|October 29, 2003
- A week after the events of "Starved For Help", Lee and Kenny procure the last of the supplies from the town of Macon. While Lee is having a second go at climbing up a ladder, he hears a girl screaming whom he thought was a walker at first. The girl ends up bitten before they could help her and Lee wants to put her out of her misery. Kenny then tries to convince Lee to let her live, buying them time. If Lee chooses to give her a pity death, Lee will have less time to get supplies, but if he chooses to let her live, she will buy them more time to get enough or all of the supplies. Lee is attacked just as they are escaping the drugstore, and depending on his relationship with Kenny, Kenny will either help him fight off the walkers or attempt to leave Lee.
- Depending on how many items Lee has gotten, Lilly will be angered because of the shortage of supplies, or relieved by the good amount of medicine. Once again, Kenny brings up his wish to leave the motor inn now that he has gotten the RV working, leading to another bitter argument between him and Lilly.
- Lilly brings up her contention that someone is stealing from the group's medicine supply, and mentions that her trust in the others is wearing thin. Lee decides to look into the matter of the pilfering, aided by Duck. During this time, the player has the option to tell all the survivors about Lee's past after a conversation with Carley (if she is saved in Episode 1.) His investigation leads him to a ventilation shaft outside the motel, inside which a bag with the missing drugs is found.
- While Lee reports back to Lilly, the motel is attacked by the Save Lots Bandits. The situation quickly escalates and turns into a frantic firefight between the bandits and survivors. A large group of walkers is attracted by the noise, and the survivors, realizing that the motel is lost, manage to escape in the RV. It is revealed that the bandits attacked because they "didn't get their meds," implying that the bag Lee took from the shaft was a delivery made by a member of the group. Lilly accuses Ben (and Carley if she was saved in Episode 1) of being traitors and making a deal with the bandits for supplies.
- The argument escalates throughout the RV ride and reaches its peak when Kenny is dealing with a walker that is stuck under the RV. If Carley survived Episode 1, she argues with a paranoid Lilly and supports Ben's statement of innocence. Lee tries to keep the peace, but Lilly shoots Carley in the head in a fit of rage. If Doug survives Episode 1, Lilly tries to shoot Ben, but Doug pulls him out of the way and he is killed instead. Either way, Lee makes the choice to leave Lilly on the road or take her in the RV.
- On the RV Katjaa and Kenny reveal to Lee that Duck was bitten during the bandits' raid. The group, now visibly depressed, travels all the way till morning until they are forced to stop due to an abandoned and partially derailed train blocking the road.
|October 30, 2003
- While searching the train, Lee finds a tiny camp set up for what seems to be one person in the one undamaged boxcar. Lee also finds a bottle of water and some animal crackers for the sick Duck. The group finds that the train's engine is still running and are slightly elated, thinking they'll have amazing transportation if they can start it.
- If Lee chose to bring Lilly, she will steal the RV when everyone is outside and drive away. Regardless, once Lee detaches the train from its damaged cars and starts the engine after finding a list of instructions, the group is surprised by Charles, a homeless man who has been living in the train. He instantly befriends the group and decides to join them as they board the train.
- Katjaa attempts to get Kenny to listen, but Kenny is in denial and angrily forces the group to board and shut up about the situation. Shortly after, Duck is near death and spitting up blood. Katjaa knows there is no time left and tells Lee to get Kenny to stop the train. Lee tries to talk sense into Kenny and either convinces him to stop the train or enrages him. Kenny stops the train no matter what decisions are made during the conversation.
- During an emotionally distressing scene, Lee helps decide who should shoot Duck: Katjaa, Kenny, or himself. Whatever is said, Katjaa carries Duck into the forest, with or without Kenny, and a gunshot is heard. The group and the player assumes Katjaa shoots Duck; however, she has shot herself. (If Kenny follows Katjaa into the forest, you will hear his cry of distress.) Duck is still barely alive and the player decides whether the emotionally broken Kenny or Lee should shoot Duck. Alternatively the player can choose to leave Duck to reanimate.
- The remaining group - Lee, Clementine, Kenny, Ben, and Chuck - continue on the train. Ben eventually reveals to Lee that he was the traitor, and explains that he was giving the bandits drugs in exchange for the life of a classmate they claimed to be holding hostage. Lee can then choose to be understanding or threatening, and tells Ben that he should probably refrain from telling others. Chuck advises Lee to teach Clementine how to shoot, implying that he has seen the death of another girl her age who was unprepared for the dangers the walkers present. Lee takes his advice and starts to teach Clementine to shoot, cuts her hair shorter, and starts to talk about a plan when they eventually reach Savannah.
