Welcome to the walkthrough for 400 Days, the first add-on to Telltale’s The Walking Dead that bridges the gap between Season 1 and 2. Learn how to solve every puzzle, and see how your choices change the game in this in-depth guide to a packed downloadable expansion.
Instead of exclusively following the familiar characters from episodes 1-5, you’ll meet new survivors in a variety of different situations. Your decisions will carry over into Season 2, so choose your actions wisely. Get a little helping hand with this undead adventure right here. There are five stories to experience, so get busy living with our step-by-step guide.
The Walking Dead: Episode 1
The Walking Dead: Episode 2
The Walking Dead: Episode 3
The Walking Dead: Episode 4
The Walking Dead: Episode 5
Vince’s Story
Welcome to 400 Days, this guide starts with Vince, but you can begin with any of the five characters on the board – just select their picture to see their story.
Vince starts in some hot water. In the alley, he’ll have three choices; toss the evidence onto the roof, toss it in the trash, or keep it. What matters here is; either keep the evidence, or ditch it.
Either way, the scene will cut to Vince on a prison bus stuck in traffic. You’ll be in a timer, so choose your options quickly.
Look at the gate, look at the prisoners, or strike up a conversation with the prisoner one seat ahead. You’ll always begin a conversation with the prisoners, so if you’re feeling like adding to the conversation, go ahead. Your input won’t matter in the scheme of things, though. Just pay attention and learn about the two criminals sitting around you.
Later, the two will ask Vince what he did to go to jail after the white-collar criminal boasts of his accomplishments. This is where it matters; confide in them by telling the truth, say nothing, or lie/boast. Each of those three choices will change how they see Vince.
Your responses afterward are your own, the two prisoners won’t judge you for it. How you ditched the weapon will also come up; the cops catch Vince no matter what, but how he was caught will change depending on your earlier choice.
They will judge how you handle a crisis. When one prisoner begins strangling another, respond by; pointing out the obvious, there’s nothing you can do while still in chains, let the guards handle things, or that you need to solve this yourselves.
Things will get ugly, but Danny (the prisoner in the seat ahead) will confront the guard before things get too out of hand. Not that the peace lasts for long. The apocalypse is happening right outside, and the strangled prisoner has turned, biting the guard inside the cage.
After the driver bails on the bus, it’s time for your three prisoners to escape as a walker stalks toward Danny and Vince. Justin will suggest getting the gun, and all three prisoners will help move the body.
Mash the key as it appears to move the body, and hurry to hit the dot to grab the gun. They’ll only hold up the body for a moment before it slips back down. Time is of the essence, try to grab it on your second try, at least.
After taking the gun, blow off the zombie’s head. The faster you get the gun, the more time you’ll have before the zombie’s ankle breaks off. If the zombie is still chained, he’s an easy target. No reason not to kill it, right?
Now it’s time to examine anything you can, and fast. Look at the cage at the front of the bus, or examine everything at your feet. No matter what, zombies will begin to appear at the front. Trying to shoot them won’t help, and eventually the two prisoners will argue.
Which leads to the final choice. They want Vince to shoot the locks off their ankle-restraint. You’ll have a choice of shooting Danny or Justin’s ankle. There’s just one problem; Vince isn’t that good of a shot. Whoever you choose will lose the ankle, and they’ll be left behind.
Danny has conviction, stating he would lie and standing up to the guard at the start. But, did he really rape a young woman? Justin’s crimes aren’t as violent, but he is unrepentant and willing to lie to get ahead. You’ll have to choose one.
Whoever it is, the chapter will end with Vince escaping and leaving the wounded man behind.
Wyatt’s Story
Wyatt’s chapter starts fast. After a round of shouting, it looks like some guys you pissed off earlier are on your tail. As gunshots whiz by the back window, it’s time to take the gun.
Your hero, Wyatt, will aim for the truck. Don’t let them get too close, keep firing in intervals at the truck to drive them back. The cursor jumps wildly, but you don’t need to be too accurate to hit the truck.
Eventually, Wyatt’s friend will grab the revolver and the truck will back off. Turning down a road, he’ll turn down the lights. Ask him to turn them back on, or just chat him up.
