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Characters that debuted in Season One's 400 Days DLC and Season Two of The Walking Dead video game:


Character Index | Playable Characters | Season One Characters | 400 Days and Season Two Characters | Michonne Characters | A New Frontier Characters | The Final Season Characters
Due to wiki policy, trope names and character descriptions will not be spoiler tagged. That means major unmarked spoilers ahead. Please read at your own risk.
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Prison Bus survivors

     Vince 

Vince

https://static.tvtropes.org/pmwiki/pub/images/vince_twdvg_521.png

Voiced by: Anthony Lam

A young man and convicted killer who finds himself on a prison bus a mere two days after the infection breaks out. He must make quick decisions to survive as the infection quickly spreads.


  • The Atoner: In Vince's Story his feelings about his crime are discussed with his fellow convicts and he may optionally show feelings of regret.
  • Big Brother Instinct: The reason why he chose to commit murder. It was for his little brother.
  • Born Unlucky: No matter what you do with the gun in the beginning, it gets found soon afterwards. If you hide it on you, the cops catch you before you can ditch it. If you throw it on the roof, a roofer finds it the next morning. Hide it in the trashcan? A dog knocks it over the next morning and the kid walking him turns it in. Toss it in a storm drain? Heavy rain washes it out the next day. Danny gives him the nickname 'Bad Luck Vince' no matter how that scenario plays out.
  • The Cameo: If Vince went with Tavia to the settlement at the end of 400 Days, he'll briefly appear in Season Two, Episode 3, after Clementine steals the walkie-talkies. Tavia will attempt to take a smoking break, only for Vince to appear and scold Tavia since Carver won't like her smoking. Then Vince decides to report Tavia anyway, since Vince doesn't want anyone else to be blamed for this. Tavia follows Vince to try to change his mind, giving Clementine an opening to sneak away. (If Vince doesn't appear, Clementine will still manage to escape since Tavia is too distracted with her lighter to notice.)
  • Expy: Resembles Glenn during the later seasons of the TV Series.
  • I Regret Nothing: In Vince's Story his feelings about his crime are discussed with his fellow convicts and he may optionally display no regrets.
  • Jerkass: Vince can optionally act rudely in his conversations.
  • The Kirk: As a player character Vince has options to mediate and choose between certain options.
  • The Leader: Of the five playable characters, at the end of the game.
  • Nice Guy: Vince may optionally try being nice in his conversations.
  • Only Sane Man: He's the most down to earth of the prison trio. Ironic, considering that he's in for first-degree murder.
  • Pragmatic Hero: Forced to become one regardless of player choice.
  • Revenge: He killed a man in revenge for his brother.
  • Sadistic Choice: In the end of his part, he has to choose between shooting off the foot of either a convicted rapist or a white-collar criminal, so him and a surviving prisoner can escape from their chains.
  • The Stoic: In comparison to Danny and Justin, and all the 400 days characters, he is consistently calm and collected when faced with tough choices. Regardless of whose leg he shoots off, he offers only a brief apology to the victim and shows little regret. Later, when he's united with the other protagonists, he's the one least affected by his actions, being more affected by his opinion of the person he saved.
  • Suspiciously Similar Substitute: Of Lee. A man of an ethnic minority, sentenced to jail for murdering someone related to a close person (Lee's wife, Vince's brother), who can be played as either a Nice Guy or a Jerkass and is forced to make a Sadistic Choice the end of his campaign. He also becomes The Leader of his group over time.
  • Vitriolic Best Buds: If he yanks the chains while on the bus he becomes a Down Played version for Danny and Justin.
  • What Happened to the Mouse?: Like the rest of the characters who remained in Howe's, it is uncertain what became of Vince after Clem's group escaped.

     Danny 

Danny

https://static.tvtropes.org/pmwiki/pub/images/danny_twdvg_9105.jpg

Voiced by: Erik Braa

One of Vince's fellow prisoners. Prior to the events of the game he was convicted of raping a young girl, although he claims to be innocent.


  • Agony of the Feet: He may get his foot blown off by Vince.
  • Ambiguously Evil: There's no real evidence (none shown to the player anyway) proving whether or not he's actually guilty of rape.
  • Asshole Victim: Either he or Justin depending on the player's choices.
  • Chained Heat: To Justin and Vince.
  • Clear My Name: Insists he is innocent.
  • Curtains Match the Window: Has brown hair and brown eyes.
  • False Rape Accusation: Claims to be a victim of this. Justin does not believe him, and the fact that he was convicted means the judge and jury didn't either. Whether Vince believes him is up to the player.
  • Jerkass: According to Russell.
  • Killed Offscreen: If you choose to kill Justin rather than him, in Tavia's Story Russell will mention that he died sometime prior to Shel and Becca joining the group.
  • The McCoy
  • Miscarriage of Justice: He insists that he's not a rapist. Justin doesn't believe him at all, and mockingly asks if the prosecution found their star witness in his "white van". Vince's attitude towards the conviction is up to the player.
  • Noble Demon: He condemns Justin's unrepentant dishonesty (though admits that he'd like to go into business with him and Vince when they get out), is quick to defend fellow prisoners when violence breaks out, and it seems that he honestly misses his girlfriend and listening to her voice. However, he was also convicted of raping an underage girl. (He claims to be innocent, though. Whether or not he's telling the truth is anyone's guess.)
  • One Steve Limit: Averted; he shares the same name as Danny St. John.
  • Rape Is a Special Kind of Evil: Even Justin, a remorseless Con Man who stole a hundred million dollars, is disgusted by Danny. Russell apparently feels this way as well, should Danny survive, and will say he is relieved that he died before Shel and Becca joined the group. It's ultimately up to the player to decide who Vince thinks is the lesser of two evils, or if he even believes Danny did it in the first place.
  • Vitriolic Best Buds: With Justin and Vince. He throws insults at Justin and yanks both of their chains while on the bus, but it appears he thinks of them as friends and suggests that they all go into business together after they get out of prison.
  • You Wouldn't Shoot Me: He manages to make a trigger-happy cop back off by staring at him and daring the cop to pull the trigger again.

     Justin 

Justin

https://static.tvtropes.org/pmwiki/pub/images/justin_twdvg_4116.png

Voiced by: Trevor Hoffman

One of Vince's fellow prisoners. Prior to the events of the game he was convicted of constructing a pyramid scheme that swindled a large number of people out of their savings.


  • Agony of the Feet: He may lose a foot because of Vince.
  • Asshole Victim: Him or Danny depending on the player's actions.
  • At Least I Admit It: Seeing as he's already been convicted, he readily admits that he's guilty, and that he lied on the stand to protect himself. In his eyes, this makes him a better man than Danny, who was convicted of rape but swears up and down that he didn't do it.
  • Chained Heat: With Danny and Vince.
  • Con Man
  • Consummate Liar: He lied on the witness stand, and he claims he did so pretty well. Didn't save him, though.
  • Even Evil Has Standards: He may be a lying, remorseless con man, but he can't stand the thought of rape.
  • I Regret Nothing: He doesn't feel any remorse for his crimes, and actually seems proud of how well he lied in court. Still, he's not exactly okay with anything worse than white-collar crime.
  • Jerkass: Expresses no remorse for his crimes and encourages the others not to bother with helping their fellow inmates.
  • Just Like Robin Hood: When Danny jokes that he stole everything from a passing lower-class family, Justin is offended, saying he didn't steal from that kind of person.
  • Karma Houdini: If you choose to spare him, Justin eventually parts ways with his friend and is never seen or heard from again.
  • Screw This, I'm Out of Here!: Should he survive Vince's Story, it's revealed that he abandoned the group in search of a larger community at some point before Tavia's story. Judging from how Vince reacts to the thought of him being alive, they probably didn't part on good terms.
  • Somebody Else's Problem: When two other prisoners get in a fight on the prison bus, Justin insists that Danny shouldn't bother trying to help, as they are chained to the floor and unable to do anything.
  • The Spock
  • Vitriolic Best Buds: He and Danny seem to be on good terms (even if he believes Danny is a rapist) but they do throw insults at each other on the bus. Danny even suggests that they all go into business together after they get out of prison.
  • White Collar Crime
  • What Happened to the Mouse?: If you don't kill him at the end of Vince's Story, then by the time of Tavia's Story he's run off on his own, never to be seen again.
  • Yellow Eyes of Sneakiness: He was a Con Man before the outbreak; it's kind of required.

     Bennett and Clyde 

Bennett and Clyde

Voiced by: Will Beckman (Bennett), J. S. Gilbert (Clyde)

Two cops whose cowardice start the conflict of Vince's story, as well as a part of Wyatt's. After Clyde kills a prisoner, he gets bit and Bennett runs away, only to be struck by Eddie's car while wondering in the fog.


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     Marcus and Jerry 

Marcus Crabtree and Jerry

Voiced by: Benjie Ross (Marcus), Adam Harrington (Jerry)

Two African American convicts sitting near the front of the prison bus away from Vince's group. After trading insults they break out into a scuffle that leaves them both dead.

Rural Road Survivors

     Wyatt 

Wyatt

https://static.tvtropes.org/pmwiki/pub/images/wyatt_twdvg_2936.png

Voiced by: Jace Smykel

41 days after the outbreak, Wyatt and his friend, Eddie, are driving away on a country road on a foggy night, having just killed someone.


  • Bottomless Magazines: Strangely, the revolver he's using looks like it uses six chambers. You can fire more than six shots!
  • The Cameo: If Wyatt went with Tavia to the settlement at the end of 400 days, he'll briefly appear in Season Two, Episode 3, when Carver calls Clementine into his office. Wyatt will appear near the stairs and advise Clementine to go right away.
  • Deadpan Snarker: He and Eddie spend a lot of time tossing insults at each other.
  • Genre Refugee: Both he and Eddie seem to have wandered in from a stoner comedy; their plotline is by far the most lighthearted in 400 Days, despite the circumstances
  • Jerk with a Heart of Gold: He tosses a few insults at Eddie, but they're still best friends.
  • Leaning on the Fourth Wall: He remarks on his habit of talking to himself, and how abnormal it is, and how sometimes he does things that, from his point of view, do not make sense.
  • My God, What Have I Done?: If he drives the car, then Wyatt feels horrible for being forced to abandon Eddie. He hopes to one day make up for his mistake by finding his best friend.
  • Noodle Incident:
    • The player doesn't find out exactly what happened to him and his friend before the car chase, but a few hints are dropped about how they got themselves into this mess. Also, he'll mention a time a stoned friend of his tried to put a pancake in the car's CD player.
    • In the epilogue you will learn that Vince saved Wyatt's life at some point. The details of that incident aren't disclosed.
  • No One Gets Left Behind: Wyatt can try to invoke this, dragging the injured cop down a road teeming with walkers... but, unfortunately, the scenario always ends with someone's abandonment.
  • Punch-Clock Villain: Gives off this vibe if he appears in The Cameo at Carver's compound described above. He's not unkind to Clementine, though it appears the time working for a homicidal madman hasn't deadened his dry wit any.
    "Carver doesn't like to be kept waiting. Sooooooo... you should probably go."
  • The Stoner: Eddie repeatedly wishes that they had some weed left to smoke. Wyatt doesn't disagree.
  • Took a Level in Jerkass: Depends. If it's Wyatt that gets abandoned on the road then he will be the asshole of the 400 days' group, not Becca or, arguably, Russell.
  • Vitriolic Best Buds: With Eddie. Most of their dialogue is insulting the other.
  • What Happened to the Mouse?: Like the rest of the characters who remained in Howe's, it is uncertain what became of Wyatt after Clem's group escaped.