- Shortly after, the train is brought to a stop as the track is blocked by a petroleum tank truck, hanging from a damaged bridge up above. As the survivors briefly argue over what to do now, they are met by Omid and Christa, two survivors from San Francisco who had been on a road trip at the start of the outbreak. Omid is excited and happy to meet other living people, especially a kid. Christa is cautious and skeptical, believing that moving in large groups causes problems. Lee convinces them to meet the group and help them get rid of the hanging tanker. He can also tell them about one of the members to further gain trust (that they just met Chuck, that Kenny lost his wife and son, or that they shouldn't trust Ben with anything).
- While Omid and Christa talk with the group, Lee decides to scout out the nearby freight station for tools to remove the tanker, and lets Clementine tag along. Luck has it that they find a blowtorch and Lee stuffs it into his magic pocket, but unfortunately they also come across three walkers occupying the station, and they barely avoid getting bitten, though they work together well enough to kill them. Christa hears the noise from the fight, comes in and scolds Lee for putting Clementine in danger.
- Back on the bridge, Lee starts cutting the coupling to the tanker with the blowtorch, but runs into complications as it slides out of his reach. Instead, he opts to dangle Omid over the gap to finish the job, much to the latter's discomfort.
- Ben spots a massive walker horde heading toward the group, and they must leave, as Omid finally cuts the coupling. The truck damages the ladder leading to the bridge and Omid and Lee cannot get down. Lee may or may not kick the lit blowtorch onto the spilling gas, (depending on the player's choice) making a small barrier of fire to buy time. They move to the other side and jump onto the train, with Omid having a bad landing and falling off, badly injuring his leg. Lee gets on the train and Christa gets off to help Omid. Lee now helps either Omid or Christa to get on the train, and both panic at the prospect of the other getting left behind, but both manage to get on the train regardless.
- Later in the day, Lee is driving the train, with Clementine sleeping next to him. He notices a drawing she made which differs depending on choices. Kenny comes in, appearing a bit more stable, and talks with Lee on what to do when they reach Savannah, when Clementine's walkie-talkie, which she had always said was broken, suddenly turns on. A man's voice is heard, telling Clementine that he's happy she's coming to Savannah, and that he has her parents, Ed and Diana. Kenny and Lee are shocked and ponder what to do as the train pulls in to Savannah.
- The group starts to walk through the town with Lee hanging on to Clementine's walkie-talkie, waiting for any more transmissions from the unnamed man despite Clementine's pleas for it back. After walking a while, Christa will ask to let Omid rest for a bit. Lee can ask Kenny to wait for a while or can have them all keep pressing on. Not much time will pass before the group nears a church and the bell begins to ring. Lee becomes suspicious of the bell ringing at an unusual time and notices a figure running across a roof.
- The unknown man speaks through the walkie-talkie, warning the group to move out of the street. Eventually, Kenny is tripped by a walker under a car and drops his gun, and Lee will need to save him. Kenny comments on the close call, but Lee's attention is drawn to Clementine and Ben being cornered by a group of zombies. Ben freezes in fear and abandons Clementine to save himself, leaving her to fend for herself. Lee shoots a number of walkers around her, but a stray walker almost catches Clementine and is killed promptly by Chuck and his trusty shovel. Clementine catches up with Lee and the others, but Chuck is left to fight off the other walkers on his own accord. He yells to the others to move on without him and that he will meet up with them later.
- The group runs off without Chuck, and they manage to hide in the backyard of a mansion that has been thoroughly fortified. Omid trips on the way in, and Christa worries when she sees that his wound has opened up again. The back door as well as the pet door are both locked tight. Omid comments that the pet door is probably electronically locked, and responds to the signal that comes from the animal's collar. Lee finds a small grave next to a doghouse and digs it up, revealing a decomposing dog.
- Lee tries to take the collar off the dead dog, but can't get it until the dog's head suddenly falls off its body. Christa vomits at the sight of its head falling off, so Clementine asks if she is alright, and Christa assures her that it was just the smell that made her sick. Omid begins to question the honesty of her statement and that it might be something else, but she quickly rejects his theory.
- Now that Lee has the collar for the door, he unlocks it and says he can't see anything from the pet door (or get the main door open). Ben asks if he can give it a try, but before Lee can answer, Clementine quickly rushes in through the pet door and unlocks it from inside (much to Lee's worry). Christa hurries the group inside to help Omid and carries him onto a couch inside.
- Once they are all inside, Christa starts to berate Lee for not telling them that Clementine's walkie-talkie works and that there is someone on the other end of it. Kenny wonders if the one on the radio is the one that rang the bells and drew the walkers toward them. He quickly debases it saying it makes no sense to lure someone into a trap and warn them about it. Kenny and Ben decide to search the second floor of the house and have Lee search the first floor for any dangers. The house is picked clean, save for two bottles of whiskey and a large bag of dog food.
- After checking the place out Kenny finds an emaciated zombie boy that looks like Duck in the attic. Kenny theorizes that he ran out of food and starved to death. Lee and Kenny can leave him there, or either Lee or Kenny can kill him. Lee buries him next to his dog and fills up the grave while Clementine watches sadly. Moments later, Lee suddenly sees that someone is watching him from beyond the fence, but they run off before he can get a good look at them.
