Leaving the camp, Clementine will weakly continue down the path. As she rests, trying to recover while losing blood, more walkers will appear in the distance.
One’s right behind Clem. The game commands you to run, but she can barely hobble. As the walker attacks, two helpful survivors arrive, carrying Clementine to safety.
When the pair are far enough away from the shamblers, they’ll strike up a conversation. The duo ask why Clem is alone. I chose to tell them the truth – a group attacked Christa.
It doesn’t take long for them to notice Clem’s bit arm. They’re suspicious, so it’s up to Clementine to clue them in. I chose to tell them the truth – a dog bit Clem, and she killed it.
The older man will ask Clem to look him in the eye and say if her account is the complete truth. It was, so I chose to respond with a flat “Yes” – silence seems like the worst choice.
He believed Clem, as he clearly should. Up the hill, the two will introduce her to their home. The cabin looks safe, but Clem can’t muster the strength to continue, and passes out.
Episode 1: All That Remains
Chapter 8: Getting Supplies
Waking up and surrounded by strangers, Clem has a few choices at her disposal. Deny working for someone named “Carver,” demand to be let go, ask to see a doctor, or just run. Clementine does need a doctor, so I asked for one.
The group freaks out and fires a bullet, rousing the rest of the survivors in the house. They don’t know what to do with Clem. Naturally, they’re worried she’s been bitten by a walker.
As they discuss, the Doctor will step out and examine the wound. He’s not sure about the wound, leading the group to discuss options – shooting her, or cutting off the arm. Clem can look at the group, but she’ll only have one chance to speak. I chose to talk to the doctor, and asked him for help.
Nothing changes his mind. He wants to see if Clem is telling the truth by locking her in a shed until morning. The group locks her in, alone, without even wrapping the wound.
Now that you’re back in control of Clementine, it’s time to explore the shed for anything useful. Look in the tackle box first. That’s the blue one in the back right corner, Clem will find fishing line. Taking the line, she’ll also move the box to reveal a loose board. Pulling on it or using the pocket knife won’t help. Come back to it later.
On a high shelf to the left, there’s a hammer just out of Clem’s reach. Look in the foreground, on the left, to find a folding table. Lift it up, and Clem can climb onto it for some extra reach. Try for the hammer, and the shelf will topple.
It doesn’t go as planned, but the shelf will break off and fall. Flip over the shelf to get Clem a new hammer.
What are hammers good for? Pulling nails out. Use the hammer on the loose wooden board in the back right corner. Prying out the wood reveals a weak wall that’s just the right consistency for kicked. Smash through and crawl into the hole to escape.
Out of the shed and into the frying pan. The house looms ahead. The doctor’s got to have some supplies, now it’s all a matter of getting in without getting caught.
Don’t bother with the windows or the doors. Sneak around the lower section of the cabin beneath the porch. Go around the corner of the house to the right and stick near the exterior to find a piece of plywood.
Try to move it. That doesn’t work, but the nails start to stick out. Perfect for the hammer. Pull each nail and crawl through the lattice to get beneath the house.
Keep crawling until Clem finds a locked hatch. Use the knife to jimmy it, then push the hatch open. This leads to a broken knife, but at least Clem is inside.
Through the door, move left to find the entrance to the kitchen. You can listen to the group bickering, but don’t linger too longer. Move to the door on the left – it’s further down the hall, opposite the kitchen door.
Use the door, and Clem will sneak into a bedroom.
There’s a few things to see, but nothing important here. Leave, and move right to find a set of stairs. Another floor equals more rooms to explore.
Upstairs, Clem will turn to look at two doors at the end of the hallway. The left door leads into a bathroom.
Look in the medicine cabinet. Bingo! A needle. That’s one item down. On the way out, someone will barge in, forcing Clem to hide – pick either the shower or the closet. I picked the closet, and managed to escape detection. Just be quick about it!
Back out in the hall, try the door on the right. That’s straight across from the bathroom.
There’s a girl in the bedroom! This is Sarah, and there are a few ways to approach her. I chose the indirect route – asking her about the book, and showing her Clem’s bloody bite.
