Complete walkthrough for Part 8 of Telltale's The Walking Dead, covering dialogue choices, walker encounters, and key decisions affecting character relationships.
Walkthrough
- 1Downstairs, you'll have a compulsory chat.
- 2Clem is tasked with delivering nails.
- 3Mike and Kenny argue; before it escalates, walkers breach the store.
- 4Fight the walker with the 2x4 (optional), then hold "A" to escape through the shelf.
- 5Use a Quick Event (QE) to free yourself.
- 6Grab an object for the second attacker.
- 7In the garage, repeat the objective and perform its QE event. Troy will save Clem.
- 8Trek to the hardware depot for scenes with Luke. Make dialogue choices.
- 9Before visiting Carver, offer a pretense for tardiness. Make dialogue choices.
- 103.6 - EXPANSION: See Bill in the manager's office. Make dialogue choices with Carver.
- 11Back in the yard, concoct a plan. Make dialogue choices with Kenny.
- 123.7 - BREAKING AND ENTERING: Clem must perform a B&E in the compound.
- 13Grab the winch's rope when prompted.
- 14Grab the caged access ladder.
- 15On the roof, visit the skylight behind the greenhouse (not near the main door).
- 16Climb in and find the radios on the main floor.
- 17Sidle down the pallet stack and creep close to the radios.
- 18Swipe the radios from the charging dock during Tavia's chat (or let her finish talking to Hank).
- 19Clem automatically returns to the others. Vince may appear en route.
- 20Back in the yard, Clem gets a pat on the back from Jane.
- 213.8 - BORN TO RUN: Decide who delivers goods to Luke. Clem will be the radio-carrier.
- 22Bonnie pulls Clem aside to discuss the plan. Make dialogue choices.
- 23Clem gets a 15-minute window to wander alone.
- 243.9 - FAILURE TO COMMUNICATE: Search the comic store for Luke (it's a bust).
- 25Return to the yard for discipline.
- 263.10 - BLIND EYE: Decide whether to confess to stealing the radio.
- 27Attempt to help Kenny when Carver intervenes.
- 28Engage in conversations with everyone that night; focus on conversations #3 and #4.
Tips
- The 2x4 walker fight is unnecessary.
- Dialogue choices with Bonnie, Luke, Troy, Carver, Kenny, and Jane will be remembered.
- The stealth section to get the radios can be done without being caught by Tavia.
- The choice to confess about the radio doesn't change the outcome.
- Achievement: One Long Day (3.6)
- Achievement: Always the Quiet Ones (3.7)
- Achievement: Not in Nottingham (3.10)
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