The Walking Dead: Season One

The Walking Dead: Season One

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It's Just One Bullet

It's Just One Bullet

Completed chapter 5 of episode 1.

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How to unlock the It's Just One Bullet achievement in The Walking Dead: Season One - Definitive Guide

We start out with a quick cutscene and find ourselves in a pharmacy. Coming up is a large section of dialog that ultimately does not matter much. The following questions are important and hold value in the way you answer. Let's tackle them:

"Maybe you should go join them, then - you have something in common."

  1. She's the leader. - Lilly picks up on what you said.
  2. She's not wrong. - Lilly picks up on what you said. 
  3. She's an asshole. - Lilly remembers what you called her.
  4. . . . - Non-altering response. 

"Lee, what do we do about this guy?"

  1. Reason with him. - You don't side with Kenny.
  2. It's him or Duck. - Kenny remembers your loyalty to him.
  3. Kick his ass. - Kenny remembers your loyalty ties.
  4. . . .  - Non-altering response.

"The first thing he'll do is sink his teeth into his mom's face."

  1. Deal with it. - Kenny remembers where your loyalty lies.
  2. He's just a boy. - Non-altering response.
  3. We do what you say. - You don't side with Kenny. He holds this against you.
  4. . . .  - Non-altering response. 

"But we can't wait. We're tossin' him out NOW."

  1. Hit him, Kenny.  [Stop him] - Kenny remembers where your loyalty lies.
  2. NO!  [Stop him] - Kenny remembers where your loyalty lies.
  3. You're right.  [Let him] - You do not side with Kenny. 
  4. I'm sorry, Kenny.  [Let him] - You do not side with Kenny. 

Whatever you decide the next sequence will be Clementine screaming while under attack by a zombie in the bathroom. This sparks a ~ Panic Attack ~ where you can either save Clementine or let the zombie get her and let Carley save her. Clementine remembers either way. After a brief cutscene you then need to find the energy bar by the ATM and give it to Clementine. There will be some minor dialog which is non-altering and find another energy bar on the shelves. Proceed to give this one to Lilly and then have some dialog with her. Find another energy bar by the beverages and bring it over to Kenny Kat and Duck. Depending on how you handled the previous situation with Kenny and Larry will change how the dialog goes. During the conversation Kenny will pull you aside and you can either console or agitate him. If you console him he remembers your loyalty, if you agitate nothing comes of it. Behind Carley is an energy bar which you can give to her and spark conversation. 

After you give Carley the energy bar you can talk to her and do her side quest which requires finding batteries for her radio. One battery is on the floor next to Clementine and the other is on the shelf next to Doug. After you complete this optional mission enter the office near Lilly and Larry and Clementine will follow you. You will see a family picture which you rip up so nobody can connect you to your past and Carley comes in and questions you. No matter how you answer she knows your past which comes as unfortunate news in front of Clementine. Timed dialog section with Carley:

"I'll keep it to myself for now."

  1. How can I trust you? - Non-altering response. 
  2. I don't trust you. - Carley remembers that you don't trust her. 
  3. Thanks. - Carley remembers that you trusted her.

After Carley leaves you must continue to search the office with Clementine. Move the pallets and then the desk with Clem's help and play Dr. Lee. You must find the first aid kit and get the band-aid for Clementine. When you get into the office make sure to find the remote (you will need it later on). When trying to leave Clem will ask if you killed anyone--the answers you provide will not affect the game in any way as the conversation will only stay with you and Clem. When you go back into the pharmacy you will learn that Glenn is trapped at a motor inn and you must talk to Carley in order to go save him.

After a quick cutscene we arrive at the motor inn. You will need to kill all the zombies in the area SILENTLY. Here's how we do it:

  • Peek to the left of the brick wall and grab the pillow (we will need it later). 
  • Move to the right side of the wall and make your way to the pick-up.
  • From behind the pick-up look at the zombie by the car and execute this zombie... with the pillow!
  • From behind the car open the door, take the spark plug, and shift the gear so that you can use the car as a weapon in the next step.
  • Move the car until you squash the zombie it is directed towards. 
  • Back at the pick-up truck move to the window and smash it. Take the AWL.
  • Upon returning to the brick wall make your way to the left and peak over the top of the wall and execute the zombie standing there.
    *Be-aware that this sequence needs to be completed quickly. Reflexes will be tested.*
  • From behind the RV you will see your next target and you need to draw it to you. When the zombie gets close enough, you must act quickly and execute this zombie as well.
  • Head over to the zombie pinned by the car, attempt to take the fire axe but you realize the zombie is too close so jam your AWL into this zombie's head. 
  • Grab the fire axe and head up the stairs to face off against the last 2 zombies.
  • Both zombies just require a pretty quick button reaction and then you made it to the door, and the real reason Glenn asked for your assistance.