- Kenny then wants to find a boat and Lee goes with him while Clementine stays behind with the others. A bell tolls from a different location somewhere in the city distracting the walkers in the area. When they reach the river there are no boats except one that has sunk halfway into the water, which Kenny tries in vain to salvage.
- Kenny tells Lee to check out the coastline for anymore working boats using a telescope. Lee looks through it but realizes that he needs a quarter to activate it. He searches around and makes a gruesome discovery, a barrier made up of body parts, and several live walkers impaled on spikes, serving as a warning. Lee also finds strange markings on the boarded-up doors.
- Lee pokes around some more, finding cars that have been stripped clean in the process and eventually finds and bashes open a newspaper dispenser, giving him a single quarter. Looking through the telescope reveals nothing useful, until Lee looks at a building to his left and spots somebody skillfully climbing down it. He tells Kenny to get down and they watch as the figure walks over to a newspaper stand with their back to the men. Kenny hastily comes up with a plan for Lee to sneak up on the person while he covers the flank. Kenny gets into position and Lee sneaks up to the stranger, but finds them to have disappeared.
- If the player decides to have Lee peek over the counter, he discovers the person is no longer there, but instead is behind him. The stranger attacks, and the player is given the opportunity to have Lee counter.
- If the player successfully navigates the action sequence, Lee ends up on top of the assailant with his pistol pointed at their face. Clementine shows up and temporarily distracts Lee, but he retrains his pistol on the stranger. Alternatively, if the player doesn't search behind the counter, or fails to successfully defend Lee during the action sequence, Lee is hit and falls to the ground. The stranger is about to kill Lee with an ice axe when Clementine suddenly shows up and shouts, if you brought her or not. This causes the stranger to hesitate and then stand down.
- The stranger removes their hood and mask, revealing the mystery person to be a woman. She introduces herself as Molly. Kenny sneaks up on her and prepares to shoot her in the back of the head as Lee yells for him to stop. Molly ducks and trips Kenny and the gun discharges on contact with the ground firing a round. Lee exclaims that Kenny is with his group, preventing Molly from retaliating on the now-defenseless Kenny.
- Molly thinks that Lee and Kenny are from Crawford, the town that hides behind the strange warning signs. Crawford had very strict rules, forbidding any children, elderly, and anyone with an advanced medical condition. The conversation is soon interrupted when the undead approach after hearing the gunshot, filling the street that Lee and Kenny had come from, preventing the group's escape.
- Contemplating their next move, Lee and Kenny turn to see Molly making her way up a fire escape within a nearby alleyway. She contemplates leaving them to fend for themselves, but Clementine beckons to Molly, who changes her mind. Kenny and Clementine are pulled up, but Kenny loses his grip on Lee's hand while trying to pull him up, and Lee falls back into the alley with a large group of walkers quickly closing off the alley. With no alternative, Lee continues down a manhole, and discovers a sewer cover. Molly throws down her pick for Lee to utilize as a tool to pry the cover free. Lee climbs down just as soon as the walkers reach for him.
- In the sewers below Savannah, Lee uses some misdirection to avoid walkers. Along the way, Lee discovers Chuck's remains with an empty revolver nearby, implying that Chuck had used the last bullet on himself before being devoured. Lee eventually makes his way into a fortified basement area of what seems to be a morgue, which appears to be well-stocked with supplies. Unfortunately, the place is also home to a small group of rather paranoid and hostile survivors, who assume Lee is from Crawford, and therefore dangerous.
- An older member of the group, Vernon, interrogates Lee at gunpoint, growing evermore twitchy as the conversation continues, and a younger woman, Brie, urges him to shoot, again claiming Lee must be from Crawford. The player has to make several dialogue choices that will either help or hurt negotiations for Lee's life. If Vernon feels threatened or more suspicious due to a poor choice by the player, Lee is executed and a game-over occurs. At some point, Lee must make a move to disarm the man, depending on Lee's initial approach the player has to do this slowly or by force.
- Vernon's people are the last of a cancer support group that fled to the sewers once Crawford's rules began being enforced by Oberson, including the murder of five of the group's members before they could escape. Lee has the option to ask for help getting back to the house where the other members of Lee's group are held up.
- On return to the mansion, Vernon informs the group he is a doctor and sets to work patching up Omid's leg. Lee conducts a search for missing Clementine, growing more concerned by the moment, especially after finding an intoxicated Kenny. Lee eventually finds Clem in the shed outside in the backyard, along with a boat.