     Eddie 

Eddie

https://static.tvtropes.org/pmwiki/pub/images/eddie_twdvg_5345.png

Voiced by: Brandon Bales

Wyatt's friend, seemingly from before the outbreak. When the two encounter another group Eddie is startled by one of them and shoots him.


  • Accidental Murder: Possibly once. Possibly twice!
  • Anti-Villain:He only tries to kill Clem in Take Us Back 'cause he thinks she wants to kidnap A.J instead of save him.
  • Back for the Dead: Shows up as an antagonist in Take Us Back and is killed by Clem.
  • Boom, Headshot!: Clementine is forced to shoot him in the head when he mistakes her for a kidnapper and tries to kill her.
  • Genre Refugee: He and Wyatt both seem to have stumbled in from a stoner flick.
  • Idiot Ball: Wyatt's whole story is because of Eddie's foolishness. When the two run over something, Eddie suggests they go back to check it out. However, instead of reversing the car, he says they should split up to check it out. This causes the duo to separate once Nate comes after them.
  • Improbable Aiming Skills: He manages to throw his keys into a car window while he can barely see the car.
  • Jerk with a Heart of Gold: He and Wyatt always argue with one another, but they're best friends nonetheless.
    • In Season 4 he is shown attacking and attempting to kill Clementine in a flashback, but only because he mistook her for a kidnapper and wanted to protect the children at McCaroll Ranch.
  • Leaning on the Fourth Wall: He comments on Wyatt's tendency to talk to himself, and how much if it really means nothing, as well as how much time they spend talking before taking action.
  • Let's Split Up, Gang: When Eddie runs over something, he suggests that they separate. One person stays in the car in case someone attacks, one person walks a short distance to see what they hit. Unfortunately, this plan splits them up for good when trouble does strike.
  • Papa Wolf: When the McCaroll Ranch was attacked by raiders, Eddie's final act is to defend the kids from Clementine, after mistaking her for a raider.
  • Noodle Incident: See Wyatt's entry.
  • No One Gets Left Behind: Despite being scared out of his wits, he feels awful for hitting who could possibly be a man and wants either him or Wyatt to go help him. Unfortunately, two out of three of them gets left behind thanks to Nate. Notably, if left behind, he always tries to save the cop.
  • Punch-Clock Villain: Shows up as a hostile member of the McCaroll Ranch in episode 4 of season 4, though he is only antagonistic towards Clementine because he thinks she's part of the group that attacked his people and is trying to kidnap their children.
  • Skewed Priorities: Is more concerned whether or not they have any weed in the car as opposed to ammo for their one gun.
  • The Stoner: See Wyatt's entry.
  • Toilet Humor: When asked why he never had a girlfriend, he responds by farting.
  • Vitriolic Best Buds: With Wyatt. Most of their dialogue is insulting the other.

     Russell 

Russell

https://static.tvtropes.org/pmwiki/pub/images/russell_twdvg_6919.jpg

Voiced by: Vegas Trip

184 days after the outbreak, Russell is travelling alone on a highway, trying to reach his grandmother in Statesboro, when someone decides to stop and give him a lift.


  • Action Survivor: Russell isn't as good at combat as the other playable characters, but he endures a lot in his story.
  • The Cameo: If Russell went with Tavia to the settlement at the end of 400 Days, he'll briefly appear in Season Two, Episode 3, when Clementine leaves Bonnie's office to meet up with Luke. Russell will notice Clementine and tells her that she'd better hurry up, since Carver doesn't like idle hands.
  • Ordinary High-School Student: Possibly. Russell is actually in his late teens, early twenties. He could be a high school student or he could have just started college/university when the apocalypse started.
    • In the photo he puts on the bulletin board, he is dressed in a graduation hat and robe, proving he's at least a high school graduate.
  • Out of the Frying Pan: If he was convinced to go with Tavia. He escaped his murderous former group and psychotic asshole Nate only to join up with arguably his worst group yet.
  • Jerkass: Come across as rather snide and rude at times, though it's likely linked to his trust issues, which is understandable considering the state of the world.
  • Jerk with a Heart of Gold: While his attitude largely depends on the player he is still outright horrified when Nate kills the old couple and in Tavia's story he avoids telling Becca that she and Shel dodged a bullet when it came to joining the 400 day's group since, depending on the player, a convicted rapist named Danny had died right before these two young women joined. Later in Season 2, if the player gets Russell to go with Tavia, Clementine will encounter him when running to give Luke a radio. Instead of reporting her to Carver or Troy he just tells her to get a move on.
  • Kick the Dog: When Bonnie tries to persuade the other survivors to join Tavia's group because they had food and medicine, Russell quotes "Yeah, "medicine"", referring to her former drug problems.
  • Mercy Kill: Despite the horror he's faced, he feels the need to put down a walker that is pathetically unable to stand up.
  • Properly Paranoid: Depends on your choices. Russell's overall actions suggest he has developed a hesitancy to trust others due to his experiences in the apocalypse. He's eventually the hardest to convince to leave the camp, as even if you leave Nate, Tavia still has to pick the right response out of four to get through to him. His paranoia about Tavia's settlement eventually proves well-founded.
  • Screw This, I'm Outta Here!:
    • His backstory is that he was part of a group of survivors whose leader had a policy of killing and stealing from any other survivors they came across. After a few weeks, he couldn't take it anymore and left to find his family.
    • Can be invoked against Nate when he insist on killing an elderly couple.
  • Vague Age: Russell says he's still in school, but it's not made clear if he's either in high school or college.
  • With Friends Like These...: You can choose to befriend Nate, playing this trope somewhat straight. Subverted if you stand up to him in the end. There is an achievement with the same name.
  • What Happened to the Mouse?: Like the rest of the characters who remained in Howe's, it is uncertain what became of Russell after Clem's group escaped.
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     Nate 

Nate

https://static.tvtropes.org/pmwiki/pub/images/nate_twdvg_536.png

Voiced by: Jefferson Arca

A man who drives a pick-up truck who stops to give Russell a ride. He presents a strange mix of helpfulness and dangerous insanity.


  • Affably Evil: He does want to be Russell's friend. Too bad he's a callous jerk at best and a sociopath at worst.
  • All Men Are Perverts: Nate seemed more interested in whether Russell made a move on a fellow survivor than he does with actually listening to his tale. He'll even attempt to justify why he has been thinking that.
  • Big Bad: Of Wyatt's Story. Arguably of Russell's Story too, depending on how you view his attitude and actions towards Russell and the elderly couple.
  • Even Evil Has Loved Ones: In Wyatt's story you learn Eddie killed one of his friends which lead to him going out of his way to track them down and kill them. It appears he cares about Russell to some degree too. When the old man in the diner called Russell a "spook" he got mad at him for being racist. A fan theory was created where he might have been using Russell as a Replacement Goldfish.
  • Even Evil Has Standards: He's a callous jerk and a sociopath, but he hates racism.
  • Evil Has a Bad Sense of Humor: His little joke with Russell about rating attractiveness gets a bit out of hand.
  • Foil: To Russell. Whereas Russell is hesitant to trust and is uncomfortable with killing, Nate has no qualms with either.
  • Jack Bauer Interrogation Technique: Wanting to know about Russell's taste in women, he decides to pull up to a female zombie and let her cling onto Russell, just to joke with him and get an answer.
  • Jerkass: The aforementioned zombie incident, and not covering for Russell when he has to run for cover, certainly have him come across as one.
    • Jerk with a Heart of Jerk: Takes charge during the gunfight after that and properly covers for Russell, directs him towards safer areas and eventually leads him inside the diner. Then kills the elderly couple inside and takes their belongings, regardless of what the player chooses.
    • Sink-or-Swim Mentor: One interpretation is that instead of screwing him over, he was testing to see how Russell handled himself in a crisis, since he congratulated him on keeping cool and making it across fine despite him not providing any covering fire? Even if that was his intention all along, it still doesn't excuse pulling that stunt or his subsequent actions, such as executing the elderly couple.
  • Karma Houdini: Gets off scott free for his actions in both Wyatt's Story and Russell's Story; the closest thing he can get to a comeuppance is if the player has Russell abandon him when he decides to kill the elderly couple.
  • Screw the Rules, It's the Apocalypse!: Nate seems to have this mentality.
  • Sir Swears-a-Lot: The "F" word is apparently his favorite adjective.
  • Slasher Smile: Does he ever.
  • Vitriolic Best Buds: Tries to invoke this on Russell, but acts far too dangerously for it to work.
    • He does TRY, though. He gives you a free ride, even comes back and saves you if you don't choose to go with him, plays a (albeit dangerous) joke on you, and apologizes for not covering you by offering you his ONLY gun. That said, if someone gives Nate a reason to kill them (like shooting at him or killing his friend), he WILL kill them and ENJOY IT.
  • What Happened to the Mouse?: Vanishes after the events of Russell's Story, even if you chose to stay with him when he killed the elderly couple.

Bonnie's Group

     Bonnie 

Bonnie

https://static.tvtropes.org/pmwiki/pub/images/bonnie_6080.png

Voiced by: Erin Yvette

A former heroin addict who rehabilitated with the help of a married couple after the outbreak. However, she is possibly having an affair with the husband, causing tension in the little group. She later accepts Tavia's offer to journey to the latter's settlement, becoming a part of Carver's gang.