When the driver asks for weed, you’ll have a chance to look around. There’s no time limit here, so go ahead and examine everything in the care except the glove box.
There’s ammo in the glove box. Listen to the story by saying nothing, or interrupt, but there will always be a zombie in the road.
After the crash, Wyatt can look around the car and outside, but there’s no way to see the body – but both men assume he was alive. You can volunteer to go or stay, but you’ll always end up playing rock-paper-scissors to see who goes.
It’s two-out-of-three. Whoever loses has to check things out. It’s actually possible to win (try to avoid scissors, your opponent loves throwing rock!)
Exploring the road, follow the trail of debris. Choose the shoe, then the broken glass, then the backpack. Don’t forget, you’ve got free movement now!
Past the backpack, look for a spot of blood on the road further down. It’ll lead you to the victim.
Wyatt will talk to the victim if you select him from afar. He’ll say four things before stopping. Check out the body, and examine it – you’ll only have time to examine two things before Wyatt begins dragging the body.
After a quick zombie attack (aim for the head!) you’ll be given an important choice; take the dying cop, or leave him on the road.
This is when things get tricky. If you attempt to save the cop, you’ll need to hold down the interact button and move back down the road while walkers attack. Stop holding down to set the cop down and enter an aiming stance.
Moving back down the road, listen for walkers in the fog. Aim for the head, and continue toward your car. Whenever you hear the groans of a walker, look in the distance for the silhouette. Take each one down, there’s no other way.
About to reach your car, the truck (with the headlights) will appear in the far distance. As Wyatt gets left behind, he’ll be forced to manage on his own.
Shel’s Story
Taking place further into the apocalypse that Season 1, Shel starts with her sister playing guitar for a small band of survivors. Choose what you say to Stephanie carefully, she’ll remember.
After the performance, Shel’s sister will offer to help with the guns. This is another important response; whatever you say now, Shel’s sister will remember in the future.
Roman will request Shel’s help feeding the watchdogs, and you’ll have free roam to explore the diner. There are knives and guns in the booths, and Shel can have a short discussion with Becca or Stephanie. Don’t forget to look at the flashlights or photo for more backstory.
When you’re ready to move on, step behind the counter through the flipped-over section and select the kitchen doors to check out the back room. Use the pantry door to see the back lot.
Roman is taking care of some chained zombies. It looks like the group is using zombies to ward off more, or keep dangerous survivors away. He’ll feed the cop zombie, then ask about Becca. Whatever your response, Roman will remember it.
Check out the zombie in the back left corner to see what it’s eating, then return to the pantry. Becca doesn’t seem to take the situation very seriously, and acts cold toward Shel’s sadness – but there’s no time for that.
Stephanie bursts in and leads the group outside where they’ve found a beaten man. He’s blindfolded and tied up. In the end, Shel will have to decide what happens to him; let him go, or kill him. Becca will remember this moment.
Things aren’t over yet. The story resumes with Becca and Shel playing cards in an RV. The game is cut short as Roman interrupts, asking Shel to come outside.
Outside the RV, you’ll have another chance to explore the diner settlement. Move left to talk to Boyd and Joyce, they’ll fill in Shel – Stephanie tried to “escape” and Roman has her locked up.
Continue left toward the truck, and give it a look. Roman is outside, and he’ll make it clear – there’s no other choice but to shoot Stephanie. He wants Shel to do the deed. Before continuing, you’ll return to the camper to talk to Becca.
After a short talk, interact with the drawer to get your gun. This is where you’ll have to make a big choice; the keys or the gun. Escape, or show your loyalty.
Choosing the keys, Becca won’t be happy. She’ll offer to shoot Stephanie herself. If you let her, she’ll back down.
Roman will knock again, and lead to the final choice. This is it; pick the keys to escape, or the gun to shoot Stephanie. Whatever you choose will lead to the end of the chapter.
Russell’s Story
The chapter starts without fanfare with Russel on a long road. You can only move forward, or examine his backpack and map.
