Walkthrough And Guide - Guide for The Walking Dead: Survival Instinct
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Everyone knows about Telltale's The Walking Dead adventure game, but now the world of The Walking Dead TV show is being explored in Survival Instinct. Players take control of Daryl Dixon and witness what happened to him and his brother Merle before the events of the television show. The Walking Dead: Survival Instinct Written by Dalton "HorrorSpooky" Cooper Copyright 2013 Contact Information E-mai: horror_spooky@hotmail.com Legal Information - â â â â â â â - This may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. =================== =TABLE OF CONTENTS= =================== 1. Introduction and Controls 2. Walkthrough --->Act 1<--- Cabot Ridge Sedalia Pemberton Garwater Fontana --->Act 2<--- Cleburne Oakview Taggart Lemon Hill Barksdale --->Act 3<--- Lafferty Archer Creek Polksville Danvers Sherwood --->ACT 4<--- Firesign Stadium 3. Travel Hub Survivors Vehicles 4. Items Melee Firearms Ammunition Restoration Thrown Resources 5. Travel Stops Scavenge Chance Brokendown Low on Fuel Road Blocked Stop and Help - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 1. Introduction and Controls - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Daryl Dixon is out hunting with his dad and uncle when the zombie apocalypse gears up. Now he must find his brother Merle and try to survive in a world that has been turned upside down by the undead. LT - Aim LB - N/A RT - Fire RB - Shove Left Stick - Move/Sprint Right Stick - Look Y - Change Weapon X - Action/Reload B - Crouch A - Jump D-pad (up) - Food D-pad (left) - Glass Bottle D-pad (down) - Sports Drink D-pad (right) - Flare Select - Inventory Start - Pause - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 2. Walkthrough - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --->ACT 1<--- =========== CABOT RIDGE =========== Time of Day: Morning "Cabot Ridge is a secluded mountainside area offering but a few hunter's blinds, rundown camphouses, and - it's rumored - moonshine stills." You begin the game as Daryl and Merle's dad. He's just called "Dixon" here. You are out hunting with Buck, Jess Collins, and Daryl. Follow the blood in the stream as instructed by Jess. This how the game teaches you the basic movements you will be using throughout its entirety, such as jumping over fallen obstacles, crouching, and all that jazz. When you meet up with Buck, walk over to him and speak with him. He will direct you to a deer standing on an island in the middle of a stream. Aim your rifle sights at the deer. Gunshots will then go off, making the deer run away. Turn around and sprint back to where Buck was. You'll find a couple of zombies eating Buck. Shoot them, but then Mr. Dixon will be swarmed by walkers. When the cut-scene is over, the perspective of the game shifts to Daryl and Jess in the cabin. Loot the cabin for supplies before talking with Jess. You'll find drinks, food, and rifle ammo. On an endtable in the room with Jess, you'll find the first squirrel collectible in the game. When you're ready, speak with Jess. He'll ask you to gather gasoline for the truck so that the two of you can escape. Go to the back door and crouch. Open it up and walk outside. As long as you're crouched, you won't make much noise, which will keep the zombies away. There will be a lone zombie as you round the corner, so walk over to it and perform the execution. Continue following the path. Use the compass and the red arrow as your guide. You will come across another zombie, but this one is looking right at you. With the knife equipped, run over to it and shove it. Then start slicing at its head fast enough that it dies before it can do anything. Continue following the path and you'll find a shed with another zombie chowing down on something. Kill it and then grab the gasoline. Follow the path to the next gasoline can, which is next to a truck. You'll also find a rifle and more ammo, but don't bother using it right now. Grab the next gasoline canister and then start making your way back to the cabin by following the path around. There will be a lot of zombies, so crouch and pick up one of the glass bottles lying around. The zombies will hear gunshots as Jess makes a run for the truck. Stay behind cover and make your way to the left, where the gas can is. Pick it up, and then chuck the glass bottle away from the truck. When most of them pass, you can make a break for the truck. Run over to the passenger door and press X to get inside. ======= SEDALIA ======= Time of Day: Afternoon "The Gateway to the Hills is a last-chance supply stop for hunters headed up the mountain, and home to the friendly community of Dreamaway Groves park." Traveling in the game allows for three different options. Every time you look at the map and choose a destination, you will be presented with these options. Here are your choices: ---------- BACK ROADS ---------- "High fuel usage but stop often for supplies." Chance to Breakdown: Low Chance to Find Supplies: High ------- STREETS ------- "Medium fuel usage and stop occasionally for supplies." Chance to Breakdown: Medium Chance to Find Supplies: Medium -------- HIGHWAYS -------- "Low fuel usage and stop only when necessary." Chance to Breakdown: High Chance to Find SUpplies: Low You may come across abandoned campsites or other areas that you can use as a looting opportunity. These diversions are entirely optional. Make your choice. After the scene, you'll be treated to your first visit to the Travel Hub. It is here that you can give weapons to survivors in your group, dismiss people, send people on errands, heal people, or whatever else you'd like to do. You can choose what supplies to take into the next mission as well, and manage your inventory. Right now, it's just Daryl and Jess. You can choose to give