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Shortly after a QTE will occur, just mash A, even if you fail you’ll live. Katjaa and Kenny ask you to tell Clem, choose your dialogue. Katjaa will call you over and let you in on a horrible realisation - Duck was bitten during the attack at the inn. Choose whatever dialogue options you want after the event. Lilly will keep throwing accusations around, if you have Carley with you…. Eventually Kenny will run into a walker and pull over to fix the RV and the group will step out and continue their shouting match. Once you’ve taken care of the walkers, the group will then get into a heated argument with Lilly on the RV as to who was helping the bandits, choose your dialogue. If you have Doug, you pretty much must switch back and forth to stop the walkers from getting too close.
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All you need to do is stay on the right side, and kill the four walkers. If you’re too slow, Kenny will save them instead.ĥ) If you have Carley with you, she’ll assist you. However, Katjaa and Duck will get attacked by a walker - quickly kill it to save them. Do the same thing as before.Ĥ) After shooting all three bandits, Clementine runs over to Lee and safely makes it into the RV. Don’t let them go too far to the left, or they may get behind you.ģ) After shooting the bandits, Doug/Carley and Ben are safe to get in the RV. If the edges of the screen start to go red, press B to make Lee go back behind the RV before you get shot. Head back to Lilly and tell her about the stash, listen to her psychotic rampage until you hear a rustle going on outside.Ī QTE will soon follow, react as follows:ġ) Aim and kill the first bandit, if you have Carley, she’ll take him out instead.Ģ) Kenny will give you a rifle, go to the left and take out the bandits by the dumpsters. If you have Carley, you can tell people about your past, you don’t have to, but it can offer some interesting dialogue between Lee and the others.Įxamine the mark and push the gate, go all the way to the right and examine the grate in the wall. Duck will call you over and say he’s found something, he offers you a high-five, accept or decline, the notification for accepting is pretty awesome. Talk to everyone about the flashlight, then head to the far left of the inn and you should see an ‘X’ written on the side of one of the rooms with chalk, talk with everyone about the chalk as well. Answer how you want, he’s helping, period. After dealing with Lilly, head outside and talk to Duck who’s been listening in on your conversation and wants to help.
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