The Walking Dead: Season 2

This walkthrough is a direct port of Quickdraw1988's walkthrough for The Walking Dead: Season 2, so all credit should be given to him. I have contributed in some part.

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If you played Season 1, your save file can be imported along with all your choices into that game to change the story in this one. If you did not play the first one, do not worry since the options will be randomly selected. If this is your first time your playing The Walking Dead, I would still recommend playing the first Season, before starting on Season 2.

All achievements are related to the story so you will not miss any of them. With that being said, when the dead rise, what choices will you choose to keep yourself alive? Let’s begin.

I will start by saying that this is not a traditional zombie killing title as it will have you exploring most of the time, figuring out how to progress past puzzles and interacting with your characters to build your own unique story. For this reason it is a point and click adventure.

Combat is based on using the correct button at the correct time in order to do a certain action or using your analogue sticks to pinpoint attacking certain areas within the time frame. Otherwise you may end up as zombie chow.

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Another thing to note is that characters will remember things you tell them or actions you do. If you aggravate someone with an action or something you say, it may come back to haunt you before the episode is ended or during later episodes, so try to make friends.

If for some reason you make a choice you regret during the storyline, you can repeat and try again to amend a mistake or a choice you took. I would say that playing this title several times is encouraged to see different outcomes.

For this guide, I will simply explain how to complete the episodes quickly and efficiently. The choices you make with talking to people, I will leave to you to decide unless I feel it is important to note something. With that in the back of your head, let’s begin with the first episode.

Episode One - All That Remains

Once you gain control, the first rule of staying alive is checking everywhere, so explore the bathroom, getting used to how the game is played, since it is all nicely colour coded for you. With that done, after a small cut scene, pull the water from your bag and after you have cleaned yourself up, check the left stall to find what you are looking for, then pick it up.

Unfortunately, you will be faced with a dire situation. I personally would suggest trying to defuse the situation than aggravate it, there is not really much you can do; just let the rest of it play out to end the first part.

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When you gain control again, search your bag for the lighter. To do so, remove the picture and drawing to see it. Now head back to the fire using the lighter to reignite it. Pick the log up by the camp fire, then place it on the pile. After this you will find yourself in trouble. I personally distracted them.

Now you will find yourself in a dire situation in which you will need to complete a quick time event sequence by doing actions with your controller in order to survive. I failed a few of them several times which changes the order of events. Once you complete this, it ends the first part.

Once you get control again, head down the beach to a broken set of stairs. Upon climbing up, walk to the trail and upon arriving at your new location, continue to walk towards the camera. Continue down the path, climbing over the log. You’ll find a new friend to interact with earning yet another achievement:

ou'll come across an abandoned camp, so search the remnants of the camp in the trash can. There is a can, flying disk near the tents and a picture in the camper van (you may need to search everywhere until the dog barks). To the left of the barrel, head near a tree with a rope tied to a walker so to deal with him, pick up the branch near the body then hit him with it. When he’s dead, search him.

Open up your food once you do, you will have a choice to feed the dog. After this, you will find yourself attacked. You can either use your fists, the can or use the knife kicking it away. After this, you can choose what to do while being the victor.

Upon reaching the next area, you will be tasked to escape, however it is a little hard to do since you are being hindered. Complete the QTE to avoid being captured.

You will have a conversation with your savours. I would suggest being honest as it will likely come back to haunt you later on. Afterwards, you’ll earn yet another achievement.

Upon waking up, you will be awaked by people arguing. Either way, you'll get interrupted by some fool with a gun by whatever choice you pick. They will start another argue-sequence. You will need to pick someone to appeal to, I personally picked the doctor since he probably would side with me.

Once in the shed, explore the area. You should find some reels in the tackle box and a table you can fold out for a hammer. Behind the tackle box, there is a hole in the shed. Use your hammer to escape the shed.

Now that you’re out, head towards the house and then go around on the right side of it looking for a board against the house. Remove the nails to get in. Continue to move until you reach a light with a trap door using your knife to break it open. The knife will break in the process.

Go right on your screen, then up the stairs and once there, open the right door and talk to Sarah who, if you play your cards right, might offer to help you (tell her you might die and you want to be friends along with a pinky swear will be enough to convince her).