Jess a variety of tasks. He can find fuel, find food, find ammo, or just stay at the car. Give him whatever task you'd like. Different characters given different tasks will raise or lower the group's overall risk rating. The higher the risk, the more likely this survivor will be attacked or a group of walkers will show up and make the mission harder. You can lower the risk rating by giving the survivors weapons to use while they're out and about. I highly recommend sending Jess out to find fuel. If you click on the duffel bag, you can manage your inventory. At this stage in the game, Daryl can only carry 10 items. Your vehicle can hold 18 items. So, you will need to figure out what you'll want to take with you in the next mission. Throw the gas in the truck, you don't need it on your person. Start the mission by clicking on the knife. Welcome to the quiet little town of Sedalia. The straight path to the gas station is blocked by cars, so take a left through the pharmacy. Click the right stick to turn on your flashlight. There are no zombies here, so promptly exit into the back alley after gathering the sports drinks here. You'll find a zombie munching on a dead body outside. Execute the zombie. Walk down the alley and climb the ladder. Speak with Jimmy Blake on the roof to get a side mission to find him batteries. Jump across to the other roof and then climb down the ladder there to be in a room in the pharmacy previously behind a locked door. There's a collectible here as well as other supplies. Open the door and then go back into the alley. Go through the open door now instead of up the ladder. Move through this building to exit the store through its front doors. There will be zombies out here. Across the street is the gas station and to the left is the police station. Head for the gas station now if you want to ignore the side quest, but exploring the police station is worth it for other reasons as well. You'll likely be grabbed by a zombie at this point. When this happens, you have to line up your constantly moving cursor on the zombies head, and then press RT when prompted to stab it in the head. Make your way to the police station. Use distraction items if you don't want to get cornered, and then open the front doors. Explore here, and then go back outside, go around the side of the police station, and through the side door. You'll be able to push a vending machine out of the way for easy escape access, so do that now. Then go through the center room. Kill the zombies here quietly. There will be zombies in the jail cells, but ignore them. Looting this area will yield a magnum as well as ammo. Check the interrogation room for a couple of zombies on the ground. If you stab them in the head before they stand up, they will die instantly. You'll find another rifle in there. When the bottom floor of the police station has been thoroughly looted, go through the exit door to find the stairwell and start going up. On the second floor, get rid of any walkers quietly and then go up to the top of the stairs and kill the zombie there so it doesn't come back and attack you later. Explore the second floor, and you'll find the batteries in a storage closet on a shelf along with ammo. Exploring further will yield a new character named Kessler that is hiding in a jail cell with a ton of ammo. Talk to him to get his side mission, then backtrack to Jimmy Blake and give him the batteries. Now return to the general store. It is the store that you walked through to get to the other side of the overturned semi. Kill any zombies here. Go left immediately stepping inside, and then in the corner you will find a blue tank that is apparently food supply. Pick it up and return it to Kessler to complete that side mission. When that's done with, go to the gas station and talk to Warren. You have to go find Lucky Lester, Warren's uncle, who had the key to the generator that you need to turn the pumps back on. Keep going down the road and take a left. Kill the Walkers silently and make your way to the trailer park. Assassinate any walkers in this first area. Lester is a zombie, but the path to him is blocked by a car. Go to the back of the car and start pushing it forward as far as it will go. If you touch the car trying to get on the other side, the car alarm will go off. If this happens, retreat and wait for everything to cool down. A good place to run to is the pool behind the cage. Get inside the pool and get your back against it, and you can just pop off zombie heads as they come through. When you kill Lester, marked by his red vest and cowboy hat, loot his body for the key. Make your way back to the gas station however you'd like, and then speak with Warren again. Go around the back of the gas station and unlock the door to the generator. Power up the generator and then go over to the pumps. If you helped Jimmy Blake, he will provide cover fire, as will Warren, which makes this part a lot easier. Hold X on the pump to fill up a can of gasoline and then sprint down the street back to where you came from. Climb up the ladder on the tanker and then jump down and sprint to the green area on the ground next to the truck. Confirm that you want to leave. When you go back to the Travel Hub, you'll have to make a decision if you saved both Jimmy and Warren. Only one can keep coming with you. Make your choice of who to dismiss and then head to the map screen. You can then choose your next destination. Because Pemberton is closer, I chose to go there first, but if you went to Garwater first, just scroll down a little bit more. ========= PEMBERTON ========= Time of Day: Night "Sheriff Turner kept order in Pemberton long after surrounding counties collapsed. Refugees seeking safety there overfilled its hotels...and drew more Walkers." Upon arriving at Pemberton, don't bother sending Jess out on any missions... and