The Walking Dead: Season One

The Walking Dead: Season One

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Twice Shy

Twice Shy

Completed chapter 2 of episode 5.

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How to unlock the Twice Shy achievement in The Walking Dead: Season One - Definitive Guide

We've made it to the roof, but let's not waste any time in finding out what the next move is. 

 

Lee With Full Group

 

Get your bearings and head on over to Ben for some altering dialog. If you want to pursue changes to your relationship attack the non-timed dialog in the following way;

1. You came with me. - Brings the conversation to another next step. (Non-altering sequence).
2. There's a bell tower over there. - Brings the conversation to another step. (non-altering sequence although this is where you need to go).
3. You still want to die? - Brings the conversation to the next step. *Dialog choice for this step is listed below.
4. Exit. - Ends the conversation.

I'm more afraid of getting someone else killed. - Ben
1. If it ends up being you and Clem... - Ben remembers your comment about him surviving and needing to take care of Clem.
2. I'll make sure that doesn't happen. - Ben remembers your loyalty and kind words.
3. You're here. Don't get me killed. - Ben remembers your attitude toward him.
4. . . . - Non-altering.

Now after conversing with Ben or skipping him entirely you can go over to Kenny who is by the fire escape and continue your relationship building there as well. All of the conversation is non-altering with Kenny, but advances the plot and character's emotions. 

When you make your way to Omid (who is by the bell tower) the plan will begin to emerge. If you want to spark up Omid / Lee relationship be sure to tell Omid that you think he is Clem's favorite. He will remember it and be quite happy. 

Make sure to examine the bell tower itself and once you do go back toward the middle of the rooftop to find the ladder. Lee will bring the ladder over to the bell tower and Lee will make some comical remarks before making the climb.

You'll need to hit  on the ladder to begin the climb and then up on the  to climb. Half way up the ladder will begin to go. Quickly press  at the ledge to make it up. There are no other ways out so after pulling the rope you'll need to show the world your track star skills and make the jump across. Lee will have another comical strip of dialog before he makes the leap of faith. When the button comes up on the other side press  to start the sequence and sit back gripping that controller tight.

While in mid air you will need to click the ledge pressing  otherwise you will slip and fall to your death. Once across the group will make their way to the fire escape and the scenes will roll.

We pick up again back at the house. Lee takes it upon himself to shoot the only walker on the street before the group makes a grave discovery; The boat is gone. You will have a dialog segment that influences the group's psyche with regards to Lee:

Come on... just... come the FUCK on... - Kenny
1. This was Vernon. - Christa notices your composure. 
2. Clementine gave him the boat? - Christa notices your grim reaction.
3. The fucking guy... on the radio... - Christa notices your panic.
4. . . . - Non-altering. 

Either way Omid interrupts the party and let's everyone know that it was Vernon who took the boat. Kenny goes off in what could be one of the funniest, most entertaining, post-apocalyptic rants of all time with Lee getting a wee bit of non-altering dialog in there just for keeps. Following this rant will come some sporadic depressing dialog with Lee once again throwing in his non-altering two cents until Omid opens up the gate and let's everyone into the yard. 

If Christa is with you then you will have a small segment of dialog that will either push you two slightly farther apart of bring you closer together.

What do we do without a boat? - Christa
1. Get another. - Christa is unsure about your plan.
2. Get into the countryside. - Christa agrees 100%.
3. Find a small town. - Christa is unsure about the idea.
4. . . . - Non-altering

Christa and Lee will then join the group to a nice argument conducted by Kenny and Ben. Things take a turn for the unique when Ben blows up on Kenny. It's quite fitting that Lee has a non-altering dialog segment here as Ben may through these few lines alone, redeem anything he's ever done / said before. For once Kenny is interrupted trying to say something nice by a throng of walkers. Everyone makes a beeline inside the house. I'm calling the next series of events a panic event so we can get our blood pressure up a bit. Note that I'll inform you when things need to be done quickly.
 

