The Walking Dead (Telltale Season One): Complete Guide
A spoiler-conscious guide to Telltale's The Walking Dead: Season One: how the choice system actually works, an episode-by-episode outline of the big decisions, achievement tips, 400 Days, and fixes for playing the…
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A spoiler-conscious guide to Telltale's The Walking Dead: Season One: how the choice system actually works, an episode-by-episode outline of the big decisions, achievement tips, 400 Days, and fixes for playing the Steam version today. Major spoilers are clearly marked.
Researched September 2026 — current as of the Skybound Games-published Steam release (no gameplay patches in years). Story games don't change, but store bundles do; check the linked sources if something differs.
What You're Buying
Item | Notes
The Walking Dead (Season One) | Five episodes, all included on Steam (app 207610)
400 Days | Separate DLC (July 2013) with five short survivor stories set across the first 400 days; it bridges into Season Two
The Telltale Definitive Series | A later bundle of all four seasons plus 400 Days and Michonne, with graphical upgrades
Publisher | Originally Telltale Games; the series is now published on Steam by Skybound Games
Episodes
# | Episode | Original release (dates varied slightly by platform)
1 | A New Day | April 2012
2 | Starved for Help | June 2012
3 | Long Road Ahead | August 2012
4 | Around Every Corner | October 2012
5 | No Time Left | November 2012
Quick Start
- There are no fail states for choices. You can't "lose" the story by picking the "wrong" option. The ending is broadly the same; what changes is who's with you, how they feel about Lee, and the details along the way.
- Timed dialogue is the point. Many conversation choices have a timer. Silence (letting the timer run out) is a valid choice.
- "X will remember that." This message means a character noted your choice. It shapes their attitude and some later scenes.
- Quick Time Events (QTEs) can kill you, but you just restart from a nearby point.
- Don't replay choices on the first run. The game works best when you live with decisions. Save rewinding for a second playthrough.
- Play episodes in order. Each episode imports your earlier decisions from the same save slot.
- Look around every scene. Examining objects and talking to everyone gives you extra dialogue and context for Clementine and the group.
- Clementine is watching. Many choices are about the example Lee sets for her; she reacts in later scenes.
Controls and Interface
Action | How it works
Move | WASD or left stick; some scenes allow limited free movement
Look / interact | Mouse cursor or right stick; hotspots show verbs (look, talk, use)
Dialogue | Pick from up to four options before the timer runs out
QTEs | Mash or press the on-screen key; some require aiming a cursor at the target
Inventory | Opened with the inventory key when you pick up items
Controller play is supported and usually more comfortable for QTEs.
Characters
Character | Who they are
Lee Everett | The protagonist, a former history professor convicted of a crime (voiced by Dave Fennoy)
Clementine | A young girl Lee protects (voiced by Melissa Hutchison)
Kenny, Katjaa, Duck | A family Lee meets early on
Lilly and Larry | Lilly leads the motor inn group; Larry is her hard-headed father
Glenn | Pizza delivery guy from Atlanta, also seen in the comics
Carley and Doug | Survivors from the drugstore; you can only save one
Hershel and Shawn Greene | Farm owners from the comics
Ben, Chuck, Omid, Christa | Survivors met in later episodes
Episode Outline and Key Decisions
Spoiler warning: everything below spoils plot and choices. Skip to "Achievement Tips" if you're on your first run.
Episode 1: A New Day
- Lee meets Clementine and escapes to Hershel's farm, then to Macon.
- Key choice: In the drugstore sequence, you save either Carley or Doug. The survivor stays with the group for the next episodes.
- Choosing whether to help Shawn or Duck at the farm affects how Kenny and Hershel see Lee.
- Smaller choices affect how the group sees you (for example, whether you tell people about your past).
Episode 2: Starved for Help
- The group, now at the motor inn, is struggling for food.
- Key choices: who gets the limited food rations, and what happens with Larry during his heart attack (try to save him, or back Kenny's decision to stop him turning).
- The St. John dairy farm and its secrets drive the episode's climax.
- Decisions about the St. John brothers and the stolen supplies from a car on the road affect later dialogue.
Episode 3: Long Road Ahead
- The group hits the road after the motor inn.
- Key choices: handling a traitor within the group, Lilly's fate, and who ends Duck's suffering (Lee or Kenny).
- This episode is emotionally heavy and introduces the train that carries the group forward.
Episode 4: Around Every Corner
- The group reaches Savannah and searches for a boat.
- The group clashes with a corrupt walled community (Crawford) while a mysterious voice on Clementine's walkie-talkie keeps contacting her.
