Trophy/Achievement Guide
Welcome, survivor, to the ultimate guide for unlocking every Trophy and Achievement in Telltale's The Walking Dead! This section will provide detailed, actionable steps to ensure you don't miss a single one, whether you're playing on PlayStation (PS3, PS4, PS Vita), Xbox (360, One), PC, Nintendo Switch, or even mobile platforms (Android, iOS, Mac). Many of these are story-related and unmissable, but some require specific choices or interactions. We'll cover each episode comprehensively, including the 400 Days DLC, to help you achieve 100% completion.
Episode 1: A New Day
Story-Related Trophies/Achievements (Unmissable)
- A New Day: Complete Episode 1. This will unlock automatically upon reaching the end credits.
- The Road Less Traveled: Make your first major decision. This will pop early in the episode during your escape from the police car.
Missable Trophies/Achievements
Hey, Good Lookin'
Look at Clementine's drawing of her family.
This achievement is earned by interacting with a specific item in Clementine's treehouse. After you arrive at the motor inn and have some free time to explore, Clementine will be in her treehouse. You need to climb up and interact with her drawing. This is a single interaction, not a collection of multiple items.
Step-by-step instructions:
- After arriving at the motor inn, proceed through the initial conversations.
- Once you gain control of Lee and can move freely, head towards the back of the motor inn area where Clementine's treehouse is located.
- Approach the treehouse and interact with the ladder to climb up.
- Inside the treehouse, locate the drawing Clementine made of her family. It will be prominently displayed.
- Interact with the drawing (usually by pressing the action button) to examine it. The achievement will pop immediately.
Common Pitfall: Players often overlook the treehouse or don't fully explore its contents, assuming it's just a decorative element. climb up and interact with the drawing before advancing the story too far, as you won't be able to return to this area later in the episode.
Two Stories
Tell Kenny about your past.
This achievement requires you to reveal details about Lee's past conviction to Kenny during a specific conversation. This isn't just about "being honest" generally, but specifically choosing a dialogue option that discloses Lee's criminal history.
Step-by-step instructions:
- This conversation typically occurs at the motor inn, after the initial events at Hershel's farm and before the group decides to go to the dairy farm.
- During a conversation with Kenny, he will express concerns or ask about Lee's background, particularly after Lee has demonstrated some survival skills or made a tough decision.
- When presented with dialogue options, choose the one that explicitly mentions Lee's past crime or time in prison. For example, an option like "I was going to prison" or "I killed a man" will trigger this.
- It's important to choose this option when it first appears, as subsequent dialogue choices might not offer the same opportunity.
Strategy: Pay close attention to dialogue choices when talking to Kenny. The game often presents opportunities to be vague or truthful about Lee's past. For this achievement, you must choose the truthful, revealing option. If you miss it, you'll need to replay the episode.
Come Blow Your Horn
Honk the horn on the RV.
This is a quick and easy achievement that can be earned at the motor inn. It's easily missed if you're focused solely on advancing the main narrative.
Step-by-step instructions:
- While at the motor inn, before you leave for the dairy farm (after the initial group discussions).
- Locate Kenny's RV, which is usually parked near the entrance/exit of the motor inn.
- Approach the driver's side door of the RV.
- Interact with the door, and a prompt will appear to "Honk Horn." Select this option.
Common Pitfall: Many players simply walk past the RV without interacting with it, or they might interact with the passenger side. Ensure you're on the driver's side for the horn prompt to appear.
Episode 2: Starved for Help
Story-Related Trophies/Achievements (Unmissable)
- Starved for Help: Complete Episode 2. This will unlock automatically upon reaching the end credits.
Missable Trophies/Achievements
What's in the Box?
Discover the contents of the mysterious box at the dairy farm.
This achievement requires you to explore the St. John's Dairy Farm thoroughly and uncover a dark secret hidden in the barn. You'll need to find a specific tool to open a locked area.
Step-by-step instructions:
- After arriving at the St. John's Dairy Farm and going through the initial introductions and tasks (like clearing the fence), you'll have some free time to explore the barn area.
- Head into the main barn. Look for a locked door or shed within the barn, typically on the ground floor.
- To open this door, you'll need a specific tool: a hacksaw.
- The hacksaw can be found in the barn, often hanging on a wall near some tools or on a workbench. Search thoroughly, interacting with all glowing hotspots.
- Once you have the hacksaw, return to the locked door/shed and use the hacksaw to open it.
- Inside, you will find a large cooler or box. Interact with it to discover its gruesome contents. The achievement will pop after the discovery.
Strategy: Don't rush through the barn. The hacksaw can be small and easily overlooked. Check all walls, shelves, and workbenches. The locked area is usually quite distinct, often a smaller, separate room within the larger barn structure.
The Great Escape
Successfully escape the St. John's family.