 

Panic Event

Once you get in the house you'll need to dish out orders to get the group in an efficient place. 

Christa is first. Must answer fast.
1. Front room windows! - She will take care of the front room windows.
2. Upstairs. - She will go upstairs to fortify. 
3. Weapons! - She will search / do inventory on weapons. 
4. . . . - It will randomly pick one for her.

Next up is Kenny. Must answer fast.
1. Help Christa! - Kenny will assist Christa in whatever you assigned her.
2. Upstairs. - Kenny will begin preparations for upstairs. 
3. Move furniture. - Kenny will begin to barricade the house. 
4. . . . - It will randomly assign Kenny something.

Following Kenny is Ben. Must answer fast.
1. Go upstairs! - Ben will take care of the preparations upstairs. 
2. Kill anything that gets in! - Essentially this is Ben as a lookout. Serious waste of a person.
3. Help Christa! - Ben will assist Christa in whatever she was tasked with. 
4. . . . - Ben will randomly be assigned something. 

By the time you get to Omid you'll have a big problem on your hands. The front door is wide open. He will rush to close it and you must again act very quickly with the next answer. 

1. EVERYONE HELP OMID! - The group will come to the aid of Lee and Omid in securing the door. 
2. GO!!! - Non-altering, Omid asks for help.
3. FRONT DOORS! - Non-altering.
4. . . . - Non-altering. Omid has to call out for help.

Before Lee is able to assist the group he is grabbed by a walker through the doggy door. You will need to bash the walker's hand with the doggy door 4 times with the  button. Once you've severed the hand from the walker you will need to run to the aid of the group at the door. They will advise you to chop off the hands, but in order to do that you need a knife of some sorts. You'll be redirected to the kitchen. 

Once you have control go for the draw right below the counter on the right hand side. It's a small slim draw. Inside you'll find a nice meat cleaver. Cleaver in hand you'll need to sever 4 more hands/arms in order to secure the front door. Once you've taken care of the front door it's time to address the bigger problem at hand. Ben will ask "Now what?" and will give Lee a chance for some non-altering dialog until the house begins to fail to protect them. Lee will order the group upstairs after you get a quick chance to knock your cleaver into a walker's head. 


The following sequence is all timed so be mindful to move quickly.
Once upstairs you'll need to go over and help Kenny move the enormous desk into the hallway. This sequence will be some button smashing of the correct button in order to move it. 

At the end of the hallway the group will begin to prepare for a final stand. You'll need to aim and shoot your bullets, and once everyone is out of ammo the panic will start. Look up at the attic door and open the hatch. 
 

Panic Event Over.

 

Once everyone is up we can take a slight sigh of relief and regroup for the next chapter. See you in Chapter 3.
 

 

Lee Alone

 

After you take in the life-taking sights it's time to get down to the business of finding Clem. Head to the left hand side of the screen toward the bell tower. Examine the bell tower and come to the conclusion that it could be a good way to distract the walkers and make a break for the mansion. It's time to turn around and head toward the middle of the rooftop right under the call for help, under which you will find a ladder. Press  to pick up the ladder and press it again once you've moved your cursor over the bell tower. 

Lee will plant the ladder and will make a funny remark about the upcoming experience. Once you have control over Lee again press  while the cursor is over the ladder to begin to climb. In order to climb you simply need to keep the  in the upward position and Lee will do the rest. About half way up the climb the ladder will start to give. Quickly move your cursor over the ledge and press  to get up on the ledge. Phew.

 

Once on top of the bell tower pull the rope in the back right hand corner to initiate the next phase of the plan. Head back to the ledge where you just climbed up and proceed to have a quick unaltering dialog segment with yourself. Once you are ready press the action button to make the running jump for the ledge. While in mid air you need to quickly press  on the ledge in order to make the jump otherwise you will perish.

Lee will close off the scene by hustling over to the fire escape and onward to the mansion. The scene opens back up with a walker losing his brain in front of the mansion as Lee walks by. Once Lee gets to the shed door he will notice a shovel across the doors and the ol' crew inside the shed without the boat. After some quick dialog about the events Lee's gone through Christa will ask how Lee is feeling.

