GameFAQs the Last of Us (PS3) FAQ_Walkthrough by Absolute Steve

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The Last Of Us Walkthrough

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*The Last of Us: FAQ/Walkthrough* by *Absolute Steve* *Version:* 1.10 | *Last Updated:* 2014-02-17 | *View/Download Original File* Hosted by GameFAQs Return to *The Last of Us (PS3) FAQs & Guides* Would you recommend this FAQ? Yes No You must register to leave a comment. Submit || || || || S T R A T E G Y G U I D E |_ _| | | | | | ___| | | | | | | | | B Y | | | |_| | | |___ | | | | | | A B S O L U T E S T E V E | | | | | ___| | | | || | | | | | | | | | | | GAMERGUIDES ENHANCED VERSION FOUND HERE: | | | | | | | | | | | | | | | | gamerguides.com/the-last-of-us || .`. .`.|| | | | || __ |_ _| | | | _ || | |___| | | | | | | | | `. ` . | | VIDEO SUPPORT: | | | | | | `. `. | | | | | | | | `. | | |supercheats.com/walkthrough/the-last-of-us | | | ||| | | | | | | | _ || | | | | | | || | | || ` | | | |_______|| | | | `.______. | | .`. || || || .`. | _ || | | | | || __ | | | | || | | | | || | |___| F A C E B O O K | | | || | | | | | `. ` . | | | || | | | | | `. `. facebook.com/absolutesteve | | | || | | | | | `. | | | | || | | | | ||| | | | | | || | | | | || | | | | || | | || ` | `._____. |___| `._____. `.______. G U I D E O F T H E M O N T H J U L Y 2 0 1 3 1 0 0 % S P O I L E R - F R E E ! | | | | | ____ _____ ______ ____ _ _ _____ ______ ____ __|| _ || __ || __|| | | || _ || __ || \ | | | | || | | || | | | | || | | || | | || |\ | |__ | | | || |__| || |__ | | _ | || | | || |__| || | | | __|| | | || __|| __|| || || || | | || __|| | | | | | | | || |\ \ | | | || || || | | || |\ \ | | | |

| | | |_| || | \ \ | |__ | || || || |_| || | \ \ | |/ | |_| |_____||_| \_\|____||_______||_____||_| \_\|____/ Post-apocalyptic settings in media are popular nowadays. The destruction of human civilization has been envisioned in many different ways, ranging from aliens to zombie-viruses, from self-inflicted nuclear destruction to an alldestroying meteor slamming into our planet. The Last of Us picks a variation of the 'virus nearly wipes out human life as we know it' scenario, choosing the Cordyceps fungus and applying it to human brains instead of ants. Interestingly, we live in an age in which we're apparently enlightened enough to start reflecting on the possibilities of how our species could come to their end. Calling playthroughs of videogames with post-apocalyptic scenery 'reflection' might be a bit of a stretch, but developers nonetheless plunge into a reflective activity, crafting situations in which players (otherwise known as 'mass society') can start feeling what it's like living in a lonesome world full of threats. Even if a playthrough of The Last of Us cannot properly be called reflection, perhaps it can act as an encouragement to initiate such an activity. It may be fun to *play* in (ultimately unrealistic) virtual post-apocalyptic lifeworlds, but to physically inhabit such a world or ones similar to it - no matter how hard it is to truly imagine the human condition under those circumstances surely has to be awful. Idealism appears to be a foul word these days, but though defeatism is one of its enemies, it still seems that good ideas - combined with bare truths ultimately have to steer our global village through the 21st century. The Last of Us could, if only on a relatively small scale, inspire people to start reflecting on more realistic scenarios for the late 21st century. We have a great responsibility - both on an individual and collective level - to leave the world as a better place for our lineage (any reasonable person at least has the *intention* to do so), and one can seriously question if we're doing enough, facing what seems to have been turned into a 'liability' by some. There's more to wealth than just economic growth (ecological pollution equals 'growth', since the cleaning up of wastes equates generating jobs), there's more to politics than just politicians talking (depending on how extreme a viewpoint the one end of a political spectrum takes, the closer 'moderate' parties can get to these extreme viewpoints without it being noticed by most people; a dangerous development that requires citizens to become more politically involved). Even though I certainly hope that you as my reader don't agree with everything I say, this foreword has been written first and foremost to present the game you're about to play in a light that is pretty much absent from the videogame industry. Games are 'supposed to be' fun and entertaining, they 'shouldn't contain too much realistic political themes' but mere caricatures of real policies instead, so the argument goes. I would instead argue that narrating videogames, especially as they rapidly replace literature and a wide diversity of other cultural activities and phenomena, are *exactly* the right place to sketch realworld problems, existential and ecological problematique, and that developers have a socio-cultural responsibility to actively explore those themes that are underrepresented in our current Western social consciousness. A developer's refusal to do so (in the case of videogames strongly driven by narrative) would be an insult to the intelligence of any adult gamer. Arguments 'considering the current market' reflect the hidden hollow ideology of many mainstream developers; the argument essentially states that 'companies are paying attention to what gamers want, isn't that great?' That's the world upside down; one should create something great in order to attract a (new) audience,

not create something because it is conforms to the expectations of a market! The latter means the creator doesn't have ideas of their own but 'fortunately' does know which existing ideas are popular under the currently dominant gamer age (and gender) demographic. I'd say that if you don't have any ideas of your own, you have no place in any creative industry. Year after year, new 'blockbuster titles' replace their mindless predecessors, whose stories have been long forgotten, just as the majority of identical 'new' stories will be forgotten. But there's hope still for intelligent 'adult' (18+) gamers. It seems that with the aging of 'older generations' of gamers, a new 'adult' market is slowly opening up, of which developers are only slowly becoming aware. While a promising thought for the future, it remains foolish should an entire segment of the gaming industry's market (women included) be put away in the freezer for twenty years; after a few years, most of it will be rotten. For the time being we'll have to take our individual responsibility to move beyond videogame narratives and explore the most urgent societal themes all by ourselves, or perhaps with a little help from our friends of the declining literary world. As such, hopefully The Last of Us manages to inspire beyond being a mere captivating experience. ______ ______ _ _ _ _______ _ _ _ _____ | __ || __ || || \ | ||__ __|| || \ | || ___| A recent poll showed | | | || | | || || \ | | | | | || \ | || | that some people still | |__| || |__| || || \ | | | | | || \ | || | __ print out FAQs. I will | ____|| __|| || |\ \| | | | | || |\ \| || || | hereby kindly request | | | |\ \ | || | \ | | | | || | \ || | | | that if you prefer to | | | | \ \ | || | \ | | | | || | \ || |_| | print out (parts of) |_| |_| \_\|_||_| \_| |_| |_||_| \_||_____| this FAQ that you use ______ _____ _ _ ____ _ _ recycled paper from certified and | __ || _ || | | || __|\ \ / / sustained sources, such as the FSC | | | || | | || | | || | \ \ / / (Forest Stewardship Council) | |__| || | | || | | || | \ v / certification indicates. Obviously we | ____|| | | || | | || | | | will want to continue enjoying real forests | | | | | || | | || | | | besides digital nature, and I'm sure you've | | | |_| || |__ | || |__ | | heard of that substance called oxygen. |_| |_____||____||_||____| |_| Turns out to be quite crucial for your brain functions. ____ _____ _ _ _____ _______ _ _____ _ _ _____ | \ | _ || \ | || _ ||__ __|| || _ || \ | || __ | | |\ || | | || \ | || | | | | | | || | | || \ | || | \| | | | || | | || \ | || |_| | | | | || | | || \ | || |___ | | | || | | || |\ \| || _ | | | | || | | || |\ \| ||___ | | | | || | | || | \ || | | | | | | || | | || | \ | | | | |/ || |_| || | \ || | | | | | | || |_| || | \ ||\__| | |____/ |_____||_| \_||_| |_| |_| |_||_____||_| \_||_____| If you find this guide helpful, consider one of the following options to donate: 1. Paypal donation at: [email protected] 2. Make a purchase at Amazon.com by searching for your item through my referral search box (this grants me 4% profit with no additional costs for you), found at:

shillatime.org/amazon Thank you very much for your consideration! _______ _____ _____ _ ____ _____ ____ |__ __|| _ || __ \ | | | __| | _ || __| | | | | | || | ) )| | | | | | | || | | | | |_| || |_/ / | | | |__ | | | || |__ | | | _ || _ ( | | | __| | | | || __| | | | | | || | \ \ | | | | | | | || | | | | | | || |__) )| |__ | |__ | |_| || | |_| |_| |_||_____/ |____||____| |_____||_| ____ _____ _ _ _______ ____ _ _ _______ _____ | __|| _ || \ | ||__ __|| __|| \ | ||__ __|| __ | | | | | | || \ | | | | | | | \ | | | | | | \| | | | | | || \ | | | | | |__ | \ | | | | | |___ | | | | | || |\ \| | | | | __|| |\ \| | | | |___ | | | | | | || | \ | | | | | | | \ | | | | | | |__ | |_| || | \ | | | | |__ | | \ | | | |\__| | |____||_____||_| \_| |_| |____||_| \_| |_| |_____| Use Ctrl+F to find what you're looking for, and copy/paste the brackets []. I. 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 II. 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 2.18 2.19 2.20 CONTROLS, BASICS & TIPS [BSC] Controls .......................... Menu Options ...................... Difficulty ........................ Movement .......................... Healing ........................... Crafting/Item Upgrades ............ Parts & Workbenches ............... Melee Combat ...................... Basic Enemy Tactics ............... WALKTRHOUGH [WLK] Hometown: Prologue ................ The Quarantine Zone: 20 Years Later The Quarantine Zone: Outside ...... The Quarantine Zone: The Slums .... The Quarantine Zone: The Cargo .... Outskirts: Outside ................ Outskirts: Downtown ............... Outskirts: Museum ................. Outskirts: The Capitol Building ... Bill's Town: The Woods ............ Bill's Town: Safehouse ............ Bill's Town: Graveyard ............ Bill's Town: High School Escape ... Pittsburgh: Alone and Forsaken .... Pittsburgh: Hotel Lobby ........... Pittsburgh: Financial District .... Pittsburgh: Escape the City ....... The Suburbs: Sewers ............... The Suburbs: Suburbs .............. Tommy's Dam: Hydroelectric Dam ....

[BSC-1] [BSC-2] [BSC-3] [BSC-4] [BSC-5] [BSC-6] [BSC-7] [BSC-8] [BSC-9]

[WLK-1] [WLK-2] [WLK-3] [WLK-4] [WLK-5] [WLK-6] [WLK-7] [WLK-8] [WLK-9] [WLK-10] [WLK-11] [WLK-12] [WLK-13] [WLK-14] [WLK-15] [WLK-16] [WLK-17] [WLK-18] [WLK-19] [WLK-20]

2.21 2.22 2.23 2.24 2.25 2.26 2.27 2.28 2.29

Tommy's Dam: Ranch House .......... The University: Go Big Horns ...... The University: Science Building .. Lakeside Resort: The Hunt ......... Lakeside Resort: Cabin Resort ..... Bus Depot: Highway Exit ........... Bus Depot: Underground Tunnel ..... The Firefly Lab: The Hospital ..... Jackson: Epilogue ................. LEFT BEHIND WALKTHROUGH [WLK-LB] Back in a Flash ................... Mallrats .......................... So Close .......................... Fun and Games ..................... The Enemy of My Enemy ............. Escape from Liberty Gardens .......