While escaping the St. John's farm is a story event, this achievement specifically refers to surviving the climactic confrontation and escaping with as many group members as possible, which requires successful quick-time events (QTEs) and specific dialogue choices.
Step-by-step instructions (Key Moments):
- The Dinner Table: When the truth about the St. Johns is revealed, you will be trapped. During the struggle, successfully complete all QTEs to defend yourself and Clementine. Failure here can lead to immediate negative consequences or even a game over.
- The Meat Locker: After being locked in the meat locker, you'll need to work with your group to find a way out. This involves interacting with objects in the environment (e.g., a salt lick, a brick) and coordinating with your companions.
- Examine the room for interactive objects.
- Use the salt lick to lure walkers to the door, or find another way to create a distraction/break out.
- Cooperate with Kenny and Larry (if he's still alive) to execute the escape plan.
- Confrontation in the Barn: Once outside, you will confront the St. Johns.
- During the dialogue, choose options that prioritize survival and escape. Avoid antagonizing them unnecessarily, but stand your ground.
- When the opportunity arises to incapacitate or deal with the St. Johns, make a decisive choice. For example, if you have the chance to use the axe on Andy, take it.
- Successfully complete any final QTEs to ensure your group's safe departure from the farm.
Strategy: Be prepared for intense QTE sequences. Pay close attention to on-screen prompts. Dialogue choices can influence the immediate reactions of the St. Johns, so try to choose options that give you an advantage or buy you time. The achievement pops once your group has successfully left the farm and is safe.
Episode 3: Long Road Ahead
Story-Related Trophies/Achievements (Unmissable)
- Long Road Ahead: Complete Episode 3. This will unlock automatically upon reaching the end credits.
Missable Trophies/Achievements
Smooth Talker
Successfully convince the survivors to let you into the pharmacy.
Early in Episode 3, your group will encounter a pharmacy barricaded by a small group of survivors. To get this achievement, you must navigate the conversation carefully to gain their trust and access the pharmacy.
Step-by-step instructions:
- Upon reaching the pharmacy, initiate dialogue with the survivors inside.
- They will be wary and hesitant to let you in. Your goal is to build rapport and demonstrate your group's non-threatening intentions.
- Key Dialogue Choices:
- When asked about your intentions, choose options that emphasize your need for supplies, especially medicine for Clementine (if she's sick, which she is at this point).
- Avoid aggressive or demanding tones. Be polite and empathetic.
- If given the option to offer a trade (e.g., food for medicine), take it. This shows good faith.
- Do not threaten them or act impatiently.
- Focus on convincing them that you are not a threat and that your need is genuine.
- If successful, they will eventually open the door and allow you inside. The achievement will unlock once you gain entry.
Strategy: This is a pure dialogue challenge. Think about how to de-escalate tension and appeal to their humanity. Mentioning Clementine's illness is often a strong persuasive point. If you fail, they will refuse entry, and you'll miss the achievement for that playthrough.
The Price of a Life
Make the ultimate sacrifice for the group.
This achievement is tied to a critical, emotionally charged decision point later in Episode 3, involving a difficult choice that results in a significant personal cost or sacrifice for Lee, directly benefiting another character or the group's survival.
Context (Spoiler Warning): This achievement refers to the moment when Duck is bitten and becomes a walker. Kenny will struggle with putting him down. The "sacrifice" is related to whether Lee helps Kenny deal with Duck, or allows Kenny to do it alone, or even attempts to intervene in a way that puts Lee at great risk. The most common way to earn this is to assist Kenny in the difficult act of putting Duck down, taking on some of the emotional burden.
Step-by-step instructions:
- After Duck is bitten and his condition worsens, the group will stop by the side of the road.
- Kenny will take Duck into the woods, clearly struggling with what he must do.
- Lee will have the option to follow Kenny or stay behind. To get this achievement, you must follow Kenny into the woods.
- Once in the woods with Kenny and Duck, Kenny will be unable to pull the trigger.
- You will be presented with a choice:
- "I'll do it." (Lee shoots Duck)
- "You do it." (Kenny shoots Duck, with Lee's support)
- "Wait." (Delay the decision, potentially leading to a different outcome or missing the achievement).
- To earn "The Price of a Life," you need to choose either "I'll do it" or "You do it". Both options signify Lee's willingness to share the burden of this horrific act, representing a sacrifice of his own emotional well-being for Kenny and the group. The achievement will pop after the scene concludes.
Strategy: This is a powerful narrative moment. The "sacrifice" isn't necessarily Lee dying, but Lee taking on a profound emotional burden for the sake of his friend and the group's stability. Choosing to be there for Kenny in this moment is key.
Episode 4: Around Every Corner
Story-Related Trophies/Achievements (Unmissable)
- Around Every Corner: Complete Episode 4. This will unlock automatically upon reaching the end credits.