Now head to the bathroom across from Sarah's room and look in the medicine cabinet. After you try to leave, someone will come in. I personally hid in the shower which was enough to keep me safe.

Continue to the next room, just past the ‘Gone Fishing’-sign. In the background you can find a desk with the rags on it. There is also a watch in the drawer which you can pick up. Chances are that this will impact your relationship to a character by doing so, however the choice is yours.

Now that you have everything, head back to the shed for some much needed surgery on that injured arm of yours. As with any wound use the peroxide on it, then use the needle to mend the wound. Afterwards use the bandages to wrap it.

Once you’re done, you will be attacked. When you are dragged down, look left then grab the rake and use it. After this, it will be impaled so look towards the desk and pick up the hammer. Beat its skull in for another achievement:

Now you’re inside the nice warm house, continue the talk with the doctor who seems extremely protective. After this, you will have another conversation. Simply continue to talk until the next chapter:

You will go fishing with 2 guys, while conversing until you reach the river. Check the bodies, you should look at the sandbar to cross over. Look to the water and you should spot a body. Something interesting happens, where you will have a choice to make. For this, it matters not what you pick.

This next part is a tough choice. You need to pick who to save. As of such, I will put what happens depending on who you rescue so you can make a more informed choice should you wish to.

Save Pete –

*** Spoiler - click to reveal ***

Save Nick -

*** Spoiler - click to reveal ***

With this said the end of the episode will play with a small teaser for the next episode along with the final achievement for this episode.

Start the episode off with a short recap of your choices in the last episode and begin the next one. This one may play our differently at the start depending on who you saved in the previous one so I will go over both below.

Pete -

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*** Spoiler - click to reveal ***

The next thing you will find in a nearby box is a cigarette which you can choose what to do with it which will cause the story to advance. Depending on your choices before, it may differ for you however in my game Pete was on the floor not saying anything so pick up the hacksaw then investigate your buddy.

You will have two options, one is having your friend come with you and the other is him sacrificing himself. You may pick whichever you choose to do so. Either way, it will turn out the same regardless of what you choose to do.

Nick -

*** Spoiler - click to reveal ***

Several hours later you will find Nick throwing glass jars at the wall which will open conversation options with him, even with him offering you a drink should you choose so. This will then give you the option to attempt to get him to leave with you. If you manage to get him to come with you, he will see the dire situation and attempt to lure them off but untimely you get separated.

Continue to play the next part of the chapter, talking your way through until you meet your new best friend. Once again, so do as you’re told and interact with her; taking her picture, talking with her and choose how to deal with the gun issue until you regain control.

Once you do, you need to head downstairs to find out who the shadow belonged to. Once downstairs look out the window then continue onwards until a cut scene is played then approach the door choosing which option you want. It does play out the same, forcing you to talk to the stranger.

Now you can interact with him, asking questions either being polite or forceful. He will make his way in regardless; exploring the house and having conversations with you. Eventually he will leave however, he will seemingly be curious about the situation. If anything I would suggest sticking to the same story. Once he leaves, you will earn your second achievement:

Once the group has returned, they will hound you about your visitor. Answer them as best as you can and when asked about the photo, I would suggest claiming it was your idea whilst scoring points with Sarah upon doing so. They will eventually decide to leave, ending this part of the episode with another achievement.

The next part will have you walking with your group with a chance to converse with the group, until you reach the red truck you were at the start of the episode or the cabin if that was your beginning.

If you saved Pete -

*** Spoiler - click to reveal ***

If you saved Nick -

*** Spoiler - click to reveal ***

After the time skip, you will be given a pair of binoculars so from left to right you should be able to see a bridge, station house, lift and a lodge. They will untimely decide to head for the lodge. I would suggest going with Luke as it is far more exciting than sitting at base camp. As you make your way across, you will have the option to converse with him until you reach some zombies which you and him will deal with swiftly; earning another achievement.