you'll see why in a bit. Just have him wait at the car. In the meantime, go to the sheriff's station. Go to the sheriff's office and speak with Ed Turner. He'll give you guys a new car in exchange for finding out what happened to his officers he sent to the nearby motel. Explore the police station a bit more. There won't be a lot of zombies here, and now is a good time to find items. There's a grenade in the storage room, and flares on the ground in the garage. The bulletin board of the lock-up has a collectible you can snag. In the garage, go to the other end of the car at the far side and a zombie will rise up. This is the deputy that the sheriff asks you to look for as a side mission. You don't have to tell him about his deputy for the mission to be complete. Leave the station when ready. Go down the road and you'll find the motel easy enough. Stay on the outside edges of the motel to avoid attracting attention. The room you need to go into is the one with the police car lights shining into it, but I recommend checking all the rooms for supplies and the like. You'll find sports drinks in the bathrooms. When ready, go to the designated motel room. Kill the walkers and then go into the bathroom. You'll have to jump over the suitcase blocking the way. Grab the shotgun lying on the ground. There was shotgun ammo back at the police station, in case you didn't pick it up. Go to the gas station across the street and loot the place for another squirrel collectible and healing items, plus a hammer. Leave and return to the station. Speak with Turner. When you're done talking, go back outside. Kill Jess in the QTE, and then this mission will be completed. ======== GARWATER ======== Time of Day: Night "Smoky Mt. Campgrounds offered refuge from Pemberton county's populated towns. Its Ranger & Fire stations promised security and protection." Speak with the officer upon arriving. Then move up the road. You will reach a sign that points to a fire station on the right, and a ranger station up the road. The fire station has some goodies in the form of a revolver and other items to snatch up, so loot it if you want. Then make your way to the ranger station. Interact with the radio inside. A zombified ranger will then attack as you turn around. Execute him and then investigate his office. There are a couple of scoped rifles on the wall. Loot the place and grab the keys off the floor. Picking up the keys will cause zombies to start banging on the door and the barricaded windows. Kill the zombies through the windows that are on the porch, and then make a run for it back to the truck. Kill Jess, and then get inside the truck, just like you would do in Pemberton. ======= FONTANA ======= Time of Day: Mid Day "Fontana officials erected barricades and security measures to contain walker swarms and protect the populace. These measures were effective, to a point." Take a left and go through the alley. Make a mad dash through the parking lot, or throw a Distraction Item off in the distance. There's fuel here, but go through the gate and shut it behind you to keep zombies out. Follow the compass to reach a diner. There will be a woman and a man behind the counter. Use a pistol to take off the heads of the zombies quickly. You can probably line up a shot to get two at a time here easily. Kill the diner of the rest of the zombies and then open the door and speak with Scout. She gives you an offer for a side quest. So now you should have two side quests. One to find the keys to a new vehicle and the other to help Scout's supply runner. These two side quests are directly linked. Exit the diner. If you have any Distraction items, use them to distract the horde so you can run across to the movie theater. Crouch to get under the barricade and kill any walkers here. Loot the bag in the room leading to the theater proper, and then head back outside. Look down the hall to the left and you'll see Mia, Scout's runner, peak her head out of the door. Run over there and then go up the stairs to the projection room. Explain yourself to Mia. After talking with her, go back to the diner. Scout will be gone, but she'll leave you a note and the keys to a car. Grab this stuff and then open the door to the freezer to find a machete sticking out of a zombie's head. Grab it and then return to the movie theater and go back to the projection room. From up here, kill the zombies below. Then go down the ladder when all you can see are dead. Kill any remaining ones, and then scan the floor here to find ammo. Push the debris out of the way to exit the theater. Use the turned over door as ramp to get over the next barricade and then make your way to the police station. Get inside, shut the door behind you, find the stairs, and go to the roof. --->ACT 2<--- ======== CLEBURNE ======== Time of Day: Night "A gov. research group housed in Cleburne's Memorial Hospital ensured it military protection, keeping it operational long after other medial facilities failed." This level is really straight-forward. You're in a hospital the entire time, and all you need to do is use your compass and the red arrow to traverse through its halls. Kill the zombies as you see them, or you can choose to sneak by them if that's easier or faster for you. You'll find Noah. He was the guy with the gunshot wound from the diner. Scout is in the morgue looking for medical supplies to help him. Meanwhile, you are looking for medical supplies to help Merle. As you follow the red arrow, you will be subjected to a zombie bursting through a door and surprising you with a QTE. In another instance, you'll walk by double doors that are boarded up. Sprint by them and keep following the red arrow. The zombies will break through that door and come after you. Keep running through the halls and then as you move through smokey areas, the floor will collapse underneath Daryl's feet. When