There are many different outcomes within The Walking Dead that affect how certain things are played out during the course of the game. What happens in your game may not be the same as what happens in another person’s. So just what are the different choices that you can make and what are the outcomes? That’s what we’re here to show you!
Not all of the conversations you have affect what happens in large ways and many of the conversation choices just lead to different comments from various characters. There are larger choices, however, that have greater impact on what happens throughout the first episode and will continue to do so on through the upcoming episodes. Be warned that there are many, many spoilers below.
Chapter 1
Chapter 2
Chapter 3
Chapter 4
Chapter 5
Chapter 6
Chapter 7
Chapter 8
Epilogue
In the first chapter, there isn’t much that changes with the choices you make. Your dialogue options when talking to the police officer will remain identical, no matter what you choose. The outcome is always the same and the end result will always be hitting the walker that is strolling across the highway.
When you climb out of the car and go over to the police officer on the ground, you can die by not crawling away from him fast enough. It is quite difficult to have happen and unless you get up to go make a sandwich.
The other time you can die during this chapter is after you crawl away and pick up the shotgun and shells while leaning against the car. If you don’t fire quickly enough, the officer will get to you and have a snack on your melon. Again, unless you are extremely lethargic, there’s not much to worry about.
When you have entered the house and Sandra the babysitter attacks you, it is possible for her to kill you twice. Once when you are trying to get away from her in the kitchen and once when you are crawling away from her towards the glass door.
Once you grab the hammer from Clementine, you can either bash the baby sitter’s head in just twice to make her stay dead, or go to town on her face and repeatedly hit her, turning her face into goop. Either way will make her stay down for good and will always have the same outcome.
After you beat her with the hammer, Clementine will ask you if you killed her. For all of the dialogue choices, it will say that “Clementine will remember that” except for the option of saying nothing. If you choose that option, it will say that “Clementine seems afraid.” Although there are two different outcomes for the dialogue options, they don’t seem to have any affect through the episode.
Once you are done talking to Clementine, you will have your first major decision to make; whether to leave the house in the day or the night. If you choose to go in the day, you will run into Shawn and Chet in the street and you will need to help them move a car out of the way to get their truck free.
If you choose to go at night, you will run into Shawn and Officer Mitchel, along with zombie Chet who doesn’t make it home for hot dish night. If you choose the night route, there’s less to do than in the day option and when you reach the farm, the dialogue between Shawn and Hershel about fortifying the fence is different. Hershel will say that since Chet is dead, it’s a good idea to do it, whereas if you choose the day route, Hershel doesn’t think it needs to be done, but still agrees to it.
When you talk to Shawn in both the day and night scenarios, the dialogue option that you choose to tell Shawn about you (Babysitter, neighbor, just a guy, or if you say nothing, he will call you a good Samaritan) will affect what he tells Hershel when you arrive at the farm, and the one liner that he makes when you are driving away from the front of Clementine’s house.
Once you reach the farm with Shawn — depending on if you chose the day or night — Chet will take off for home and Shawn will introduce you to Hershel using the description that you told him when you met.
Once you are on the porch getting patched up, you have the choice of lying, being honest, or avoiding Hershel’s questions. Which you chose will come up later on when you have a conversation in the barn with him. If you were honest, he will be nice-ish about it. If you lied to him, he will call you out on it and be not-so-nice-ish about it.
Once you wake up in the morning and Clementine shakes the spiders out of her hair, you will meet Kenny and Katjaa. There won’t be any difference in the conversations and you will learn that Kenny has a boat, Clementine is in the first grade, and Katjaa was a vet.
When you go over to the fence where Shawn and Duck are, you can talk to Duck, look around, and help Shawn cut some wood. The actions here have no altered outcomes no matter which you choose. Shawn will also ask if you’ve had to kill any walkers yet. Whatever option you choose, it says that he “won’t forget that.” He actually will in about 2 minutes.
When you enter the barn to talk to Hershel, he will either reprimand you for lying to him the night before or just talk about the farm. If the previous night you chose to avoid his question by saying "you couldn't remember what happened to your leg," he goes easier on you and just calls you dishonest instead of calling you an outright liar, which he does if you told him you jumped a fence.
As soon as you are done talking to Hershel in the barn, the next big decision comes and what you choose will have a large impact. You will have to choose between saving Shawn or Duck, the immediate difference is that Hershel will tell you not-so-nicely to get off his farm if you chose to save Duck. If you choose to save Shawn, he will have a short talk with Hershel before dying. Hershel still kicks you off the farm, but is a little bit nicer about it. Even if you choose to save neither Shawn nor Duck and make no decisions, Hershel will still treat you the same as if you went to save Duck.