  • Accidental Murder: Bonnie kills Dee by accident when cornered in the cornfield, mistaking her for one of the group chasing them that had come after her. She doesn't realize who she has struck until it's too late.
  • Adorkable: Her trying to bond with Clementine can come off like this, especially when she gives her the jacket.
  • The Atoner: Tries to gain the trust of the cabin group after helping them escape Carver's camp. Most of the group grow to accept her as a member of the group, bar Kenny (who is still a little wary of her), and Clementine (depending on player choice).
  • Badass Boast: She has one in Episode 4 when the group is held at gunpoint by Arvo's group.
    Bonnie: You! Don't even try it, motherfucker! I guarantee I'm a better shot than you are! I'll drop you both before you can blink!
  • Beware the Nice Ones: Was prepared to give Russell a verbal thrashing for firing shots at her past drug problems.
  • Bitch in Sheep's Clothing: Protective of Clem and looks out for the best interests of the group. Unless you don't go to pull Luke out of the ice. In that case, she lays into Clem about being a 'pretty girl' and therefore having an easy life, and shows a complete lack of concern when Clementine is shot.
  • Chronic Backstabbing Disorder: Despite being a relatively good person, Bonnie ends up betraying every group she's been in whether by accident, a change of heart, or anger.
  • Cool Big Sis: Tries to invoke this with Clementine, and becomes genuinely hurt if Clem doesn't accept her.
  • A Crack in the Ice: If Clementine chooses to cover Luke rather than help him in Episode 5, Bonnie will try to help Luke and fall in with him. If Clementine then fails to break the ice in time she will drown along with Luke.
  • Does Not Like Men: Displays shades of this in her conversations with Clementine, with more than a few of her lines implying that men as a whole cannot be trusted, painting them as liars and manipulators with Pride issues. Luke is an exception, due to her crush on him.
  • Face–Heel Turn: In Season 2, episode 5, she ditches Clementine's group and steals their supplies.
  • Good Cop/Bad Cop: In Season 2, episode 5, after Arvo accidentally shoots Clementine, Bonnie will be this with Mike, with the roles determined by whether or not Clementine tried to help Luke earlier. If Clementine tried to help Luke, then Bonnie will check to see if Clementine's okay, and Mike will insist that they have to get out of there. If Clementine only tried to cover Luke, then Bonnie will insist that they have to get out of there, and Mike will be the one trying to check on Clementine's welfare instead.
  • Heel–Face Turn: Goes from being a part of Carver's group to helping Clementine out.
  • Honesty Is the Best Policy: She ascribes to this philosophy. Even if she has to lie, she'll immediately regret it.
  • Hypocrite:
    • She seemingly distrusts men and paints them as untrustworthy, yet she lies and manipulates the group at the ski lodge, sells them out to Carver, then betrays the group and steals their supplies and runs off with Mike and Arvo, leaving Clementine to bleed to death from Arvo's gun shot wound.
    • In season 2, episode 5, if you choose to cover Luke on the ice despite Bonnie's insistence on Clementine going to save him, Bonnie will go instead and crack the ice under their weight. If Bonnie survives, she will blame Clementine for Luke's death, and storms off before Clementine can defend herself.
      • Her comments afterwords about Clementine having it easy because she's 'pretty' also ring hollow considering how often Bonnie dumped tasks onto Clementine, and the previous set up between her and Leland right in front of his middle-aged chubby wife.
  • Karma Houdini: Provided she didn't drown along with Luke, she later betrays Clementine's group by stealing their supplies and gets away scot-free.
  • Meaningful Name: Subverted. Her name means 'beautiful', but her past drug addiction took a toll on her looks, making her look older than she actually is. By Season 2, she looks younger, as a consequence of adopting a healthier life style.
  • Minion with an F in Evil: Bonnie is loyal to Carver but is uncomfortable with his eagerness to kill people. This eventually drives her to defect.
  • Moral Guardians: In Season 2, she tells the other members of the group off for cracking bawdy jokes in Clementine's presence and scolds Clem if she chooses to drink.
  • My God, What Have I Done?:
    • She accidentally kills Dee, believing her to be a pursuer as it was too dark to recognize her. If the player stalls, they will get a gameover instead. In other words, Dee kills Bonnie. Damned if you do, damned if you don't.
    • Explains to Clementine in Episode 3 that she had a moment like this after Walter, who had shown her a kindness she'd never seen before, was killed at the ski lodge.
    • If Clementine tried to save Luke, Bonnie has this reaction when she gets shot by Arvo. Otherwise, she has the opposite reaction and Mike has this reaction instead.
  • Never My Fault: She (and the whole group, for that matter) seems to rely and sometimes force the 11-year old Clementine to put herself in danger and do certain things, from crawling into tight spaces and fending off walkers by herself, to trying to pull a 27 year old grown man in Luke out of a hole in thin ice. In other words, she completely lashes out whenever Clementine chooses the most logical option. In Luke's case, Clementine can still fall in and almost drown even she if initially covers him. But since Clem didn't put herself out there to save Luke on Bonnie's word, Bonnie pushes the blame onto her.
  • Nice Girl: Arguably ties with Shel.
    • Took a Level in Jerkass: Potentially in Episode 5, if Clementine covers Luke instead of helping him. Bonnie will blame Clem (an eleven year old girl) for his death, even though Bonnie caused Luke to drown. And later, she will encourage Mike to leave Clem without a second thought after she is shot by Arvo.
  • Only Sane Woman: In Episode 4 she and Mike are the only down to earth supporting characters of the group.
  • Required Party Member: No matter what happens, she will retain enough optimism to follow Tavia at the end of the game. We later find out why she's required; Tavia's settlement turns out to be the camp of Carver, the initial Big Bad of Season 2. Bonnie plays a crucial role in tipping Carver off that the cabin group is at the lodge, since Bonnie tricks the group into giving her supplies.
  • Screw This, I'm Outta Here!: If she's still alive at that point, Kenny's increasing Sanity Slippage drives her, Mike, and Arvo to try and abandon the rest of the group in the truck.
  • Selective Obliviousness: Initially defends Carver having murdered people over the slightest infractions, believing that their deaths were either an accident or that he had to have a good reason to kill them. Subverted when she asks Carver about Reggie's death directly and he proudly admits to pushing him off the roof because he was "weak", causing her to immediately defect to Clem's group and help them escape.
  • Self Offense: While being pursued by a group in a cornfield, she hears someone coming and strikes. It turns out to be Dee.
  • Sudden Sequel Heel Syndrome: She - and potentially the other 400 Days protagonists - becomes one of Carver's minions in Season 2 and doesn't seem to feel any remorse when he murders a man who gave her a load of food out of the kindness of his heart. Ultimately subverted when, after Clem reveals that Carver murdered Reggie in cold blood for a minor infraction, Bonnie realizes that she can't support Carver anymore and escapes with Clem's group.
  • Took a Level in Badass: She shows up in Season 2 as a member of Carver's militia and appears to have become quite capable of holding her own since 400 Days.
  • Those Two Guys: With Mike. In Episode 4 these two are never in a scene without the other, and the plot isn't moved by either of their conflicts and decisions unlike the rest of the characters. They just react to what happens around them in responsible ways.
  • What Happened to the Mouse?: If she wasn't already killed at that point, she's not seen after Clem gets shot in Episode 5 as she, Arvo and Mike end up getting away with the rest of the group's supplies.
  • What the Hell, Hero?: Can give a massively hypocritical one to Clementine in Season 2 Episode 5. When Luke is stuck on the ice, you have the option to either cover him or help him; Bonnie pushes for the latter. If you choose the former (for the quite logical reason of not wanting to make the ice cracks worse), Bonnie (who is obviously heavier than Clementine), goes to Luke instead despite his refusal. This obviously then causes the ice to crack under their combined weight and Luke to drown. If Bonnie survives, she viciously blames Clementine for his death, not seeming to realize that she is directly responsible. The worst part? Clementine is unable to explain herself, as Bonnie walks off before she can do so!
    • Even if Clementine has been completely open and trusting with Bonnie since the events at the ski lodge, not helping Luke will cause Bonnie to completely lash out at Clem "for being a pretty little girl who doesn't expect to do a damn thing", and later convince Mike to leave Clem on the ground while she passes out after getting shot.
  • Wounded Gazelle Gambit: She scouts out the ski lodge under the guise of a broken, defenseless woman who is merely looking for some supplies for her group, which she says includes children. She comes back later with Carver, two other men, and heavily armed.
    • She's technically not lying about the children. Becca is definitely in her early teens at most, and Russell is likely still not a legal adult, for whatever law still means.
  • Younger Than They Look: The drugs she abused certainly took their toll on her body. You'd be forgiven for mistaking her for a 40-50 year old woman, especially since she's accused of having a relationship with someone who is actually 40 or 50. She looks younger in season 2 due to her healthier lifestyle, the wrinkles on the outer corners of her eyes virtually gone.

     Leland 

Leland

https://static.tvtropes.org/pmwiki/pub/images/250px-bs_leland_convo_9817.png

Voiced by: Adam Harrington

A man somewhere in 40's to 50's and husband to Dee; they find Bonnie while she's still struggling with her addiction and take her in. He soon becomes very fond of Bonnie and possibly has an affair with her.


  • Crisis of Faith: Subverted. He claims to stay true to his faith despite the hard times he has to go through during the apocalypse.
  • Easily Forgiven: If Bonnie tells him the truth about killing Dee but shows no remorse about doing so, Leland will choose to stay alongside Dee and join her side in death. Otherwise, he will stay with Bonnie, determined to keep Dee's secret safe out of the pursuers' grasps.
  • Killed Offscreen: If Leland refuses to leave Dee, Bonnie overhears him being shot dead by Roman's Group.
  • Nice Guy: He's very friendly to Bonnie and thinks the world of his beloved Dee. Of course, you have the power of deconstruct this trope by having him engage in an affair with Bonnie much to the hidden intuition of Dee.
  • What Happened to the Mouse?: Not much mention of him, besides general acknowledgement that he existed, at the conclusion of Bonnie's story assuming he left with her. However, depending on your choices, he'll stay behind mourning Dee and is then shot at the scene by Roman's group.
  • Your Cheating Heart: Whether or not she reciprocates, he definitely expresses some feelings towards Bonnie. It can even be a major factor regarding if he stays with Dee's corpse or flees with Bonnie.

     Dee 

Dee

https://static.tvtropes.org/pmwiki/pub/images/dee_twdvg_8294.png

Voiced by: Cissy Jones

A woman somewhere in her 40's to 50's and wife to Leland; they find Bonnie while she's still struggling with her addiction and take her in. She grows noticeably colder to both Leland and Bonnie when she suspects they have feelings for each other.