Episode 4: Around Every Corner
|October 30, 2003 (Night)
Day 100 (Continued)
- The boat needs a new battery and gas, and Crawford is the only place that could possibly have them. The group decides to sneak in under the cover of night, along with Vernon and Brie who hope to gain medical equipment for their own group. Brie having worked in the school that is being used to keep supplies, and Vernon having the medical know-how to find the supplies needed. Clementine voices her desire to follow Lee and the group. Molly and Vernon are not fond of the idea.
- Upon arriving in Crawford, the group quickly realizes that the whole place is infested by walkers and retreat to the elementary school where supplies are kept. The group finds the "control room", and a door labeled "Armory". Ben sets to work on the Armory door, Kenny and Brie go to get gas, Christa and Vernon go to the nurse's station to collect medication, leaving Lee and Molly to go find a battery for the boat.
- As Lee tries to enter the jammed door to the auto shop area, a walker falls from the roof, followed by a furious Molly who hacks at the walker in what seems to be a personal level of rage. She dismisses any evidence of knowing the dead man.
- After finding a battery from a car in a workshop, a nail-biting walker encounter, and a roof-to-roof jump, Lee makes his way back to the main area of the school. Molly takes off to "run an errand", taking the battery with her so Lee and the rest of the group will not get on the boat without her. Lee then continues down the hall back towards the classroom to check up on Ben (and Clem if she came along,) only to be interrupted as he passes the front door, where Kenny and Brie will rush in, racing to escape the group of walkers that were following them. Fortunately, Lee manages to insert the hatchet the group found in a toolbox back at the house into the door handles, preventing the walkers from busting in.
- After helping Kenny and Brie, Lee goes to the nurse's office to check on Christa and Vernon, only to find a group of walkers banging on the door. After shooting all of them, Lee makes his way inside to find Christa and Vernon ready to fire. The two lower their guns once they realize it's only Lee, and the three begin to search for a way to open the safe where the medical supplies were being kept. A bit of investigating leads to Lee finding a tape and a camcorder in the room, containing footage of a woman named Anna Correa and Dr. Logan discussing what to do about the pregnancy, as per Crawford's policy on no hindrances.
- Lee instantly recognizes the doctor as the same walker that Molly savagely attacked, and heads out to the alley to find him and see if he has the code for the medicine cabinet. After stomping his head in, he finds a second tape and a combination to his locker. Optionally, Lee can open up the locker and find a third tape containing an explanation as to why Molly attacked the doctor so savagely: She was having sex with the doctor in return for insulin for her sister's diabetes. In the video, Dr. Logan tells her that he can not continue giving her medicine.
- Arriving back inside the nurse's office, the tape found on Logan is played, showing the events the day after, as well as explaining why Crawford fell. Christa begins to cry after witnessing the tape and refuses to explain further. Vernon manages to unlock the safe with the combination from the tape, and heads back to the classroom with Christa.
- Walking through the hallway, Lee is surprised by Molly's jump through a hole in the ceiling. She had gone off to fetch a picture of her sister, who had been killed by the Crawford residents when they gained knowledge of her diabetes. Then when walking to the classroom, Ben scares Lee and Molly with a hatchet. When they figure out that it was the hatchet to hold the door so walkers could not get in, walkers enter inside and Molly kills some of them. Suddenly, one grabs ahold of her and enters a struggle, at which Lee will have to shoot the walker. If the player brings Clementine with them and fails to shoot the walker in time, she will shoot the walker and save Molly. However, if you shoot Molly by accident, or not shoot at all, Molly will be seen fleeing the walkers in the opposite direction, and her ultimate fate is unknown.
- Upon getting inside the classroom, Brie holds the door shut and stands by it to make sure no walkers get in while Kenny is just about finished opening the armory door by force. A now regretful Ben finally decides to come clean about his dealings with the bandits to Kenny, much to Lee's support/disagreement. Kenny, upon hearing what Ben says after bashing the door open, becomes furious and attacks Ben, only to be held back by Vernon and Lee.
- A short argument ensues, and eventually everyone begins to vote Ben out. If Clementine comes along, she protests everyone's decisions, claiming Ben is her friend and that friends don't leave each other behind. After this, Lee can either vote for Ben to stay or leave, or abstain entirely, after which Brie will question whether she and Vernon get a vote or not, only to be interrupted as three walkers break through the door, and take bites out of her: one in the shoulder, the second in the leg, and a third in the stomach, resulting in disembowelment. As Vernon watches in horror, Lee orders everyone to run into the bell tower.
- With the armory door being unable to shut due to Kenny's force beforehand, the group runs down the stairs, only to find the room to be infested with walkers, now attentive on them. Kenny hands Lee a shotgun that was in the hands of a fallen guard as the group begins to head up the stairs, and after shooting and fighting his way up the stairs, the group makes it to the top of the tower. As the group begins to pile out the window, Vernon notices the train, and asks where the group came to Savannah from.
