The Walking Dead: Michonne

This walkthrough is a direct port of GoW Butters' walkthrough for The Walking Dead: Michonne, so all credit should be given to him. I have contribuited in some part.

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This will help you to earn all 21 achievements in the game. They are split up into 3 sections of 7, the 3 sections being the different story episodes within the game. All the achievements in this are story related and cannot be missed. There is nothing too taxing to do during this game, just a few things to collect and look at. Apart from that you will be guided through and taken away by the great story line.

Like all TellTale point and click's and the previous Walking Dead games, your actions will affect the story that you play in. This will not affect your ability to earn any of the achievements. It will just make the path you take or the characters and dialogue that appear in your game slightly different to what mine or other people may experience.

The main thing to look out of is quick time events (QTE's). There are a fair few in this game as you will know if you have played previous version of TellTale's The Walking Dead. These appear in a lot of situations such as combat, movement or just other menial jobs such as opening doors. In some occasions, mainly combat, if you do not perform the QTE's in time you will end up dying and have to resume from the last checkpoint. So just make sure you're ready for them.

If you want to get fully immersed in the game then you might want to interact with everything you see, the white dots appear on objects or people that can be interacted with. You'll have a choice of button to press depending on what action you want to perform, although many of them only give you one option. In the walkthrough I will just be pointing out the necessary things that need interacting with to move on with the story.

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Like I previously said, it's not difficult and you shouldn't have any problems so severe that you can't pass a checkpoint after more than 2 or 3 attempts.

You'll start off straight away with your first Quick-Time Event (QTE). Just move cn_LS in the desired direction to complete these ones. After a mini-cut scene you'll will have your first interaction. These white circles will appear on anything that can be interacted with, just like other TellTale titles. Once inside the door you will have your first cut scene with QTE's that will require you to press the correct button or combination of buttons, otherwise you die. There are lots of these throughout but they really aren't difficult and you shouldn't have many problems.

After this you will have to make your first decision and you meet your first compatriot. The opening sequence will roll and....

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You'll get into your first conversation; during these you can select your responses. These may impact the way the game plays out for you or what other characters think of you. Remember, silence is a valid option.

Play up to where you get to control the radio, turn the left nob fully to the right, then turn the right nob to the left until you hear the voice. Once you take control on the boat deck use your flash-light over the starboard side of the ship to find out what you hit. After that carry on walking round the ship and help Oak and Siddiq with the sails. Right next to them use your binoculars over the prow of the boat and focus on the ferry in the distance. Go speak to Pete and you will get:

After some conversation on the boat for a while with Pete, you will be ambushed by some walkers and a QTE sequence will follow. After you've fought them off, you will have to pick your entrance to the ferry and you next achievement will soon follow.

I went the ladder way. If you chose the window, just make your way forward to activate a QTE cutscene and make your way upstairs where you will come across a walker hanging in front of the door you want to enter.

If you went up the ladder go towards the door and open the locker next to it and grab the metal bar, use this to help you get inside. When examining the dead body look at the zip-ties on the wrist and the bullet wound in the forehead.

Keep playing and you will reach the same walker in front of the door. Cut down the walker, open the door and look at the yellow duffel bag on the counter. Once you take control again open the locker next to the window. Attempt to open the door and open the cash register full of money to activate the next cut scene. There will be a QTE sequence during this and once you make your choice whether to chase the girl or leave her, the cut scene will end. After this you will get:

You will find yourself on another boat, not by choice this time. There will be some conversation with Randall who just captured you. You are on the way back to their camp, once you finish talking you will arrive and get locked up.

When chained up, examine the 4 things you can see in front of you then after that look at the toys to the left of the cage. Then look to the right..... After the hallucinations, you and Sam will talk about ambushing anyone who comes to get you. After making your decision Randall will come and get you and you will be taken up to his sister Norma. After a lot of talking about yourself and your crew Pete will be bought up and you will be taken away to a new location.

  • Lies

    Complete Chapter 6 of Episode 1

    Lies
    Offline Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Main Storyline - These achievements are gained automatically by progressing through the main game mode.

Zachary is then forced to attempt to interrogate you by Randall, this can obviously only end well. When you get control look to the right to cut your zip-ties then left to pick up the shirt. Then turn your attention to Greg on the floor. Carry on playing, make your big decision of the chapter. Once Zachary bursts back into the room the episode will come to an end.

We start where we left off on the boat. After the cutscene shuffle along the wall, take out the guard and go rescue Pete. In the little action where you have to poke your head over the wall to get a look, just do it for a short time. You'll know when you've been looking too long when your screen starts to go red. You then attempt to rescue Pete but get caught by Norma. After your choices play out, there is a little fight scene with a QTE sequence. Then the alarm sounds and everyone is looking for you. When prompted, examine the boat and make your way to it, with or without Pete. There will be a couple of button prompts to press on your way. You will leave on the boat. Make sure to duck on the way out so you don't get sniped.