Missable Trophies/Achievements
Frequent Flyer
Find all the hidden notes in the Crawford school.
During your infiltration of the Crawford school, there are several notes and documents scattered throughout the building that provide backstory about the community and its downfall. You need to find and read all of them to earn this achievement. This requires thorough exploration.
Step-by-step instructions & Locations:
- Main Hallway/Entrance:
- Notice Board: Check the notice board near the entrance for a few initial notes.
- Classroom 1 (First one you enter):
- Student Desk: Look for a note on one of the student desks.
- Teacher's Desk: Check the teacher's desk for another document.
- Science Lab/Chemistry Classroom:
- Lab Bench: A note might be on a lab bench amidst equipment.
- Whiteboard/Blackboard: Sometimes notes are pinned here.
- Office Area/Principal's Office:
- Desk Drawers: Open desk drawers in the office for hidden documents.
- Filing Cabinets: Interact with filing cabinets.
- Wall Map/Bulletin Board: Check for notes pinned to these.
- Medical Bay/Infirmary:
- Patient Records/Charts: Look on bedsides or medical carts.
- Supply Shelves: Notes might be tucked away here.
- Library:
- Reading Tables: Check tables and carrels.
- Bookshelves: Sometimes notes are placed within or on top of books.
Strategy: Interact with every single glowing hotspot in each room. Rotate items if prompted, as notes can sometimes be on the back of objects. Do not proceed to the next major area or trigger a cutscene until you are certain you have explored every corner of the current room. There's usually a distinct "click" sound or visual cue when you've read a note. The achievement will pop once the last note is read.
The Final Lesson
Make a difficult choice regarding a former student.
This achievement is earned during a tense confrontation at the Crawford school, specifically involving the character Molly and a former student named Vernon. You will be faced with a moral dilemma that has a definitive outcome for the character in question.
Context (Spoiler Warning): This refers to the confrontation with Vernon and his group in the school's armory/storage room. You will discover that Vernon is planning to take Clementine. The "difficult choice" is how you deal with Vernon and his group, particularly when you have the opportunity to prevent them from taking Clementine.
Step-by-step instructions:
- After exploring Crawford and gathering supplies, you will eventually confront Vernon and his group.
- During the confrontation, Vernon will reveal his intentions regarding Clementine.
- Lee will have a dialogue choice that determines how he responds to Vernon's plan.
- You can choose to be aggressive and directly confront Vernon, which may lead to a fight or a more hostile outcome.
- Alternatively, you can try to reason with him, or make a choice that allows him to leave, but with the understanding that he will attempt to take Clementine later.
- The achievement is tied to the choice you make that definitively addresses Vernon's immediate presence and his threat. For example, choosing to let him leave, but knowing the consequences, or engaging him directly. Both lead to the achievement, as long as a clear decision is made about his fate in that moment.
Strategy: This choice has significant implications for the end of the game. The achievement simply requires you to make a definitive choice regarding Vernon's immediate situation, rather than avoiding the confrontation or making an indecisive choice. Be prepared for the consequences of your decision.
Episode 5: No Time Left
Story-Related Trophies/Achievements (Unmissable)
- No Time Left: Complete Episode 5. This will unlock automatically upon reaching the end credits.
- What We've Become: Make your final, most impactful decision. This will pop during the very end sequence of the game.
Missable Trophies/Achievements
Georgia's Finest
Collect all the items needed for the final plan.
As you prepare for the final push through the walker-infested city to find Clementine, you'll need to gather specific items to aid your escape and protect her. This achievement requires you to find all the necessary components in the house where your group is holed up.
Step-by-step instructions & Essential Items:
- After the initial events of Episode 5 and finding yourself in the house, you'll be tasked with preparing for the journey into the city.
- You need to find three crucial items. These are generally located in different rooms of the house.
- Walkie-Talkie: This is usually found in the living room or kitchen area, often on a table or counter. It's essential for communicating with Clementine.
- Weapon (e.g., Meat Cleaver, Axe): A suitable weapon for Lee to defend himself and Clementine. This can be found in the kitchen (e.g., a meat cleaver on a block) or a utility room (e.g., an axe).
- Sheets/Rope: Something to create a makeshift rope to descend from a window or higher floor. This is often found in a bedroom or linen closet.
- Thoroughly explore every accessible room in the house: the kitchen, living room, bedrooms, and bathrooms. Interact with all glowing hotspots.
- Once you have collected all three key items, the achievement will pop.
Strategy: Don't rush. The house isn't huge, but items can be in slightly obscured locations. The game will usually give you prompts or dialogue indicating what kind of items you need. pick up everything that seems useful before attempting to leave the house.
A Father's Sacrifice
Make the ultimate choice for Clementine's future.