[WLK-21] [WLK-22] [WLK-23] [WLK-24] [WLK-25] [WLK-26] [WLK-27] [WLK-28] [WLK-29]

2.30 2.31 2.32 2.33 2.34 2.35

[WLK-30] [WLK-31] [WLK-32] [WLK-33] [WLK-34] [WLK-35]

III. APPENDICES 3.1 Trophies .......................... 3.2 Optional Dialogue ................. 3.3 Training Manuals Locations ........ 3.4 Comic Books Locations ............. 3.5 Firefly Pendant Locations ......... 3.6 American Dreams Comics Story Recap 3.7 Left Behind Trophies .............. 3.8 Left Behind Optional Dialogue ..... 3.9 Left Behind Artifact Locations .... 3.10 FAQs .............................. IV.

[APX-1] [APX-2] [APX-3] [APX-4] [APX-5] [APX-6] [APX-7] [APX-8] [APX-9] [APX-10]

VERSION HISTORY, CREDITS, COPYRIGHT [VCC]

____ _____ _ _ _______ ______ _____ _ _____ | __|| _ || \ | ||__ __|| __ || _ || | | __ | | | | | | || \ | | | | | | | || | | || | | | \| | | | | | || \ | | | | | |__| || | | || | | |___ | | | | | || |\ \| | | | | __|| | | || | |___ | | | | | | || | \ | | | | |\ \ | | | || | | | | |__ | |_| || | \ | | | | | \ \ | |_| || |__ |\__| | |____||_____||_| \_| |_| |_| \_\|_____||____||_____| [BSC] ._ PS3 GAME CONTROLS [BSC-1] _. ._ _. | L2 | | R2 | /| ` |\ /| ` |\ //| L1 |\\______________________________//| R1 |\\ ///' ` ' \/ ' ` '\\\ //' `. S O N Y . '\\ /' . . ' ' . . '\ / |UP| \ ____ ____ / ( /\ ) \ ( . . \/ . . ) [ SL ] [ ST > ( . . ` . . ) | |LT > < RT| | | ( [] ) ( () ) | .( ' ' /\ ' ' )_ . . _( ` . . ` ).

| | | | | '

`. ( PS ) . ( >< ) / .`. \ ` / .`. ` . ` `._ . LA . ) ( . RA . _. | ._____. . ' L3 ' |__________| ' R3 ' . ._____. | /\ `.__. /\ `.__. /\ | / `._ _, `._ _, \ | / \ | . `. ' \ . `. / `._ _. `._ _. .|`. | UP = UP | /\ = TRIANGLE | | DN = DOWN | [] = SQUARE | | LT = LEFT | () = CIRCLE | | RT = RIGHT | >< = CROSS | | | | | L1 = L1 TRIGGER | R1 = R1 TRIGGER | | L2 = L2 TRIGGER | R2 = R2 TRIGGER | | | | | LA = LEFT ANALOG | RA = RIGHT ANALOG | | L3 = L3 (PRESS) | R3 = R3 (PRESS) | | | | | SL = SELECT | ST = START | | | | || | PS = PLAYSTATION BUTTON | `.____________________________________________. `. . | | | | | | | | | | | | | | | | | | | | | | | | | | ' . | | Left Analog | Right Analog | L3 (Press Left Analog) | R3 (Press Right Analog) | Shake Controller | Directional pad (Left/Right) | Directional pad (Up/Down) | Left Analog (back) + Cross | Cross | Square | Circle | Triangle | R1 | | | | | R2 | L1 | L2 | L1 + R1 | L1 + R2 | START | SELECT | ' FIELD COMMAND: _____ . | | Movement | Adjust Camera | Look (situational) | Flashlight Toggle | Temporarily recharge flashlight | Select Weapons | Consumable Items | 180 turn | Climb | Melee Attack | Crouch/Get up | Interact/Pick-up | Reload (without aiming) | Arc throw (while holding a bottle| or brick + while aiming) | Blind throw (while holding a | bottle or a brick) | Listen mode (hold) | Aim | Sprint/Break free | Aim + Fire/Throw | Shoulder Switch | Pause | Craft | ' ACTION:

\

|DN| ' '

_____ _____ _ ____ _____

| __ \ | _ || __ || || __|| __ | | | ) )| | | || | \|| || | | | \| | |_/ / | |_| || |___ | || | | |___ | _ ( | _ ||___ || || | |___ | | | \ \ | | | | | || || | | | | |__) )| | | ||\__| || || |__ |\__| | |_____/ |_| |_||_____||_||____||_____| MENU OPTIONS [BSC-2] GAME: [DIFFICULTY: Easy/Normal/Hard/Survivor] [SUBTITLES: On/Off] [GAME HINTS: On/Off] [STRATEGIC TIPS: On/Off] [TUTORIAL HINTS: On/Off] [GORE: On/Off] [LISTEN MODE: On/Off] [MELEE PROMPTS: On/Off] CONTROLS: [AIMING; SENSITIVITY: Adjustable Bar] [AIMING; HORIZONTAL: Normal/Flipped] [AIMING; VERTICAL: Normal/Flipped] [CAMERA; HORIZONTAL: Normal/Flipped] [CAMERA; VERTICAL: Normal/Flipped] [SHOW CONTROLS] [RESET DEFAULTS] DISPLAY: [BRIGHTNESS] [RESET DEFAULTS] AUDIO: [VOLUME; SFX: Adjustable Bar] [VOLUME; MUSIC: Adjustable Bar] [VOLUME; SPEECH: Adjustable Bar] [VOLUME; MOVIE: Adjustable Bar] [OUTPUT; FORMAT: Default/Stereo Speakers/Stereo Headphones/ Dolby Pro Logic II] [OUTPUT; CENTRE SPEAKER: Small/Large] [OUTPUT; DYNAMIC RANGE: Default/Maximum/Wide/Normal/Narrow/Midnight] [RESET DEFAULTS] LANGUAGE: [TEXT: English/Francais/Italiano/Deutsch/Espaol/Dansk/Portugus/ Nederlands/Suomi/Norsk/Svenska/Russian/Polski/Greek/Cesky/Trkce [SUBS: English/Francais/Italiano/Deutsch/Espaol/Dansk/Portugus/ Nederlands/Suomi/Norsk/Svenska/Russian/Polski/Greek/Cesky/Trkce [SPEECH: English/Francais/Italiano/Deutsch/Espaol/Portugus/Russian/ Polski TUTORIALS: Depending on how far you've progressed in the game, various tutorials appear here. If you're a beginner it's worthwhile to check all new entries in this section. RESTART ENCOUNTER: Restarts the game from the last checkpoint. Especially handy when you're discovered by enemies while you wanted to do a full stealth run. DIFFICULTY [BSC-3] Depending on the difficulty, you'll find more or less items during your quest

for survival. The harder the difficulty, the less items you'll find. You'll still be able to find all collectibles regardless the difficulty you're playing on. Note: Not all items disappear on harder difficulties. Weapons, Skill Pills, Parts, Training Manuals, Comics and Artefacts can be gotten during any of your playthroughs. The harder the difficulty, the more damage you take from enemy blows. Some enemy attacks (such as a Clicker grapple) retain their instant-kill effect on all difficulties. Enemies will also notice you considerably more quickly the harder the difficulty. The Easy difficulty also has an additional option for 'Lock On Aiming', which makes it easier to shoot targets. The Survivor difficulty doesn't have a Listen Mode nor Melee Prompts for in-game combat. You'll want to be very familiar with the game before attempting it. MOVEMENT & SOUNDS [BSC-4] Joel can crouch/sneak, walk, run and dash. Compared to running, other movements are either slower (sneaking, walking) or faster (dashing). As a rule of thumb: The faster you move, the more noise you make. Sneaking/moving while crouched is very quiet, but not completely silent, and Clickers will still be able to hear you when getting (very) close. . | | | | | | | | | | ' MOVEMENT TYPE: Sneaking while aiming Listen Mode Walking while aiming/ preparing to throw Sneaking (crouched) Walking (slow - fast) Running Dashing . | | | | | | | | | | ' . SPEED (COMPARED TO RUNNING): | | 3.5x slower | 2.75x slower | 2.75x slower | | 0.4x slower | 2x - 3.5x slower | Nominal speed | 0.25x faster | ' . AMOUNT OF NOISE: | | Very quiet | Very quiet | Very quiet | | Very quiet | Quiet | Noisy | Very noisy | '

Avoid making unnecessary sounds. The 'click' of an empty gun, or the sound of reloading can trigger enemy responses, especially from Clickers. HEALTH & HEALING [BSC-5] Joel starts the game with five health bars. You can increase his maximum health by collecting Skill Pills and purchasing the 'Maximum Health' skill. If you're injured there are several ways to patch yourself up. Health Kits can be crafted (by combining a rag + alcohol); Health Cans and Bars can be found in various places but cannot be placed in your inventory - you'll have to use them right away. . | HEALING ITEM: | | Health Kit | Health Can . . . | HEALS: | HOW TO GET: | | | | | 3 bars | Found; Crafted: Rag + Alcohol | | 1 bar | Found |

| Health Bar '

|1/2 bar | Found ' '

| '

CRAFTING/ITEM UPGRADES [BSC-6] The following items can be combined or used to create the following: Health Kit Shiv Molotov Cocktail Nail Bomb Smoke Bomb Melee Weapon Modification = = = = = = Rag + Blade Rag + Blade Blade Melee Alcohol + Binding Alcohol + Explosive + Explosive Weapon + Blade + Binding

It (initially) takes two seconds to craft these upgrades. The Nail Bat grants one instant-kill bar, which appears underneath the (four) smaller bars, which indicate how many regular slashes you have left. More importantly, this instant-kill attack is also a stealthy attack; nearby enemies are not alarmed when you use your upgraded melee weapon. A Runner typically takes four slashes, or one normal Wooden Stick. The Lead Pipe has nine regular bars and allows you to take down two Runners (and have one bar left). PARTS & WORKBENCHES [BSC-7] Collect Parts to upgrade your weapons at Workbenches. MELEE COMBAT [BSC-8] There are various ways to take out enemies. Especially on higher difficulties it's worth the trouble to defeat enemies by stealthily strangling them, or alternatively killing them with bricks to conserve your scarce ammunition. Approach an enemy from the back by sneaking towards them, the press triangle to grab them. After this you can either kill them with a Shiv (triangle) or strangle them (Runners only, press square). If you're discovered, use walls and other strong objects to your advantage. Should a Runner grab Joel while close to a wall, there will be more time for you to input the button presses. If Joel attacks Runners or Marauders while close to walls or objects he's likely to perform deadly moves, especially when you corner your foe against a wall or big object. If you sneak up on a Runner with the intention of them with a Shiv and they turn around the instant will throw them on the floor and crush their head instant kill, but unlike a stealthy strangle/Shiv nearby enemies, so it's not the preferred action. strangling them or killing you wanted to grab them, Joel with his foot. This is an move, this does alarm any