When Sarah wants to be friends, I agreed and reciprocated her pinky swear. Let’s see that backfire spectacularly in the future, but for now it helps. Sarah gives Clem some peroxide to disinfect the wound.
That leaves just one more item to get.
Enter the room with the “Gone Fishin’” sign, there are tons of drawers to check out inside. There’s a watch Clem can take in the desk drawer on the right, and some old rags on the desktop.
That’s everything Clem needs to stitch herself up. Check out the board game on the desk while you’re here, then scoot on out.
Return to the hatch under the stairs, and Clem will get herself to the privacy of the shed. Now the real fun begins – self-surgery!
Episode 1: All That Remains
Chapter 9: Back in the Shed
Start with the peroxide. Use it to clean the wound. Next comes the needle. Thread it, then begin the suture. Push the needle in, then out four times to complete the painful process. When it’s all done, that just leaves the easy part – the rags.
If only it was that easy. A zombie grabs hold of Clementine’s legs as you reach down for the bandages. Kick free, until you’re pulled to the floor. To the left, you’ll find the rake. The the right, bricks. Both are too hard to reach, but go for them anyway.
The zombie will climb out and onto Clem. Kick it off – when you’re free, go for the bricks to the lower right and bean the walker right in the skull.
Grab the rake next, and tap the zombie to start pushing it away. Pound the button that appears onscreen, to push the walker right into the sharp end of an anchor.
Before it can get up, grab the hammer off the desk and bash the thing’s brain in. Keep going until the group in the cabin comes running to see what the commotion is.
There’s no denying it. I admitted to stealing, but I also chose to admonish the group for leaving Clem to die. Either way, they’ll bring the girl inside to look at her arm.
Episode 1: All That Remains
Chapter 10: Later That Night
The conversation with the Doctor is very important. Watch what you say about his daughter, and how you respond. Choose to lie, deny, or be honest. I chose to deny. He’s very touchy about Sarah’s mental state, and doesn’t like Clem questioning why she’s so sheltered.
Another survivor will bring Clem a meal after the doctor leaves. Here, you can continue to fight with the group, or give them the benefit of the doubt. I chose to reconcile, and they opened up.
Luke, the nice survivor, eventually asks Clem about her parents. I told him the truth, that they left Clem alone, and she traveled to Savannah to find them, but it was too late. Then, I told him about Lee – how he helped Clementine, but turned like everyone else in the end.
Some of the survivors, like Luke, are happy to have Clem stay. Others aren’t, but for now things look good, and Luke invites Clem to go fishing, leading into the next chapter.
Episode 1: All That Remains
Chapter 11: The Killing Fields
The trip to the fish traps is an eventful one. Pete spends most of the walk telling Clem a story about Nick. Tempers flare up when Nick is embarrassed, and I chose to play peacemaker, telling Pete that Nick already apologized for his gung-ho attitude.
Before reaching the river, I told Pete that he should express himself to him better – the third option. Don’t keep lessons to himself, tell Nick why it’s important to play a role; he doesn’t hate the guy.
Family counseling will have to wait. Corpses are strewn about near the water, and the duo seem convinced a character named Carver is behind it. They split up and check the corpses to see if any have turned.
Help them out. Check the nearest body. When it comes out clean, look across the water at the bodies in the distance.
Shifting to the little island, Pete will take out a speared walker. Check out the body, and Clem will find something interesting.
It’s her backpack! The dying man nearby looks familiar too. He was one of the thugs that cornered Christa. Now you’ve got a choice.
Choose to comfort the man with water, or refuse. Either way, he can’t tell you what happened to Christa.
Why? Because more lurkers attack on both ends of the shore. It looks like Pete takes a bite. Now Clem has to make a choice – run to the old man Pete, or run to Nick.
Nick has ammo, but Pete runs out fast. Nick hasn’t been bit, yet he’s been kind to Clem from the beginning. Make your choice, and make it fast.
I chose to run for Nick. He lives, but Pete doesn’t make it. So goes the cruel symmetry of this franchise.
What decisions did you make? Let us know in the comments! Check back next month for Episode 2 of The Walking Dead: Season 2.