- Upon everyone (except Ben and Lee) vacating, the bell rings, to which Ben covers his ears. A walker that had been hanging from the bell eventually grabs hold of Ben, at which point Lee can shoot it off of him. Either way, the wooden support breaks and Ben is now suspended by Lee's hand over the ledge. He urges Lee to let him go, as a way to punish himself for his screw-ups, and it is at that point that Lee can either pull him up or let him fall to his death. After this, Lee (and Ben, depending on the player's decision moments before) will leave the tower.
|November 1, 2003
- When the group finally arrives at home, they find a motionless Omid. Christa begins to cry over him, until he awakens and groggily greets the group. He is given medicine by Vernon, who then takes Lee out into the hallway to talk with him in private. He will either comment on Lee being a good man or scold him on his decisions based off of how the player handles the first encounter with him earlier in the episode, and also on Lee allowing Ben to fall to his death if the player chose to do so, or leaving Molly behind. It is at that point that Vernon offers to take Clementine with him back to the Crawford sewer group, to which Lee can respond by defending himself, agreeing with Vernon, or not answering.
- Lee then has a short conversation with Molly (if the player successfully shot the walker or brought Clementine) where they say their goodbyes to each other, Molly believing she's better off on her own. Lee then goes into the study, where Clementine watches Kenny through the window as he works on the boat. It is then that she begins to ask Lee if they'll have time to look for her parents before they leave on the boat. The player can either lie to her or tell her the truth, but either way she will begin to cry herself to sleep, where Lee will place the walkie-talkie on the arm of the couch and sit down. He soon falls asleep himself, eventually waking up to find Clementine is nowhere to be found.
- Lee goes out into the backyard to find her abandoned hat. Seeing the walkie-talkie abandoned next to a garbage can outside the yard, he investigates only to be attacked by a walker that was hiding underneath a wooden board. Lee ends up getting bitten, at which point the group, consisting of Christa, Omid, Kenny, and determinantly Ben, will come out and question what Lee is doing outside, along with whose blood is all over him. The player can choose to show them the bite or conceal it.
- They will begin to ask where Clementine is, to which Lee responds that she has been kidnapped, mentioning Vernon's offer. They all believe Vernon is the culprit. The player can choose to go alone on the search for her or ask for help. Christa and Omid will offer to help if the player shows the group Lee's bite (or if the player chose to leave an armed Clementine at the house during the trip to Crawford). Kenny will help if the player sides with him in every argument throughout the game and sticks with him through major decisions. Alternatively, the player can choose to say that Clementine is family. If the player treated Duck and Katjaa in a good fashion before their deaths, Kenny will agree to come along. Ben (if saved) will willingly help if asked to, but will tag along of his own volition if the player had shown him support throughout the past 2 episodes. If Clementine was there to vote for him to stay, Lee will have the option to tell Ben that she stood up for him, and Ben will promise to prove himself.
- Lee (and company, based on the player's decisions) will then head to the sewer hideout, only to find it completely abandoned. Lee calls out to no avail, and begins to stress himself. Suddenly, a horde of walkers, presumably the same horde from the end of the previous episode, is seen shuffling in the streets. Then the walkie-talkie comes on and Clementine's voice is heard calling Lee's name. However, it quickly turns to the unnamed man's voice, saying he has Clementine nice and safe, and confirms that he isn't Vernon, and that Lee should choose his next words wisely. Although the game allows you to make a choice on what to say, the game cuts it off with "To be continued".
Episode 5: No Time Left
November 1, 2003 (Continued)
Day 101 (Continued)
- After choosing your option from the end of Episode 4, Lee realizes that she is somewhere else in the city. Lee continues to search the morgue that Vernon and his group took shelter in, Lee looks for some tools and finds a rib spreader. After using the tool on the elevator, he passes out from the bite's infection. When he awakens, he has the option of cutting off his arm or leaving it, and depending on who came with him, he must either cut it off himself or have a group member do it.
- Regardless, Lee and any others (if anyone else went with him) begin climbing the elevator shaft of the hospital, which is seen to be overrun by hordes of walkers on the inside and out. The group, or Lee, arrives on the roof and sees the streets crowded with thousands of walkers. However, using Molly's strategy from Episode 4, Lee manages to reach a bell tower next to the roof. Ringing it, he draws the hordes to the tower, thinning the streets and allowing the group to push on back to the manor.
- Depending on whoever came with Lee in Episode 4, the result on arrival can differ. It is shown that whoever stayed behind at the house were ambushed and locked in the shed by Vernon's group, who then proceeded to steal the boat. If everyone was with Lee, Omid will find a note left by Vernon either saying that you deserved it, or he feels really bad about it. Regardless, the group continues to search for Clementine.
- If Ben was saved in Episode 4, Kenny will get frustrated with him once again. After angrily stating that he should've been left to die in Crawford, an enraged Ben fires back at Kenny. The teen exclaims that he is sorry for what he has caused, but also says that Kenny was lucky that he had his family to lose, and was able to say goodbye. Ben reveals that he never had the chance to know what happened to his own, and tells Kenny to stop wishing him dead. If Ben is dead, Kenny will argue with Omid and Christa instead.
