commotion to find Christa in an altercation. Choose to either distract the newcomers to save her or sneak away. This leads to a foot chase.
  4. 4
    The Scavenger: Evade capture by dashing from cover and following directional prompts to a spiky tree trunk. When the hunter is delayed by a walker, tear off a branch and stab him with it. Reach the riverbank. (If prompts are messed up, Clem will be dragged toward the campsite. Use this chance to throw rocks or kick the hunter's hand to restart the escape. The option depends on how far Clem got. Failing the dragging portion leads to death.)
  5. 5
    For the second half, perform a QE event (mash Q until E appears) to bite the attacker, then another when pulled from the log. Grab a tree as the guy drags Clem, prompting a walker to appear. Do 2 more QE events to break free, then two more to reach the riverbank. Toss the rock at whoever. (Failing the 1st riverside prompt fast-forwards to the walker appearance. Failing the walker QEs results in game overs.)
  6. 6
    Alone: Wake up among cattails. Follow the path, monkey up the broken stairway, and reach the trail. Find a stray dog and "Reply" to it in any fashion.
  7. 7
    Abandoned Camp: Sam leads Clementine to an old, trash-filled campsite. Search for food. Check the trash barrel near the path's entrance. Lootable places include the van box, box by the tent, cooler, and grill.
  8. 8
    Sam leads Clem to an emaciated walker strapped to a tree. Bludgeon it to death with a nearby branch (four swings). Sanitize the knife by wiping it on jeans.
  9. 9
    Finding Food: Stab the can thrice to eat beans. Sam bites Clem's forearm. Beat the dog off with fists or the knife/can, then kick the dog over the log when prompted. (Failing this leads to a game over.)
  10. 10
    Clem's punt skewers the dog onto tent poles. Choose to leave it to suffer or perform a mercy killing (this choice has minimal impact).
  11. 11
    After a scene in the woods, a QE scene occurs where Clem is saved by Luke and Pete and carried away from walkers.
  12. 12
    Of the next five conversations, the 2nd (about where Clem's group is) and 5th (about her bite) have lasting relevance.
  13. 13
    New Faces: Clem wakes up to Nick, Alvin, Rebecca, and Carlos. The four conversations don't affect much, but Clem can make an "appeal" to one survivor, resulting in a "______ remembered that." notification.
  14. 14
    Clem is locked in the toolshed for the night to see if her bite story holds up. Inspect the tackle box to get fishing line. Show a patchwork section of the wall.
  15. 15
    Prop up the fold-out table and stand on it to reach for the claw hammer. This breaks the shelf; recover the tool after moving the board aside. Use the hammer icon on the 2x4 for a QE event to kick the wood away, creating an escape hole. Exit into the r

Items: Lighter, Can of Beans, Knife, Fishing Line, Hammer

Achievements: River Runs Cold, Shelter, On the Path, Now What?

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