you regain control, keep moving through the hospital. The red arrows will lead you to a doctor that has Noah set up in an experiment. You can choose to side with the doctor or choose to save Noah. Either way, you'll get the medical supplies. If you save Noah, you'll have to save him from zombies and then talk to him to get the supplies. The red arrows will then lead you to the parking garage exit. I recommend running by the walkers for the duration of this level to avoid taking damage. ======= OAKVIEW ======= Time of Day: Night "The Cherokee Hills Lumber mill outside Oakview established a secured camp. Receiving government aid, the camp offers medicine & shelter to survivors." Work your way through the tents to reach the building. Run to the door and go inside. Kill the zombies and loot the place. Then go back outside and go through the hole in the fence. If you want to complete a side quest, push the car nearby in front of the fence hole. You'll come across a large group of zombies grazing on dead bodies in a field around a fire, with a propane tank nearby. You can kill most of them with a single shot of the propane tank. Make your way into the next building and speak with the survivor there. Loot the place, being sure to grab Merle's meds off the counter, and then climb the ladder to reach the roof. Go across to the next roof and climb the next ladder down. Exit through the following door and get over to the sawmill proper. You can throw distraction items on the conveyor belt to trick zombies into running into the blades, which you can farm for an achievement. You can also shove them into the blades, but that is easier said than done. Criss-cross on the conveyor belt to navigate through the sawmill and then you will reach another ladder. Climb it up, then go across the catwalk. Climb the next ladder down, run by the zombies, and then hurry to the top of the truck and press X to leave with Merle . ======= TAGGART ======= Time of Day: Night "The bedroom community of Taggart is notable for the Lighthouse, one of the few remaining drive-in theaters still open in this part of the country." Living right next to one of the only drive-ins remaining in the entire world, this level hit me in my special place! My heart. What'd you think I meant? Well, anyway, make your way to the projection room and speak with Charlene. Turn on the projector. This will distract a ton of the zombies. Go out into the drive-in proper and you can also create distractions by interacting with the radios. Keep following the compass to a wooden fence and bust through it. Then on the other side, you can make it to Charlene's house. Go to her bedroom and grab her cat. Turn on the radios to start the distractions, because a ton of zombies are about to break into Charlene's house. Go through them all and then start fighting your way back to the projection room. Speak with Charlene, and she will give you the keys to her car. Make your way to the car and leave when ready. ========== LEMON HILL ========== Time of Day: Mid Day "Lemon Hill's Summer Festival drew crowds for its spectacular fireworks show. The crowds attracted swarms of Walkers, despite military efforts." Welcome to Lemon Hill! There's not much going on here. Follow the compass to meet up with Merle and speak with him. He has an idea about fireworks. Go into the alley and then kill the walkers as you make your way through them. When the arrow on the compass disappears, you're in the right area to start looking for fireworks. Keep going down the alley and there will be a box right in front of a dumpster. Pick it up then climb the ladder to the roof. Go around the vents to find the second box of fireworks. Jump across the roof to find another box of fireworks, and if you look in the small space between the two roofs, you'll find a squirrel statue collectible. Continue exploring on the roofs to find a door. Go through the door and in the next building, kill the zombies. Loot the room for a bat on the counter and pistol ammo in the bathroom. You'll find keys to a new car on the nightstand in the bedroom. When ready, go out the window, using the ladder as a bridge to reach the bus, and then climb up the next ladder to find another box of fireworks on the balcony there. Scoop them up and then go through the door to reach the bar area. You'll find another box of fireworks, and then another on the other side of the bar. You'll even find a seventh box of fireworks, which is good if you missed one earlier. When you have all the fireworks, keep going because you now have to go to a church, entering from the rear. Fight your way through the graveyard and then enter the church. Place the fireworks in the designated areas. There's a semi-automatic rifle lying next to the dead body at the church steeple. Go up the ladder to reach the bell when ready. Pull the bell rope three times, and then approach the trapdoor again to start the fireworks. Escape through the window and sprint back through the bar. This time when you get on the bus and the two ladder bridges between the wto buildings, jump off and go to the car to return to Merle. The fireworks should distract almost all the walkers and allow you to get by them without too much hassle. ========= BARKSDALE ========= Time of Day: Dusk "Home to Jake's Bar and the notorious Savage sons Motorcycle Club, Barksdale was a ramshackle stretch of urban decay even prior to the outbreak." Silently kill the Walkers as you follow the compass. Use the vehicles in the street for higher ground, and then make your way to the bar. Inside the bar, a scene will play. When it's over, start collecting the items in here. A zombie will grab you. Kill it, and then take the crossbow off it. Exit the bar and go to the liquor store. Move through it and then move through the chainlink fences. You'll find zombies munching on a bunch of dead bikers. Try