- The conversation is interrupted when the herd catches up with them and invades the manor. The group puts up a vicious stand but is forced into the attic where they are trapped. A squabble between Kenny, who is paranoid of Lee's bite and him turning (even if his arm was removed) and Lee begins, culminating in Lee hesitating to throw a stone bust head at Kenny, throwing it the wall instead. If Lee hesitates and does not grab the bust, Kenny will grab it and throw it at the wall in anger. The wall is shown to be weak and decaying, leading to the house next to it. The group breaks through it and ends up in a sealed room where a couple committed a double-suicide, locking their room off from the walkers infesting the house.
- Lee finds a balcony where it is possible to cross to the next roof, and the group follows. If Ben is still alive and accompanied Lee, the balcony will collapse and fall as he begins to jump. In an attempt to save Ben, Lee and Kenny run down to go and see if he's okay. After removing a bunch of debris off him, it is shown that Ben has been impaled on the railing. As Kenny begins to yank him off, Ben shouts in pain, attracting walkers into the alleyway. As the walkers close in, Kenny demands Lee to go and find Clementine. After Kenny pushes Lee past the gate and locks it, he apologizes to Lee for any pain he has caused in the past, and that this is his chance to redeem himself. As the walkers overrun the alley, Kenny uses his last bullet to prevent Ben from re-animation. Kenny is never seen to be killed, not in this or the Christa situation.
- If Ben was killed in Episode 4, and Kenny came along with the group, the balcony will stay intact and they get onto the next building's roof. Following the accidental dropping of Lee's walkie-talkie inside the building through a hole in the roof, Christa jumps down and retrieves it. Kenny and Lee attempt to help her by using a pole, but she slips and tumbles down again. Kenny jumps in, boosts her up, and is then surrounded by walkers. He fights through them with his last bullets, throwing them off of him, with the assumption then made he has succumbed to the walkers.
- As Lee, Christa, and Omid finally reach the waterfront just across from the Marsh House, they are forced to climb over a large Maccabe Imports sign to get to the next rooftop, as walkers crowd the street below. Whether the player decides to either send Lee or Christa and Omid first the sign will collapse, separating them. Lee orders Christa and Omid to go on and meet him later, and, by player choice, to take care of Clementine when he is "gone".
|November 1, 2003 (Evening)
Day 101 (Continued)
- Lee descends into the streets and fights his way through the massive horde of walkers armed with a meat cleaver he found earlier at the manor, and a shard of glass (if his arm was not amputated). After killing several and being splattered in their blood, his scent begins to match that of the walkers, and many ignore him because of this.
- Lee arrives in the Marsh House and searches several rooms until he finds one with a bedroom and closet door roped together. He walks in curiously, only to have a man appear behind him with a pistol drawn. Though Clementine calls out, thinking she hears someone, the Stranger aims the gun at Lee, forcing him to be quiet and abandon his possessions.
- The Stranger, in a psychotic but calm state, then sits down with Lee and has a discussion with him, asking him if he has ever "hurt anyone". After the player's response and a short talk, The Stranger reveals the station wagon from Episode 2 belonged to him and his family. Whether or not Lee and Clementine looted it, his reaction is the same. It is revealed his son Adam went missing on a hunting trip. When he returned to the station wagon where his family stated, he and his wife Tess went back out but failed to find his son. They returned, and Lee's group had stolen his supplies, effectively ruining his life as some of Lee's group had stated. His wife took their daughter Elizabeth and left, although he found them again one day later. His words and the presence of his wife's severed, reanimated head in the Stranger's bag indicate he may have found her after she had reanimated.
- Using his own walkie-talkie, the Stranger reveals to have been monitoring Lee and his group since Episode 2's events, and depending on the decisions the player made throughout Episode 1, he confronts Lee about his many difficult choices, from saving Carley or Doug, to going to the St. John's Dairy with Clementine, or lying to her about who you really are. In the end, the Stranger tells Lee that he will take Clementine and "hurt [Lee] so bad." While he begins talking to his wife's severed head he keeps in a bowling bag, Clementine escapes from the room, and using one of several objects Lee placed on a table at the Stranger's order (if player ignores all items on table she attacks him with her hands), sneaks up and attacks him just as he says that Clementine "wouldn't hurt a fly."
- Lee and The Stranger begin a fierce brawl, both trying to get the Stranger's gun which is knocked around the room. In the ensuing fight, either Clementine will shoot the Stranger, or Lee can choke him and if he kills him, has a choice of shooting him to prevent reanimation or not. Lee and Clementine reunite, and just as they leave, a walker appears at the door. However, as it sniffs Lee, it ignores him, going for Clementine, though Lee stops it. Realizing from a comment by Clementine about the "muck" on him that the walker was confused by his scent, he takes an organ from the walker and rubs it on Clementine in order to mask her scent as well.
