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Part 6
Telltale's The Walking Dead

Part 6

Telltale's The Walking Dead Part 6 covers Christmas Dinner, Helping a Stranger, In the Dark, and Caught in a Trap. Learn key choices and outcomes.

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Telltale's The Walking Dead Part 6 covers Christmas Dinner, Helping a Stranger, In the Dark, and Caught in a Trap. Learn key choices and outcomes.

Walkthrough
  1. 1
    After Clementine negotiates the disarmament treaty, you can have Christmas chats. The dialogue options are: "They're cool.", "I can't speak for everyone.", "Everyone calm down.", or "...".
  2. 2
    Catch up with Kenny, help Walter cook, speak to Sarita at the tree, then give a report to Carlos upstairs. None of these replies matter in the long run, though Walter's dialogue is especially sporting.
  3. 3
    An optional talk with Rebecca has dialogue options: "Gross.", "No, thanks.", "Yes, can I?" (Rebecca will remember that.), or "...".
  4. 4
    Pick a topper for the tree in the box near Rebecca. The choice will be remembered by Sarah, either positively (angel) or lukewarmly (star). The ornament in that box doesn't count for anything.
  5. 5
    Sarita's second conversation has one portion of note, regarding Kenny. The dialogue options are: "I haven't noticed.", "He's the same old Kenny.", "He does seem different." (Sarita will remember that.), or "...".
  6. 6
    The episode's second major choice is picking whether to sit with Kenny or Luke at dinner. The options are: [Sit with Luke] (Kenny will remember that.) or [Sit with Kenny].
  7. 7
    The pick dictates the first couple conversations. Each side has one conversation of note. If you sit with Luke, Clem mentions Kenny hitting the bottle with dialogue options: "I didn't know him that long.", "Kenny lost it a little." (Luke will remember that.), "He handled it oky.", or "...". If you sit with Kenny, Clem tells Kenny's group she'll stay with them with dialogue options: "I can't leave my friends.", "I'm tired of running.", "Okay. Thank you." (Kenny will remember that.), or "...".
  8. 8
    After the first few chats, the tables mingle, but those unpleasant exchanges affect nothing.
  9. 9
    Walter asks Clem to assist him outside, ending the chapter.
  10. 10
    In the next chapter, "Helping a Stranger", there are ten conversations: five outside and five inside.
  11. 11
    The fourth conversation, where your trio finds an odd woman (Bonnie) scoping the place out, bears committing to memory. Some may remember her from S1's 400 Days DLC (downloadable content — extra missions or items released after launch). Dialogue options are: "It's too dangerous." (Bonnie will remember that.), "Check her for weapons." (Bonnie will remember that.), "She can't hurt anyone." (They will remember that.), or "...".
  12. 12
    Inside, Luke will have a conversation with Clem about recent bridge events.
  13. 13
    Nick will approach, giving an opportunity to have him come clean to Walter. This directly impacts the next chapter. The options are: [Show Photo] or "It's nothing. Forget it.". If you choose to have Nick tell Walter, the options are: "You should tell Walter." (Nick will remember that.), "Either way is risky.", or "Don't say anything.".
  14. 14
    The knife is always found, leading into "In the Dark".
  15. 15
    In "In the Dark", two of the three conversations with Walter matter. Only "Nick is a good guy." will earn a confession, extending the scene a bit longer. This is the third major choice in the episode; seeking Walter's forgiveness is the fourth.
  16. 16
    The dialogue options for telling Walter the truth are: "It was us. Nick shot him." (You told Walter the truth.) or "We didn't do anything." (You lied to Walter.).
  17. 17
    The dialogue options for seeking Walter's forgiveness are: "He's like everyone else." (Walter will remember that.), "Nick is a good guy." (Walter will remember that.), or "...".
  18. 18
    Attention turns to the turbine, spinning wildly in the storm, which will attract walkers.
  19. 19
    Use the lighter, take the key, and disable the red button.
  20. 20
    Walkers approach. Clem can neutralize the first one from afar, then get to work on the next group. Carlos kills the rest.
  21. 21
    Do a quick-time event (QE) with the rifle, fire, and grab either weapon alongside for round two. Clem won't take them with her.
  22. 22
    In "Caught in a Trap", Carver's group captures some people, forcing Clem and the noncombatants to hide in the lodge.
  23. 23
    Make it to the stairway (impossible to be caught) and creep to the married couple's position. Dialogue options are: "We have to give up. He'll kill him." (Rebecca will remember that.) or "I'll find Luke and Kenny.".
  24. 24
    The path splits. Giving up makes the rest of the chapter picking dialogue. Seeking Kenny requires extra legwork and sneaking under Johnny's windowsill. This decision is the fifth and final major decision in the episode.
  25. 25
    The third set of replies have two options that save Alvin's life, two that don't. The top 2 replies are the life-savers, no matter the path.
  26. 26
    Dialogue options to save Alvin are: [Protect Alvin] (Carver will remember that.), "KENNY! LUKE! DON'T SHOOT!", "Carver, please! Don't do this!", or "...".
  27. 27
    Other dialogue options are: [GRAB GUN] (Kenny will remember that.), "DON'T SHOOT!" (Kenny will remember that.), "SHOOT HIM!", or "...".
  28. 28
    Everyone has a forced march back to Carver's camp.
Tips
  • A little under half the players take the blame for Sarah's photo.
  • A little over half the people sit with Kenny at dinner.
  • Almost 75% of people tell Walter the truth about Matthew.
  • An overwhelming amount of players confess to Walter.

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