to silently take them out with the crossbow and keep gathering your arrows back up so that you can resume the slaughter, as it were. There's a glass bottle in the liquor store you can use as a distraction. When the zombies are thinned out, start picking up the supplies on the ground. This is your stuff that the bikers stole, so you'll want to pick up as much as you can find. A giant swarm of zombies will come down on the area, so go through the door that is broken down, pushing through the two zombies in there, and then retreat back out into the streets. Scout will be hiding on a nearby vehicle. Quickly kill the zombies surrounding her vehicle. Use your fastest gun to do this. When you're ready to leave, speak with Scout. --->ACT 3<--- ======== LAFFERTY ======== Time of Day: Morning "When vaccination was offered at Lafferty's Cobbler Creek Outlet Mall, hundreds were trapped as Walkers attacked the crowd assembled there for aid." Upon arriving in Lafferty, you need to figure out a way over the fence. Jump on one of the police cars and then from this vantage point, kill most of the zombies, preferrably with the crossbow. Then go over to the car next to the dumpster and push it over to the stacks of wood. Jump on the car after you pushed it all the way and then use it to get on the wood stacks, which you can then use to jump over the fence. On the other side of the fence, go into the mall. If you saved Noah earlier, you will find him here. Speak with Noah and he will join the group. Loot the area around him, and then jump over the nearby barricade and open the door. Draw all the Walkers here, then jump back over the barricade. This way you can just kill them all without worrying about being hurt. When the room is clear, make your way to the next door. A walker will burst through it. Kill her quickly and then loot the next room. There will be keys to an SUV on the desk. Grab them and then open the next door. Use a flare or another distraction item to get all the zombies by the front doors of this area. Then go all the way to the opposite end to reach the exit door. Go outside. Use the dumpsters to avoid fighting any more zombies. Wait for them to all be crowded around you, then jump over them and sprint to the police car. Jump on top of the police car and press X to finish the level. ============ ARCHER CREEK ============ Time of Day: Morning "The Archer Creek Co-op is a confederacy of civilians that banded together at that banded together at that hydroelectric dam facility. It currently supports over 40 families." You can quietly move by these zombies by using the cars and junk to stay on high ground and avoid being attacked by the zombies. Move the cars out of the road when the coast is clear (a flare in the opposite direction could help), and make your way to the vending machine blocking the way to the next building. Push it out of the way, push the truck out of the way, and then go into the next building and speak with the survivor in there. Fight your way to the shed and press flip the breaker. Then return to the building and take the scoped rifle that is now provided for you. Go into the courtyard and kill all the zombies. Stay behind the gate and kill them for as long as you can. When they're all dead, go to the button next to the gate and press it. ========== POLKSVILLE ========== Time of Day: Night "Besselmeyer Freight District was once the Southeast U.S. busiest shipping hub. Since WGO, the military has been quietly routing supplies through there." This level takes place entirely in a trainyard. Make your way through the boxcars. I recommend having a melee weapon going into this one, because the Walkers will mostly be on the ground, giving you a chance to kill them before they can even stand up with just a couple of melee strikes. At the end of the first boxcar, you should find a collectible squirrel next to a box of assault rifle ammo. In the center of the trainyard, a helicopter will fly overhead, and then a TON of zombies will come onto this location. Grab supplies off the ground and then jump into the lit boxcar. Grab the supplies in here, and then grab the propane tank off the ground. Toss it into the Walkers at a high angle so it bounces off their heads and lands on the ground behind them. Then shoot the propane tank to kill a bunch of htem, and probably snag an achievement in the process. When they're dead, turn your attention to the other side of the boxcar. Kill the zombies here and then jump down. Snake through the boxcars at Merle's instruction. Keep an eye out for supplies as you do this. Finally, you will reach a set of stairs which will mark the end of the mission. ======= DANVERS ======= Time of Day: Night "It's widely rumored that healthcare giant ClaraChem Pharma's key biotech research labs developed a serum to stop the symptoms of the outbreak here." ======== SHERWOOD ======== Time of Day: Mid Day "Palmetto Estates is one of many locations for ongoing evacuation efforts. Military ground and air units escort convoys to an undisclosed central site." BRING A LOT OF SHOTGUN AMMO FOR THIS MISSION! Don't bring any shotgun, however. ALSO, THIS IS THE LAST TIME YOU GET TO MANAGE YOUR INVENTORY. Be sure to bring all the assault rifle you can carry. You'll need it for the next mission. Disturbia. Your goal is to search the houses, but there's only three houses that you can investigate. One of the houses has an open garage. Go there first. Search the garage itself for a hatchet and fuel, and then go to the front door and speak with Jane Carroll inside. She will tell you about the evacuation plan, but first you gotta go get her husband Aiden. He was at the house across the street. If you go to the house directly next to the Carroll house, you'll find that zombies have broken into it, but you'll also find ammo, and more fuel in the garage, plus a hi-power pistol