- The two initially manage to wade through the walkers outside on the street well, until Clementine sees a zombified Ed and Diana walking the streets. Saddened and terrified, Lee tries to calm her, but passes out once more, waking up in a jewelry store Clementine has taken Lee to for safety.
- Depending on the next few player actions, Lee, on the brink of death now from the bite, whether he amputated his arm or not, tells her to restrain him to a nearby radiator in order to keep him from attacking her or to use them to restrain the walker. They find a zombified security guard trapped in an office where an emergency exit lays, and when Clementine attempts to take either his gun or keys based on Lee's decision, the walker attacks her. She ends up killing it with Lee's help, and with the gun and in tears, she begs Lee not to "become one of them", though she states she does not think she can bring herself to kill him.
- Lee can give her advice, such as telling her to avoid cities, go with Omid and Christa, remain on her own, or keep her hair short. It is shown Clementine will remember his advice (this being a likely hint to a future installment). They say their final goodbyes, and Lee, with a great amount of sadness, can either have a distressed Clementine shoot him or leave him to reanimate. Either way, he closes his eyes, and dies painlessly and quickly.
- Once the screen goes black, Lee lets out a final breath, which is likely Dave Fennoy in distress from the scene that had just played out.
|November 2, 2003
- A tearful Clementine is seen walking in the rural hills near Savannah. She sits down to rest near an abandoned car. While inspecting some shell casings off the ground, Clementine looks up and observes two human-like silhouetted figures in the distance. She looks at them for a while, and the two figures stop to look towards Clementine, as she remains unsure of what action to take.
|January 19, 2004 (Evening)
- Day 184: When Russell is walking down a road, a truck is seen coming towards him. He has the option to either jump into the grass area off the road or stand his ground. Hiding will place him right next to Carley/Doug's rotting corpse. Either way, Nate will see Russell and ask him to join him.
- After getting in the truck and some dialogue, Nate offers Russell a drink, which the player can refuse or accept. Later, Russell refuses to comply with the man's questioning about a woman in his former group, after which Nate allows a female walker to nearly bite him until the latter gives a rating of the attractiveness she might've been before becoming a walker. Amused by Russell's frantic answer, Nate pulls out his pistol to shoot the walker, but realizes he forgot to reload the gun. He speeds off in the truck to get away from the Walker and tells Russell to load his gun.
- A group of masked looters attacked a man and his wife (supposedly named Walter and Jane), who had taken shelter in a diner. The looters managed to injure Jane, shooting her in the ribs.
|January 19, 2004 (Night)
Day 184 (Continued)
- Their next stop is the truck stop where Nate suggests they grab supplies, in the middle of their conversation they are interrupted by bullets shot at the car. Russell gets out of the truck and ducks down to a gas pump as Nate yells that he'll cover him and make a run back for the truck.
- As Russell's running to the pickup, he'll notice that Nate isn't shooting. Nate tells him to peek his head over the bed of the truck to see where the sniper is shooting from. After discovering the location of the sniper, Nate will suggest moving to the red car across the station. Russell will now have the choice to go first or cover Nate. After Russell and Nate get to the second car Russell will have to run to the semi with Nate covering him. As he is running, Russell trips and falls, but then Nate comes to the rescue picking up Russell and saving his life.
- When they reach the back of the building, he may see a walker that is the guard (Clyde) that was bitten in Vince's story and Russell has the choice to kill it or walk away. Walking away will allow the walker to show up in Bonnie's story when she rolls down the hill.
- When inside the cafe Russell will have the choice to sneak up on the shooter or run up on him. Either way he finds out that the shooter is just an old man trying to protect his injured wife. The man thought that Nate was the man who hurt his wife and that he brought his friend to finish the job and take all of his food. Nate then brings up that he should just kill them and take their food for shooting at them for "no reason".
- Russell then has the choice to stay with Nate or walk away. Either way Nate will shoot the couple, thus revealing where the bloodstain from Shel's story in the cafe originated from.
|February 24, 2004 (Evening)
- Bonnie's story starts off with her talking to Leland about having a snake for a tongue or lobster claws for hands. Leland will then mention that she has come a long way from when he and Dee found her while she was on drugs, and how they helped her to deal with it. Bonnie can thank Leland for everything or avoid the subject. Either way, Leland will caress her face.
- Dee shows up and immediately questions them on what it is they're talking about. Bonnie can tell the truth or lie. Dee will show Bonnie and Leland a bag that she had found. Bonnie and Leland question her on where she got the bag, or if she stole it. Bonnie later asks Dee if she could borrow her red nail polish once they got back to camp, commenting that it was her favorite.