Head across the bridge until you find yourself in a dire situation. Defend yourself from the first zombie, advancing then complete the quick time events until you come back onto the bridge then head for the machete. Use it to kill the second then head back to Luke. Pull him back up then across the bridge to talk to the stranger which will cause another event to happen. Regardless of what you try to do, he will end up dying netting you one more achievement:

Your group will converse about what happened prior with the suggestion of you looking for food. Before you head inside you can talk to Alvin and Rebecca as well as Nick, who can you can give the watch if you picked it up earlier (if you didn’t, it is still at the cabin). After this head inside the hut and upon entering from Clem's right, you will have the option to interact with some empty cans, trunk survival knife, cot and a radio. You will need to use the knife to open the trunk and upon doing so you will find some food.

After this you will be asked if you can give one of the cans to Rebecca. Depending on your answer, he will reply and head outside to be confronted by walkers. Approaching this will end and then proceed to a time skip. Once at your new location you will be tasked to climb up the ladder for a better view. Once you reach the top, you will use the binoculars once more and the only things you can look at are the bridge and forest. This will prompt a light to be seen.

After this, Luke will run off to inform the others leaving you to climb back down alone. To find someone, you will now offer shelter to your group; ending the chapter and awarding another achievement.

Once inside, you will be asked to leave your stuff behind. This may or may not cause tensions based on your actions; however it is not major. You will then talk to your old friend thinking of old times. Afterwards, you will be told to help Walt with the cooking although it is really just a chance to talk to another new face.

You will have the opportunity to free roam and to look around. Ffrom your start point interact with the can, then head right to pick up the CD then place it in the CD player. Look at the dinner table, the Christmas tree, talk with Sarita, and then look at the decoration, the map on the table and the fireplace.

Now you will need to head upstairs, the path is hidden behind the tree. Once upstairs, you will be asked to find out more about Matthew, the person Walt spoke of. Continue exploring upstairs by talking to Rebecca then interact with the box which contains three items which are star ornament, ball ornament and an angel ornament, which if you remember Sarah liked, so pick that the latter.

Shortly after dinner, you should be ready which will force you to pick which table you wish to sit at. Depending on where you sit, the conversations will differ from one another to start with but others will join the others- table and things will get heated.

You will be asked to head outside by Walt as an effort to calm things down, this will allow you to get to know him better and soon you will be joined by Kenny. As you walk, you will find a woman spying who will be offered some food by Walt. After this Kenny will ask you go inside.

When you do, Luke will want to speak to you figuring out who Walt's friend is. He will then ask you to throw away the knife you obtained earlier; however you will be unable to locate it, you will find it missing and unfortunately Walt already has it. This will then lead you to a conversation between yourself and Walt with Nick coming in later. After this ends, the storm approaches unlocking another achievement.

Now the turbine will begin to make noise, causing panic among the group and it is your task to turn it off. start by equipping your lighter then grab the key on the right then insert it in the button on the right; causing it to turn it off. After this, walkers will attack which means you will need to fight them off with your gun.

Ultimately you will run out of ammo, but you are saved; forcing you to fall back to another position. You will pick the gun up then fire it however the kickback proves to be too much. After you are knocked down, you can pick up either the knife or the gun. The knife is better since it is clear you will struggle with the gun.

While the rest mostly consists of fighting outside, you are told to go inside. Upon doing so, you will hear more gunfire which appears to be from Carver and his group until they make their way inside. Alvin will want you to come to him so do so when the action appears and once more till you’re with him.

Unfortunately you are in a tough spot as Carlos is being hurt. This can play out one of two ways; I will explain both with the use of spoiler tags should you wish to know or not wanting to know.

Surrender -

*** Spoiler - click to reveal ***

Find Kenny -

*** Spoiler - click to reveal ***

The remaining part of the chapter will play out the same way, you will find out you are missing a member of your team.

  • Reunion

    Completed Episode 2: "A House Divided"

    Reunion
    Offline Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Main Storyline - These achievements are gained automatically by progressing through the main game mode.

Episode Three - In Harm's Way

Depending on your choices from the last episode, this may turn out slightly different with members of your party being captured. However, it will play out the same with Luke still missing and his whereabouts unknown.

When you gain control, interact with the butterfly on the tree which will then prompt a conversation with Sarah. You are then reunited with your kidnappers and are forced back to their compound all tied up. En route, another conversation will happen between your group members.

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Before the van stops you will be asked by Kenny to assist with the plan, and regardless of what you pick, it won't pan out how you expect. Afterwards you will be awarded with your first achievement of the episode.