on the floor. Go to the Harrison house across the street from the Carroll house. Speak with Terry there. Terry's wife is dying and he wants to ease her suffering. He tells you that Aiden is at the mechanic's shop in town, and that he wants antibiotics for his wife. Start heading into town. As you move through the wooded area separating the suburbs from the town proper, you'll come across water and a bridge. DO NOT GO ACROSS THE BRIDGE. It is incredibly easy to get trapped there. Instead, just walk around the water and then continue into town. Go to the pharmacy buiding and search behind the shelves to find a bottle of antibiotics. Climb the ladder to get to the roof and speak with Aiden. Aiden explains the situation. Exit the pharmacy and then go into the alley between the pharmacy and the mechanics shop. Take a right. Kill the zombies here, and then open the door. You'll find Aiden's bag of evacuation supplies as well as pump-action shotgun. Take all of these things, and then go give the bag to Aiden. Now return to town. In town, you have to choose between Jane or Terry. Make your choice, and then go to the house you picked and kill all the zombies. This is where the pump-action shotgun comes in handy. Lead a train of zombies like if you were playing Zombies mode in Black Ops. Get a huge group to follow you as you fire the shotgun into them. Once they're dead, kill the remaining zombies that are surrounding the house. Now get inside (if you chose Jane, her front door and garage door will not open anymore -- you have to go around and use her back door. Teehee). --->ACT 4<--- ================ FIRESIGN STADIUM ================ Time of Day: Night "Staging site for the largest scale military evacuation operation. Firesign Stadium is heavily defended, thousands of refugees and joint military units." This is the final level of the game, and it's very straight-forward. Equip the assault rifle and just mow through the zombies as you go through the evacuation camps. There should be ammo for it on the ground here. Aim high and shoot for bursts to increase your effectiveness with the weapon. Eventually, you will reach an area where a cut-scene plays. Then you have to go through a football field with tents set up all over the place. Weave through the area, killing the zombies as you go. If you need respite, hide in one of the tents and get your back to the wall to help kill the zombies. Fight your way to the helipad. Grab the assault rifle ammo and grenades here. Chuck the grenades at the zombies as they start coming in. Now go crazy with the assault rifle. Blow up the propane tanks lying around if needed, and keep the zombies back. Back up if they start getting on the helipad. You need to protect the helicopter from them. Eventually, Merle will show up and you get in a military vehicle, at the controls of a turret. Use the turret to keep the zombies back. The gun will not overheat, so all you have to do is hold your position and waste all the zombies until another scene plays, and then the credits roll. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 3. Travel Hub - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - In The Walking Dead: Survival Instinct, you will come across numerous survivors and vehicles. First are all the survivors in the game that can join your group. Sometimes they join as a part of the main story, and other times they join because you complete a side mission for them or something. Depending on the size of your vehicle, you can only take so many survivors with you on your journey, so you'll sometimes have to make the tough decisions of letting a survivor go. There are some survivors that you can't let go, though, so keep that in mind. Please keep in mind that this information was compiled from statistics provided through in-game materials. Here is a list of all the survivors and vehicles in the game so that you can plan accordingly. - - - - - - - - SURVIVORS - - - - - - - - During your time with The Walking Dead: Survival Instinct, you'll meet new characters along the way. These characters can be told to scavenge for supplies or given weapons, or be healed, or whatever else needs to be done in the travel hub of the game. Travel hubs are accessed before each mission. Depending on which travel option you choose will have an effect on what you can do at the travel hub. The survivors are listed in the order they appear in the game. ============ JESS COLLINS ============ HP: 125 Traits: Can't be dismissed/Tough Occupation: Handyman Age: 57 Bio: "Jess performs a variety of odd jobs and services, some illicit, for his older half-brother Will Dixon. Tough and loyal to his family, Jess is a good fighter and a seasoned hunter." =========== JIMMY BLAKE =========== HP: 100 Traits: Prefers pistols/Prefers rifles Occupation: Police Officer Age: 28 Bio: "Officer Blake transferred recently to Sedalia from his native Gainesville, and had barely been introduced to the Dept. or town before both were destroyed. Blake is dedicated, quiet, and a crack shot. He has not yet resigned himself to the fate of his family, who hadn't moved yet from Florida. ============== WARREN BEDFORD ============== HP: 75 Traits: Stealthy/Prefers blunt weapons/Weak Occupation: Pharmacist Age: 25 Bio: "Warren grew up in a large, close family. Thanks to the kindness--and sponsorship--of his Uncle Lester, Warren is the first Sedalia Bedford to graduate from college. Warren is shy and earnest, due primarily to debilitating asthma he has endured since he was very young." ========== SARAH BELL ========== HP: 125 Traits: Tough Occupation: Stylist Age: 32 Bio: "Ambitious and determined to eventually open her own salon. Sarah was cutting a client's hair during a busy day at Madame Q's when walkers burst through the window. She stabbed her way out with shears and made it to temporary safety. Sarah is friendly, but