- As the conversation gets heated about the bag, Dee begins to accuse Leland of always taking Bonnie's side and calling her his "girlfriend." Bonnie can tell Dee or Leland to stop, or can tell both she's leaving. Leland will stop Bonnie from leaving, calling her "darling," which angers Dee.
- Dee then tells Bonnie and Leland to run. Bonnie turns around to see lights coming their way. Bonnie starts to run, but is shot in the shoulder, which is never brought up again. Leland tries to turn back to help her, but Dee drags him away. Bonnie gets up and tries to run after them, sliding down a hill onto the road with the prison bus Vince was in. Bonnie awakens to the sight of a zombified Clyde (only if Russell didn't kill him during his story) and kills him. However, if Clyde was killed, Bonnie will not be attacked.
- Bonnie gets up and runs into the cornfield, calling for Leland and Dee, with the group who shot her right behind her. Bonnie runs through the cornfield, avoiding them, before running behind a tractor for safety. She then grabs a stick of rebar from the ground and hits one of the people approaching her, only to discover it was Dee. Bonnie, in a state of panic, tries to apologize to Dee, saying it was an accident. The conversation varies, depending on what you choose for Bonnie, you could assure Dee that she wasn't trying to steal Leland away from her, or tell her that she is interested in Leland, and wanted him for herself. Dee will then die, calling her a "junkie."
- When Leland arrives, he sees that Bonnie is shot, and asks her if she's alright. Leland breaks down after seeing Dee dead. Bonnie can tell him the truth of what happened, or lie to him that she found Dee that way. Depending on the conversation, Leland can believe her or not. This will decide if he goes with Bonnie or stays with Dee. When Leland follows Bonnie, he takes the bag that Dee stole, saying that she "didn't die for nothing". If Leland did stay behind, a shot can be heard while Bonnie runs away.
|March 11, 2004
- Shel and other members of her group (members of Vernon's group from Season 1) are listening to Shel's younger sister Becca playing the guitar. After she finishes, Becca asks if they could make this a weekly thing, and you can choose to encourage her or tell her that it's not a great idea. Either way, Roman, another leader of the group, will chime in saying music will always be welcome, mentioning cheerily how he used to be part of a band.
- The group will return to their assigned survival duties, and Becca offers to check the ammo while Shel and Stephanie check food and other supplies. Once again, your choice to allow her to check the ammo or not will encourage or discourage her.
- Shel then proceeds to check the supplies and appliances around the gas station, and walks out back. When she does she's surprised by the group's "watch dogs" (chained up walkers), which they used to guard their supplies from other people who might try to steal them. She's disgusted to see an old woman walker eating the entrails of a small puppy, and then walks back inside. Just as she does, Becca growls like a walker and jumps out at her, and she gets mad.
- Becca tells her she never used to get angry when she would fool around, and asks Shel what's wrong. Shel can respond angrily or remorsefully, and her choice will affect Becca. Stephanie then barges in through the front, telling her something happened outside.
- Shel and Becca head outside to see the group surrounding a man on his knees, with his hands tied and blindfolded. Roman mentions that the man cannot speak English (he only speaks Portuguese), and that he was caught trying to take food and medicine from the group. After some discussion, the group decides the man cannot stay as he would only drain their resources, and that they must either let him go, or kill him.
- Stephanie and Boyd vote to release him, and Clive and Joyce vote to kill him, leaving the swing vote to Shel. If Shel votes to release him, Stephanie and Boyd praise her while Clive and Joyce chastise her, and if Shel votes to kill him, the reverse occurs. If the man is released, Roman warns the man (reluctantly, knowing he probably can't understand him) that if he ever returns, he'll wish he was killed. If you vote to kill the man, Roman shoots him in the back of the head, as Shel and Becca watch.
|April 3, 2004
- Shel and Becca are playing cards, talking about the decision that was made. If you chose to kill the man, Shel talks about how this decision changed the group. If you chose to let him go, she mentions how they were attacked later, which resulted in Boyd's death.
- Either way Becca mentions how she misses being able to play guitar. Roman then comes in and says he needs to talk to Shel. She can leave immediately, or head out to talk shortly after. When Shel heads outside, she can either discover from Joyce or by talking to Roman directly that Stephanie tried to steal food and ammunition and escape the camp. If Boyd is still alive you also have the option to discover from him what Stephanie did. Boyd will also suggest that Shel should take Becca and leave their camp, because it's not safe anymore.
- After a discussion with Roman it is decided that Shel should kill Stephanie. She tells Roman her gun is back in the RV, and walks back there. The last decision of the episode quickly arises, where Shel can either leave the group in the RV with Becca, or take the gun and kill Stephanie. Becca encourages Shel to stay with the group where it's safe, but Shel doesn't want them to live like this. If she picks the gun, she'll walk out of the RV slowly, and will walk with Roman to shoot Stephanie. If she picks the keys, she wildly pulls out of the diner lot, with a very angry Roman behind them.