That's great, that you can be tough about it, but how do you FEEL? - Christa 
1. It's definitely having an impact. - Christa will remember that.
2. I'm fine, it's no big deal. - Christa doubts that.
3. It comes in waves. - Christa takes notice.
4. . . . - Christa notices your silence.

Following your answer Christa will ask Omid to go around and open up the shed leaving Lee, Kenny, and Christa (and Benny if you have him still) to discuss future plans. You will have a non-altering dialog segment about what to do after you find Clem which will result in Omid opening up the shed and getting everyone in the yard. Christa will once again spur discussion--this time about what to do after you find Clem.

What do you think Lee, what do we do now, without a boat? - Christa
1. Find a small town. - Christa is unsure about this option.
2. Get to the countryside. - Christa and Omid like this idea.
3. Get another. - Christa disagrees.
4. . . . - Non-altering the conversation diverges to Kenny vs. Omid/Christa.

Sadly the conversation gets cut short by a horde of walkers heading to the yard. Everyone makes a beeline inside the house. I'm calling the next series of events a panic event so we can get our blood pressure up a bit. Note that I'll inform you when things need to be done quickly.

 

Panic Event

Once you get in the house you'll need to dish out orders to get the group in an efficient place. 

Christa is first. Must answer fast.
1. Front room windows! - She will take care of the front room windows.
2. Upstairs. - She will go upstairs to fortify. 
3. Weapons! - She will search / do inventory on weapons. 
4. . . . - It will randomly pick one for her.

Next up is Kenny. Must answer fast.
1. Help Christa! - Kenny will assist Christa in whatever you assigned her.
2. Upstairs. - Kenny will begin preparations for upstairs. 
3. Move furniture. - Kenny will begin to barricade the house. 
4. . . . - It will randomly assign Kenny something.

Following Kenny is Ben. Must answer fast.
1. Go upstairs! - Ben will take care of the preparations upstairs. 
2. Kill anything that gets in! - Essentially this is Ben as a lookout. Serious waste of a person.
3. Help Christa! - Ben will assist Christa in whatever she was tasked with. 
4. . . . - Ben will randomly be assigned something. 

By the time you get to Omid you'll have a big problem on your hands. The front door is wide open. He will rush to close it and you must again act very quickly with the next answer. 

1. EVERYONE HELP OMID! - The group will come to the aid of Lee and Omid in securing the door. 
2. GO!!! - Non-altering, Omid asks for help.
3. FRONT DOORS! - Non-altering.
4. . . . - Non-altering. Omid has to call out for help.

Before Lee is able to assist the group he is grabbed by a walker through the doggy door. You will need to bash the walker's hand with the doggy door 4 times with the  button. Once you've severed the hand from the walker you will need to run to the aid of the group at the door. They will advise you to chop off the hands, but in order to do that you need a knife of some sorts. You'll be redirected to the kitchen. 

Once you have control go for the draw right below the counter on the right hand side. It's a small slim draw. Inside you'll find a nice meat cleaver. Cleaver in hand you'll need to sever 4 more hands/arms in order to secure the front door. Once you've taken care of the front door it's time to address the bigger problem at hand. Ben will ask "Now what?" and will give Lee a chance for some non-altering dialog until the house begins to fail to protect them. Lee will order the group upstairs after you get a quick chance to knock your cleaver into a walker's head. 

The following sequence is all timed so be mindful to move quickly.
Once upstairs you'll need to go over and help Kenny move the enormous desk into the hallway. This sequence will be some button smashing of the correct button in order to move it. 

At the end of the hallway the group will begin to prepare for a final stand. You'll need to aim and shoot your bullets, and once everyone is out of ammo the panic will start. Look up at the attic door and open the hatch. 
 

Panic Event Over.