As you are lead into your new home you will have a minor conversation with Sarah until you are lead to your new room. Depending on how events went in the last episode regarding deaths at the cabin, you may or may not have one of your members separated from you, after which you will have a conversation and have a chance to look around.

In the far left you can talk to Mike. Examine the fish statue, look at the woman from earlier, the beds, Nick (if saved), shelves, soil, fence gap, fence, hose reel, barbed wire, rope and a ladder. When you get close to the gate however, it will prompt a cutscene forcing you to sleep, so if you want to talk to any member of the group, do so first.

As you awake to a brand new day you will be forced to get up and have a word with your new leader, Bill. After the events play out you will be forced into a new area to have some private time with Bonnie, who seems sincere about the actions of the last episode. After the talk with Bonnie, you will then be relocated to another area.

You will be taken to the green house where you will find Sarah shaken by the previous encounter, after a conversation with her. Reggie will then show you how to prune the plants; however, during it you will see Sarah not doing the work required so you can either help her or not. Either way, one of you will be in trouble along with Reggie. so watch how it plays out, earning your next achievement:

You will once again head back down to Bonnie who will have a small errand for you to run. When you do you will find Kenny arguing with another man, which won't last long as you are attacked by walkers. Follow the on-screen prompts until you are rescued. There are two parts where it is about choice of what weapons to use, but either way it still plays out the same.

Head back to Bonnie where you will be grabbed hold of. Upon finding out who it is, you will be given conversation options. You will be tasked with finding a radio, which we know is not an easy feat, but for now resume the episode and head as instructed to Bill.

As you head to Bill you will find Rebecca sobbing, only to find the reason shortly afterwards and have a conversation with Bill. When it is finished you will be dismissed, earning yet another achievement for the episode:

You will rejoin your group to have a conversation about plans of escape. You can mention Luke's plan or that sound attracts lurkers; they will ultimately know about Luke either way. You will talk to the woman from the other day, who is seemingly more crazy than Kenny is, and asks for your help with her plan. Grab the rope, then the ladder cage and make your way to the roof.

Once you make it on the roof, head to the right of the green house and look for a skylight that you can open (if you go left there are objects to interact with, but is pointless). Once in, move down the shelves making your way towards the walkie talkies. Pick one up which will prompt you to return back to the group, along with another achievement:

After a small argument of who should take the radio, you will end up with it regardless as Kenny will slip it into your pocket. After this, Bonnie will take you from Troy and she will talk to you about Reggie. Upon doing so you can mention your plan or keep it to yourself; either way she will allow you to go.

Make your way to the comic store where Luke is located. You can explore the area, searching for Luke but Troy will find you and drag you away. You will find Luke has been caught and your plan about the radios will have been found out. You have two options: confess or remain silent; both options end up being the same.

With the radio returned it turns rather ugly. You have will have several options given to you as it plays out, each option will be hidden in a spoiler tag should you wish to know, if not pick which you want to do.

*** Spoiler - click to reveal ***

When you wake up you will be back inside your living area with the group debating when to leave; regardless of what is picked the end result is the same. You will be picked for the unfortunate task of setting the PA system by the group since only you can climb the ladder.

Once you regain control, if Alvin was taken from you earlier, he is still in the chair which you can interact with. If not, head to the PA system box behind the desk (if Alvin is not around, search the desk first as it contains a gun). Once there, turn on the external speakers, the volume knob and then the CD receiver which won't work as it is missing the disk. The disk is located under Clem's left arm which is hard to notice unless you are looking for it. Place it in and let the fun begin, along with yet another achievement:

Now this may play out differently depending on if Alvin is in the room; both actions are below in spoiler tags as not to ruin it.

*** Spoiler - click to reveal ***

Now a cut scene will play leading you to rejoin your group. Upon doing so, Bill will be holding them at gunpoint. As you move closer you will get the choice to jump onto him, disarming him. After this, you will get your say on what to do with him. Kenny will take actions into his own hands, so you can either stay to watch it or leave; it does not matter which as it plays out exactly the same.

You will be outside attempting to make your escape by killing walkers and then covering yourself with their lovely gooey insides. There is very little you can do to change the events that happen during this part, simply play them out until you reach Sarita. You will then have two choices: kill the walker to remove the head or chop Sarita's arm off. Doing either will end the episode, unlocking the last achievement:

Episode 4 - Amid The Ruins

Once again, the episode will start pretty much where the last episode left off, giving a brief recap. Depending on your actions in the last few minutes with dealing with the walkers attacking Sarita, it will play out differently.