You must deal with the girl in a manner you see fitting, but note that no matter what you choose she does die. Everyone heads back to Glenn's car and back to the pharmacy we go for the next chapter.

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We start out with a quick cutscene and find ourselves in a pharmacy. Coming up is a large section of dialog that ultimately does not matter much. The following questions are important and hold value in the way you answer. Let's tackle them:

"Maybe you should go join them, then - you have something in common."

  1. She's the leader. - Lilly picks up on what you said.
  2. She's not wrong. - Lilly picks up on what you said. 
  3. She's an asshole. - Lilly remembers what you called her.
  4. . . . - Non-altering response. 

"Lee, what do we do about this guy?"

  1. Reason with him. - You don't side with Kenny.
  2. It's him or Duck. - Kenny remembers your loyalty to him.
  3. Kick his ass. - Kenny remembers your loyalty ties.
  4. . . .  - Non-altering response.

"The first thing he'll do is sink his teeth into his mom's face."

  1. Deal with it. - Kenny remembers where your loyalty lies.
  2. He's just a boy. - Non-altering response.
  3. We do what you say. - You don't side with Kenny. He holds this against you.
  4. . . .  - Non-altering response. 

"But we can't wait. We're tossin' him out NOW."

  1. Hit him, Kenny.  [Stop him] - Kenny remembers where your loyalty lies.
  2. NO!  [Stop him] - Kenny remembers where your loyalty lies.
  3. You're right.  [Let him] - You do not side with Kenny. 
  4. I'm sorry, Kenny.  [Let him] - You do not side with Kenny. 

Whatever you decide the next sequence will be Clementine screaming while under attack by a zombie in the bathroom. This sparks a ~ Panic Attack ~ where you can either save Clementine or let the zombie get her and let Carley save her. Clementine remembers either way. After a brief cutscene you then need to find the energy bar by the ATM and give it to Clementine. There will be some minor dialog which is non-altering and find another energy bar on the shelves. Proceed to give this one to Lilly and then have some dialog with her. Find another energy bar by the beverages and bring it over to Kenny Kat and Duck. Depending on how you handled the previous situation with Kenny and Larry will change how the dialog goes. During the conversation Kenny will pull you aside and you can either console or agitate him. If you console him he remembers your loyalty, if you agitate nothing comes of it. Behind Carley is an energy bar which you can give to her and spark conversation. 

After you give Carley the energy bar you can talk to her and do her side quest which requires finding batteries for her radio. One battery is on the floor next to Clementine and the other is on the shelf next to Doug. After you complete this optional mission enter the office near Lilly and Larry and Clementine will follow you. You will see a family picture which you rip up so nobody can connect you to your past and Carley comes in and questions you. No matter how you answer she knows your past which comes as unfortunate news in front of Clementine. Timed dialog section with Carley:

"I'll keep it to myself for now."

  1. How can I trust you? - Non-altering response. 
  2. I don't trust you. - Carley remembers that you don't trust her. 
  3. Thanks. - Carley remembers that you trusted her.

After Carley leaves you must continue to search the office with Clementine. Move the pallets and then the desk with Clem's help and play Dr. Lee. You must find the first aid kit and get the band-aid for Clementine. When you get into the office make sure to find the remote (you will need it later on). When trying to leave Clem will ask if you killed anyone--the answers you provide will not affect the game in any way as the conversation will only stay with you and Clem. When you go back into the pharmacy you will learn that Glenn is trapped at a motor inn and you must talk to Carley in order to go save him.

After a quick cutscene we arrive at the motor inn. You will need to kill all the zombies in the area SILENTLY. Here's how we do it:

  • Peek to the left of the brick wall and grab the pillow (we will need it later). 
  • Move to the right side of the wall and make your way to the pick-up.
  • From behind the pick-up look at the zombie by the car and execute this zombie... with the pillow!
  • From behind the car open the door, take the spark plug, and shift the gear so that you can use the car as a weapon in the next step.
  • Move the car until you squash the zombie it is directed towards. 
  • Back at the pick-up truck move to the window and smash it. Take the AWL.
  • Upon returning to the brick wall make your way to the left and peak over the top of the wall and execute the zombie standing there.
    *Be-aware that this sequence needs to be completed quickly. Reflexes will be tested.*
  • From behind the RV you will see your next target and you need to draw it to you. When the zombie gets close enough, you must act quickly and execute this zombie as well.
  • Head over to the zombie pinned by the car, attempt to take the fire axe but you realize the zombie is too close so jam your AWL into this zombie's head. 
  • Grab the fire axe and head up the stairs to face off against the last 2 zombies.
  • Both zombies just require a pretty quick button reaction and then you made it to the door, and the real reason Glenn asked for your assistance.

You must deal with the girl in a manner you see fitting, but note that no matter what you choose she does die. Everyone heads back to Glenn's car and back to the pharmacy we go for the next chapter.

0
0