Once everyone is up we can take a slight sigh of relief and regroup--clearly something we didn't play on doing, for the next chapter. See you in Chapter 3.

Lee with group and Lee alone now merge as the same thing.

0
0

We've made it to the roof, but let's not waste any time in finding out what the next move is. 



Lee With Full Group

Get your bearings and head on over to Ben for some altering dialog. If you want to pursue changes to your relationship attack the non-timed dialog in the following way;

1. You came with me. - Brings the conversation to another next step. (Non-altering sequence).
2. There's a bell tower over there. - Brings the conversation to another step. (non-altering sequence although this is where you need to go).
3. You still want to die? - Brings the conversation to the next step. *Dialog choice for this step is listed below.
4. Exit. - Ends the conversation.

I'm more afraid of getting someone else killed. - Ben
1. If it ends up being you and Clem... - Ben remembers your comment about him surviving and needing to take care of Clem.
2. I'll make sure that doesn't happen. - Ben remembers your loyalty and kind words.
3. You're here. Don't get me killed. - Ben remembers your attitude toward him.
4. . . . - Non-altering.

Now after conversing with Ben or skipping him entirely you can go over to Kenny who is by the fire escape and continue your relationship building there as well. All of the conversation is non-altering with Kenny, but advances the plot and character's emotions. 

When you make your way to Omid (who is by the bell tower) the plan will begin to emerge. If you want to spark up Omid / Lee relationship be sure to tell Omid that you think he is Clem's favorite. He will remember it and be quite happy. 

Make sure to examine the bell tower itself and once you do go back toward the middle of the rooftop to find the ladder. Lee will bring the ladder over to the bell tower and Lee will make some comical remarks before making the climb.

You'll need to hit  on the ladder to begin the climb and then up on the  to climb. Half way up the ladder will begin to go. Quickly press  at the ledge to make it up. There are no other ways out so after pulling the rope you'll need to show the world your track star skills and make the jump across. Lee will have another comical strip of dialog before he makes the leap of faith. When the button comes up on the other side press  to start the sequence and sit back gripping that controller tight.

While in mid air you will need to click the ledge pressing  otherwise you will slip and fall to your death. Once across the group will make their way to the fire escape and the scenes will roll.

We pick up again back at the house. Lee takes it upon himself to shoot the only walker on the street before the group makes a grave discovery; The boat is gone. You will have a dialog segment that influences the group's psyche with regards to Lee:

Come on... just... come the FUCK on... - Kenny
1. This was Vernon. - Christa notices your composure. 
2. Clementine gave him the boat? - Christa notices your grim reaction.
3. The fucking guy... on the radio... - Christa notices your panic.
4. . . . - Non-altering. 

Either way Omid interrupts the party and let's everyone know that it was Vernon who took the boat. Kenny goes off in what could be one of the funniest, most entertaining, post-apocalyptic rants of all time with Lee getting a wee bit of non-altering dialog in there just for keeps. Following this rant will come some sporadic depressing dialog with Lee once again throwing in his non-altering two cents until Omid opens up the gate and let's everyone into the yard. 

If Christa is with you then you will have a small segment of dialog that will either push you two slightly farther apart of bring you closer together.

What do we do without a boat? - Christa
1. Get another. - Christa is unsure about your plan.
2. Get into the countryside. - Christa agrees 100%.
3. Find a small town. - Christa is unsure about the idea.
4. . . . - Non-altering

Christa and Lee will then join the group to a nice argument conducted by Kenny and Ben. Things take a turn for the unique when Ben blows up on Kenny. It's quite fitting that Lee has a non-altering dialog segment here as Ben may through these few lines alone, redeem anything he's ever done / said before. For once Kenny is interrupted trying to say something nice by a throng of walkers. Everyone makes a beeline inside the house. I'm calling the next series of events a panic event so we can get our blood pressure up a bit. Note that I'll inform you when things need to be done quickly.
 

Panic Event

Once you get in the house you'll need to dish out orders to get the group in an efficient place. 