Both will be in spoiler tags depending on if you want to know what happens regarding each.

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Removed Sarita's Arm -

*** Spoiler - click to reveal ***

If The Walker Was Killed -

*** Spoiler - click to reveal ***

You will obtain the "Best Laid Plans" achievement upon completing the above part of the story and are shortly reunited with Rebecca. After a short conversation you will need to find a way out, with a gap being on the far right. As you begin walking you will find Jane somewhat blending in well with a plan to get you out. When she asks you to attract the walker, I personally prodded it, seemingly doing the job well enough.

As you continue through the forest Rebecca will be having problems, so try to reassure her to cause fewer problems. After a fight between your group, Rebecca will storm off prompting your group to keep moving. Eventually you will head to the meeting point.

After a short conversation with Kenny who blames the entire situation on you which will force you away. Afterwards, your group will head off to find your missing members, leaving Rebecca, Kenny and Mike. You and Jane will go out looking, spending some alone time with each other and learning more about her past. She will try and teach you the ways of pick-pocketing and upon doing so, unlock the "Path Less Travelled" achievement:

As you continue to search the bodies for items, you will stumble upon Sarah's glasses, shortly followed by the voices of Luke and Sarah which prompts you to find a way in. However, there will be a walker blocking you way which you will need to deal with.

After entering, you will follow Jane who is dealing with the two zombies. Look around the corner and pick the truck which will prompt you to move. However, before you can move you will be grabbed. While you are dealing with this one, Jane will defend you from the remaining two until you are free to deal with one, using your newly acquired knee trip.

The key here is to make noise, so head to the truck and use the horn which will make noise, but not enough. We need to keep it going with a cleverly placed body of the dead which you can do by heading to the nearest one to Jane and selecting the dialogue. Afterwards, you will head across with the plan falling apart. Once you reach the door, kick it down to enter inside and use the quick time events to block the door.

Sarah will be in a catatonic state which you will need to try your best to break her out of. Should you try to hug her she will shrug you off, so use your conversation options to try and get through to her (on the second option I picked the “I know what you're going through” option which seemingly snapped her out of this briefly).

Now you will need to escape which requires you to find something big enough that can reach the skylight; the only thing being the furniture blocking the door. Select it and then head back to the room with it. Now you will have one last chance to convince Sarah which might work. If it doesn't, the second chance is to slap her. If you have will to do it then do so, otherwise bolt to prevent being eaten.

After your escape you will head back with your survivors to the group. The bad news will be passed on and you will be asked to talk to Kenny, since he had a family and may know how to help, so head over to the tent. After the conversation with Kenny, both of you will leave the tent with Rebecca ready to give birth. After your group splits you will be given options of where to go; personally you should pick Jane first as you will go find Bonnie and Mike later on regardless.

After catching up to Jane you will need to walk over and talk to her in the distance, as she sits alone on the bench, to proceed. You will then come to a locked door which Jane will try to pick while you look for something to break it, earning another achievement:

You can explore the upper ledge area; however, if you want to progress the story, head away from Jane to the platform overlooking the forest and pick the closest viewing scope which will prompt a stranger to approach.

When you hide you have the option to look to see what it is he is up to. Either way, you will be spotted which will prompt a gun being shoved into your face which Jane will take away from him. You will have a moral choice here to decide whether to take his medicine for yourself or allow him to keep it; the events will play the same, but if you are curious or unsure what effect this will have, it will be in spoiler tags as it is considered a spoiler.

If you take the medicine -

*** Spoiler - click to reveal ***

If you don't take the medicine -

*** Spoiler - click to reveal ***

After you have made your choice, Luke will approach you and talk about Jane. After this you will need to head back to the camp. Once here you can talk to Rebecca, Kenny and Sarah if you wish to before you head off to find Mike and Bonnie. You could look around the area which is the one and only chance to do so, along with a story achievement which cannot be missed.