This is the final, most poignant achievement of the game and is directly tied to the very last decision you make as Lee, concerning Clementine's survival and future. While the game forces you into this scenario, the specific action you take is what unlocks this.
Context (Major Spoiler Warning): This achievement refers to the very end of the game, after Lee has been bitten and is dying. He is with Clementine, and he needs to prepare her for a world without him.
Step-by-step instructions:
- After Lee is bitten and you've made your way through the final sequences, you will find yourself in a room with Clementine.
- Lee is dying and must make a final decision about Clementine's immediate future.
- You will be presented with two primary choices for Lee's final instruction to Clementine:
- "Shoot me." (Clementine shoots Lee to prevent him from turning into a walker.)
- "Leave me." (Clementine leaves Lee to turn, but he instructs her on how to survive.)
- Both of these choices will unlock the "A Father's Sacrifice" achievement, as they both represent Lee's ultimate act of love and protection for Clementine. The achievement pops after Clementine makes her choice based on your instruction.
Strategy: This is Lee's final legacy. Choose the option that you feel best reflects Lee's character and his relationship with Clementine throughout the game. There is no "wrong" choice for the achievement itself, as both options fulfill the criteria of making an ultimate sacrifice for her future.
400 Days DLC
The 400 Days DLC features five interconnected short stories, each with its own character. Completing each character's story will unlock an achievement. There are also a few specific missable achievements within these stories.
Story-Related Trophies/Achievements (Unmissable)
- 400 Days: Complete all five stories in the 400 Days DLC. This will unlock automatically after finishing the fifth story.
- Vance: Complete Vince's story.
- Shel: Complete Shel's story.
- Bonnie: Complete Bonnie's story.
- Russell: Complete Russell's story.
- Wyatt: Complete Wyatt's story.
Missable Trophies/Achievements
Reunited
(This achievement is tied to a specific choice at the very end of the 400 Days DLC, after all five stories are completed.)
After completing all five character stories, you will play a short epilogue where Tavia attempts to recruit the survivors from the previous stories to join her group. This achievement is earned by convincing at least three of the five characters to join Tavia.
Step-by-step instructions:
- Complete all five character stories (Vince, Shel, Bonnie, Russell, Wyatt).
- The game will transition to an epilogue where Tavia (the character from the very beginning of the DLC) approaches the survivors at a truck stop.
- You will play as Tavia and need to interact with each of the five survivors. Your dialogue choices during these interactions, and more importantly, the choices made by the characters in their individual stories, will influence whether they agree to join you.
- Key Influences from individual stories:
- Vince: If you chose to cut the chain (saving Justin) during his story, he is more likely to join. If you shot Danny, he is less likely.
- Shel: If you chose to leave the camp (escaping with Becca) at the end of her story, she is more likely to join. If you stayed or killed Stephanie, she is less likely.
- Bonnie: If you chose to tell Leland the truth about the stolen supplies, she is more likely to join. If you lied, she is less likely.
- Russell: If you chose to stay with Nate at the end of his story, he is less likely to join. If you chose to leave Nate, he is more likely.
- Wyatt: His decision is less influenced by a single major choice and more by the general tone of his story. He's often a bit more neutral.
- During the epilogue, when talking to each character as Tavia, be persuasive, empathetic, and highlight the benefits of joining a larger, safer group.
- You need at least three of the five characters to agree to join Tavia. The achievement will pop once the final tally is made and you have successfully recruited enough people.
Strategy: The most reliable way to get this is to make specific choices in the individual stories that lead to the characters being more open to joining a new group. If you're struggling, consider replaying individual stories to make the "pro-joining" choices. For example, in Shel's story, choosing to leave the camp makes her much more receptive to Tavia's offer.
Specific Character Choices for "Reunited" (Detailed)
- Vince:
- To Recruit: When given the choice between Justin and Danny, choose to cut Justin's chain. This leaves Danny to die and makes Vince feel more responsible, thus more open to a fresh start.
- Shel:
- To Recruit: At the very end of her story, when faced with the choice to "Leave" the camp or "Stay," choose to "Leave" with Becca. This makes her more desperate for a new, stable group.
- Bonnie:
- To Recruit: When Leland asks about the stolen supplies, choose to tell him the truth about taking them. This shows honesty and makes her feel like she needs to atone or find a new path.
- Russell:
- To Recruit: When Nate offers to take Russell with him, choose to "Leave Nate" and go your own way. This leaves Russell alone and vulnerable, making Tavia's offer appealing.
- Wyatt:
- To Recruit: Wyatt's decision is less about a single "right" choice and more about his general state of mind. If you managed to escape the car chase without too much trouble and he's feeling isolated, he's more likely to join.
By making these specific choices in the individual stories, you maximize your chances of recruiting enough survivors for the "Reunited" achievement.