Telltale's The Walking Dead
Telltale's The Walking Dead

Puzzle Solutions

Navigate Telltale's The Walking Dead with puzzle solutions for Hershel's Farm and other key locations. Secure the house and escape tricky situations.

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Puzzle Solutions

Welcome, survivor! This section is your lifeline for navigating the trickiest situations and puzzles Telltale's The Walking Dead throws your way. We've broken down each major puzzle by episode and location, providing step-by-step instructions to ensure you make it out alive – and with your sanity intact.

Episode 1: A New Day

Hershel's Farm: Securing the House

Upon arriving at Hershel's farm, you'll find yourself needing to secure the house before the encroaching walkers become a serious threat. This involves a bit of scavenging and quick thinking.

  • The Axe: Your primary tool for this section.
    1. Head to the garage. It's the building directly opposite the main house entrance.
    2. Locate the workbench inside the garage. The Axe is resting on it.
    3. Pick up the Axe.
  • Boarding the Windows: With the axe in hand, it's time to reinforce the house.
    1. Return to the main house.
    2. Approach the boarded-up window on the ground floor, near the front door.
    3. Use the Axe on the window to reinforce it. Clementine will assist you.
    4. Next, move to the window in the dining room (the room with the large table).
    5. Use the Axe on this window as well.
  • The Attic Ladder: The final step to securing the house involves the attic.
    1. Go upstairs to the second floor.
    2. Locate the pull-down attic ladder in the hallway.
    3. Interact with the ladder to pull it down. This provides a crucial escape route.

Motel: The Pharmacy Break-In

After the devastating events at Hershel's farm, you'll find yourself at the motel, desperate for supplies. The pharmacy is locked, and a walker stands guard. Here's how to get inside.

  • Distracting the Walker: The key is to draw the walker away from the pharmacy door.
    1. First, you need a distraction. Look for a Brick. There's one conveniently located on the ground near the front of the motel, by the broken wall.
    2. Pick up the Brick.
    3. Aim the Brick at the window of the pharmacy, specifically the one to the left of the door.
    4. Throw the Brick. The noise will attract the walker, moving it away from the door.
  • Opening the Pharmacy Door: With the walker distracted, you can now access the pharmacy.
    1. Approach the pharmacy door.
    2. You'll notice the door is chained. Look closely at the chain.
    3. Use the Axe (which you should still have from Hershel's farm) on the chain to break it.
    4. Enter the pharmacy to gather much-needed supplies.

Episode 1: All That Remains

The Motor Inn: Securing the Perimeter

At the Motor Inn, you'll face the challenge of securing the perimeter to protect your group. This involves strategic placement of defenses and dealing with a persistent walker threat.

  • The Truck: A heavy barrier is needed to block the main entrance.
    1. Locate the large, abandoned Truck near the entrance to the Motor Inn.
    2. You'll need help to move it. Speak to Kenny and Larry to enlist their aid.
    3. Initiate the pushing sequence. You'll need to coordinate with Kenny to push the Truck into position, blocking the main road.
  • The Gate: The side gate also needs reinforcement.
    1. Head to the side gate, which is partially open.
    2. You'll need some sturdy material to block it. Look for the Wooden Planks near the construction materials pile, close to the motel rooms.
    3. Pick up the Wooden Planks.
    4. Return to the side gate and use the Wooden Planks to secure it. You may need to use the Hammer (found in the tool shed near the pool) to properly fasten them.
  • Dealing with the Walker on the Fence: A walker is stuck on the fence, posing a potential breach.
    1. Approach the walker on the fence.
    2. You'll need a long-range item to dislodge it. Look for the Golf Club near the broken-down car by the pool.
    3. Pick up the Golf Club.
    4. Use the Golf Club to push the walker off the fence, eliminating the immediate threat.