The Walking Dead: The Complete First Season
48 Achievements
1,000
For Whom The Bell Tolls
Made a merciful decision regarding someone's fate.
20
22.71%
How to unlock the For Whom The Bell Tolls achievement in The Walking Dead: The Complete First Season - Definitive Guide
We don't have much time to catch our breathe so no slacking around. We need to move quick and fast to secure ourselves and get what we came for. Let's get into it.
Running upstairs and blowing through the doors Kenny pops the obvious question;
"Do you think they saw us?" - Kenny.
1. Definitely. - Your answer scared Clem if she is with you.
2. No idea. - Your answer freaks out Ben.
3. I don't think so. - Your answer is a little relieving to the group.
4. . . . - Non-altering.
With a little more dialog you will have another non-altering segment of dialog to answer and then Brie will lead the group through the school down to a room at the end of the hallway.
Brie brings the group down to the "command center" or in more modern terms, the kindergarten classroom. From here you will coordinate all activities associated with your trip to Crawford. Brie, Molly, Lee and Vernon will go over to a map and you have the opportunity to find out where each of the necessary supplies are at. You have to go through each option, even if you remain silent someone else will declare it for you. With the plan formulated it appears as though Ben is again stuck doing something minuscule. Smell trouble? If Clem is still with you, Lee will take the time to talk to her and provide her with the confidence she needs. If you wish you have the opportunity to go over and speak to Ben at the armory door. The dialog you have with him could help to solidify or hinder your relationship.
"Just once I would like to do something useful, you know?" - Ben
1. That'd be a nice change. - Ben will remember that.
2. You're plenty useful. - Ben will remember that.
3. Okay, I'll let you get to it. - Non-altering.
4. . . . - Non-altering
This will spark another extremely important character progression dialog bit. Ben wants to tell Kenny that he was the one who screwed up with the bandits--eventually getting Katjaa and Duck killed.
Ben wants to tell Kenny the truth. - Ben
1. I don't have time for this. - Non-altering.*
2. You should tell him. - Non-altering.*
3. Are you fucking NUTS? - Non-altering.*
4. . . . - Non-altering.*
All of the options are non-altering at face value, but later on depending on what you said will come back up IF AND ONLY IF you chose to have this conversation with Ben, otherwise things will play out "normally."
You could also use this time to go and speak with Clem, although her dialog as well is non-altering.
With that out of the way head out the door you came in through. When you head out backtrack toward where you came until you see Molly. She will direct you toward the auto-shop so follow her. Go down the long hallway to the exit and proceed through. Once outside you are going to head down the alley toward the little shack at the end. Go inside the shack and examine the hole at the top of the roof. Then click on the shelves to climb up and over the barbed fence. Walk over the the garage door and attempt to open it. Upon failure head farther down the alley to the face, and on your way back a walker will drop from the sky. Molly will pounce down and throw some non-altering dialog your way during a little bully beat down.
After she gets the rage out, you'll find out Molly has just the thing we need to get into the garage. Just in time too, walkers heard all the ruckus. Quickly button smash the targeted button to get the door up high enough. Once inside begin to take a look around.
You could talk to Molly, although all the dialog is not timed and non-altering. Head to the otherside of the garage and examine the hydraulic hose, then try to take it. When you are unable to do so go back to Molly and ask her for her weapon. Once you have Hilda go over to the hose and cut it. Unfortunately the car comes down too fast and the alarm starts going off. Time to move fast.
- Start off by looking at the battery. There are two terminals you need to unplug. One on the left one on the right.
- Begin on the left click the terminal area once to loosen and again to take it completely off.
- Do the same thing on the otherside, once to loosen once to remove.
- Now take the entire battery.
- Quickly make your way up the truck.
- You'll notice the only mode of escape is the skylight. Don't waste time examining it. Shoot the skylight out.
- Reach for Molly's hand and smell the fresh air of freedom.
Now we need to move from rooftop to rooftop. Watch Molly traverse it with easy and answer the quick non-altering dialog as you please. As you start to run make sure to aim your crosshairs at Molly's hand as you are getting closer--click it!
Lee will drop down back into the school and Molly will taunt Lee as she keeps the battery and says she will be back later. Start to head back toward the classroom when Brie and Kenny come barging through bringing a throng of walkers with them. Lee will go to brace the door. Follow the button cues to help quickly defend the door from the walker onslaught. Once the barrage is over you'll be back at the classroom. There is plenty of non-altering dialog to be had, but our objective is to move to the nurses station.
Once you get to the station you'll notice a nice little pack of walkers standing outside. Peak up from the desk and unload into all of them. You'll then proceed into the nurses station and find Vernon and Christa who haven't had much luck in getting the meds. You'll find out that all the prescription meds are locked up, and will have a non-altering dialog opportunity to figure out the situation.
First thing's first. Examine the camcorder to come to the conclusion that it may have a tape that recorded the numbers being input. Move to the desk that Vernon is at and open up the patient folder. Inside is a tape. Bring the tape back to the camcorder and watch the video.
Head back to the alley door, go outside, back to the shack -----but----- this time when you go to climb up you will need to fight off a walker that attacks. Simply button smash in order to kill it. Simply climb up and over like usual to find the doctor walker crawling away. You know what you have to do. Stomp his head in and search for the tape. As an added bonus you now have the combination to the bloody locker you keep passing to get to the medial station. Oops did I give that bit of info away?