Christa is first. Must answer fast.
1. Front room windows! - She will take care of the front room windows.
2. Upstairs. - She will go upstairs to fortify. 
3. Weapons! - She will search / do inventory on weapons. 
4. . . . - It will randomly pick one for her.

Next up is Kenny. Must answer fast.
1. Help Christa! - Kenny will assist Christa in whatever you assigned her.
2. Upstairs. - Kenny will begin preparations for upstairs. 
3. Move furniture. - Kenny will begin to barricade the house. 
4. . . . - It will randomly assign Kenny something.

Following Kenny is Ben. Must answer fast.
1. Go upstairs! - Ben will take care of the preparations upstairs. 
2. Kill anything that gets in! - Essentially this is Ben as a lookout. Serious waste of a person.
3. Help Christa! - Ben will assist Christa in whatever she was tasked with. 
4. . . . - Ben will randomly be assigned something. 

By the time you get to Omid you'll have a big problem on your hands. The front door is wide open. He will rush to close it and you must again act very quickly with the next answer. 

1. EVERYONE HELP OMID! - The group will come to the aid of Lee and Omid in securing the door. 
2. GO!!! - Non-altering, Omid asks for help.
3. FRONT DOORS! - Non-altering.
4. . . . - Non-altering. Omid has to call out for help.

Before Lee is able to assist the group he is grabbed by a walker through the doggy door. You will need to bash the walker's hand with the doggy door 4 times with the  button. Once you've severed the hand from the walker you will need to run to the aid of the group at the door. They will advise you to chop off the hands, but in order to do that you need a knife of some sorts. You'll be redirected to the kitchen. 

Once you have control go for the draw right below the counter on the right hand side. It's a small slim draw. Inside you'll find a nice meat cleaver. Cleaver in hand you'll need to sever 4 more hands/arms in order to secure the front door. Once you've taken care of the front door it's time to address the bigger problem at hand. Ben will ask "Now what?" and will give Lee a chance for some non-altering dialog until the house begins to fail to protect them. Lee will order the group upstairs after you get a quick chance to knock your cleaver into a walker's head. 


The following sequence is all timed so be mindful to move quickly.
Once upstairs you'll need to go over and help Kenny move the enormous desk into the hallway. This sequence will be some button smashing of the correct button in order to move it. 

At the end of the hallway the group will begin to prepare for a final stand. You'll need to aim and shoot your bullets, and once everyone is out of ammo the panic will start. Look up at the attic door and open the hatch. 
 

Panic Event Over.

Once everyone is up we can take a slight sigh of relief and regroup for the next chapter. See you in Chapter 3.
 

Lee Alone

After you take in the life-taking sights it's time to get down to the business of finding Clem. Head to the left hand side of the screen toward the bell tower. Examine the bell tower and come to the conclusion that it could be a good way to distract the walkers and make a break for the mansion. It's time to turn around and head toward the middle of the rooftop right under the call for help, under which you will find a ladder. Press  to pick up the ladder and press it again once you've moved your cursor over the bell tower. 

Lee will plant the ladder and will make a funny remark about the upcoming experience. Once you have control over Lee again press  while the cursor is over the ladder to begin to climb. In order to climb you simply need to keep the  in the upward position and Lee will do the rest. About half way up the climb the ladder will start to give. Quickly move your cursor over the ledge and press  to get up on the ledge. Phew.

Once on top of the bell tower pull the rope in the back right hand corner to initiate the next phase of the plan. Head back to the ledge where you just climbed up and proceed to have a quick unaltering dialog segment with yourself. Once you are ready press the action button to make the running jump for the ledge. While in mid air you need to quickly press  on the ledge in order to make the jump otherwise you will perish.

Lee will close off the scene by hustling over to the fire escape and onward to the mansion. The scene opens back up with a walker losing his brain in front of the mansion as Lee walks by. Once Lee gets to the shed door he will notice a shovel across the doors and the ol' crew inside the shed without the boat. After some quick dialog about the events Lee's gone through Christa will ask how Lee is feeling.