will take drastic steps to survive." ======== MIA PARK ======== HP: 100 Traits: Prefers shotguns/Reckless Occupation: Flight Nurse Age: 25 Bio: "An experienced flight nurse, Mia and her husband Steve adopted their son, Frank, two years ago: she doesn't know their current whereabouts. Despite her high-pressure career, Mia is not especially courageous, and can be neurotic. Scout's group rescued her from a bad situation in a rural airport." ========= NOAH CRUZ ========= HP: 100 Traits: Stealthy/Prefers blunt weapons Occupation: Student Age: 23 Bio: "Athletic and clever, Noah was a socially active college student. When Scout found Noah picking a supermarket clean, he immediately volunteered for her scavenger group. Noah excels at moving quietly and quickly, but is too friendly and trusting to strangers." ============ MIKE SWENSON ============ HP: 125 Traits: tough/Prefers bladed weapons/Reckless Occupation: Sawmill Manager Age: 55 Bio: "From a long line of loggers, Swenson joined Cherokee Hills Lumber's Georgia facility 10 years ago as a foreman. He secured the mill when its executives were eaten, striking a deal with the Military to house and treat survivors in exchange for weapons and medicine. Swenson is decisive and firm- handed. ============ AHMAD FARRAN ============ HP: 75 Traits: Stealthy/Weak Occupation: Civil Engineer Age: 40 Bio: "Ahmad has lived and worked in Savannah, GA since he earned his Master's degree. He rescued and sheltered 23 survivors in a makeshift bunker through the initial outbreak. All were subsequently lost when traveling in a convoy toward Birmingham while Ahmad was foraging in the woods for food." ============= GLORIA GARCIA ============= HP: 100 Traits: Prefers pistols/Prefers bladed weapons/Reckless Occupation: Television Producer Age: 36 Bio: "Gloria produces a number of regional cable programs, the realization of a dream she now despises. Her 10-year marriage to a local politico is loveless -- she was preparing to leave him and move to California before the attacks. Gloria is sharp and cynical, but survival is the only option for her." - - - - - - - - VEHICLES - - - - - - - - Daryl starts the game with a truck, but there are other vehicles that can be found and selected in the game. The vehicles are listed in the order they appear in the campaign. The stats will tell you how much gasoline each vehicle consumes, the amount of items it can hold, and how many survivors (not including Daryl) can fit in the vehicle. ================ SINGLE CAB TRUCK ================ Year: 1962 Consumption: Medium Inventory Slots: 18 Survivor Seats: 2 =========== LARGE SEDAN =========== Year: 1996 Consumption: High Inventory Slots: 14 Survivor Seats: 3 ============= OFFROAD TRUCK ============= Year: 1965 Consumption: Medium Inventory Slots: 10 Survivor Seats: 1 =========== SMALL SEDAN =========== Year: 2000 Consumption: Low Inventory Slots: 10 Survivor Seats: 3 ===== COUPE ===== Year: 1998 Consumption: Low Inventory Slots: 10 Survivor Seats: 2 ========= CROSSOVER ========= Year: 2008 Consumption: Medium Inventory Slots: 10 Survivor Seats: 3 === SUV === Year: 2007 Consumption: High Inventory Slots: 14 Survivor Seats: 4 ================ DOUBLE CAB TRUCK ================ Year: 2005 Consumption: High Inventory Slots: 18 Suvivor Seats: 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 4. Items - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - For one to hope to survive in a zombie apocalypse, you'll need all the help you can get. And that includes scavenging the environment for helpful items along the way. There are weapons, distraction items, and healing items that can be found by exploring the environments of The Walking Dead: Survival Instinct. Here is a list of all the items in the game along with their stats. You can manage your inventory at Travel Hubs. Daryl is only able to carry 10 items into each mission. You are able to store other items in the vehicle you are using. Take only items you'll need so that you have room to carry any newly found supplies to the next area in the game. Please keep in mind that this information was compiled from statistics provided through in-game materials. - - - - - - - - MELEE - - - - - - - - ============= HUNTING KNIFE ============= Type: Bladed Melee Weapon Hunting knife used for skinning animals. Damage: Light Reach: Close Swing Speed: Medium ====== HAMMER ====== Type: Blunt Melee Weapon Claw hammer used for driving nails. Damage: Light Reach: Close Swing Speed: Fast ========= LEAD PIPE ========= Type: Blunt Melee Weapon Section of pipe that is easy to swing but heavy enough to do damage. Damage: Medium Reach: Medium Swing Speed: Medium ======= MACHETE ======= Type: Bladed Melee Weapon Steel blade machete with a wooden handle. Damage: Medium Reach: Medium Swing Speed: Medium ============ BASEBALL BAT ============ Type: Blunt Melee Weapon Sturdy baseball bat made out of solid pine with a good heft to it. Damage: Heavy Reach: Far Swing Speed: Slow ======== FIRE AXE ======== Type: Bladed Melee Weapon Large heavy axe primarily used for emergency rescue situations. Damage: Heavy Reach: Far Swing Speed: Slow ======= HATCHET ======= Type: Bladed Melee Weapon Small, light weight, camping axe, generally used for chopping wood. Damage: Light Reach: Close Swing Speed: Fast ============ SLEDGEHAMMER ============ Type: Blunt Melee Weapon Large, extremely heavy, steel headed sledgehammer. Damage: Heavy Reach: Far Swing Speed: Slow - - - - - - - - - FIREARMS - - - - - - - - - ================= BOLT ACTION RIFLE ================= Type: Rifle Scoped rifle that fires a single high powered round. Rate of Fire: Slow Accuracy: High Reload Time: Medium Range: Long ===================== DOUBLE BARREL SHOTGUN ===================== Type: Shotgun Short-range shotgun with one heck of a buckshot spread. Rate of Fire: Fast Accuracy: Low Reload Time: Slow