Killing enemies with bricks or bottles helps to conserve ammunition, but is not soundless. Equip a brick to smash your enemy's head; in the case of a Clicker, quietly approach it from the back and smash it three times. You can also stun enemies by throwing bottles/bricks at them; rushing towards them allows you to get several melee punches in, but be careful around Clickers - they might grab you if you're not fast enough. The stun effect from a bottle/brick lasts 5

seconds. Equip melee weapons (Wooden Sticks, Lead Pipes) to kill your opponents more effectively. Melee weapons break down and have bars to indicate how many (enemy-hitting) slashes you have left. Some melee weapons, such as the Wooden Stick can be upgraded (in a Nail Bat for example); this grants an instant-kill bar which can be used on one enemy. This (slightly bigger) bar appears under the regular bars. Most importantly, it is also a stealthy attack; other nearby enemies won't be alarmed when you kill an enemy with your upgraded melee weapon! . | | | | | | | | ' . . | SECONDS: | | | Input time after grabbing a Runner | 4 | Time it takes to strangle a Runner | 6.5 | Time it takes to shiv a Runner | 2.5 | Time-frame to break free from Runner grapple | 2.5 | Time-frame to break free from Runner grapple (against wall) | 5 | Time-frame to break free from Clicker grapple | ~1 | ' ' SITUATION:

BASIC ENEMY TACTICS [BSC-9] Infected Runners: These are in the earliest stage of the fungal infection and haven't lost their vision yet, so stay out of their sight. Runners are just as fast as a dashing Joel and are usually encountered in groups. If a group of Runners overwhelms Joel, press R2 to break free from their slashes and dash to safety. All types of attacks (Ranged, Melee or Stealth) are effective against Runners, but try to conserve your scarce ammunition. Infected Stalkers: Stalkers are in the second phase of the fungal infection. They are very fast and will actively hunt Joel; there's no sneaking around once they have detected you. If they grab you, quickly press square (as with Runners) to free yourself, then quickly melee them to death. The same combat tactics apply to Stalkers as Runners. Infected Clickers: Clickers are in the third stage of the fungal infection and have fully lost their sight. They compensate their lack of vision by using echolocation clicks, pinpointing the exact location of even the slightest noises. Clickers are much harder to take down than Runners and cannot be strangled; the only way to kill them stealthily is by using a Shiv. Never approach a Clicker up front or they'll grab you; in order to break free you'll have to use a precious Shiv. Alternatively you can distract Clickers by making a noise (throwing a brick or bottle will do the trick). Should it come to (ranged) combat, note that it takes at least two headshots to down a Clicker. Should you manage to land a first headshot, the Clicker will be briefly stunned, allowing you to take the second headshot slightly more easily. Killing a Clicker with a brick is best done by approaching it from the back (never from the front, or it'll grab you); once the triangle button appears, instead quickly tap square. Bashing the brick against its head three times will do the trick. An alternative method to kill a (sole) Clicker is to stun it by throwing a brick (or bottle) at it. IF, and only IF the Clicker is stunned, QUICKLY dash towards

it and rapidly melee it to death. This is a dangerous method and you need to be ruthless during the melee spree or the Clicker could grab you. Alternatively you can hit it three times, back away, stun it again, then finish it off. In either scenario, be warned that this is a tricky method to pull off correctly. Clickers are not as fast as Runners but are almost as fast as a running/jogging (not dashing) Joel. Infected Bloaters: These large foes are in the final stage of the fungal infection and move rather slowly. They can sustain a lot of damage; Molotov Cocktails and Nail Bombs are effective on them. Do not get close to them and do not try to sneak up on them; any kind of close contact means instant death. The Bloater will also hurl dangerous spore bombs at you, which you'll naturally want to avoid. _ _ _____ _ _ _ _______ _ _ ______ _____ _ _ ____ _ _ | | | || _ || | | | / /|__ __| | | || __ || _ || | | || __|| | | | | | | || | | || | | | / / | | | | | || | | || | | || | | || | | | | | | | _ | || |_| || | | |/ / | | | |_| || |__| || | | || | | || | _ | |_| | | || || || _ || | | ( | | | _ || __|| | | || | | || || || _ | | || || || | | || | | |\ \ | | | | | || |\ \ | | | || | | || | ||| | | | | || || || | | || |__ | | \ \ | | | | | || | \ \ | |_| || |_| || |_||| | | | |_______||_| |_||____||_| \_\ |_| |_| |_||_| \_\|_____||_____||____||_| |_| [WLK] IMPORTANT NOTE: This walkthrough was written for the 'Hard' difficulty. It is in any case recommended that you play the game on Hard your first time through, or it may very well be much too easy. Only if you're an inexperienced gamer and have difficulties with the controls should you play on Normal (or Easy). The most notable difference between difficulties is the amount of items you'll find during your journey. The harder the difficulty, the fewer items you'll find. It's thus quite likely you'll find items not listed in (the current version of) this guide when you're playing on Normal or Easy, although you'll still find everything else just fine (which should be more than enough). The following notation is used (in item checklists) to indicate which difficulties grant an item: (E/N/H/S). A ?-mark indicates that it's still being researched whether or not the item is available on that difficulty or not. H O M E T O W N: P R O L O G U E [WLK-1] After the scene you'll get out bed as Sarah. You can inspect the phone one more time, but it doesn't do much good. It's also possible to check out the birthday card on the desk. After this, head through the door and search the bathroom to read a newspaper which has a frontpage article about the infected.. Inspect Joel's bedroom to find used tissues everywhere indicating his single man's life and .. Well, actually not, he cleaned them up of course, just like the saying. A wise man knows when to clean up his tissues. (Immediately. ALWAYS.) In any case it looks like the city's in big trouble according to the journal. Head downstairs after this and check the ringing cellphone in the kitchen; Uncle Tommy again. Looks like dad left a note on the fridge saying he's home late. Well, life happens, right? Maybe he's in his working room on the other side of the house? Indeed, a long scene triggers soon after you enter. While you're in

the car you can look around and zoom in by pressing L1. When you're required to do so, press square multiple times to get out of the car. After this, run down the street while staying close to Tommy. Do not wander too far off or you'll be instantly killed. Should you get grabbed by one of the Runners walking in the street, you'll have a chance of pushing them away. Follow the street and head around the right corner; move past the fire truck and go into the alley on the right side of the street when Tommy tells you to. Push away the Runner and follow Tommy through the back alleys. Quickly head inside the restaurant, then move to the far end of the hill to conclude the prologue. _____ _ _ _______ _______ ____ ______ | __ || | | || || || __|| __ | | | \|| | | || || || || || || || | | | | | | |___ | | | || || || || || || || |__ | |__| | |___ || | | || ||_|| || ||_|| || __|| __| | || | | || | | || | | || | | |\ \ |\__| || |_| || | | || | | || |__ | | \ \ |_____||_____||_| |_||_| |_||____||_| \_\ T H E Q U A R A N T I N E Z O N E: 2 0 Y E A R S L A T E R [WLK-2] Walk close towards the couple and overhear their conversation, then follow Tess through the main street. If you bump into one of the security guards, they'll push Joel down on the street; do it a second time, they'll kill him. You can see what happens with infected people at the corner of the street; needless to say, that's not what you want. Speak with the couple on the right side of the street to trigger an optional conversation. If you move closer to the security guards in the armored vehicle you can overhear their conversation; the same applies to the two guys standing at the corner of the building around the corner. When you're ready, follow Tess to the gate, then head inside the building she's headed towards. Move to the back and help Tess move a cabinet out of the way.

T H E Q U A R A N T I N E Z O N E: O U T S I D E [WLK-3] ITEM CHECKLIST: [ ] 9mm Handgun (E/N/H/S) [ ] 4 Handgun Ammo (E/N/H/S) [ ] 3 Parts (E/N/H/S) [ ] Firefly Pendant (David Michael Vigil - 102) (ALL) [ ] 2 Handgun Ammo (E/N/H/S) [ ] Health Bar (E/N/H/S) [ ] Note To Brother (ALL) [ ] Health Bar (E/N/H/S) [ ] Health Bar (E/N/H/?) [ ] Firefly Pendant (Ben Glueck - 106) (ALL) VIDEO SUPPORT: tinyurl.com/noczteg Drop down and move around the corner to get your gear (backpack, flashlight and [9MM HANDGUN + 4 AMMO]). Boost Tess up at the wooden planks and head inside the

building. Outside you can have a short optional conversation with Tess; follow her to the other side of the area and look for the ladder behind the car. Place it against the building and go inside. Inside the kitchen you can find [3 PARTS] (which are used for upgrading weapons, something that can only be done at Workbenches). Search the other room to find a [FIREFLY PENDANT (DAVID MICHAEL VIGIL - 102)]. Head downstairs and go through the hall. Whenever there are spores, Joel will automatically put on his gasmask, so you don't have to worry about him getting infected. Move through the hole in the wall in the next room and remove the beams to continue. In the next room, grab the [2 HANDGUN AMMO] and either kill or ignore the guy that got stuck. Not too far up ahead you'll encounter three Runners. You'll have to strangle the first one by sneaking up behind it and pressing triangle to grab it, followed by square to strangle it. Ignore the two feasting Runners and move inside the kitchen, where you can find a [HEALTH BAR]. You can't take it with you, so if you're not injured simply ignore it. Head upstairs and enter the room behind the closed door, but remain crouched so that the two Runners below can't hear you. Here you'll find a [NOTE TO BROTHER] and a [HEALTH BAR]. Sneak over the wooden planks and drop down, then follow Tess inside another building. Move through the hole in the wall and get the plank for Tess, then go up and move across. You can find another [HEALTH BAR] at the end of the catwalk, should you need it. Drop down and at the end of the alley, move underneath the fire escape to reach a small square. Look at the tree directly in front of you; it has a [FIREFLY PENDANT (BEN GLUECK - 106)] hanging in it, which you'll need to shoot in order to collect it. Enter the building Tess goes into, then enter the market area.

T H E Q U A R A N T I N E Z O N E: T H E S L U M S [WLK-4] ITEM CHECKLIST: [ ] Drafting Notice (ALL) [ ] Wanted Poster (ALL) [ ] Warehouse Key (ALL) [ ] Health Bar (E/N/H/S) [ ] Health Can (E/N/H/S) [ ] Health Kit (E/N/H/S) [ ] Shiv (E/N/H/S) [ ] Shipping Manifest (ALL) [ ] Shiv (E/N/H/?) [ ] Docks Note (ALL) [ ] Wooden Stick (E/N/H/-) VIDEO SUPPORT: tinyurl.com/qex7wpw You can get more optional dialogue by going over to the stores to the right. Follow Tess through the market when you want to continue with the story. Move through the bus and you'll reach a small square. Before continuing, look for the [DRAFTING NOTICE] near store in the left corner. You can also find the [WANTED POSTER] next to the fence, featuring Marlene of the Fireflies. Follow Tess and you'll bump into a couple of hired goons of Robert. You don't have a lot of ammo, so make every shot count and loot their bodies afterwards. If you run out of ammunition completely, you'll have to take them out with melee attacks, but this could cost you some of your health instead. Follow Tess through the alleys until you have to drop through a hole in a fence. Here,