On your way back to the nurses station you'll pass Logan's locker. Open it up if you want to dig deeper into the background surrounding Crawford and especially Molly although it isn't "necessary."When you return to the station you'll inform Christa and Vernon of your discovery(ies) and will watch the October 10th tape. Upon watching the tape you'll find out what happened to Crawford, will found out the combination, and will understand what's going on with Christa. Vernon will get the safe open, and Christa and Vernon will both leave. You now have the opportunity to watch the third tape if you picked it up (clearing up many questions), or exit and head back to the classroom.
On your way back to the classroom you'll run into the errand lady herself and depending on whether or not you watched the third tape, will have new, unique dialog with her. When Lee asks what the picture in her hand is and Molly blows it off as nothing, Lee can come in with some unique dialog.
"Nothing." - Molly
1. Forget it. Let's go. - Non-alering.
2. You lied to me. - You confront Molly bluntly.
3. I know you're from Crawford. - You confronted Molly about her lie.
4. . . . - Non-altering.
This will spark another unique segment of dialog pertaining to Molly and her sister only if you've viewed the tape and only if you've continued asking about her. (i.e. answers 2,3 only).
"I didn't have time to take it before I left." - Molly
1. Let's just go. - Non-altering. Progresses story.
2. I don't care. - Molly notices your lack of compassion.
3. I understand. - Molly appreciates your sympathy.
4. . . . - Non-altering. Progresses story.
When the conversation wraps up... rather when it is cut short due to the ringing of bells, Molly and Lee begin to make their way down the hallway and run into Conan Ben as he comes running down the hallway with the hatchet in his hand. After some quick non-altering dialog we've come to the conclusion that Ben has once again screwed up. Molly runs out like Rambo to kill off walkers and Lee is forced to make a shot... or wait too long and have Clem actually take and make it. Either way beeline it back to the classroom!
Note that it appears the only way to kill the zombie yourself is to have Clem not with you when you go to Crawford which will result in Molly noticing you saved her life.
Things aren't much better when we get back. Ben breaks down and let's out his secret about being the one to contribute to Katjaa and Duck's deaths. You'll have a quick opportunity to make an influential, while at the same time meaningless decision on the direction of the conversation.
Ben going off about it all being his fault. - Ben
1. Fine, tell them. - You tell Ben to confess.
2. Ben, shut up! - You tried to stop it. (This goes strongly against Kenny when he finds out.)
3. We don't have time for this. - Non-altering. Ben goes onward.
4. . . . - Non-altering. Ben will just blurt it out.
Kenny will go nuclear. You have the chance to make a personal decision here on who you want to side with later.
Kenny rages and charges at Ben to be caught be Vernon and Lee.
1. Kick his ass later! - You sided with Kenny.
2. Kenny, calm down! - You sided with Ben.
3. It was a mistake. - You sided with Ben.
4. . . . - You sided with Kenny.
After a little more beautiful dialog from Kenny you'll have to make another important personal decision regarding Ben/Kenny.
Kenny rage about the boat. - Kenny.
1. Ben was just trying to help. - Siding with Ben but non-altering.
2. Put it to a vote. - Non-altering.
3. We'll sort this out later. - Non-altering.
4. . . . - Non-altering.
This leaves room for the next question of whether or not he comes. There are numerous ways this plays out so bare with me and we'll try to get through them all.
If Clem is with you.
-By this point if Clem is with you and Christa has just voted against Ben, Clem will ask if she gets a vote.
Wait. Don't I get a vote? - Clem
1. No. - This is the ultimate put down to Clem and will severely strain your relationship.
2. Of course you do. - You allow Clem to speak her mind which woos the group.
With Clem's vote in, Christa retracts her's and it falls down to Lee.
[i]Note that after Clem's vote everything else is the same. So if she is not with you Christa will not retract her vote and Lee will have to go off of his own opinion.
Lee's choice. - Christa
1. Ben stays with us. - Siding with Ben and against Kenny.
2. I abstain. - Essentially like siding with Kenny.
3. We cut him loose. - Officially siding with Kenny.
4. . . . - Essentially like siding with Kenny.
No matter how you side, the party gets cut short while Brie tries to overstep her authority and gets destroyed by walkers. Everyone now makes a beeline for the armory door. Kenny leads the group downstairs to a door full of walkers. He then finds a shotgun and tosses it over to Lee. Now we're talking.
You have to walk your way back up the stairs while keeping the walkers back away from you. About half way up you will break through one of the stairs and get stuck. Now you must not only shoot walkers as they come but focus on getting your foot out of the hole. It takes four tugs to get your leg out of the hole so remember that when judging whether or not to shoot a walker coming up the stairs. Keep progressing up the stairs--this time tomahawk in hand.
When you make it to the top of the tower you'll find out why it was ringing and the walker attached to it will grab Ben. Act quickly and shoot the walker before it kills Ben. Now the decision of the episode comes into play.
Lee is holding Ben. - Lee + Ben
1. Let him go. - Ending Ben's life.
2. Pull him up. - Saving Ben's life.
Phew that was a long one. Grab your supplies and meet me in seven.