- Key choices: how you treat Ben once his past mistakes come out, whether to trust the new survivors you meet in Savannah, and how honest Lee is with the group about what happens to him at the end of the episode.
- Choices here strongly shape Kenny's relationship with Lee going into Episode 5.
Episode 5: No Time Left
- A bitten Lee must cross walker-filled Savannah to rescue Clementine.
- Lee confronts the Stranger, who turns out to be the owner of the station wagon the group looted in Episode 2. Your earlier choices come back as his accusations.
- The episode's first act has 32 possible variations based on your past decisions (per Wikipedia), so who is still with Lee differs a lot between players.
- The final choice: Clementine either shoots Lee or leaves him. Both are emotionally powerful and set up Season Two differently in tone.
Replay and Choice Tips
- Choices tally at the end of each episode. You can see how your choices compare with the global percentage of players (that online stats feature depends on Telltale's servers; if it doesn't load, your choices still count).
- Save slots matter. Each playthrough is tied to a save slot. Use a separate slot for experimenting so your "main" story stays intact for Season Two imports.
- Chapter select: Each episode lets you replay individual chapters. Use this for missed achievements, not first-time story choices, and back up or use a spare save slot first so your main story isn't overwritten.
- Minimal mode: The game's options include a "Minimal" setting that hides the "X will remember that" notifications for a less guided experience. Great for a second playthrough.
Achievement Tips
The Steam page lists 48 achievements, and the good news is that none of the Season One ones are missable: all 40 are awarded for completing each chapter and each episode (for example, "Everything's Going to be Okay" for finishing Episode 1 and "What Remains" for the final chapter of Episode 5). One playthrough in any style gets them all, so play your first run however you like.
Content | Achievements | How to earn
Episodes 1-5 | 40 | Finish every chapter and episode (Episodes 1-3 have 7 chapters each; Episodes 4 and 5 have 8)
400 Days stories | 6 | Finish Vince's, Wyatt's, Shel's, Russell's, and Bonnie's stories, then the Epilogue ("Loose Ends")
"Reunited" | 1 | Found an old friend (400 Days)
"Two out of Three" | 1 | Win a game of Rock/Paper/Scissors (400 Days)
If an achievement didn't pop, replay that chapter from the episode's chapter select on a spare save slot.
400 Days
- Released 2 July 2013. Five vignettes (Vince, Wyatt, Russell, Bonnie, Shel) at different points in the first 400 days of the outbreak, tied together at a truck stop.
- Each character makes their own choices; in the epilogue a recruiter named Tavia tries to bring them to her community, and who agrees carries into Season Two.
- Best played after Season One and before Season Two.
Modern PC Tips
- The Steam version runs on modern Windows. If you hit a crash on launch, try running in windowed mode first and adjust resolution in the launcher.
- If saves don't carry between episodes, make sure you're continuing from the same save slot and haven't reset your Steam Cloud data.
- Season Two imports your Season One and 400 Days save. Keep it on the same PC/account for the smoothest import. If no save is found, Season Two generates a default history for you.
Common Mistakes to Avoid
- Reloading for "perfect" choices. There are no perfect choices; reloading drains the experience.
- Skipping dialogue. Many small conversations add depth and small story changes.
- Rushing QTEs without reading the prompt. Some need you to aim and click rather than mash.
- Playing episodes from different saves. Your decisions won't carry forward.
- Starting Season Two without playing 400 Days. It adds context and a few imported choices.
Advanced Tips
- Clementine's hat and small moments reward exploration. Examine everything.
- Play with subtitles on during timed dialogue; reading is faster than listening.
- Silence is powerful. Letting the timer run out is often the most honest answer and characters react to it.
- Track your relationships. Keep a mental note of how Kenny, Lilly, and Christa see Lee; it pays off in the final scenes.
FAQ
How many episodes are in Season One? Five: A New Day, Starved for Help, Long Road Ahead, Around Every Corner, and No Time Left.
Do choices really matter? They change relationships, who survives certain scenes, and many dialogue details. The overall story arc is fixed.
Who can I save in Episode 1? Either Carley or Doug in the drugstore sequence.
Is 400 Days included? It's separate DLC, but it's included in the Telltale Definitive Series.
Does my save carry into Season Two? Yes, if you play on the same save and platform. Otherwise, Season Two offers a default or custom history.
How long is the game? Roughly two hours per episode, so about ten hours total, plus around two hours for 400 Days.
Sources
- The Walking Dead on Steam
- The Walking Dead (video game) — Wikipedia
- Steam news for The Walking Dead (Skybound announcements)
- The Walking Dead Steam achievements
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