  • Accidental Murder: Courtesy of Bonnie. What happens to her face is not pretty.
  • Asshole Victim: In a tragic sense. After realizing Bonnie fatally struck her, Dee assumes Bonnie did this in an attempt to have Leland all to herself, berating and insulting her down to her last dying breath. While Bonnie's killing strike is indeed accidental, her assumption of Bonnie and Leland's affair can be right on the nose depending on player actions.
  • Face–Heel Turn: Bonnie's whole episode revolves around their friendship crumbling.
  • Facial Horror: She looks horrific after getting hit in the face by Bonnie.
  • Famous Last Words:
    (To Bonnie) "You fuckin' junkie...!"
  • Green-Eyed Monster: If Bonnie is too slow to strike, then Dee ends up murdering Bonnie. Whether or not this was intentional is debatable.
  • Hoist by His Own Petard: In a way. Her dragged-out argument with Leland and potentially Bonnie (which obviously attracted Roman's group) and her thievery of Roman's supplies led to the events of her death. Of course Leland contributed to this (the argument) as well, but had Bonnie just found some resistance to hold her tongue, the group would had been forced into an escape.
  • Hypocrite: Insults and verbally beats Bonnie down for dealing her a mortal blow with an iron bar, but if you fail the prompt to hit her she merrily will murder Bonnie the same way.
  • Major Injury Underreaction: It took her a while to realize Bonnie had hit her with an iron bar.
  • Murder the Hypotenuse: Near the end of Bonnie's chapter, she unintentionally is on either the giving or receiving end.
  • Properly Paranoid: She accuses Leland and Bonnie first of both never siding with her, and then of having an affair. Depending on what dialogue choices you pick throughout Bonnie's chapter, you might or might not prove her paranoia to be justified because you might or might not actually be having an affair with Leland.
  • Too Dumb to Live: When there's a group chasing after them, Dee lights up a flashlight while wandering alone through a cornfield. Since she doesn't call out to Leland or Bonnie, this causes Bonnie to mistake her as an enemy when slowly approaching her hiding spot and she strikes her with a blunt object to defend herself.

Gil's Pitstop

Original Survivors

     Walt and Jean 

Walt and Jean

Voiced by: Mark Barbolak (Walt), Rhoda Gravador (Jean)

An elderly married couple that take refuge in Gil's Pitstop before Shel's group takes up residence at it. Both are killed by Nate in Russell's story regardless of what choices he makes.

  • And Then John Was a Zombie: Happens by the time Shel's story takes place.
  • Big Bad: Could be seen as such for Russell's Story, though it depends on one's perspective towards Nate.
  • Death by Racism: Happens to Walt.
  • Jerkass: While he may be somewhat justified since his wife has been shot Walt is extremely aggressive and angry with Nate and Russell and thinks that they are with a group of bandits who had attacked him and his wife earlier.
  • Politically Incorrect Villain: Walt's status as a villain depends on perspective but he still uses racial slurs when talking about Russell.
  • Get Out!: Walt angrily tells this to Nate and Russell because he thinks they are with bandits who attacked him and his wife.
    "Please, just get the fuck out of here!"

Roman's Group

     Shel 

Shel

https://static.tvtropes.org/pmwiki/pub/images/shel_twdvg_6680.png

Voiced by: Cissy Jones

A young woman who is a member of a small group holed up at the diner nearly half a year after the outbreak. Her group is tightly knit and almost has a proper community going. We join them 236 days after the infection.


  • Beware the Nice Ones: Generally understanding and composed, after witnessing a walker devouring a puppy, she reasonably rages at Becca while dropping the F-Bomb for scaring her, warning her that she can't just pop out at people without potentially taking a bullet.
  • But Thou Must!: Due to a voting tie, she gets the casting vote concerning a foreigner who was stealing their supplies. Either let him go hoping that he isn't a bandit, or kill him so if he is, he can't inform the others. Either way, their base either gets raided and is no longer safe or they begin to introduce more oppressive policies because of Roman.
  • Brutal Honesty: She can invoke this to Becca if the player chooses. This may work against her in the long run.
  • The Cameo: If Shel and Becca went with Tavia to the settlement at the end of 400 Days, they both will appear in Season Two, Episode 3, after Carver forces Carlos to hit Sarah. Clementine will briefly pass by Shel and Becca having an argument: Becca will be angry at the cabin group for leaving and will accuse Sarah of sitting on the ground like a baby, while Shel will attempt to calm Becca by pointing out that the cabin group has had a rough time.
  • Cool Big Sis: To Becca. Also depends on your options if you let her inspect the guns.
  • Good Is Dumb / No Good Deed Goes Unpunished: Of course, letting a strange man who breaks into your camp free after losing a great amount of supplies from a previous break-in is indeed a stupid choice, and should the player make that choice, the group will be attacked and Boyd will be killed.
  • Early-Bird Cameo: Before her own story, Becca also appears in Vince and Bonnie's stories.
  • Hero Antagonist: She was one of the pursuers in Bonnie's scenario.
  • Murder Is the Best Solution: You can argue for or against this for the thief the group captured. You are forced to invoke it yourself, or run away, later on.
  • Nice Girl: In comparison to Becca. Shel is even sympathetic to the Cabin survivors even after they escaped the community. This is only occurs if Shel and Becca go with Tavia to Carver's camp in 400 Days.
  • Screw the Rules, I'm Doing What's Right!: That is an option for her.
  • Screw This, I'm Outta Here!: A final option for her to take, with or without Becca's support.
  • Shoot Your Mate: Roman gives her the duty to kill Stephanie for her betrayal. Players can either follow through or flee.
  • Sibling Yin-Yang / Foolish Sibling, Responsible Sibling: She's the Responsible Nice Girl to the mischievous Jerkass Becca.
  • What Happened to the Mouse?: Like the rest of the characters who remained in Howe's, it is uncertain what became of Shel after Clem's group escaped.

     Becca 

Becca

https://static.tvtropes.org/pmwiki/pub/images/becca_twdvg_8949.png

Voiced by: Brett Pels

Shel's younger sister. A rambunctious and slightly bratty teenager.


  • The Cameo: If Shel and Becca went with Tavia to the settlement at the end of 400 Days, they both will appear in Season Two, Episode 3, after Carver forces Carlos to hit Sarah. Clementine will briefly pass by Shel and Becca having an argument: Becca will be angry at the cabin group for leaving and will accuse Sarah of sitting on the ground like a baby, while Shel will attempt to calm Becca by pointing out that the cabin group has had a rough time.
  • Early-Bird Cameo: She can be seen with her sister running away from Walkers during Vince's story.
  • Jerkass: Vehemently bashes Sarah behind her back for being a crybaby (this was when Carlos was forced to hit her), and the rest of the group, including Clementine for leaving, even though Clementine wasn't even with them at the time.
  • Kick the Dog: When Bonnie expresses that people can care about you if you let them, Becca takes a jab at the fact that if Leland cared so much about Bonnie, then he wouldn't had let her run off alone.
  • Lonely Piano Piece: She was taught guitar by Stephanie, and her opening piece sets the tone for one of the calmer scenes of 400 Days.
  • Necessarily Evil: If you've been honest to her, she'll agree that Stephanie must be put down for thievery. Never mind that she's been a part of her life for a while.
  • Shadow Archetype: She's somewhat a shadow archetype of Clementine, being more bratty and more willing to go with choices that Clementine would feel morally wrong.
  • Shoot Your Mate: Shel can challenge her on her word to execute Stephanie. Becca, of course, backs out.
  • Sibling Yin-Yang / Foolish Sibling, Responsible Sibling: The mischievous Jerkass to the responsible Nice Girl Shel.
  • Tagalong Kid: No matter what she will always end up accompanying Shel.
  • Teens Are Monsters: She seems to be completely cold and unfeeling in regards to dealing out death sentences to other human beings, even those who were a big part of her life.
    • Jerkass Façade: However, the player can have Shel calling her out by challenging her to execute Stephanie. If this option is taken, Becca immediately becomes outright scared and folds on the issue like a deck of cards. Her cold attitude is, all in all, just a troubled teenager trying to put on a brave face.
  • Too Dumb to Live: Had a habit of sneaking out alone of the pitstop just for the hell of it. Not that anything happened, but not only did she do this during a Zombie Apocalypse, but she still maintained the habit after two break-in's and a possible bandit raid after the second one depending on your choices.
  • What Happened to the Mouse?: Like the rest of the characters who remained in Howe's, it is uncertain what became of Becca after Clem's group escaped.

     Roman 

Roman

https://static.tvtropes.org/pmwiki/pub/images/roman_twdvg_349.jpg

Voiced by: Andrew Chaikin

The leader of Shel and Becca's group. He used to be in a band before the outbreak.


  • A Lighter Shade of Black: Roman is willing to execute anyone deemed a threat to the group, insists of enforcing the rules they've set down, uses Walkers as guard-dogs and a deterrent and is perfectly willing to hunt down anyone attempting to leave to prevent them "Escaping". He's essentially founded a smaller and (slightly) less evil version of Crawford.
    • Compared to Carver's community in Season 2, which is run with a philosophy of "survival of the fittest", forcibly conscripts survivors to perform manual labour as if it were a prison camp and is ruled with even more of an iron fist. Appropriate, as Carver's group are heavily implied to be responsible for killing Roman at some point between 400 Days and Season 2.
  • Big Bad: Of Bonnie's story. Maybe of Shel's story too, depending on whether or not you agree with his crackdown.
  • Dropped a Bridge on Him: He is discovered as a corpse riddled with bullets by Clem, Nick and Pete in "All That Remains".
  • I Did What I Had to Do: Regrets doing immoral things but feels that they were necessary for the survival of the group.
  • Jerkass Has a Point: His insistence on killing Roberto, due to his fear that he could be a scout for a raiding party. If he's spared and let go, Roberto does indeed come back with an armed posse, leading to the death of Boyd.
  • Meaningful Name: His name and his actions invoke the dictatorial and Well-Intentioned Extremist ideals that the ancient Romans had.
    • And with his shaved head and round face, he somewhat resembles Caesar from Fallout: New Vegas.
  • Pet the Dog: When he's first introduced, actually. He deeply enjoys Becca's guitar-playing, feeling that music is something they need to preserve.
  • Sudden Sequel Death Syndrome: Is seen as a corpse near the end of the first episode of Season 2, recognizable by his signature jacket and shaved head.
  • Well-Intentioned Extremist: Willing to kill in order to keep the safety of the group.

     Stephanie 

Stephanie

https://static.tvtropes.org/pmwiki/pub/images/250px-ss_steph_frown_2571.png

Voiced by: Dana Bauer

A fellow survivor in Roman's group. Is friends with Shel.