quickly move down the street to sneak up on the patrol outside to strangle him, then move close to the windows of the building. When the two guards inside are done conversing, sneak up on the one closest to the window and strangle him; Tess will kill the other one. Loot his body for the [WAREHOUSE KEY] and search the other room for a [HEALTH BAR] should you need it. There's also a [HEALTH CAN] next to the trash near the doorway. In the next area, wait for the guy standing in the doorway to stop looking your direction; he'll actually only do this once, so you can strangle him fairly quickly. Do wait until the other guy heads upstairs. Hide behind the door and follow the guard upstairs so you can strangle him here. Don't touch anything that could make a sound and continue over the walkway, but don't come too close to the railing or the guard downstairs could spot you. Grab the [HEALTH KIT] at the corner and hide behind the wall until one of the two guards comes walking your direction. He'll just turn his face against the wall - the dumbest AI move ever - so you can safely strangle him. Head back and go around the other way - again stay away from the opening in the railing - and look for a [SHIV]. Now head back the way you came, go back down and quietly approach the guy below, but beware of the guy on the first floor. You can strangle the guy whenever the guard on the first floor starts moving away so that you're just out of sight. With him gone, go back up, head left and strangle the final guard. Open the garage door on the ground floor by pulling down the chain. In the shipment area are quite a lot of guards on patrol, so you'll want to take a sneaky route to take out every single one of them without wasting precious ammunition. Head left and move beyond the containers until you reach one of the guards; he'll soon be walking away from you inside a container, so strangle him there. Now move towards the hangar, but make sure you're not spotted. There are two guards on patrol here, and several standing on watch. It's possible to take them all out by stealth, and one such way to do it is the following. First you'll want to hide behind the small brown container next to a green one. There are to the left of a stacked pile of containers, to the right of a large shipment container you can walk through, and one of the guards will be standing next to it every once in a while. That's the perfect time to strangle him, but only when the second guard on patrol is already about to lean back against the larger stack of crates; at that time, strangle the first guard, immediately sneak to the second and take him out as well. It may require a short wait, but it's definitely a safe and sound method for doing it. You can now go back outside the way you came and move behind the guard standing on watch there. Search nearby the railing to also find the [SHIPPING MANIFEST]. It's also worthwhile to search between the containers you snuck past at the very beginning to find a [SHIV] between the ones in the middle. If you head back inside and search the right side of the hangar, you can find the [DOCKS NOTE] behind a small container. There's also a [WOODEN STICK] here if you hadn't already gotten one from the guard you strangled. Move to the other side of the hangar and go sneak through the container to strangle the guard standing on watch nearby. Although the coast *looks* clear, it's actually not. One last guard is standing behind the crates right before the office. If you want to take him out with a melee move, there's no other choice but to hurl a bottle or brick to the left side of the area and approaching him from the back as quickly as you can.

T H E Q U A R A N T I N E Z O N E: T H E C A R G O [WLK-5] ITEM CHECKLIST: [ ] (1/2) Binding (E/N/H/S) [ ] (1/4) Blades (E/N/H/S) [ ] 7 Parts (E/N/H/S) [ ] Wooden Stick (E/N/H/-) [ ] 3 Parts (E/N/H/S) [ ] (1/2) Blades (E/N/H/-) [ ] Firefly Pendant (Philip Liu - 105) (ALL) VIDEO SUPPORT: tinyurl.com/qg36tdb Enter the office and chase Robert as quickly as you can; if he gets away you'll have to try again. When you've caught up with him, a scene plays. Afterwards, search the table in the middle of the area for [(1/2) BINDING], [(1/4) BLADES] and [7 PARTS]. There's also a [WOODEN STICK] near the car wreck should you need it. Follow Marlene through the alley and go up the fire escape's ladder. Drop down through one of the roof's windows that Marlene enters and search this room for [3 PARTS]. Help open the heavy blue door and follow Marlene outside. You'll have to sneak past (or strangle) several guards in this area. Go upstairs and sneak into the building. When you strangle the one guard, Marlene will take care of the other. Search one of the cabinets in this room for [(1/2) BLADES] and move to the far back. Hop through the window to sneak up on the guard standing close to the crates (not the one further away) and stay crouched. A guard in the distance will execute someone and stand in the middle of the street. There's also one final guard who patrols the stairs. Whenever he's going back down, first dispatch the guard closest to you (also near some crates) and then take out the other guard out in the open. Wait for the last guard to return while hiding behind some crates near the stairs and sneak up on him; and that's that! You can have an optional dialogue with Marlene if you walk towards the bodies of the executed Fireflies on the bridge. Head downstairs and follow Marlene through the building until a scene plays. After that, Ellie will join you. Check on one of the bodies in the street to find a [FIREFLY PENDANT (PHILIP LIU - 105)]. Move down the steps and head through the alley. In order to reach the fire escape, pull the container near the fence towards it. Simply head up and make your way to the room at the end of the halls.

T H E O U T S K I R T S: O U T S I D E [WLK-6] ITEM CHECKLIST: [ ] Tess' List (ALL) [ ] Patrol Routes Map (ALL) [ ] (1/4) Blades (E/N/H/S) [ ] (1/2) Binding (E/N/H/-) [ ] 5 Parts (E/N/H/S) [ ] (1/2) Blades (E/N/H/S) When you wake up, check the small table with the lantern in the other room to find [TESS' LIST]. Go inside the other room, have a word with Tess, then activate the generator in the hidden room by pressing triangle at the right time three times in a row. Ride the elevator down and search the right side of this room for the [PATROL ROUTES MAP]. Head through the tunnel and go up the ladder.

Outside, simply head through the truck up ahead to trigger a scene. Move through the hole and hide behind the vehicle. Run and hide behind the car to the left and from here, quickly drop down the trench. Dash towards the end, then move through the sewage pipe and drop down. Hide behind the wall and move left; you'll want to avoid being seen by any of the guards, and it'd be a massive waste of ammo trying to kill them (which isn't possible, you don't have enough ammunition for all of them). Stay out of their search beams and move close to the rock wall of the trench, then curve around the corner and make a run for the second sewage pipe. Move through and quickly drop down to the left. Quickly climb up and move to the right side before going up the hill to find [(1/4) BLADES]. When you reach the top, hide behind the wooden planks and head for the stairs. Drop down and hop through the windows at the end, then search the desk to find [(1/2) BINDING]. Head through the garage door afterwards. Move towards the car and sneak to the right side of the area. As you proceed, one guard will start searching this section, so try moving behind him to perform a stealthy takedown. Press onward and hide behind cabinets and desks, then hop in the truck and make your way to the end of the street. Crawl through the sewage pipe and follow the linear area until you reach a hole in the wall. Continue down the hall and stay low on the left side. The room to the left, at the end of this hall contains [5 PARTS] on a desk and [(1/2) BLADES] in one of the lockers. Head down the other tunnel and you'll soon enough reach the next area.

T H E O U T S K I R T S: D O W N T O W N [WLK-7] ITEM CHECKLIST: [ ] 5 Skill Pills (E/N/H/S) [ ] Evacuation Leaflet (ALL) [ ] 5 Parts (E/N/H/S) [ ] Firefly Pendant (Joseph Lenz - 113) (ALL) [ ] 5 Parts + 1 Parts (E/N/H/S) [ ] Field Ops Log (ALL) [ ] 2 Handgun Ammo (E/N/-/-) [ ] (1/4) Blades (E/N/H/-) [ ] (1/2) Blades (E/-/-/-) [ ] (1/4) Binding (E/N/-/-) [ ] (1/4) Blades (E/N/H/-) [ ] 5 Skill Pills (E/N/H/S) [ ] (1/4) Blades (E/N/-/-) [ ] (3/4) Binding (E/N/H/S) [ ] Rag (E/N/H/S) [ ] Alcohol (E/N/H/S) [ ] (1/2) Binding (E/N/H/-) [ ] (1/2) Blades (E/N/-/-) [ ] (1/4) Blades (E/-/-/-) [ ] 5 Handgun Ammo (E/N/-/-) [ ] 25 Parts (E/N/H/S) [ ] 10 Skill Pills (E/N/H/S) [ ] Health Bar (E/N/H/S) [ ] (3/4) Alcohol (E/N/-/-) [ ] Rag (E/N/H/-) [ ] Health Bar (E/N/H/S) [ ] Health Kit (E/N/-/-)

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Wooden Stick (E/N/H/-) Revolver (ALL) Shiv (E/-/-/-) Lead Pipe (E/N/-/-) Health Bar (E/-/-/-) Health Bar (E/N/H/-) Health Can (E/N/-/-) Wooden Stick (E/N/-/-) Health Can (E/N/-/-) Wooden Stick (E/N/H/S) Health Bar (E/N/-/-) 2 Revolver Ammo (E/N/-/-) 1 Revolver Ammo (E/N/H/S) (1/2) Alcohol (E/N/H/-) Health Bar (E/N/H/S) (1/4) Blades (E/N/H/-) 5 Skill Pills (E/N/H/S) (1/2) Blades (E/N/H/-) (1/4) Blades (E/N/H/-) (3/4) Binding (E/N/H/S) 4 Parts (E/N/H/S) 5 Skill Pills (E/N/H/S) Molotov (E/N/H/S) Rag (E/N/H/-) Firefly Map (ALL) Health Bar (E/N/H/-) Wooden Stick (E/N/H/-) Note to Derek (ALL) 50 Parts (E/N/H/S) Health Bar (E/N/H/?) Health Can (E/N/H/S)

VIDEO SUPPORT: tinyurl.com/pbud5qq Move underneath the viaduct and start climbing it. There's a hole in the fence allowing you to drop down to a closed-off area. Search the flowers close to the car wreck near the viaduct to find [5 SKILL PILLS (E/N/H/S)]. Crawl back underneath the structure following the stream, then head up and keep going until you reach an intersection. A little further down the street you'll notice several sheets of paper lying on the ground; search here to find the [EVACUATION LEAFLET (ALL)]. You can safely ignore the dead end street to the left as there's nothing to be found, so head down the road following Tess and Ellie. Before traveling up, search the truck immediately left of this path to spot [5 PARTS (E/N/H/S)]. Follow Tess and Ellie, then move through the nearby building. Before entering the Goldstone building, travel to the square in the far back of the area, which has several trees in it. There's a [FIREFLY PENDANT (JOSEPH LENZ - 113) (ALL)] hanging in the tree to the far end. Instead of wasting ammunition, look for a brick or bottle behind it and throw it at the pendant to make it drop down. Enter the building and ignore the room to the left, which doesn't contain any items. Inspect the fresh corpse, then head through the closed door next to the stairs and search the long table to find [5 + 1 PARTS (E/N/H/S)]. Head upstairs and grab the [FIELD OPS LOG (ALL)] from nearby the body, as well as [2 HANDGUN AMMO (E/N/-/-)]. Ignore the doorway on level 5 for now and head all the way up to find [(1/4) BLADES (E/N/H/-)], [(1/2) BLADES (E/-/-/-)] and [(1/4) BINDING (E/N/-/-)]. Back downstairs at level 5, remove the dead Clicker who's blocking the door and