Nothing much to talk about in this chapter, once you make it to the shore the gang from Monroe (the community you just burnt down) will arrive behind you and force you to the ground. Just crawl forwards to safety, when you stop getting shot, Michonne will use her favourite trick to navigate the group through the walker herd. Just walk forward while following the button prompts. She will start to hallucinate again and as soon as you're clear you will unlock.

Sam will suggest you take a short-cut to her house, climbing a fallen pylon. Climb the pylon following the button prompts whilst getting shot at by Randall and his friendly buddies. Then once you reach the top, do what you need to do on Sam (Hold cn_A) before moving cn_LS in the desired direction. Soon after this you will receive.

You will now be walking through the woods with Sam. During this there will be some QTE's so look out for them. This will go on for about 4 or 5 minutes before Sam passes out and you have to carry her, you will then spot the house and there will be another cutscene. After you take control, just move forward quick enough to avoid the walkers catching up with you. You will then get let through the gates follow the button prompts to shut out the walkers and you will run into the house. When you're treating Sam on the table pick up the Vodka bottle and sterilise the wound, pick up the aspirator and then the pliers, follow the button prompts after this. Sam's dad will run in to help. After she's been treated there will be some more conversation. The kids will realise Greg hasn't come back and when you give them the bad news you will unlock.

Once you enter the flashback touch the paint splodge on the left hand side of the room, follow the trail into the next room. Examine the smashed window you see as soon as you enter. Keep walking to the right and unzip the suitcase in the middle of the room. Continue walking right into the kitchen and pick up the phone and choose to redial. Exit the kitchen, walk to the left as the screen is facing. Then examine the take-out containers on the dining room table, and the picture of her daughters. After making your decision to either answer the phone or chase the stranger there will be a cut-scene with your choice, once that had finished you will zone back into the present day and unlock.

You will go outside and speak to Sam's Dad, once you have finished you will be interrupted by a mean headshot. There will be a button prompt to move cn_LSl to avoid getting shot and dying. You will find yourself in cover behind a wooden fence, you must either look left or right and pick one of the 2 targets to go and attack; your friends will get the other one. There will be a QTE sequence and once they are both dead the next achievement will unlock.

andall will show up and you will have to fight him. There is a lengthy QTE sequence culminating in him being clamped in a vice. Then after about 7-8 minutes of conversation with Randall and your friends you will make your big decision of the chapter and once the screen fades out that is the end of Episode 2.

We kick off Episode 3 with some conversation from 2 weeks previous to where we are in the story. You will be on the boat with your crew, just pick your conversational choices. About 3 minutes later Oak will ask if you want to play cards. After you select your decision the screen will fade out and you will earn your first achievement of the Episode.

Back at the house there will be some more conversation before Norma interrupts you on the radio. Once you're finished talking to her about Randall the opening sequence will roll and you'll have your next achievement in no time at all.

When we get back you will get into conversation with your colleagues about Randall and what Norma is going to do to you, Sam storms off. You'll go outside to see what's what, you will see aberrations of your daughters again. You can choose whether to help Sam or not. Once you walk away back into the house you will unlock.

Now go ahead and speak to James in front of you. When you get control again head up the stairs, you will see your daughters again. Attempt to move towards them and they will run off into a closet. Open the door and you will find Alex and you will have a short conversation with him. When you emerge from the closet walk out the door to your left. Then enter the room right next to it and give the ammo to Paige. You can now head back downstairs. If you haven't given Sam ammo already, the entrance to her room is in the kitchen.

If Pete is still with you:

Head through the door to the left of the staircase to find Pete and hand him a gun. Talk to Pete and then head back into the hallway for a cutscene.

If Pete is not with you:

It will go straight to the cutscene.

You will speak to Sam and they will mourn their father whilst you talk to Paige. A short while later Norma will arrive and you will unlock.

There will be a short conversation then you will have to open the gate. Use cn_LSl to push the gate open. There are many paths of conversation you can choose from here, but in the end you will make a break to get back through the gate. Once this happens you will get your next achievement.

A short fight sequence will follow. Just press the button prompts to get through it. Use some of your 'Instincts' to stop yourself being drowned and after a brutal death you will end up falling back to the house. Once back in the house there will be another QTE sequence you will have to use cn_LS to crawl to safety and follow the other button prompts to move Michonne to escape the burning house. You will head upstairs and enter some dialogue and some QTE's with your daughters. After this sequence you will be with Sam by the window ready to jump out. This is when your daughters turn up at really the wrong time. You will have a decision whether to stay with your daughters or leave with Sam. When you eventually make your way out of the window you will get.

The last chapter is just a little conversation by the water, nothing to this bit apart from choosing your dialogue. Once the conversation is over you will see the girls again, but your inner demons are no more so you can walk away. Shortly after, the credits will roll and the final achievement will unlock.

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