  • Et Tu, Brute? / Face–Heel Turn: Invokes both the former and latter.
  • Hero Antagonist: Obviously not a hero of course, but she was one of the pursuers in Bonnie's scenario.
  • Killed Offscreen: Depedning on the player's choice, Shel's scenario ends with her and Roman leaving to execute Stephanie, so the execution isn't even shown.
  • Nice Girl: When faced with letting a bandit free or killing him, she advocates setting him free.
  • Sacrificial Lamb: Mostly exists to create Shel's second moral choice.
  • Screw This, I'm Outta Here!: She tries to run off with a large amount of her group's supplies.
  • Sympathy for the Devil: She feels that the bandit Roman ties up is no different from them. She becomes a thief in the end, just like him.
  • What Happened to the Mouse?: Whether you actually execute her or flee the pitstop, she most likely ends up dead either way.

Other Pitstop survivors

     Michelle 

Michelle

https://static.tvtropes.org/pmwiki/pub/images/michelle_twdvg_2599.jpg

Voiced By: Najwa Brown

A scavenger that walks in on Clementine as she's trying to wash up at a abandoned restroom rest stop.


  • Accidental Murder: Poor Omid.
  • Apologetic Attacker: Winds up shooting Omid by accident as he was trying to sneak up on her. She apologizes profusely to Christa when she comes to find out what's going on. Doesn't save her, however.
  • Asshole Victim: It is kind of hard to feel bad for her because she bullies Clementine, heavily implies that she's robbed other people before, and (despite being apologetic) killed Omid.
  • Fission Mailed: Well, sort of. When she's holding Clementine at gunpoint, you can refuse to give in to her demands, despite the fact that she's pointing a loaded gun at you, and...she never fires at you, regardless of what you say to her. The only time she fires her gun is at Omid, but the game goes on regardless. In fact, another example of this trope is Omid's death, because it can make the player think they screwed up somehow. Actually, Omid will always get shot, regardless of what you do, and the game will go on regardless.
  • Heel–Face Door-Slam / Rejected Apology: Christa shoots her before she can even finish her sentence.
  • Jerkass: Takes Clem's gun and holds her at gunpoint while rifling through her backpack. Then demands she hand over her hat. One of the options is to tell her that her dad gave it to her. She doesn't care and still keeps asking for it. What's worse, she wasn't intending to shoot Clem. She was just being a bully.
    Clementine: You don't have to do this. It's mean.
    Michelle: You gotta be mean to keep goin' out here.
    Clementine: I'm not mean.
    Michelle: Yeah? And who got your gun?
    • Jerkass Has a Point: She's not wrong when she states "you gotta be mean to keep goin'", considering that you have to resort to any means necessary to survive the apocalypse. The bandits from Season 1 are perfect examples of this.
  • Killed Mid-Sentence: Christa doesn't even let her try to explain before she's shot dead.
  • My God, What Have I Done?: Just look at her face after she shoots Omid.
  • Nice Guys Finish Last: She basically tells Clementine as much if you choose certain dialogue options.
  • Noble Demon: Robbing children suits her just fine but taking a life proves to be too much for her.
  • Not So Different: Depending on Clementine's later choices in Season 2, especially if she steals from Arvo and acts a lot like Jane.
  • Paper Tiger: Oh, so much. It's obvious that she was a scared individual who tried to hide her fear behind a cruel exterior.
  • Small Role, Big Impact: She appears and dies all within the first ten minutes of the game, but her actions end up killing off one of the last remaining major characters from the first season and subsequently end up shaping the course of the entire season.
  • Starter Villain: For season 2.
  • Teens Are Monsters: She appears to be only a few years older than Clementine yet seems to have lived the life of a bandit for quite some time as she'll mention that the last group of people she robbed had some really good stuff. She also ends up killing Omid, but that was more of an accident.
  • Too Dumb to Live: Never seems to wonder if Clem is by herself or why she has a gun with her. Even worse threatening Clem with a fully loaded gun but obviously having no training on using it.
  • Would Hurt a Child: Unsuccessfully. She holds Clementine at gunpoint, but doesn't actually fire at that time. She kills Omid by accident, but given her reaction to that, it's doubtful she would have killed Clementine anyway.

Abandoned Campsite

     Sam 

Sam

A dog Clementine meets after she gets separated from Christa.


  • Berserk Button: Clementine learned the hard way to not deny Sam his food. Truth in Television: even a trained dog will react poorly if its food is taken away.
  • Big, Friendly Dog: Subverted.
  • Canine Companion: For a bit with Clem, at least until food is concerned.
  • Disproportionate Retribution: May kill Clementine over a can of beans. Justified, as, well, he is an animal.
  • Evil-Detecting Dog: Manages to pick up a nearby walker tied to a tree.
  • Impaled with Extreme Prejudice: By accident, as Clem kicks him into some broken tent poles after he attacks her, leaving him stuck and writhing on the ground.
  • Mercy Kill: If you wish to do so after knocking it into some broken tent poles. Clem will do so via Slashed Throat.
  • Reality Ensues: You can train a lot of dogs to be friendly with people, but even the most obedient dog will still attack you if it hasn't been fed, or if you try to take its food away.
  • Shout-Out: A potential one to Telltale's Sam and Max games, as he shares the name of one of the titular characters and even has a similar shade of fur.

Cabin Survivors

     Peter Randall 

Peter Joseph "Pete" Randall

https://static.tvtropes.org/pmwiki/pub/images/pete_twdvg_5315.jpg

Voiced by: Brian Sommer

"Sometimes you gotta play a role... even if it means people you love hate you for it."

The cabin group's oldest member and Nick's uncle. Although a bit rough around the edges, Pete evidently cares for the well-being of his fellow survivors and tries to keep conflict to a minimum. Out of his fellow group members, he is the most welcoming of Clementine.


  • Bald of Awesome: Not a hair on his head and quite capable of holding his own against the walkers.
  • Big Damn Heroes: In his first appearance, saving Clementine from certain death.
  • Cigarette of Anxiety: At the beginning of Episode 2, Clementine finds a pack of cigarettes in the truck they're trapped in, prompting Pete to take one.
  • Cool Old Guy: By far the nicest and most reasonable member of the cabin group.
  • Cruel to Be Kind: Believes he is being this to Nick, since Nick grew up with a bad father - it's left vague exactly what Nick's father was like, but either abusive or neglectful - so it fell to uncle Pete to "keep him in line", to raise him right. Unfortunately it seems to have backfired, as Nick and Pete frequently get into arguments.
  • Devoured by the Horde: If you choose to help Nick instead of Pete at the end of Episode 1.
  • Heroic Sacrifice: Pulls one to help Clementine escape the walkers at the beginning of Episode 2, if you chose to go with him previously.
  • The Leader: Seems to share this with Carlos.
  • Living Lie Detector: He seems to think so, choosing to believe Clementine because he has "a good bullshit detector". However, you can lie to him about what happened to the dog that bit you and he'll still believe you. It's also why Luke apparently never beats him at poker.
  • Nice Guy: He's much quicker to trust Clementine than the others. For instance, unlike Luke, Pete is willing to give Clementine a chance to explain the dog bite on her arm during their first meeting.
  • Only Sane Man: Of the cabin group. When he dies everything goes to hell.
  • Parental Substitute: He is one for Nick and Luke. He was also becoming one with Clementine before he got bit.
  • Reasonable Authority Figure: Of course this means he has to die first.
  • Robbing the Dead: Upon encountering several dead bodies, Pete's first instinct is to find out who the culprits are, but he reminds Clementine to looks for supplies and ammunition as well.
  • Sacrificial Lion: Out of all the cabin survivors, Pete is the smartest and most capable. So naturally he's the first to go no matter what choices you make.
  • Self-Deprecating Humor: If you pick a certain dialogue option. Probably regarding his relationship with his nephew, Nick, with whom he argues a lot. Or possibly the cabin group as a whole, considering we don't know how well they get along normally.
    Pete: Are you always this agreeable?
    Clementine: No.
    Pete: Good, you'll fit right in with this outfit.
  • The Straight and Arrow Path: He uses a crossbow of sorts to save Clementine in his first appearance, though it isn't seen after that.
  • Team Dad: Of the Cabin group. Especially for Nick and Luke.
  • Tough Love: He really does care for Nick and wants what's best for him, but he also doesn't pull his punches when calling his nephew out on his actions.
    Pete: I love that stupid kid. No matter what you think, he is a good boy. He's been playin' a tough hand, but he is a good boy.
  • Zombie Infectee: He gets scratched or bitten by a walker at the end of the first episode. If Clementine decides to help him, the pair manage to ward off the walkers and hide inside an abandoned truck, where he is presented with a Life-or-Limb Decision. He ultimately chooses to sacrifice himself so that Clem can make it back to the cabin.

     Luke 

Luke

https://static.tvtropes.org/pmwiki/pub/images/luke_smoky_stare_9257.png

Voiced by: Scott Porter

"It's a tough world out there without people you can trust."

One of the cabin survivors, Luke is an amiable and reasonable person, but has a bad habit of putting his foot in his mouth. Following his meeting with Clementine, he becomes something of a big brother figure to her. After Pete's death, Luke assumes a pseudo-leader position and tries to keep his group safe from Carver's men.