search the drawer in the back of this room to find [(1/4) BLADES (E/N/H/-)]. There are [5 SKILL PILLS (E/N/H/S)] in the cabinet closeby. Crawl underneath the fallen cabinets to reach the adjacent office. Before heading through the next door, search the other sides of the desks to spot [(1/4) BLADES (E/N/-/-)] and [(3/4] BINDING (E/N/H/S)]. Unlock the door with the help of Tess and a short scene will play. Note: It is impossible to die in this scene. You can find a [RAG (E/N/H/S)] and some [ALCOHOL (E/N/H/S)] in the next room, although Tess will grab one of these and hand it over to you the second you grab the other item. These can be combined into Health Kits. It's not recommended to use a Health Kit to patch yourself up at this time (even though Tess tells you), as you'll run into a couple of healing items soon enough. The closed door in the adjacent room can only be unlocked by using a shiv, but there are plenty of items inside the storage room behind it, so it's well worth the trouble: [(1/2) BINDING (E/N/H/-)], [(1/2) BLADES (E/N/-/-)], [(1/4) BLADES (E/-/-/-)], [5 HANDGUN AMMO (E/N/-/-)] and [25 PARTS (E/N/H/S)] can be found in the cabinet to your immediate left, and [10 SKILL PILLS (E/N/H/S)] in the one behind it. Head through the main hall and enter the room at the end; here, boost Tess up, then climb up yourself with her help. After the scene, there are several ways to deal with the Clicker. Your goal is to get to the scaffolding at the other side of the hall; this isn't too hard since you can easily distract the Clicker by throwing bottles or bricks across the room. There are, however, some items you might want to collect in this area, so killing the Clicker (or avoiding it while searching, which is scarier) has its benefits. One way to kill the Clicker would be to use your gun, but that would be a plain waste of ammunition; the preferable dispatching method here is crushing its head with a brick. In order to do this you must equip a brick and sneak close behind the Clicker (until the triangle 'grab' prompt appears; do NOT press triangle though, it's not much use here). When you're close enough behind it, press square several times to crush its head. You may want to distract the Clicker first by throwing a bottle down one of the hall's doorways to approach it more easily from behind. With the Clicker out of the way, feel free to search the place thoroughly. You can find a [HEALTH BAR (E/N/H/S)] in one of the desks inside the main office (along with various bottles and bricks). If you've already got full health, this won't be of use. The restroom contains more useful supplies: [(3/4) ALCOHOL (E/N/-/-)] and a [RAG (E/N/H/-)]. Should you have lost any more health, a [HEALTH BAR (E/N/H/S)] in a cabinet near the ledge you climbed up should help balance things out. With all said and done, climb over the scaffolding to continue. A [HEALTH KIT (E/N/-/-)] can be found next to the body. Hop downstairs and pull the cabinet up to clear the passage. Follow Tess and Ellie outside to reach the lower (4th) level. Head through the doorway and turn right to find a [WOODEN STICK (E/N/H/-)]. To the left you'll find a [REVOLVER (ALL)] with 6 bullets inside. Make your way to Tess and Ellie and the situation you're in becomes apparent; you'll have to go down to clear the area, meaning four Runners and one Clicker need to be killed. There are several ways to do this, and while it's certainly possible to rush into the action guns blazing, that's definitely not recommended seeing how scarce ammunition is. A more stealthy approach is definitely advisable: Start by dropping down and picking up the [LEAD PIPE (E/N/-/-)] and [SHIV (E/-/-/-)] near the corner straight ahead. Crouch and move around the corner to spot a Runner with his back turned towards you. It's a 100% safe and supplies-saving stealth

kill if you sneak up on him and strangle him by first pressing triangle as it comes up, followed by square. You can find a [HEALTH BAR (E/-/-/-)] on the concrete block he was standing next to. Move back to the corner you came from and check the distant hall for a Runner who patrols it; he'll head through the doorway to the left of the far end of this hall and come back out of another one closer to you. As soon as he exits that room, move down the hall until you reach the intersection; stay in the hall you're currently in and when no one is looking, move behind the nearby desk. When the runner returns (in the hall) and heads inside the room at the end of this hall, follow him inside to strangle him; do this when he's standing still, or a split second after this for the safest result. In this room you can find a [HEALTH BAR (E/N/H/-)], a [HEALTH CAN (E/N/-/-)] and a [WOODEN STICK (E/N/-/-)]. (Alternatively you can also choose to first kill the Runner in the main hall; the nearby Clicker won't notice a stealthy strangle - your choice.) When the coast is clear, move back to the desk in the hall you previously hid behind, and closely monitor the Runner that regularly stands close to the nearby doorway; when he turns his back on you, quickly sneak up and strangle him. (Be warned though, he'll first turn around, so wait until he starts walking further away from you for a guaranteed stealthy strangle - Clickers do not hear this type of takedown, so you're safe.) This leaves us with only one more Runner and Clicker. There's a [HEALTH CAN (E/N/-/-)] on the nearby cupboard should you need it (now or later). Head back inside the hall you came out of and sneak to the far end; don't move too close to the corner however. When the Runner in the area around the corner turns his back on you and starts walking away, take your chances and sneak up on him for some strangling fun. If done correctly, only the Clicker is left, standing still in the middle of the area. Grab a brick from nearby the concrete pillar, quietly approach it (until the triangle button prompt appears, which you don't want to press) and melee it to death with it. If something goes wrong during all of the above, you can either restart the encounter or take out the remaining foes and cherish the fact that you've already conserved some ammunition. You can find a [WOODEN STICK (E/N/H/S)] near the same concrete pillar where you found the above brick, and a [HEALTH BAR (E/N/-/-)] on the desk in the nearby corner. There's also [2 REVOLVER AMMO (E/N/-/-)] near the body in the main area. With the lobby thoroughly explored, head up the concrete path to find another body with [1 REVOLVER AMMO (E/N/H/S)]. Move the cabinet out of the way so Tess and Ellie can pass, then hop over and explore this room to find [(1/2) ALCOHOL (E/N/H/-)], a [HEALTH BAR (E/N/H/S)] and [(1/4) BLADES (E/N/H/-)]. Tip: If you haven't crafted anything so far, now's an excellent time to do so. Craft a Shiv and a Health Kit to make room in your inventory, allowing you to collect more supplies. Head down by going sideward and crawl underneath the concrete floor to reach a relatively spacious area. Descend further down and crawl underneath the opening, then turn left and move through the tunnel with the skeleton. Proceed until you reach a large sign that reads 'Oliver LLF'. Instead of going down immediately, follow the upper path and move along the wall to the right in order to find [5 SKILL PILLS (E/N/H/S)] and [(1/2) BLADES (E/N/H/-)]. Head down to find [(1/4) BLADES (E/N/H/-)] and [(3/4) BINDING (E/N/H/S)], then head down and search the blue bench to find [1 PARTS x4 (E/N/H/S)]. You can find [5 SKILL PILLS (E/N/H/S)] next to the phones on the left side of the area. The dead Firefly leaves you with a [MOLOTOV (E/N/H/S)] and a [RAG (E/N/H/-)]. You can find the [FIREFLY MAP (ALL)] near the escalator.

Proceed by moving through the opening on the other side of the room, near the vending machines. The room ahead is crawling with Clickers; fortunately you can find a Shiv in the cabinet to your left. If you already have three Shivs you can grab the nearest Clicker (but *only* from behind) and use a Shiv to dispatch it stealthily. Sneak towards the left to spot a female runner feasting on a body; curve around and grab her from the back to silently strangle her. You can find a [HEALTH BAR (E/N/H/-)] and a [WOODEN STICK (E/N/H/-)] in the nearby destroyed general store, as well as the [NOTE TO DEREK (ALL)] by going behind the counter. Further down this hall, a Runner is standing still in the corner, but this leftmost hall is also guarded by a Clicker. It's best to turn back and head for the entrance. From here, make your way to the right side of the area, avoiding the Clicker in the right part of the main area. When you've reached the rightmost hall, you can either continue onward to the far end or optionally collect some items. It just so happens that the safe you found a note about is located in the shop to your (initial) right, in the corner of the area, but it also just happens to be the home of a Runner who's standing in front of it, faced towards you. While you can still grab it and perform a melee move on it, Clickers will hear this and come investigate. Quickly grab the [50 PARTS (E/N/H/S)] from the safe, sprint to the other side of the area and hide until things have settled down. When you're ready, make your way back to the rightmost hall and move to the far end. The Clicker here can be killed by using a brick (from its back). If you're heard, either sprint for safety and hide, or grab the nearby ladder to access the next area - in either way that's where you'll need to go. Tip: Keep a brick with you before heading up the ladder; you never know when it may come in handy (hint: soon enough). Note: If you've lost health, you can find a [HEALTH BAR (E/N/H/?)] in the middle of the Clicker-infested area, and a [HEALTH CAN (E/N/H/S)] in the store to the upper right (not too far from the final exit). Both are fairly risky places, so be warned.

T H E O U T S K I R T S: T H E M U S E U M [WLK-8] ITEM CHECKLIST: [ ] (1/4) Blades (E/N/H/-) [ ] Wooden Stick (E/N/H/?) [ ] Medical Pamphlet (ALL) [ ] 5 Skill Pills (E/N/H/S) [ ] 1 Revolver Ammo (E/N/H/S) [ ] (1/2) Blades (E/N/H/S) [ ] (1/2) Blades (E/N/H/-) [ ] (3/4) Alcohol (E/N/H/-) [ ] Firefly Pendant - Michael Kiper 109 (ALL) [ ] (1/4) Blades (E/N/H/?) [ ] Health Can (E/N/H/-) [ ] (1/2) Blades (E/N/H/-) [ ] 4 Handgun Ammo (E/N/H/S) [ ] Alcohol (E/N/H/-) [ ] 3 Revolver Ammo (E/N/H/S) [ ] Rag (E/N/H/S) [ ] 10 Skill Pills (E/N/H/S) [ ] 25 Parts (E/N/H/S)

VIDEO SUPPORT: tinyurl.com/k6tgvoa Once you're back outside, head up to reach the downtown area. You'll need to climb over the truck to the right, but that's impossible without some sort of boost. Unfortunately, the house nearby contains the cabinet you're looking for, along with three (inactive) Runners. Sneak inside (through the destroyed wall near the truck) and strangle the first Runner to your left. Head back outside and enter the house from the other side to strangle the second Runner. The third one poses no real threat after this, and can again be killed with a melee move. Also search this house for [(1/4) BLADES (E/N/H/-)], found inside one of the drawers on the wall. Push it against the truck, then climb over. Turn around and search the inside of the truck to find a [WOODEN STICK (E/N/H/?)] and a [MEDICAL PAMPHLET (ALL)]. Open the garage door up ahead to trigger a scene. In this room, search the inside of the red truck container for [5 SKILL PILLS (E/N/H/S)], then check out the Workbench next to the door in the left corner. Workbenches can be used to upgrade your weapons by using parts you've scavenged along your journey. You cannot upgrade/craft and holsters right now (since those also require 1 Tool), but you upgrades for your 9MM Pistol and Revolver are available. Tip: You can get all first upgrades for both your 9MM Pistol and Revolver if you've collected all possible Parts up until now. Save your Skill Pills for later; Skills like Maximum Health, Weapon Sway and Shiv Master are more useful than what you can currently boost. In the next room, grab the [1 REVOLVER AMMO (E/N/H/S)] from the desk and head inside the door on the other side; in this small room, look for [(1/2) BLADES (E/N/H/S)] in one of the desks, then enter a large room. Inspect the right side of this room, underneath the collapsed floor, to find [(1/2) BLADES (E/N/H/-)] and [(3/4) ALCOHOL (E/N/H/-)] next to some crates. Head up by moving over the collapsed floor and hop on the left side of the floor and, while standing with your back against the wall, move to the far end to find a [FIREFLY PENDANT (MICHAEL KIPER - 109). Head upstairs and make your way through the rooms. Before going through the doorway next to a broken showcase with an antique suit on a mannequin, check the nearby cabinet for a [(1/4) BLADES]. Lift the beam up ahead for Tess and Ellie, then follow the tunnel to reach an area with Clickers. If you've still got a brick in your inventory, equip it to waste the first Clicker (by approaching it very slowly and carefully from the back). Retreat inside the tunnel and wait for the other Clickers to back away. (Be sure to back away far enough, or they will pull you back out). Unless you want to sneak past it, and assuming you've still got a Wooden Stick, the second Clicker can be dealt with by waiting for it to come close enough to Joel (to get the Triangle button prompt, which you don't want to press) and quickly smashing it four times. If you don't want to use your Wooden Stick (or don't have it), you'll want to collect a brick from the large room to the right. Remember that it's better to have them approach you as you're crouched in silence (approaching them is always risky). The third Clicker can be either avoided or killed by using a brick (or hurling one at it, then going for a rapid (and somewhat dangerous) melee spree). If you're injured, check the cafeteria on the left side of the hall to find a [HEALTH CAN (E/N/H/-)] in the cabinet in the far right corner. You can also find [(1/2) BLADES (E/N/H/-)] on the counter. The door in the cafeteria (immediately to your right as you enter) is locked and can be opened with a Shiv; inside the storage room you can find [4 HANDGUN AMMO (E/N/H/S)], [ALCOHOL (E/N/H/-)], [3