That's great, that you can be tough about it, but how do you FEEL? - Christa 
1. It's definitely having an impact. - Christa will remember that.
2. I'm fine, it's no big deal. - Christa doubts that.
3. It comes in waves. - Christa takes notice.
4. . . . - Christa notices your silence.

Following your answer Christa will ask Omid to go around and open up the shed leaving Lee, Kenny, and Christa (and Benny if you have him still) to discuss future plans. You will have a non-altering dialog segment about what to do after you find Clem which will result in Omid opening up the shed and getting everyone in the yard. Christa will once again spur discussion--this time about what to do after you find Clem.

What do you think Lee, what do we do now, without a boat? - Christa
1. Find a small town. - Christa is unsure about this option.
2. Get to the countryside. - Christa and Omid like this idea.
3. Get another. - Christa disagrees.
4. . . . - Non-altering the conversation diverges to Kenny vs. Omid/Christa.

Sadly the conversation gets cut short by a horde of walkers heading to the yard. Everyone makes a beeline inside the house. I'm calling the next series of events a panic event so we can get our blood pressure up a bit. Note that I'll inform you when things need to be done quickly.



Panic Event

Once you get in the house you'll need to dish out orders to get the group in an efficient place. 

Christa is first. Must answer fast.
1. Front room windows! - She will take care of the front room windows.
2. Upstairs. - She will go upstairs to fortify. 
3. Weapons! - She will search / do inventory on weapons. 
4. . . . - It will randomly pick one for her.

Next up is Kenny. Must answer fast.
1. Help Christa! - Kenny will assist Christa in whatever you assigned her.
2. Upstairs. - Kenny will begin preparations for upstairs. 
3. Move furniture. - Kenny will begin to barricade the house. 
4. . . . - It will randomly assign Kenny something.

Following Kenny is Ben. Must answer fast.
1. Go upstairs! - Ben will take care of the preparations upstairs. 
2. Kill anything that gets in! - Essentially this is Ben as a lookout. Serious waste of a person.
3. Help Christa! - Ben will assist Christa in whatever she was tasked with. 
4. . . . - Ben will randomly be assigned something. 

By the time you get to Omid you'll have a big problem on your hands. The front door is wide open. He will rush to close it and you must again act very quickly with the next answer. 

1. EVERYONE HELP OMID! - The group will come to the aid of Lee and Omid in securing the door. 
2. GO!!! - Non-altering, Omid asks for help.
3. FRONT DOORS! - Non-altering.
4. . . . - Non-altering. Omid has to call out for help.

Before Lee is able to assist the group he is grabbed by a walker through the doggy door. You will need to bash the walker's hand with the doggy door 4 times with the  button. Once you've severed the hand from the walker you will need to run to the aid of the group at the door. They will advise you to chop off the hands, but in order to do that you need a knife of some sorts. You'll be redirected to the kitchen. 

Once you have control go for the draw right below the counter on the right hand side. It's a small slim draw. Inside you'll find a nice meat cleaver. Cleaver in hand you'll need to sever 4 more hands/arms in order to secure the front door. Once you've taken care of the front door it's time to address the bigger problem at hand. Ben will ask "Now what?" and will give Lee a chance for some non-altering dialog until the house begins to fail to protect them. Lee will order the group upstairs after you get a quick chance to knock your cleaver into a walker's head. 

The following sequence is all timed so be mindful to move quickly.
Once upstairs you'll need to go over and help Kenny move the enormous desk into the hallway. This sequence will be some button smashing of the correct button in order to move it. 

At the end of the hallway the group will begin to prepare for a final stand. You'll need to aim and shoot your bullets, and once everyone is out of ammo the panic will start. Look up at the attic door and open the hatch. 
 

Panic Event Over.

Once everyone is up we can take a slight sigh of relief and regroup--clearly something we didn't play on doing, for the next chapter. See you in Chapter 3.

Lee with group and Lee alone now merge as the same thing.

0
0