Range: Close ======== REVOLVER ======== Type: Pistol Six shot high powered revolver, with one heck of a kick - better aim. Rate of Fire: Medium Accuracy: High Reload Time: Slow Range: Medium-Long ============ PUMP SHOTGUN ============ Type: Shotgun An old fashioned, reliable, pump action shotgun. Rate of Fire: Medium Accuracy: Low Reload Time: Medium Range: Close ================ HI-POWER HANDGUN ================ Type: Pistol Medium grade semi-automatic handgun. Rate of Fire: Fast Accuracy: Medium Reload Time: Medium Range: Medium =============== SEMI-AUTO RIFLE =============== Type: Rifle Military issued, semi-automatic rifle. Rate of Fire: Fast Accuracy: Medium Reload Time: Medium Range: Medium-Long =================== FAST-ACTION HANDGUN =================== Type: Pistol Fast action, semi-automatic handgun - Good for close range running and gunning. Rate of Fire: Fast Accuracy: Low Reload Time: Medium Range: Close ======== CROSSBOW ======== Type: Unique Lightweight and silent hunting crossbow with a sight. Rate of Fire: Slow Accuracy: High Reload Time: Slow Range: Long ================= SEMI-AUTO SHOTGUN ================= Type: Shotgun Semi-automatic shotgun capable of firing six rounds almost as fast as you can pull the trigger. Rate of Fire: Fast Accuracy: Medium Reload Time: Slow Range: Medium ============= ASSAULT RIFLE ============= Type: Unique Military issued, fully automatic rifle with red dot sight. Rate of Fire: Very Fast Accuracy: High Reload Time: Medium Range: Medium-Long - - - - - - - - - AMMUNITION - - - - - - - - - ========== RIFLE AMMO ========== Type: Ammunition Ammunition for bolt action and semi-automatic rifles. =========== PISTOL AMMO =========== Type: Ammunition Ammuntion for revolvers and other handguns. ============ SHOTGUN AMMO ============ Type: Ammunition Ammunition for shotguns. ===== BOLTS ===== Type: Ammunition Ammunition for the Crossbow. ================== ASSAULT RIFLE AMMO ================== Type: Ammunition Ammunition for fully automatic rifles. - - - - - - - - - RESTORATIVE - - - - - - - - - ============== COMMERCIAL MRE ============== Type: Restorative Individual field ration used to restore Condition. Condition Restore: Medium Stamina Restore: Small ============ SPORTS DRINK ============ Type: Restorative Common sports drink used to restore Condition. Condition Restore: Small Stamina Restore: Medium - - - - - - - - - THROWN - - - - - - - - - ============ GLASS BOTTLE ============ Type: Distraction Glass container that can be thrown to create a brief distraction. Effect Radius: Large Effect Type: Instant ===== FLARE ===== Type: Distraction Roadside Flare that can be thrown to create a distraction for a short period of time. Effect Radius: Medium Effect Type: Continuous ======= GRENADE ======= Type: Damage Military issued explosive device that can be thrown at a distance to cause massive damage. Effect Radius: Medium Effect Type: Instant - - - - - - - - - RESOURCES - - - - - - - - - ==== FUEL ==== Type: Resource FUel used to keep your vehicle running while traveling. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 5. Travel Stops - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - As you ride through the Georgia countryside, you will sometimes have to stop due to car troubles, or an impass in a road. Sometimes you'll drive by an area that just may be good for looting, and you can choose to get out and loot the place or to keep driving. There are five different roadside situations in the game, which can take place at a variety of locations, such as Mountains, Forest, and Plains. - - - - - - - - SCAVENGE CHANCE - - - - - - - - Usually, it's not worth the trouble to stop and try to scavenge for supplies. Yes, there will be supplies in the town such as fuel, ammunition, healing items, and whatever else, but most of the time you will spend more supplies trying to get through the town's zombies than you will actually bringing supplies back. - - - - - - BROKENDOWN - - - - - - If you take the highway a lot, chances are you'll be broken down quite a bit, too. The reason for breaking down varies. Sometimes it'll be a flat tire. Other times the car will need new coolant or something along those lines. Whenever this happens, you'll be given an objective and the red arrow on your compass will point to whatever you need to find. Grab it, and then bring it back to the car. - - - - - - LOW ON FUEL - - - - - - I can guarantee that you'll experience this problem in the game. As you drive down the road, the fuel runs out in the vehicle you're driving. The first time you run empty, you're given a chance to scour an area for fuel supplies. If you leave before finding enough fuel, then you will get a Game Over. - - - - - - - ROAD BLOCKED - - - - - - - Most of the time you have the option to take an alternate path, or you can get out of the car and then push the cars that are blocking the road out of the way. The latter is very dangerous, but the former can also be dangerous because if you are low on gas and run out while taking the alternate path, you get an automatic game over without the opportunity to scavenge for fuel. - - - - - - - STOP AND HELP - - - - - - - Not all survivors are found in Marked Areas. In fact, some survivors can only be found on the side of the road. The game will tell you when a survivor is nearby, and you can choose to help them or leave them. It's usually pretty easy to kill the zombies after these survivors, so I recommend helping them out, as the rewards will be mutually beneficial. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 6. Conclusion - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - I hope this guide helped you beat The Walking Dead: Survival Instinct on PS3, Xbox 360, PC, and Wii U! Please check out all my other content at Cheat Masters and GameFAQs! 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