REVOLVER AMMO (E/N/H/S)], a [RAG (E/N/H/S)], [10 SKILL PILLS (E/N/H/S)] and [25 PARTS (E/N/H/S)]. When you're done scavenging, follow the main hall to a staircase and go through the door on the next floor. Kill the Runner at the end of this hall (for example by stunning him with a thrown brick, then rushing over to melee him to death), then head through the door. After the short scene, prepare yourself for a big fight; rush over to Ellie and waste the Runner. Many more emerge, so grab a bottle or brick from around the room and kill them as soon as possible; you'll probably want to shoot a couple of them as well (and if you've been saving on ammunition, this shouldn't be too much of a problem). Tip: On the 'Survivor' difficulty you'll want to use a Health Kit before going up so you're good to go health-wise. The best way to defeat all the Runners is to go on an absolute melee frenzy, moving from single target to single target. Don't stop mashing the square button until your opponent is dead, and stay away from groups of Runners by dashing through the room like a madman. After defeating all the Runners speak with both Tess and Ellie for optional conversations. Head through the window in the corner of the area and make your way to the roof afterwards. Place one of the large wooden planks on top of the iron railing (of the staircase) to trigger a scene.

T H E O U T S K I R T S: T H E C A P I T O L B U I L D I N G [WLK-9] ITEM CHECKLIST: [ ] 2 Revolver Ammo (E/N/H/S) [ ] Firefly Orders (ALL) [ ] Firefly Pendant (Melinda Davidson - 214) (ALL) [ ] (1/2) Alcohol (E/N/H/S) [ ] (3/4) Rag (E/N/H/-) [ ] (1/4) Blades (E/N/H/-) [ ] (1/2) Binding (E/N/H/-) [ ] 5 Skill Pills (E/N/H/S) [ ] Hunting Rifle (ALL) [ ] 5 Skill Pills (E/N/H/S) [ ] Rag (E/N/H/S) [ ] (3/4) Binding (E/N/H/-) [ ] Health Bar (E/N/H/S) [ ] Health Bar (E/N/H/S) [ ] (1/2) Alcohol (E/N/H/S) [ ] (1/2) Blades (E/N/H/-) [ ] Smuggler Note (ALL) [ ] 5 Skill Pills (E/N/H/S) [ ] 4 Parts (E/N/H/S) [ ] Firefly Pendant (Shiyao Jiang - 178) (ALL) VIDEO SUPPORT: tinyurl.com/n8zdbq5 Head downstairs and collect [2 REVOLVER AMMO (E/N/H/S)] plus the [FIREFLY ORDERS (ALL)] from near the body next to the stairs. Move the container to the gate and head over to proceed. Simply follow the main thoroughfare and wade through the shallow water until the Capitol Building rises up to your right. Before going that way, hop over the fence of the chapel to spot a [FIREFLY PENDANT (MELINDA DAVIDSON - 214)] in the water. Head inside the building to trigger a scene.

In the next hall, search the table for [(1/2) ALCOHOL (E/N/H/S)] and [(3/4) RAG (E/N/H/-)], then head up the left stairs. Move through the hall, past the balcony and make haste from this point onward. In this room, collect [(1/4) BLADES (E/N/H/-)] from the left side near the windows and [(1/2) BINDING (E/N/H/-)] from behind the desk to the far right, along with [5 SKILL PILLS (E/N/H/S)] on top of it, then drop down to enter the adjacent building. Collect the [HUNTING RIFLE (E/N/H/S)] from the body and move into the hall. Two enemies will start searching this hall. Hide behind the crates to the left and wait for the first to move into the room to your left. As soon as he's gone into that room, move around the left side of the pillar in the center of the main hall and wait for the second guard to pass (past the right side); curve around to strangle him quietly, then head inside the room to the left in which the first guard went looking. Depending on if you make a sound or not (for example by touching the object behind the cases) the guard will inspect this room faster; you can strangle him if you do everything correctly, and the same applies for the other guard who will soon inspect these rooms. That leaves just the one last guy in the hall; dispatch him however you please. Don't forget to collect the [5 SKILL PILLS (E/N/H/S] from the desk in the small room furthest down the hall (still on the initially left side of the main hall). At the end of the hall, head downstairs and drop down. In this area, quickly collect a [RAG (E/N/H/S)] and [(3/4) BINDING (E/N/H/-)], then head inside the first doorway and enter the room to the right to find a [HEALTH BAR (E/N/H/S)]. Move to the end of this room and hide behind the table until one of your enemies enter the room; curve around the room quietly to strangle him. Soon enough, a second one will enter this room so prepare yourself for it and strangle him as well. One other will investigate the halls, allowing you to take him out fairly easily. Approach the next hall from the right side of the area; there are three more enemies searching the place, one of whom is usually in the room to the right; he can be strangled fairly easily by hiding behind the bookcases (but be sure not to kill him too close to the exit furthest away, or one of the others will spot him). There's also a [HEALTH BAR (E/N/H/S)] on one of the benches here. You can sneak by the remaining two enemies, but if you must, sneak behind the one closest to you as he's walking away from you and while the other is further away. Do take out the last one quickly. Tip: Don't bother healing Joel with a Health Kit, especially not if you're playing on Survivor. His wounds will be healed not too long from now. Back outside, head down the subway stairs on the left side of the street/river and rush down. In the corner immediately to your right, collect the [(1/2) ALCOHOL (E/N/H/S)] and [(1/2) BLADES (E/N/H/-)], then move down. As soon as one of the guys closes in on Joel, curve around the object to strangle him. The other guy will come to inspect this place soon enough, so be prepared to take him down as well. Follow the subway tube until you reach a flooded part where Joel will need to swim to continue onwards. Ellie will take the small walkway on the side of the area. Soon enough, once you've dived underneath various heaps of rubble, you and Ellie meet back up and she'll find a working flashlight. Grab the [SMUGGLER NOTE (ALL)], then dive and swim through the small hallway and climb back up to find [5 SKILL PILLS (E/N/H/S)]. The flooded storage room contains [PARTS x4 (E/N/H/S)] and a [FIREFLY PENDANT (SHIYAO JIANG - 178) (ALL)].

In order to continue, head back to the main tube and grab the raft floating somewhere in the middle of the area in order to transport Ellie to the other side; she'll in turn lower a ladder for you. Simply head upstairs around the corner to exit the subway. Note: All of Joel's injuries will be healed after the next scene.

B I L L ' S T O W N: T H E W O O D S [WLK-10] ITEM CHECKLIST: [ ] 5 Skill Pills (E/N/H/S) [ ] (1/2) Alcohol (E/N/H/?) [ ] Lead Pipe (E/N/H/?) [ ] (1/4) Blades (E/N/H/?) [ ] (1/2) Rag (E/N/H/?) [ ] 5 Parts (E/N/H/S) [ ] 5 Skill Pills (E/N/H/S) [ ] (1/4) Blades (E/N/H/?) [ ] 2 Parts (E/N/H/S) [ ] 2 Handgun Ammo (E/N/H/?) [ ] Pills Note (ALL) [ ] Alcohol (E/N/H/?) [ ] 15 Skill Pills (E/N/H/S) [ ] 10 Parts (E/N/H/S) [ ] 3 Rifle Ammo (E/N/H/?) [ ] Lead Pipe (E/N/H/?) [ ] 10 Skill Points (E/N/H/S) [ ] (1/2) Blades (E/N/H/?) [ ] (1/2) Binding (E/N/H/?) [ ] 8 Parts (E/N/H/S) [ ] 8 Parts (E/N/H/S) [ ] 5 Parts (E/N/H/S) [ ] (1/2) Blades (E/N/H/?) [ ] Firefly Pendant (Hui Wang) (ALL) [ ] Note to Bob (ALL) [ ] 50 Parts (E/N/H/S) [ ] 10 Skill Pills (E/N/H/S) [ ] 3 Rifle Ammo [ ] (1/4) Rag (E/N/H/?) [ ] (3/4) Binding (E/N/H/?) [ ] Perimeter Note (ALL) [ ] 10 Parts (E/N/H/S) [ ] (1/4) Rag (E/N/H/?) [ ] (1/2) Blades (E/N/H/?) [ ] 25 Parts (E/N/H/S) [ ] (3/4) Alcohol (E/N/H/?) [ ] 15 Skill Pills (E/N/H/S) [ ] 2 Arrows (E/N/H/?) [ ] Bow (ALL) [ ] Arrow (E/N/H/?) [ ] (1/2) Rag (E/N/H/?) [ ] Note to Rachel (ALL) [ ] 5 Skill Pills [ ] 8 Revolver Ammo (E/N/H/?) [ ] 8 Revolver Ammo (E/N/H/?) [ ] Health Bar (E/N/H/?) [ ] (1/4) Alcohol (E/N/H/?)

[ ] (3/4) Rag (E/N/H/?) [ ] Baseball Bat VIDEO SUPPORT: tinyurl.com/q54og4p After the scene you'll be in the woods. Take the right path and you'll come across some [5 SKILL PILLS]. There's some [(1/2) ALCOHOL] near the sewage pipe to the far right as well. Continue until you reach a closed fence; go around to find a wooden plank and place it against the small building closeby, which can be climbed. Grab the plank again and use it as a bridge to reach the other building, crossing over the fence. Certainly grab the [LEAD PIPE]; you can upgrade melee weapons from this point on. Drop down on the other side and search the stacked barrels to find [(1/4) BLADES] (as well as a brick, if you haven't got one already). Drop down the next area and head down the small steps near the cabin - QUIETLY! There's a Clicker hiding inside this cabin, so grab out a brick and slowly approach it to dispatch it. A second Clicker will come investigate, so retreat and grab the brick near the barricaded door (or near the cabin, if you wish) and hurl it at the creature, then use your new lead pipe (with upgrade) to finish it off. The cabin contains a [(1/2) RAG]. Enter the larger building and search the hall for [5 PARTS] and [5 SKILL PILLS]. The office contains [(1/4) BLADES], [2 PARTS] and [2 HANDGUN AMMO]. You can also find the [PILLS NOTE] on the floor. Head back outside and drop down near the building's stairs. There's a closed door here which requires a Shiv to open; inside you can find [ALCOHOL], [10 + 5 SKILL PILLS], [10 PARTS] and [3 RIFLE AMMO]. When you're done exploring, boost Ellie up to access the main street (the fence was blocked with a [LEAD PIPE] which you can now pick up, if it's better than what you currently have). Head down the left and explore the area behind the fence (with the gnomes) to find [10 SKILL POINTS], [(1/2) BLADES], [(1/2) BINDING] and [5 + 1 + 1 + 1 PARTS]. Back in the main street, approach the police cars and head up the emergency stairs of the nearby building; at the top you'll find [5 + 1 + 1 + 1 PARTS]. You can find a further [5 PARTS] near the rubbish on the ground floor, nearby the blue container. Enter the house and trigger an optional dialogue by talking to Ellie when she's standing near the arcade videogame 'The Turning'. Search the kitchen for [(1/2) BLADE). Head further down the street and take note of the safe near the red pickup for later. Climb up the long camper to find another [FIREFLY PENDANT: HUI WANG]. At the end of the road, the [NOTE TO BOB] is attached to the barbed wire; it contains the safe's code, so head back and open it up. Inside are [50 PARTS], [10 SKILL PILLS] and [3 RIFLE AMMO]. Continue down the street and enter the record store near the end. Inside you can find a [(1/4) RAG] inside the cabinet behind the counter, [(3/4) BINDING] and a [PERIMETER NOTE] in the room behind this, and [10 PARTS] inside the restroom. Head back outside and move through the alley.. Up ahead, look for [(1/4) RAG] near the blue container. There's another closed door nearby, at the small steps. The storage room behind it contains [(1/2) BLADES], [25 PARTS] [(3/4) ALCOHOL], and [5 + 10 SKILL PILLS]. Further down the street you'll find [2 ARROWS] sticking out a dead Runner. Grab the nearby ladder and place it against the truck, on which you'll find the [BOW] plus another [ARROW]. Move over the wooden plank and grab it after Ellie's crossed it as well, then