  • Adorkable: His attempts at bonding with Clementine are often laughably awkward but sweet.
  • As You Know: At one point, Luke and Clementine have a conversation over dinner, which gives Clementine the opportunity to tell Luke - and remind the player - about some of the events that happened in Season 1.
  • A Birthday, Not a Break: Luke reveals that it is his birthday in Episode 5.
  • Big Damn Heroes: In his first appearance. Clementine would've probably died if he and Pete hadn't shown up.
  • Chick Magnet: Both Jane and Bonnie show interest in him, and Clem can get teased for having a crush on him if you say the right things. Mike even calls him one.
  • Cool Big Bro: Attempts to play this role to Clementine, and while her reaction to it is up to the player, there tends to be a sense of awkwardness that hangs around their interactions no matter what you do.
  • Character Rerailment: Gets much better in episode 5.
  • Childhood Friends: With Nick. Nick mentions they've been friends for twenty years.
  • A Crack in the Ice: This plus an injured leg leads to his death in Episode 5.
  • Cruel and Unusual Death: Drowning in a frozen lake while your friends desperately try to save you (and possibly being dragged to the depths by a walker if you run to help him) can't be fun.
  • Determinator: Follows Carver's truck all the way back to Carver's camp. Without stopping. On foot. The guy is, understandably, exhausted when he finally reunites with Clem.
  • Dirty Coward: Carver thinks of him this way, insisting that he will lead the cabin group to ruin and expressing no surprise when Luke disappears at the end of Episode 2. Then again, Carver isn't exactly the most reliable of sources. It later turns out that Carver is full of it, as Luke spent all of his time to chase down Carver's truck holding everyone hostage, without stopping to take a break or a bite of something to eat, proving that he won't abandon his friends.
    • Luke will think of himself like this if Clementine risks her life to save Sarah while he's on top of the roof, out of harm's way, waiting to lift his friends up onto the roof. He's needed on the roof for them all to escape, but he's still not proud of letting a little girl risk everything while he watches.
  • Distracted by the Sexy: Too busy having a roll in the hay with Jane in episode 4 to keep an eye out for Walkers.
  • Distressed Dude: Briefly becomes this in Episode 2, when he and Clementine are crossing a bridge and get surrounded by three walkers. Luke goes to engage one, but the wooden boards under him break, causing him to get stuck, meaning it's up to Clementine to dispatch the walkers and save him.
  • Doomed Hurt Guy: He lasts about a day after getting shot in the leg, with the injury causing him to fall through the ice of a frozen river and drown.
  • Everyone Has Standards: He finds the idea of killing dogs to be appalling.
  • Friend to All Living Things: He is fine with putting down walkers and bitten humans, but has a problem with killing dogs.
  • Game-Breaking Injury: His rib injuries make him much less physically capable in Episode 4.
    • Played with in Episode Five. He catches a bullet in the leg, but in and of itself it's not a game-breaker; it merely slows him down. However, it slows him down enough that he's unable to avoid falling into a frozen river, and weakens him enough that he can't shake free of the walker dragging him down.
  • The Heart: Clearly is important to a lot of people in the group, as well as the Cabin survivors as those from Carver's camp. When he dies, what's left of the people of Carver's camp fall apart. Mike flees, taking Bonnie with her (who may or may not blame Clementine for his death), and Kenny and Jane end up literally, at each other's throats.
  • The Hero: Luke clearly sees himself as this and tries his hardest to live up to the role. He actually manages to pull it off decently, but like Kenny before him this mindset leads to him not really taking the opinions of others into consideration.
  • Heroes Prefer Swords: Likely intentional, considering his hero complex.
  • Heroic Sacrifice: Grapples with a walker while underwater to keep it away from Clementine, which leads to it pulling him down and drowning him.
  • Heterosexual Life-Partners: With Nick. The two were apparently good buddies even before the outbreak, having been business partners, and remain pretty close to each other long after.
  • Hidden Depths: In Episode Five, he reveals that he majored in art history, of all things.
  • Hypocrite: Criticizes Clementine if she steals Arvo's medicine for allowing Jane to "rub off on her"... before proceeding to have sex with Jane.
  • Ideal Hero: Tries his damned hardest to be one of these, regardless of how smart of a decision it is. Unfortunately for him, it doesn't work out.
  • Idiot Ball: Whether it was due to bad writing/characterization or Luke's momentary stupidity, we don't know, but for some reason he thinks that having unprotected sex with Jane in the goddamn zombie apocalypse, especially when their only doctor has just recently died, is a good idea. If Clem goes with Jane in Episode 5, in Season 3 we witness that Jane hangs herself after taking a pregnancy test and seeing that it's positive, not wanting to be a burden and to bring a baby into such a horrible world. If Luke could have thought rationally for a few seconds and decided that maybe that kind of coitus wasn't really smart for the time, Clem would probably still have a guardian and not have had to survive on her own with a baby for years.
  • It's All My Fault/ Guilt Complex: Episode Five reveals that he considers himself responsible for all of his companions dying, regardless of his involvement. Considering his hero complex, this isn't particularly surprising.
  • The Leader: After Pete's death, Luke starts to become this, sharing the position with Carlos. Interestingly, while Carlos is older and possesses medical expertise, Luke is the one that usually decides on the group's next course of action, even if Carlos doesn't really agree with it. He fights for the leadership role with Kenny at the end of Amid the Ruins.
  • Machete Mayhem: Seems to prefer this over guns.
  • Nice Guy: Most of the time. He does panic and drop Clementine after seeing the dog bite on her arm, believing it to be a walker bite, and treats her with a bit more suspicion afterwards. He eases up soon after though, ultimately choosing to defend Clementine from the others and subsequently befriending her.
  • Nice Job Breaking It, Hero!: Indirectly responsible for (one of) Sarah's death(s). If he'd been watching the perimeter instead of doing Jane, Sarah wouldn't have died in the deck collapse.
  • Pragmatic Hero: An unorthodox version. He attempts to be an Ideal Hero, but a lot of his actions say otherwise. For example, he'll disagree with Clementine if she wants to come clean about Nick's role in the death of Matthew, and try to convince her to hide the truth from Walter. Later, he also suggests that the group leave behind a wounded Kenny, and by extension Sarita, in order to escape from Carver's camp.
  • Real Men Hate Affection: Averted. He has no problem comforting Nick with a Man Hug, when the latter is torn up about Pete's death.
  • Red Oni, Blue Oni: The blue to Nick's red, though he has quite a temper himself.
  • Sex for Solace: His excuse for why he took a break from standing watch to have sex with Jane, stating that he wanted "one moment" away from a Crapsack World.
  • Sole Survivor: Early in Episode 5, he realizes that he's the last surviving member of the cabin group. He doesn't take it well. He also doesn't get to enjoy his status for very long, as he dies the next day, putting an end to the Cabin Group (unless you count Alvin Jr.)
  • Star-Crossed Lovers: There's some Ship Tease between him and Jane after their hookup, and both will eventually admit that there's something there. Unfortunately, the ship sinks along with Luke when he falls through the ice of a frozen lake and drowns.
  • Survivor Guilt: He feels guilty for being the last of his group alive, wishing he could have done more to help them.
  • Tastes Like Friendship: Although they start off rocky, Luke befriends Clementine after giving her some food, knowing how hungry she is, despite his own group not having much to spare.
  • Thou Shalt Not Kill: He refuses to kill Carver when he has him at his mercy.
  • To Absent Friends: When he realizes it's his birthday, Bonnie presents him with a bottle of rum, which he raises in a toast:
    "To the loved ones we've lost along the way... and to the hope that we see them again someday."
  • Took a Level in Jerkass: Although it's only towards Kenny in Season 2 Episode 4. He also doesn't take responsibility for Sarah's optional death at the gift shop. Luke had been sleeping with Jane when he was supposed to be looking out for walkers. He would've been able to warn them sooner and all of them would've survived the horde, but because of his recklessness Sarah dies. Afterwards when Kenny reprimands him for this behavior Luke reacts angrily and defensively and is more upset about Jane leaving than Sarah dying because of him.
  • Unresolved Sexual Tension: With Jane, after they have sex.
  • Verbal Tic: Starting sentences with a quick "Okay", usually while explaining something. Oddly enough, the subtitles usually put the "okay" at the end of the previous sentence.
  • What Happened to the Mouse?: He is told by Kenny to "take a hike" after the pair goes to fix the transformer, which is why he avoids being captured by Carver's group at the lodge. He later shows up at Carver's camp, having apparently followed them all the way there from the ski resort.
  • What the Hell, Hero?: Kenny and possibly Clementine's reactions to him sleeping with Jane rather than keeping watch for walkers.
  • Wide-Eyed Idealist: Tries to remain a morally upstanding person during the apocalypse, however this can make him look irrational when hard decisions need to be made.

     Nick 

Nick

https://static.tvtropes.org/pmwiki/pub/images/nick_3227.png

Voiced by: Brian Bremer

"I mean, what's the point? We'll just march to some new place and somebody else will die. It's never gonna stop. And eventually, it'll be our turn."

Pete's hotheaded nephew and a close friend of Luke's. Due to struggling with the death of his loved ones, Nick is easy to set off, which occasionally causes him to make mistakes to the detriment of the group, though at heart, he means well.