After reuniting with Bonnie and Mike, as soon as you regain control, down from where you start near the cannons will be a jacket you can pick up. After the conversation, head to the ticket office, interact with the box and then open the shutter. Afterwards, you'll be hinted at going through. Deal with events as they unfold until you find a raccoon. Follow it until everyone wishes to go back.

Once back at the camp, walkers will be all around which will part a speedy withdrawal. While Kenny defends the group you can either get Mike to assist with water, get Sarah or help Kenny. My personal suggestion is the water. The walkers will continue to close in once you all reach the observation deck. If you chose to steal the medicine from Arvo earlier, now would be the time to use it.

Mike will call for help as the walkers continue to advance. You can either help or stay with Rebecca; however, doing so will be short lived regardless. When the gate gives way, begin to move the cannon which will be more than heavy enough to hold the gate. The next part will be within spoiler tags should you choose to know what happens for your options: it is to either save Sarah or Pull up Jane.

If you choose to pull up Jane -

*** Spoiler - click to reveal ***

If you choose to save Sarah -

*** Spoiler - click to reveal ***

Now the walkers will be using the collapsed decking in order to climb up. Quickly select the option to destroy the deck and then select the support pole on the building. Once completed the deck will fall, leaving you safe for the time being and happy for a brief moment with your group, along with an achievement to boot:

Once you wake up you will have a conversation with Rebecca and hold Alvin Jr should you wish to do so. Afterwards, you will spot Jane as she wanders off, leaving the group. She will offer you the nail file before you go. As of writing this I am unsure of the impact, but I would not turn down a free item.

As the conversation heats up between Kenny and Luke, you can put one, or both, of them in their place before the group decides what to do. Regardless of your vote, the group will decide to head out in the morning making your choice rather pointless.

s your group sets out in the cold, Rebecca will be struggling, while more arguing between Luke and Kenny breaks out. Once it has subsided, you will once again see Arvo who will approach your group and lead you straight into a trap. After much more Russian speaking it will become a Mexican stand-off between your group and theirs. During the conversation, if you mention you have a baby, it will throw them off their game somewhat and this new event will unfold.

The options are put in spoiler tags should you choose to not know.

Choose to shoot yourself -

*** Spoiler - click to reveal ***

Call For Help -

*** Spoiler - click to reveal ***

With the episode now complete, we have only one more to go.

Episode Five - No Going Back

We start this episode where we left it in Episode Four, in the middle of a massive gunfight between the groups, with several people being injured or killed in the process. Very early in the episode you will have a choice of your actions between heading towards Luke or fetching Aj Jr. How each action plays out is in spoiler tags below.

Save Aj -

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*** Spoiler - click to reveal ***

Head For Cover -

*** Spoiler - click to reveal ***

Kenny will then grab Arvo to convince the others to stop firing. However, it backfires with his sister reanimating which you need to deal with. During the confusion, Jane will reappear dealing with the last guy. After a short conversation with Jane your group will stand around Rebecca, morning her loss with an achievement earned. Afterwards, your group will take Arvo with them as a promise of food is too enticing.

Your group will head off with another stimulating conversation with Jane, who will point out that she thinks Kenny is at his breaking point. Any replies you make do not really have any repercussions so don't worry and enjoy the peace. Your group will have a brief rest due to Luke being unable to carry his weight on his shot leg. You get a chance to converse with Luke and are told to clean Kenny's eye.

You'll need to do some button presses to apply it to Kenny's eye while you converse with him even able to look at the damage done by carver. Shortly afterwards your group will be prompted to leave by Bonnie. Upon doing so earns the Miles To Go achievement:

Your group will stumble upon an abandoned power plant and your group will opt to stay the night, along with a brief moment of bonding with Aj. This is probably your only chance to have a toasty, quiet moment with you and your group. Once you regain control, you can look around, talk to Arvo and then offer both Jane and Kenny drinks.

Once your group is gathered around the fire, eventually Mike will want to share some of the drink with Arvo. However, it will not go down as expected. Upon doing so you will earn the "Right of Frost" achievement as the night ends.

Your journey will continue the next day with Arvo leading your group and Luke not doing so well with his limb. After a walker attack you will find the building Arvo was talking about, not looking so good. I would advise, when asked about the ice, to mention about going slowly on it which may cause less problems. Walkers will close in with Arvo bolting causing the group to panic.