place it against the building, climb up, grab the plank and place it as a bridge to reach the next building. There's an inactive Clicker standing on the lower level; a well-aimed arrow at its head will do the trick, and you can re-collect the arrow. Move over the next two roofs and drop down, then move underneath the wire. Enter through the door to your left and go upstairs; the bedroom contains [(1/2) RAG]. Equip a brick as you enter the next room, as you'll be attacked by a Runner. After wasting it, search the room for a [NOTE TO RACHEL] and grab [5 SKILL PILLS] from the toilet. Back outside, grab a bottle and hurl it at the double-trap stuck to the fence. Move through and pick up the [8 REVOLVER AMMO]. Head back to grab another bottle and hurl it at the low-placed trap up ahead, then collect the brick and move around the corner. Inside the building you'll find [8 REVOLVER AMMO] in the desk's drawer (how generous; hmm, suspicious, no?). Head through the door and.. Well, you're in trouble! Joel will need to shoot any incoming Runners (and Clickers) as Ellie tries to free him. Should one of them reach Joel, tapping square will give you another shot. In the second phase of this scene, protect Ellie from various Runners and Clickers until she finally manages to get you loose. Follow the man, then head inside the building, deal with the Clicker and Runners. There's a [HEALTH BAR] near the seats, and [(1/4) ALCOHOL] plus [(3/4) RAG] in the cabinet room. Near the exit you can find a [BASEBALL BAT], which makes for a decent temporary replacement (if your lead pipe is beginning to wear out). Do not upgrade it though, you'll soon find something better.

B I L L ' S T O W N: S A F E H O U S E [WLK-11] ITEM CHECKLIST: [ ] Lead Pipe (E/N/H/?) [ ] Bill's Map (ALL) [ ] 5 Parts (E/N/H/?) [ ] 3 Revolver Ammo (E/N/H/?) [ ] (1/4) Blades (E/N/H/?) [ ] Fences Note (ALL) [ ] (1/4) Binding (E/N/H/?) [ ] (3/4) Alcohol (E/N/H/?) [ ] Shiv: Sharpening Training Manual (ALL) [ ] (1/2) Blades (E/N/H/?) [ ] Hunters Note (ALL) [ ] 5 Skill Pills (E/N/H/S) [ ] 4 Parts (E/N/H/S) [ ] Lead Pipe (E/N/H/?) [ ] (1/4) Blades (E/N/H/?) [ ] Firefly Pendant (Alex Raymond Vincent - 256) (ALL) [ ] (1/2) Rag (E/N/H/?) [ ] 10 Parts (E/N/H/S) VIDEO SUPPORT: tinyurl.com/ld463be Make your way across the streets until you reach a safe building and a scene will play. Search the place for a [LEAD PIPE], [BILL'S MAP], and in the back room [5 PARTS], [3 REVOLVER AMMO], [(1/4) BLADES] and the [FENCES NOTE]. You can also find [(1/4) BINDING], [(3/4) ALCOHOL], and the [SHIV: SHARPENING TRAINING

MANUAL] on the counter. Now is also an excellent time to upgrade some skills, such as Shiv Master, which will definitely come in handy soon enough. If you still have skill points left, Maximum Health is rather useful as well. When you're all set, follow Bill upstairs and look for [(1/2) BLADES] and the [HUNTERS NOTE] in the bedroom, as well as [5 SKILL PILLS] on the furnace. Follow Bill into another building and look behind the desk to find [PARTS x4]. Keep following him until you're back on the streets. A set of Runners (including two Clickers) will assault you! Use your Lead Pipe to kill several and aim for the Clickers' heads; should one of them grab you, use a Shiv to escape its grapple. When you've defeated them, search the right side of the street for a new [LEAD PIPE]. The first car in the street (with a skeleton hanging out) has a [(1/4) BLADES] laying nearby. You'll also want to look out for a tricky-to-spot [FIREFLY PENDANT (ALEX RAYMOND VINCENT - 256)] hanging from one of the lanterns on the far right of the street, right besides the green roadhouse sign. Follow Bill to the gate on the left side of the area and head inside to find [(1/2) RAG]. Head upstairs and search the left side of the area to find [10 PARTS]. Head inside the cellar to trigger a cutscene.

B I L L ' S T O W N: G R A V E Y A R D [WLK-12] ITEM CHECKLIST: [ ] Shotgun (ALL) [ ] 6 Shells (E/N/H/S) [ ] Nail Bomb (E/N/H/S) [ ] (1/4) Blades (E/N/H/?) [ ] (1/2) Rag (E/N/H/?) [ ] Binding (E/N/H/?) [ ] (1/4) Alcohol (E/N/H/?) [ ] Tool (Level 1) (ALL) [ ] 15 Parts (E/N/H/S) [ ] 5 Skill Pills (E/N/H/S) [ ] Bombs Note (ALL) [ ] 5 Skill Pills (E/N/H/S) [ ] Wooden Stick (E/N/H/?) [ ] 10 Parts (E/N/H/S) [ ] (1/4) Blades (E/N/H/?) [ ] Firefly Pendant (Peter Mrozik) (ALL) [ ] 7 Parts (E/N/H/S) [ ] Health Can (E/N/H/?) [ ] 3 Arrows (E/N/H/S) [ ] Bow (E/N/H/?) [ ] 13 Parts (E/N/H/S) [ ] (1/2) Rag (E/N/H/?) [ ] (3/4) Binding (E/N/H/?) [ ] 5 Parts (E/N/H/S) [ ] 5 Skill Pills (E/N/H/S) [ ] 5 Handgun Ammo (E/N/H/?) [ ] 5 Parts (E/N/H/S) [ ] (3/4) Rag (E/N/H/?) [ ] 5 Skill Pills (E/N/H/?)

[ ] Boy's Diary (ALL) [ ] 2 Arrows (E/N/H/?) VIDEO SUPPORT: tinyurl.com/ogtydxl You'll receive the [SHOTGUN] plus [6 SHELLS] from Bill, and he also gives you a [NAIL BOMB], and you can now craft them as well (Blade + Explosive). Search the back of the room to find [(1/4) BLADES], [(1/2) RAG], [BINDING], and [(1/4) ALCOHOL]. There's also a Workbench here, but you'll want to check the left side of the room first, which contains a [TOOL (LEVEL 1)] and [10 + 5 PARTS]. Tip: The weapon holsters drastically decrease the time it takes to swap between weapons and are highly recommended upgrades. Follow Bill to the staircase and search behind it to find a (fairly useless) Wooden Stick. Head upstairs and move through the main church hall. Head inside Bill's room to find [5 SKILL PILLS] and the [BOMBS NOTE]. Follow Bill through the window and proceed through the graveyard; the fireplace could very well remind you of John Carpenter's The Thing... In any case, there are five Clickers in the area up ahead. If you've got a brick be sure to equip it to waste the first Clicker with it. With a Lead Pipe upgrade you can instantly take out the second one as well, which leaves us with three more Clickers. The Lead Pipe works wonders (especially with some creative use of bottles and bricks to stun them, combined with running over for an instant finisher with the Lead Pipe), but you can deal with them in any way you please; Bill will occasionally aid you. Since some Clickers drop Nail Bombs, consider using one of those (when you've maxed them out in your inventory, for example). There are two more Clickers in the area with the round square so dispatch them, then search the corner next to the steps for [5 SKILL PILLS], and look for a [WOODEN STICK] on one of the benches, should you need it. Bill will unlock the gate for you, after which you'll be back on the streets. There are two Runners standing at the intersection; sneak up on them to strangle one of 'em; the other will be killed by Bill. There's also a Runner down the left alley that you can kill with a melee attack from behind. The field behind the fence contains a Clicker (best downed with a brick + melee finished) and two Runners. The house's garage contains [10 PARTS] and [(1/4) BLADES], the kitchen [FIREFLY PENDANT (PETER MROZIK)]. As you proceed through the area, search the house on the left for [5 + 2 PARTS]. There are two Runners and a Clicker in the next field; deal with them (by now you pretty much know how to conserve ammunition, and if you've been doing that you're probably loaded). As you head through the next backyard, look for a [HEALTH CAN] on the barbeque next to the house on the right. Search the shack to find [3 ARROWS], a [BOW] and [13 PARTS]. Head back to the street and head through the building near the truck; Ellie will go through the doggy door and unlock the door for you. In this backyard, two Clickers are standing underneath the roofing, but there are two more Clickers inside the house. One way to deal with the two Clickers outside is to shoot both of them in the head with an arrow (which you can usually pick back up again). The other two Clickers inside the house can be shot with an arrow and killed with a brick respectively. Check one of the bedrooms for [(1/2) RAG] and [(3/4) BINDING]. There are [5 PARTS] in the storage room. Head outside and climb the camper, then drop down from the hut and check the corner to the left of this backyard for [5 SKILL PILLS]. Enter the house and

search the drawer in the hall for [5 HANDGUN AMMO]. Upstairs the closet contains [5 PARTS] and [(3/4) RAG], the baby room [5 SKILL PILLS], and a [BOY'S DAIRY] in the children's bedroom. Ellie will come into that room as well and you can have an optional conversation with her. Head back downstairs and search the garage for [2 ARROWS], then help Bill with the garage door.