  • A Day in the Limelight: Gets a lot of focus in Episode 2.
    • A Death in the Limelight: If you get him killed at the end of the episode. However, it should be noted that even if he survives the episode he is Demoted to Extra in Episode 3 and killed very early in Episode 4, so Episode 2 is pretty much the end of his story no matter what.
  • And Then John Was a Zombie: If he was saved in episode 2 this is his fate in episode 4.
  • Childhood Friends: With Luke. He tells Clementine that they have been friends for twenty years.
  • Deadpan Snarker: He responds this way when Pete tries to give him some advice, apparently tired of it.
    Pete: You know Nick, I don't like this either, but sooner or later, you're gonna have to realize a simple truth.
    Nick: What? That you're an asshole?
  • Death Seeker: Veers into this at the beginning of Episode 2, when he lures the walkers towards him so Clementine can run back to the cabin. He'll even reject her attempt to help him, telling her to just run for it. Clementine can mention this to Luke later, who says it's not the first time Nick has felt like that.
  • Demoted to Extra: If he survives Episode 2 he is noticeably less involved in the story of Episode 3 and only makes a brief appearance in Episode 4 before being found as a walker.
  • Despair Speech: Delivers a particularly chilling one at the beginning of Episode 2, if you chose to go with him instead of Pete.
  • Disney Death: If Clementine manages to convince him to leave the cellar at the start of Episode 2, Nick will draw the walkers towards him, allowing Clementine to escape but seemingly sealing Nick's fate. When Clem and Luke come back for him later, they find him unharmed beyond being in a drunken stupor.
  • Dropped a Bridge on Him: In Episode 4, if he's still alive, Nick gets shot in the shoulder by Tavia's men and wanders off. The next time Clem sees him, he's become a walker.
  • Drowning My Sorrows: He doesn't take Pete's death well at all and gets completely hammered on moonshine. He'll even offer Clementine a drink, which the player can choose to accept or refuse.
  • Eaten Alive: Potentially, if Clementine doesn't reveal the picture of Matthew and Walter to Nick and then tells Walter that Nick is "just like everyone else". Doing so leads Walter to abandon Nick when the latter is attacked by walkers, resulting in Nick's death.
  • Forgotten Fallen Friend: If he dies in episode 2, the group pretty much forgets he ever existed. If he dies in episode 4, Luke only very briefly mourns him, but must move on due to their current situation.
  • Freudian Excuse:
    • The reason he reacted so poorly to the possibility that Clementine had been bitten by a walker was because the cabin group had previously treated someone with a walker bite, who then proceeded to turn and attack Nick's mother. He apparently killed her himself.
    • Goes even farther back, with Pete explaining that he had to step in as a father figure because Nick's own father was never around. It explains some of his resentment towards Pete.
  • Friend to All Living Things: When he was younger apparently. Pete mentions a time when took him out hunting and Nick was unable to shoot a buck when it was in his sights, causing Pete to nearly get shot when Nick refused to hand over the gun and accidentally fired it. Pete would find the buck a month later and shoot it; Nick refused to speak to him for weeks afterwards.
  • Guilt Complex: Though he's made quite a few mistakes that are worth owning up to(which he does), Nick also readily attempts to take the blame for situations that are out of his control, such as his mother getting bitten and Reggie losing his arm.
  • Heroic BSoD: If you choose to help Nick, causing Pete to be killed by walkers, Nick sinks into depression and quickly goes into a suicidal drunken stupor. Even if Clementine supports him, he remains torn up about it and later shoots Matthew in a panic. This doesn't really help matters, as he quickly finds out that Matthew meant no harm.
  • Heroic Sacrifice: Sacrifices himself for Clementine if you convince him to leave the cellar with you. Then subverted, as he manages to survive the encounter.
  • Heterosexual Life-Partners: With Luke. Kenny even mockingly accuses them of being a couple due to their closeness.
  • Hot-Blooded
  • I Just Shot Marvin in the Face: Nearly puts a hole in Clementine because he had his finger on the trigger during a highly stressful situation. Pete also mentions an incident when he was younger, where Nick nearly shot him by accident when they argued over killing a buck. In Episode 2, he actually does panic and kills Walter's partner Matthew. Nick becomes increasingly grief-stricken through the episode, especially when he realizes who Matthew was.
  • Improvised Weapon: Uses a jar of whiskey to take out a walker at one point.
  • Irony: As a kid he was so tender-hearted he wouldn't shoot a buck. As an adult he almost shoots a child.
  • It's All My Fault: Tends to do this. Upon reuniting with Reggie at Carver's camp and seeing his amputated arm, Nick immediately assumes it's his fault despite having been gone from the camp for months.
  • Jerk with a Heart of Gold: He's introduced wanting to shoot Clementine, much like Rebecca. However, once it becomes clear that Clementine is an innocent girl, Nick apologizes for his behavior, and freely admits that going "aggro" out there was not okay of him. Underneath his temper and self-doubt, he's ultimately a good guy.
  • The Load: His contribution to the story has primarily consisted of screwing up in ways that leave the group worse off. Clementine can even compare him to Ben, at one point. This role gets passed to Sarah in Episode 3, as Nick doesn't actually do very much in said episode.
  • Manchild: Pete at one point accuses Nick of being this, because Nick has to learn the "simple truth" that the world is not going to give a damn whether Nick likes something or not. The issue of whether or not Nick actually is this is left unresolved because shortly thereafter, they're both attacked by walkers and you only have time to help one.
  • Nice Job Breaking It, Hero!: He shoots Matthew because he mistakenly assumed Matthew was holding Luke and Clementine at gunpoint; this causes problems later when the cabin group meets the people Matthew was with.
  • Out of Focus: If Nick is saved in Episode 2, he will get shunted to the side in Episode 3 with only a few speaking lines and in Episode 4, he will only appear in two scenes, his second and final one being found as a walker and put down by Clementine.
  • The Quiet One: In Episode 3, Nick only speaks in four scenes if he's still alive: telling off Kenny for making a rash escape plan while locked in the truck, confiding in Clementine after they settle in how he's certain that Luke will return, agreeing with Luke that escaping the camp right away is too risky, and freaking out at just how huge the walker herd is and how difficult it will be to wade through them.
  • Red Oni, Blue Oni: The red to Luke's blue.
  • Rousseau Was Right: He behaves like a complete asshole when he's introduced, almost killing Clementine, and his apology afterwards seems awkward and a bit forced. However, Nick does try to make amends later and is clearly grief-stricken after killing Matthew. He also genuinely thanks Clementine if she convinced him not to give up during their time in the cellar and if she gives him Pete's watch.
  • Suspiciously Similar Substitute:
    • He looks like a younger Kenny and their personalities are pretty similar as well. If you went with him and got trapped in a cellar, he starts drinking whiskey straight from the jar, just like Kenny did after losing his family. This can become even more obvious when they actually run into Kenny and they share a table together, with the two very strong tempers clashing over different opinions.
    • Clementine has the option to compare him to both Ben and Lilly in Episode 2, and both comparisons fit pretty well given the circumstances.
  • To Absent Friends: If Clementine accepts his offer to drink the whiskey.
    Nick: To Peter Joseph Randall, the nicest mean old bastard I ever knew.
  • Took a Level in Kindness: He starts out as reckless and hot-headed, but gradually becomes more reasonable and understanding over the course of the story.
  • Tragic Keepsake: Pete's watch, if you found it in Episode 1 and give it to him in 2.
  • Used to Be a Sweet Kid: According to Pete.
  • Vitriolic Best Buds: Seems to be developing this with Kenny, of all people.
    Nick: Not bad, old man.
    Kenny: Thanks, asshole.
  • "Well Done, Son!" Guy: Seems to have this attitude towards Pete, who raised him in the stead of his neglectful/abusive father.
  • What the Hell, Hero?: Nick usually has the best intentions, but he's on the receiving end of plenty of these for good reason, considering he almost kills you when he's first introduced and later shoots an innocent man due to a misunderstanding. Inversely, if you choose to run over to him rather than Pete at the end of Episode 1, causing the walkers to kill Pete, Nick chews you out for abandoning his uncle.
  • You're Not My Father: Has shades of this towards his uncle Pete, who was forced to step in and try to raise him, due to his father not being around often and being abusive towards Nick when he was. Despite this, Pete's death greatly upsets Nick, showing that he did care for his uncle.

     Carlos 

Carlos

https://static.tvtropes.org/pmwiki/pub/images/carlos_2894.png

Voiced by: Andrew Chaikin

A doctor and the unofficial leader of the cabin survivors. Carlos will do anything to ensure the safety of his daughter.


  • Apologetic Attacker: When he's forced to smack Sarah by Carver, he apologizes to her before he does the deed.
  • Big Damn Heroes: In episode 2, at one point Clementine runs out of ammo to shoot at a bunch of walkers. Then Carlos shows up and uses his pistol to take out the rest for her so she can run.
  • Character Development: His feelings torward Clementine being around Sarah. In Episode One he flat-out tells Clementine to stay away from his daughter, feeling she manipulated her. In Episode Two, he has no choice but to trust Clementine with Sarah's care. In Episode Three, he asks Clementine to help him in comforting Sarah, saying "you're her friend."
  • Defrosting Ice King: Is very cold and distrustful of Clementine at first because he thinks she manipulated his daughter, but at of the end of episode 3 he asks for her help in calming Sarah and is completely fine with them being friends.
  • Demoted to Extra: in Season 2 Episode 3, Carver has Carlos busy with doctor work at the very beginning of the episode, and he doesn't show up again until the end, at which point he dies.
  • Devoured by the Horde: The plan to escape from Carver's community seems to be going well until a stray bullet from the gunmen firing from rooftop accidentally hits his neck as the group walk through a crowd of walkers. He is soon killed and eaten by the walkers in front of his daughter.
  • Fingore: Carver breaks several of his fingers, which happens right in front of his daughter. As expected, she doesn't take this well.
  • Good Parents: Though while arguably being too protective and sheltering, Carlos does the best he can in the apocalyptic world for his daughter Sarah, who implied to have some form of anxiety and autism.
  • Idiot Ball: Carlos decided to lock Clem inside a shed when she arrived with a bite. He had the intention of waiting it out to see if it was really a dog bite or a walker bite if she gets a fever by the next day. Clem can point out that either way she would have gotten a fever, and potentially die, because walkers and wild animals both have fever inducing diseases in their bites. Refusing her supplies in the first place would have led to her death whether it was a walker bite or not.
  • Jerkass: Has no problems locking up a wounded Clementine in the shed in suspicion of a walker bite, and scolds Clementine should she seek help from Sarah, his daughter, upon breaking out of the shed.
  • Jerk with a Heart of Gold: Upon realising that Clementine was telling the truth the whole time, even with some tension between each other, Carlos does decide to patch up her wound in the end. In the next morning he eases up on Clementine, and even goes as far as to save her life during the herd attack in the Ski Lodge.
  • Jerkass Has a Point: Blames Kenny for Walter's death when the whole group is captured by Carver in the ski lodge. While it was a low blow to Kenny's self-esteem, Carlos is right to say that there are consequences to rash actions. One could say that had Kenny decided to surrender immediately than shoot down one of Carver's men, Walter would have not been killed by Carver as an act of revenge.
  • The Leader: His medical knowledge seems to command a great deal of respect from the group, arguably more so than Pete.
  • The Medic: He's only one in the group with advanced medical training, what with having been a doctor before everything went to hell. He is also capable of taking out walkers like the others.
  • Nice Job Breaking It, Hero!: Over the course of the first three episodes, Carlos continually fails or refuses to acknowledge that his daughter is far more emotionally capable than she looks, leading her to be hideously unprepared for the outside world as a result of his sheltering. Predictably, this causes problems in the third episode.
  • The Smart Guy: Carlos is built up to be this, but he makes too many logical mistakes regarding Clementine and Sarah's treatment to be given this title. Seriously, there's no excuse for a medical student, much less a fully qualified doctor, to be unable to distinguish between a walker/human bite (half-circle shape) and a canine bite (V-shape).
  • The Stoic: Aside from moments when Clementine gives Carlos parenting advice and when Sarah does something wrong, he is the most calm out of all of the Cabin group.
  • Not So Stoic: He's not very pretty when he's pissed. In fact, he outshines Rebecca in this department.
  • Overprotective Dad: To Sarah. If Clementine asks Sarah to help her get supplies, Carlos chews you out for "manipulating" Sarah even if you were nice to her.
    • There's a moment in Episode Two where he acts this way forwards Clementine, too. Luke wants to take her with him to scout the bridge but Carlos objects, saying "She's just a little girl, Luke." There's also his insistence on Clementine leaving with them, saying that since Carver saw her she's safer with them.
    Clementine: You're not my dad, Carlos!
  • Papa Wolf: Is very protective of Sarah, and chews out Clementine if she uses the girl to get disinfectant.
  • Reality Ensues: When the plan is to cover yourself in walker guts and walk through a herd of walkers while there are people shooting at the herd in question, there's bound to be a casualty...
  • Reasonable Authority Figure: As the de facto leader of the cabin group, Carlos is stern and terse, but generally wise...except when it comes to sheltering Sarah.
  • Surprisingly Sudden Death: He got shot seemingly out of nowhere during a very short dialogue prompt as the group escaped before being devoured by walkers.

     Sarah 

Sarah

https://static.tvtropes.org/pmwiki/pub/images/sarah_twdvg_5129.png

Voiced by: Louisa Mackintosh

Carlos's rather strange, but lovable teenage daughter.