Russel can examine the sign, trees, and body down the road before a truck appears. You’ve got a choice; hide or stand your ground. Either way, the truck will call Russel out.
After a short conversation, the driver will ask Russel’s name. Give it or don’t, but the driver will notice – Russel’s backpack has his name printed on the strap.
He’ll offer to take Russel. If you refuse him, a swarm of zombies will appear – hurry into the car before the zombies arrive. If you simply agree, he’ll take Russel in for a drive.
Nate, the driver, will give his name as Russel tells him about his past. Things go sour quick as he pulls over, but there’s nothing you can do. Yell whatever you want, Nate won’t care.
Pulling over into the gas station, your truck will come under fire. Quickly click on the door to run for cover.
Behind the gas pump, Nate will call Russel over. Run forward and don’t stop when you start moving. Back behind the car, you’ll need to peak over the car’s hood. Don’t look for long. Look up, then immediately look down.
Did you see the sniper? He was shooting from the window of the dinner, on the right corner. Nate will order Russel to help him push – mash the key on screen, and continue to mash as the sniper shoots out the truck tires.
This is when the things get complicated. Nate wants to run for cover, and he offers Russel the gun so he can cover him.
Russel can choose to cover Nate, or run first. If Russel gets the gun, you can attempt to cover him, or choose to draw on Nate instead.
If you choose to cover Nate, quickly move the cursor to shoot at the sniper. If you’re not quick, you’re both dead.
Fire in intervals to cover Nate. Shoot once every few moments, then click on Nate to throw the gun to him. He’ll hold up his end of the bargain, wait for him to shoot, then dash across to meet him.
Once again, Nate will cover you. Run forward toward the diner one last time. Nate will pull Russel up as he trips, and show the kid into the diner’s back lot. There’s a wounded zombie on the ground Russel can comment on. Click on the head while looking down to finish off the zombie.
Sneaking into the diner, Nate will ask Russel to look through the window to see who’s inside. Click the window, then return to the right to confer with Nate.
You’ll have a choice – sneak up on the sniper quietly, or jump out. Hold down the left mouse button to sneak up. Whatever you choose, Nate will disarm the man, and you’ll confront the sniper.
He’s disarmed, and he tried to kill you – he’s a racist too. Nate makes it clear he wants to kill the man and wife before leaving. He’ll point the gun at Russel and asks him; want to kill these folk and take their stuff?
This is it. You have two options to go along with him; 1 and 3. Or, walk away by choosing option 2. Stand up to Nate and leave, or stand by Nate. It’s your choice, and the chapter ends with this decision.
Bonnie’s Story
The conversation starts simply, with Bonnie and an older man discussing hypothetical situations flirtatiously. The chat is quick, so choose your responses fast.
Things turn serious fast, when the man suggests his love for Bonnie – right before his wife shows up. The husband and wife will bicker, but your responses can be anything.
Walking down the road, the wife will be especially cagey on the contents of her bag. Push her or don’t, but the marital pair will fight.
They’ll continue to fight until Bonnie says she’ll leave. It won’t be long before the married couple sees flashlights in the distance, and they’ll run. Bonnie will get left behind, so start running. Push forward and don’t stop!
Bonnie will get clipped by a bullet. Keep running, there’s only one direction to go. Do the same until Bonnie can hide in the cornfield, the menacing flashlights following her.
Escape won’t be easy. You’ll need to sneak away from the flashlights. Press right or left to switch rows, and move forward. If you see a flashlight ahead, switch left or right, then move forward when the path looks clear.
Continue forward, and Bonnie will hide behind a tractor. She’ll comment on her need for a weapon. Select the rebar in the mud and hold the button down, moving left and right to wring it loose.
A red reticule will appear. Hold it up and left of Bonnie in preparation for one of the people hunting her.
Unfortunately, it isn’t who Bonnie thinks it is.
Leland, the husband, returns to find Bonnie shot. He’ll also discover his dead wife. You can either be honest, or lie to him. Don’t worry, you’ll have plenty of chances to lie. But, if you want to be honest, never choose a [Lie] option.
That’s the big choice, and after a few more conversation options, you’ll enter the game’s epilogue.