When you reach Macon, you will run into a few new people who are holed up in a drug store. Once you are inside, you have the choice of speaking your mind on what you think of Lilly. If you choose “she’s an asshole” she will remember and not be too nice to you in future conversations. After speaking to Lilly, Larry will freak out that Duck has been bitten. During the dialogue choices, if you agree with Larry about what to do with Duck, it will tell you that “You didn’t side with Kenny” and he will be none too pleased. If you do side with him, it will say that “Kenny will remember your loyalty” and you can then tell Kenny what you think he should do. You can have him punch Larry or jump in and yell at Larry.
If you sided with Larry about what to do with Duck, when walking around the store, talk to Kenny and he will tell you to not talk to him. He will then give you the option to answer if you are on his side or not. If you say no, Katjaa will interrupt and all will be fine. If you sided with Kenny, he will say that he and his family appreciate your support.
After the conversation with Kenny, if you didn’t try to save Shawn, Kenny will mention that you didn’t try to save him. If you choose “we let that boy die” you will be given the option to “ignore?” If you choose it, nothing will happen and Kenny will walk back to his family. If you choose “it happened pretty fast,” you will have the option to console Kenny and that will earn his loyalty. If you tried to save Shawn, Kenny will say that he panicked and you’ll have the option of “It happens” or “you let that kid die.” If you choose the latter, you are offered the opportunity to berate Kenny for him leaving. If you choose the former, you will have the option to console him and it will say that “Kenny will remember your loyalty” again.
Clementine will mention that she has to go to the washroom and then mosey over to the locked door. When she opens it, a walker will come out and attack her. You are given the opportunity to save her, but if you do not, it will say “Clementine remembers you not saving her.” If you do save her, it will say “she remembers you saving her.” All that really comes out of this is when you are in the pharmacy office, Clementine will mention that you didn’t save her and she will ask that you stick closer to her in the future.
When you talk to Carley after finding the picture in the
office, you can tell her that you don’t trust her and she will remember that
you don’t. Even though it says that, it
doesn’t seem to have any effect on anything in this episode. If you choose the “thanks”
option, she will remember that you do trust her.
Once you have reached the motel, there won’t be many different choices to make until you meet up with Irene. Irene is the woman in the boarded up room who has been bitten and wants to die. When you talk to her, you can either give her the gun or not. If you choose to give her the gun, she shoots herself. She will actually shoot herself no matter what you choose, but “…” and “you can’t have a gun,” cause a scuffle in which the gun gets dropped and she grabs it. If you give the gun to Irene, Glenn will have something to say about it later on.
When you have returned to the drug store, and gotten the pills, all hell starts to break loose once you save Larry. There are no conversations during this chapter that affect any gameplay, but there are moments where the game can end due to walker-related attacks. You will need to block the door to stop them and if you don’t do it quickly enough, you can die from the walkers entering the store. There is also a sequence where a walker will attack Clementine and if you don’t save her quickly enough; the game will end as she gets bitten.
While still in the drug store and under heavy attack from walkers, you will have another large decision to make. This time it will be to either save Carley or to save Doug. Whichever you choose, the other will die a horribly, gruesome death. If you choose Carley, then she will appear later on and question why you saved her. If you save Doug, he will do the same thing. The conversations between Carley and Doug are almost the exact same as one another.
When leaving the Drug Store, Larry will punch you in the face, even if you sided with him about Duck. Kenny will come back to save you, but if you didn’t side with him about the Duck business, he will say that no one is getting left behind “even if he is an asshole.”
When you are back at the hotel again, Glenn will mention that things can’t be that bad to have to kill yourself when thinking of Irene. If you gave her the gun, Glenn will mention it and be upset about it. If you didn’t give her the gun, Glenn will just stare at her room and then leave.
Depending on who you saved in the drug store; either Carley or Doug, they will be in line to talk to while going through the conversation gauntlet. If it was Carley you saved, she will be messing around with a box and will ask you questions about why you saved her. The answers don’t affect the end of the conversation. If you saved Doug, he will be there working on a laptop and have the same questions that Carley had. As with Carley, the outcome of the conversation doesn’t affect anything.
When you watch the “On the Next Walking Dead”, it will give glimpses of things that will happen in the next episode and will show that there are moments based on the decisions that you made during this episode. Below are two different versions; the first having Doug still alive, Katjaa thanking you for saving Duck at the farm, and Kenny giving you hell about not siding with him about Duck in the drug store. The second shows Carley still alive, Katjaa telling you not to repeat your mistakes at Hershel’s farm, and Lilly tearing you a new one about not siding with Larry in the drug store.