B I L L ' S T O W N: H I G H S C H O O L E S C A P E [WLK-13] ITEM CHECKLIST: [ ] (1/2) Blades (E/N/H/?) [ ] (1/2) Alcohol (E/N/H/?) [ ] Health Bar (E/N/H/?) [ ] (3/4) Rag (E/N/H/?) [ ] 10 Parts (E/N/H/S) [ ] 8 Shotgun Shells (E/N/H/?) [ ] (3/4) Binding (E/N/H/?) [ ] (1/2) Alcohol (E/N/H/?) [ ] (1/2) Explosive (E/N/H/?) [ ] 9 Parts (E/N/H/S) [ ] Health Bar (E/N/H/?) [ ] Note from Frank (ALL) [ ] 5 Skill Pills (E/N/H/S) [ ] Siphon Hose (ALL) VIDEO SUPPORT: tinyurl.com/o7zpwak The next area is infested with Runners, which you'll want to take out in a stealthy fashion. The first Runner up ahead will soon enough walk towards the concrete block in the middle of the road; hide behind it, then strangle her as the opportunity rises. Hide behind the car next to the school bus and wait for the next Runner to turn its back on you, then move in for the kill. Hide behind the low wall, then move to the next Runner in the backyard to dispatch it. From here, move between the school buses and hide behind the concrete roadblocks until you have a chance to take out the Runner girl in this area. Unfortunately, as soon as you move through the next few buses, a group of Runners will assault you. One way to deal with the effectively is to dash towards the black vehicle slammed in a wall up ahead, climbing on top and dealing with the Runners one by one (melee combat included). After defeating the group, boost Ellie up at the school bus, allowing her to grab a ladder. Drop down and follow Bill to the window around the corner to trigger a scene. Inside the building, sneak to the main hall, grab the brick and strangle the nearby Runner when possible (but sneak VERY quietly). At the top of the (mostly destroyed) stairs you can find [(1/2) BLADES] and [(1/2) ALCOHOL]; leave the nearby Clicker alone. There's a Clicker standing in the doorway up ahead who will start walking out when you get a little closer, but there's also a Runner down the hall which you don't want to seen by. When the Clicker (and the Runner) are moving away, enter the classroom and look for a [HEALTH BAR] on the lecturer. Should you be detected, backtrack into the hall and take out your enemies one by one before proceeding through the classroom. Sneak through the classroom undetected (or take them out). In any case, the Runners in the final hall will need to be killed. You can wait for them to sneak into the classroom to ambush them. Head through the door at the end of the

hall to trigger a scene. It's your lucky day; you've encountered a Bloater, very damage resistant foe that not only instantly kills you should you come close, but also hurls dangerous spore-like objects at you. First kill the two Runners, then focus on the Bloater, using (strategically placed) Nail Bombs and Molotovs to down it. You can find [(3/4) RAG] near the stacked crates near the door the Bloater came out of, along with [10 PARTS] in a cabinet (from that small room). Boost Bill up at the container near the windows, then waste three more Runners and climb up yourself. Drop down, kill any Runners coming at you and move past the pickup, then climb the ladder to trigger a scene. Inside the house, grab the [8 SHOTGUN SHELLS] from the corner, then search the bedroom on the other side to find [(3/4) BINDING], [(1/2) ALCOHOL], [(1/2) EXPLOSIVE], [9 PARTS] and a [HEALTH BAR]. There's a [NOTE FROM FRANK] on the small table. Head inside the kitchen to find [5 SKILL PILLS], then get to the car and have an optional conversation with Ellie before moving to the back and push the car. You'll be attacked by Runners and Clickers twice. Fight them off and when the car's up and running, hop in the back (ignore the remaining enemies). Several scenes will play. Bill will give Joel a [SIPHON HOSE]; check it out in your inventory to 'add it' to your collectibles.

P I T T S B U R G H: A L O N E A N D F O R S A K E N [WLK-14] ITEM CHECKLIST: [ ] Alcohol (E/N/H/?) [ ] Health Bar (E/N/H/?) [ ] Health Can (E/N/H/?) [ ] 2 Revolver Ammo (E/N/H/?) [ ] (1/4) Blades (E/N/H/?) [ ] 8 Parts (E/N/H/S) [ ] (1/4) Binding (E/N/H/?) [ ] Tool (Level 2) (ALL) [ ] Smoke Bomb (E/N/H/S) [ ] (1/4) Blades (E/N/H/?) [ ] (1/2) Rag (E/N/H/?) [ ] Tourist Manifest (ALL) [ ] 6 Parts (E/N/H/S) [ ] (1/2) Binding (E/N/H/?) [ ] (1/4) Alcohol (E/N/H/?) [ ] 5 Skill Pills (E/N/H/S) [ ] Medical Manual Volume 1 (Training Manual) (ALL) [ ] 5 Handgun Ammo (E/N/H/?) [ ] (1/2) Blades (E/N/H/?) [ ] 5 Parts (E/N/H/S) [ ] 2 Arrows (E/N/H/?) [ ] Ambush Map (ALL) [ ] 7 Parts (E/N/H/S) [ ] 3 Parts (E/N/H/S) [ ] 5 Skill Pills (E/N/H/S) [ ] Termination Shock (Comic) (ALL) [ ] (1/4) Explosive (E/N/H/?) [ ] (1/4) Rag (E/N/H/?) [ ] Lost Hill Note (ALL)

[ [ [ [ [ [ [ [ [ [ [ [ [ [ [ [ [ [ [ [ [ [ [ [ [ [ [ [ [ [ [ [ [ [ [ [ [

] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ] ]

5 Parts (E/N/H/S) Traitors Flyer (ALL) Firefly Pendant (Mazden Risk) (ALL) (1/2) Blades (E/N/H/?) 5 Parts (E/N/H/S) (1/2) Rag (E/N/H/?) Applicant Checklist (ALL) Abandon Zone Note (ALL) (1/4) Binding (E/N/H/?) 4 Parts (E/N/H/S) (1/2) Blades (E/N/H/?) (1/4) Sugar (E/N/H/?) Health Bar (E/N/H/?) (1/2) Binding (E/N/H/?) Sugar (E/N/H/?) 5 Handgun Bullets (E/N/H/?) Explosive (E/N/H/?) 50 Parts (E/N/H/S) Lead Pipe (E/N/H/?) Lost Areas Map (ALL) (1/4) Blades (E/N/H/?) 5 Skill Pills (E/N/H/S) Alcohol (E/N/H/?) (1/2) Alcohol (E/N/H/?) 5 Skill Pills (E/N/H/S) 2 Arrows (E/N/H/?) Mother's Letter (ALL) Rag (E/N/H/?) 15 Skill Pills (E/N/H/S) (3/4) Binding (E/N/H/?) 3 Rifle Ammo (E/N/H/?) 50 Parts (E/N/H/S) 2 Revolver Ammo (E/N/H/?) Stash Note (ALL) (1/4) Binding (E/N/H/?) 5 Skill Pills (E/N/H/S) (1/2) Blades (E/N/H/?)

VIDEO SUPPORT: tinyurl.com/qj266gt After the scenes, save yourself, followed by Ellie, and prepare for a shootout. Stay low and take out the Marauders one by one. A group of three Marauders will inspect the area soon enough, so take those out as well. Search the shop for some [ALCOHOL] in the corner, a [HEALTH BAR] from one of the racks and a [HEALTH CAN] in one of the cupboards underneath the soda machine next to the entrance. Lastly, [2 REVOLVER AMMO] can be found in the bar's drawer, under the cash register. There should be plenty of Wooden Sticks laying around as well. Search the building across the street for [(1/4) BLADES] (inside a drawer in the larger room), [3 PARTS], [5 PARTS] and [(1/4) BINDING]. Open the garage door to enter the next room. Inside you can find [TOOLS (LEVEL 2)], a [SMOKE BOMB], [(1/4) BLADES], [(1/2) RAG] and the [TOURSIST MANIFEST]. One of the lockers also contains [6 PARTS], [(1/2) BINDING], and [(1/4 ALCOHOL]. Head upstairs and inspect the room to your right for [5 SKILL PILLS], [MEDICAL MANUAL VOLUME 1 (TRAINING MANUAL)] (health kit upgrade +33%), [5 HANDGUN AMMO] and [(1/2) BLADES]. The blue door at the end of the hall leads to a small storage room with [5 PARTS], [2 ARROWS], an [AMBUSH MAP] and a Workbench.

Head outside, go upstairs and drop down until you reach the main street. You can find [7 PARTS] in the corner to your left and [3 PARTS] in the other corner. [5 SKILL PILLS] are laying close to the red car, and the bus up ahead contains [TERMINATION SHOCK], a comic for Ellie. [(1/4) EXPLOSIVE] and [(1/4) RAG] can be found in an opened suitcase near one of the cars past the bus. Stand close to the car to the right (with a skeleton hanging out) to have an optional conversation with Ellie. Continue down the road until you head a shot, then hide behind the car to the left of a rusty van. When the Marauders continue, sneak past the car by its left side to proceed unnoticed. At the end of the road, Ellie will crack some jokes; climb the bus afterwards. At the checkpoint, inspect the right booth for the [LOST HILL NOTE] and [5 PARTS]. You can also have a short optional conversation with Ellie here. As you proceed into the 'abandoned' quarantine zone, several hunters will be spotted by Ellie and Joel in the distance. One of the will start patrolling the left side of the area and can be taken out as he moves past the bus. The other two can also be taken out stealthily by hiding behind cars or other objects. As you head in the alley to the initial right, near the checkpoint, a conversation between three hunters can be overheard. One of them can be taken out; this is best done when he's on the left side near the iron cabinets. There is a second guy patrolling the other side of the area; try to sneak up on him as well by going via the street side. There's a third marauder near the staircase on the far left side. Once you've killed these three men, search the place (but beware; the other area still has more enemies). You can find a [TRAITORS FLYER] hanging on the wall of the checkpoint maze you came out of; the wall is close to and directly opposite of the tent where the three hunters were first having a discussion. There's a [FIREFLY PENDANT (MAZDEN RISK)] in the alley to the right, and you can find [(1/2) BLADES], [5 PARTS] and [(1/2) RAG] in one of the cupboards near the street side (under the cash registers), and the [APPLICANT CHECKLIST] underneath the staircase on the right side (closest to the street side). The office on the far right side is patrolled by one of the marauders; dispatch him and collect the [ABANDON ZONE NOTE] from the desk. There's a [(1/4) BINDING] inside the locker. The storage room beyond this contains [4 PARTS] (from a locker), [(1/2) BLADES] and [(1/4) SUGAR]. Head past the burning barrel and go upstairs. There are four more marauders in this area; the one with a shotgun is closest to you - immediately to your right next to a burning barrel. It's wise to kill him with an arrow headshot. From here, move to the right side of the area and kill the marauder. Move to the back to waste the third, then curve around the area to finish the fourth, all the while staying behind bookcases and other hiding places. One of the bookcases near the last marauder contains a [HEALTH BAR] and you can find [(1/2) BINDING] and [SUGAR] at the cafeteria's cupboards (close to the stairs you used). There's also a locked storage room next to it; use a Shiv to unlock it. Inside you'll find [5 HANDGUN BULLETS], [EXPLOSIVE], [50 PARTS], a [LEAD PIPE], the [LOST AREAS MAP], [(1/4) BLADES], [5 SKILL PILLS] and some [ALCOHOL]. Ellie will also crack some more jokes (if you let her). Head past the burning barrel (where the guy with the shotgun was standing) and head downstairs. You can find [(1/2) ALCOHOL] laying next to the blue container close to the stairs. Follow the street, head up the stairs and drop back down on the other side. There's some [5 SKILL PILLS] next to the container that you might want to grab before continuing.

Follow the alley until you reach a large street. Head to the right and look for a poster with a relatively anorexic girl on it to trigger an optional conversation. Ellie will also crack some more jokes soon enough. Check out the door with the red cross next to the blue truck; it's locked and can be opened with a shiv as usual. Inside you'll find [2 ARROWS], the [MOTHER'S LETTER], a [RAG], [15 SKILL PILLS], [(3/4) BINDING], [3 RIFLE AMMO], [50 PARTS] and [2 REVOLVER AMMO]. You'll also find a semantic inconsistency; Joel could've easy destroyed th