However, things never go as planned. It appears Luke is stuck on a bit of fragile ice. Below, once again, are spoilers; depending on your actions, things may change.

Help Luke -

*** Spoiler - click to reveal ***

Cover Luke -

*** Spoiler - click to reveal ***

After the aforementioned events Jane will rush to help you, taking you inside the house. Kenny will blame Arvo for the event unfolding and start beating him down. You can yell at him to stop which he will or rush to Arvo's side and get hit in the process; your call.

Afterwards the group will blame Kenny while Jane starts to make a fire. After waking from the nap Jane will offer you some food with Kenny coming in shortly after to ask for help getting a ride sorted.

While fixing the truck Kenny will talk about the past with you. Afterwards, he asks you to go inside. On your way you can talk to others, explore outside or even talk to Bonnie. Jane will talk to you once more inside the house about how Kenny is acting, and when the time comes, what you will do. Shortly after Kenny will get it working with the group excited, debating where to go and about Kenny being upset. After a conversation he will opt to sleep.

You will wake up in the middle of the night hearing noises. When you go to check them out you will find members of your group near the truck. This can play out two ways to get to the same ending, just depending on how you get there. Both are below in the spoilers:

Join Mike / Give Gun -

*** Spoiler - click to reveal ***

Threaten Mike / Don't choose to go with him -

*** Spoiler - click to reveal ***

Afterwards you will wake up noticing someone who should not be here talking to you. Once the conversation is finished you will earn another achievement and will wake up in the back of a truck.

Once you do, you will speak with Jane and Kenny who are arguing about what the plan will be. This will go on for some time and you can either pick a side or remain between them. Either way, it plays out roughly the same with your path being blocked by cars. Once you reach this point you will gain another achievement:

Kenny will get out, instructing you to bolt if the worse comes to worse. Wait for Kenny until gun shots are heard. You are then tasked to drive which is bound to go just perfect. Once you stop, shoot the zombie blocking your path and then head outside.

Once outside you will see Jane walk off into the snow, with another walker grabbing you. Shoot it and then you will attempt to follow. As you walk around in the snow there are a couple of walkers you can shoot which you should do for safety purposes. Eventually you will reach the rest stop that Kenny mentioned earlier, earning another achievement for your efforts:

Once here, Kenny will go off the deep end that Aj has been left with Jane and attempt to try and find her. Shortly after, Jane will reappear with her and Kenny getting into a fight with each other, where you'll play the peacemaker which will ultimately fail. When you head outside, this is where the fight's climax is with Kenny on top of Jane. There are different ways it can end, spawning from two simple choices below which arear in spoiler tags:

Shoot Kenny -

*** Spoiler - click to reveal ***

Look Away -

*** Spoiler - click to reveal ***

We find out that AJ is entirely fine with his whole death being nothing more than a lie. Depending on who survived the encounter, you forgive their actions and stay with them, or condemn them for going off alone. Once again, they are inside spoiler tags should you choose not to know.

Wellington Ending

These endings can only be obtained by staying with Kenny. If you don't forgive him for killing Jane, these endings are not obtainable; if you don't, see the "Lone Survivor" ending.

This ending shows Kenny and Clem joking around as they approach Wellington, which is no longer taking people in due to being overpopulated. Kenny barters for you and AJ to stay. Below is how each choice can play out:

Stay With Kenny -

*** Spoiler - click to reveal ***

Leave Kenny and Enter Wellington -

*** Spoiler - click to reveal ***

Howe's Ending

This ending can only be obtained if Jane survived and you forgave her actions. If not, then you will get the "Lone Survivor" ending at the bottom.

You and Jane will end up heading back to Howe's with there being food aplenty, seeing carvers mangled corpse. A family will approach you asking for you to help them; you will untimately have two choices to make:

Let Them Stay -

*** Spoiler - click to reveal ***

Drive Them Away -

*** Spoiler - click to reveal ***

Lone Survivor Ending

You time jump nine days where the snow has finally stopped. Clem crosses a field with Aj towards a heard of walkers, prepared for the lone survivor route. Both their fates are unknown as the episode ends shortly after.

This wraps up Season Two of The Walking Dead. Hopefully we will see you once again when Season Three hits and we find out how our different endings start off a brand new season.

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