  • Adorkable: Odd mannerisms and all, Sarah is endearingly, unfailingly sweet.
  • Ambiguous Disorder:
    • Implied to have some kind of developmental issues, behaving like someone younger than Clementine despite being around 5 years older than her. Clementine seems to notice this.
    • Also seems that she might have a type of anxiety one as well (the wiki suggests this) as she freaks out completely when Carver shows up at the cabin, even going as far as to say to Clementine that she couldn't breathe.
    • In an interview taken in November of 2014, it was confirmed that Sarah's behaviour is due to being sheltered and reacting to the world around her.
    Kevin Bruner (Telltale president and co-founder): She was certainly sheltered, but there's more to Sarah than an over-protective father... Sarah's behavior and personality was the result of the world around her, rather than any other factor.
  • Because You Were Nice to Me: Sarah demonstrates great loyalty to Clem if the player chooses to be friends with her and sticks up for her. Notably if Clem tries to accept the blame for the photo, Sarah quickly cuts her off and takes the blame for herself. If Carver smacks Clementine in In Harm's Way Sarah goes as far as angrily demanding that he leave Clementine alone - a shocking amount of bravery coming from the same girl who was driven into a near-panic attack at the sight of Carver in the prior episode. She also laments in Amid the Ruins that she could never be as good of a friend as Clementine is.
  • Beware the Nice Ones: A small in Episode 3. Should Clementine tell Sarah to grow up when she's separated from Carlos, Sarah will state that she doesn't care and say that Clementine's Just a Kid while stating she's the older child.
  • Break the Cutie: Oh boy.
    • In Episode One, she witnesses the group choosing to lock a girl (Clementine) younger than her in a shed out of the fear that she'll turn. Said girl later unwittingly sneaks into her room in search of medical supplies.
    • Episode 2 has a long-time member of her group die of a walker bite, and she later witnesses Carver torturing her father right in front of her, and potentially has to deal with two more group members dying.
    • Episode 3 utterly destroys her, forcing her to deal with Carver forcing her father to hit her (which he'd never done before), murdering an old friend of the group, and savagely beating Kenny. As if this weren't enough, she then has to walk through a herd of walkers with guts smeared all over her, only for her father to be shot in the neck by a stray bullet and eaten alive in front of her, causing her to completely lose it and run off into the wilderness, terrified.
    • Episode 4 clinches it with her having a Freak Out while Luke is trying to save her. If you manage to save her she realizes that the others were going to leave her behind had Clem not stepped in. However, even if you try to convince her to keep going she is shown to be permanently broken, in denial over her father's death and then she dies, screaming for help, after getting trapped under the rubble of the collapsed observation deck, being eaten alive by walkers.
  • Broken Tears: Sarah suffers a lot of psychological trauma in a short amount of time, and it breaks her.
    • When Carver tortures her father right in front of her, Sarah breaks down sobbing and begging Carver to let her dad go.
    • This trope happens again after Carlos is killed by the walkers near the end of episode 3 due to a stray bullet hitting him.
    • When the Walkers get her, she sobs and screams for Clementine or her father before being eaten.
  • Chekhov's Classroom: Clementine has the option of passing on the gun use and safety lessons Lee gave her to Sarah. Subverted in that it never comes into play before the girl is killed, and she's in no condition before then to be handling a firearm anyway.
  • Children Are Innocent: Carlos says of her that she would "cease to function" if she ever found out what the world was "really like" out there.
    • Although it's implied that she does understand a bit of what's going on. When Clementine offers to show her the dog bite, Sarah asks if it really is just a dogbite and not from a walker which shows that she knows that not everything is as great as it used to be. Later on, lying to her about Pete and Nick as her father instructs you has her see through it and call you out, whereas telling the truth only causes her momentary distress. She also understands the danger of the world well enough to seek some basic firearms training from Clementine.
    • Turns out Carlos was right, after he dies she completely breaks down, is borderline catatonic when you first find her, then if you manage to find her she goes into denial over her fathers death.
  • Cosmic Plaything: Good Lord, her fate in Amid The Ruins... She is either abandoned by her friends in the trailer to be devoured by walkers because they weren't able to snap her out of her catatonic state in time, or she survives the experience just to fall off a collapsed conservatory deck later on and is again devoured by walkers. What makes the latter worse is the chance to save her again is cruelly ruined by a falling debris landing on Jane's head, temporarily distracting her, wasting time recovering, and making the decision to leave Sarah behind to die to save herself. And unlike Ben in either scenarios, she's not given a chance to be mercy killed, she's always dies fully conscious and screaming for her dead father and Clementine.
  • Creepy Child: Sarah is a very nice girl, but can be quite creepy at times:
    • If Clementine turns down an offer of friendship, Sarah can get really insistent about it. Justified in that Sarah has no friends around her age and is heavily implied to be autistic on some level.
    • Sarah finds an unloaded gun and asks Clementine to teach her how to use it. During her training, Sarah briefly points the gun barrel at Clem's face. She quickly apologizes, and it's pretty clear that she simply wasn't thinking, but Clem is still understandably creeped out.
  • Cynicism Catalyst: A rare example who isn't actually dead, but Sarah's the reason for much of Carlos' cynical behavior to Clementine, since Carlos has a deep desire to protect Sarah from the outside world.
  • Despair Event Horizon: Definitely crosses it when her father is killed at the end of Episode 3. Her anguished screaming is painful.
  • Don't Tell Mama: Her reason for helping Clementine in Episode 1, if the latter is rude to her. She fears her father's reaction (though it isn't very severe, as seen below) should he find out Clem was in her room.
  • Devoured by the Horde: She either dies in the trailer during the beginning of episode 4 or at the end of it when she falls off the collapsing deck and then gets eaten.
  • Felony Misdemeanor: She makes it clear that she fears her father's punishments. What does this punishment entail? A stern scolding, followed by his reassurance that he just wants what's best for her. It's not exactly the most heinous of punishments. This is an unusual justified variation of this trope, however, as Sarah's father has deliberately sheltered her from the outside world - this combined with her implied Ambiguous Disorder makes it clear that disappointing her father really is terrifying to her.
  • Forgotten Fallen Friend: Like Nick, if she survives to the longest extent possible, the aftermath of her death seems muted in comparison to other required deaths. To about an equal extent as Nick, the group are by and large more concerned about other things (especially the baby that is born right after Sarah's death) than grieving over Sarah. The only people who comment on her, this time, are Jane and Clementine.
  • Friendship Denial: Will insist she and Clementine are friends even if Clementine is a jerk to her. But in Episode 4, if Clementine has been a jerk to her for the first 3 episodes and Sarah asks Clementine why she rescued her from the trailer and Clementine says "Because we're friends" Sarah will say "No we're not."
  • Hates Being Touched: After you find her in Episode 4. Clementine was just not meant to give her that hug.
  • The Heart: Sort of. She's pretty much the only cabin survivor Clementine meets that isn't suspicious of her right off the bat (even Pete and Luke freaked out at the dog bite at first, and even Alvin eventually went with the locking in the shed idea after Rebecca pressured him into it).
  • Heroic BSoD: She has one in "In Harm's Way" after Carver forces Carlos to hit her.
    • And again at the end of the Episode when her father is first shot by Tavia and then torn to pieces by walkers.
  • I Just Want to Have Friends: The reason she helps Clementine in Episode one, if Clem is nice to her.
  • Interrupted Suicide: After Carver tells Clementine and Sarah to leave the greenhouse, Sarah, still traumatized over her father slapping her and stressed over being a prisoner, walks to the very edge of the roof and looks like she's about to jump. Clementine is about to cautiously intervene before Carver, fed up with Reggie, tosses him off the roof. This act shocks Sarah out of potentially doing the deed.
  • Kill the Cutie: No matter what you do to save her, Sarah will die. And in a rather brutal way.
  • The Load: Takes Nick's place in this position starting in Episode 3. Thanks in part to Carlos isolating her from the ugly realities of their situation (and in part to her own Ambiguous Disorder), she is painfully ill-prepared to deal with all the trauma she has to endure, ultimately causes her to suffer a complete breakdown in the climax.
  • Nice Girl: She'll help Clementine if Clementine asks her to even if Clementine picks the "jerk" choices.
    • Also, in episode 2, when Carlos grills Clementine about taking a picture of Sarah (and thus indirectly giving Caver evidence of their whereabouts), you can try to take the blame by pointing out that you took the picture. But Sarah overrules you and admits that she asked you to take the picture. It's subtle, but the fact that she's willing to do so after showing how much she fears disappointing her father goes to show how much Clem's friendship means to her.
    • In episode 3, if Clementine chooses to keep staring at Carver after he tells her not to listen to other people's conversations, or if she says it's none of his business when he asks about the walkie talkie Clementine used to have, Carver knocks her to the ground and scolds her, but Sarah sticks up for Clementine, even if Clementine's been a jerk to her so far.
    • In fact, in general, Sarah has a strong aversion to other people getting hurt and being in pain (as she points out herself once in chapter 3, even when Sarah herself is really mad, she would never want to hurt anyone). She notices Clementine is hurt in chapter 1, so she gives Clementine medical supplies regardless of how Clementine treats her. She repeatedly sticks up for Clementine (including admitting she asked Clementine to take the picture or telling Carver to leave Clementine alone if Carver hits Clementine). She breaks down sobbing when Carver is torturing her father, and she goes almost catatonic when Carver kills Reggie in front of her.
  • Nightmare Fetishist: Slightly. If Clementine asks Sarah what book she's reading, it turns out Sarah's reading a story about body-snatching creatures. In Episode Two, if you choose silence when she asks you to teach her how to shoot a gun, she'll play around with the thankfully unloaded gun and pretend to shoot herself in the head with it.
  • Obfuscating Stupidity: There are several hints that despite whatever developmental disorder she has, she is significantly more capable than most people give her credit for - especially her dad, who seems to believe that she is blissfully innocent and that he must keep her that way if she is to remain functional. Notably, she is able to handle the truth about bad situations if it's delivered honestly, and she's mature enough to notice if Clementine doesn't enjoy her company.
  • Reality Ensues: Due to Carlos' upbringing as well as her anxiety issue, Sarah is completely unprepared to handle herself in this new chaotic world. This is best shown in Episode 4 following the aftermath of her father's death which puts her in a state of stupor.
  • Reckless Gun Usage: She's a bit careless with the gun she found beneath the cabin; not only can she pretend to shoot herself in the head with it, but she'll also aim at Clementine when asking what she should shoot. Good thing there weren't any bullets in the magazine.
  • Shadow Archetype: Sarah is untaught in how to survive and relies on her father, Carlos, to protect her, which can be seen as a mirror of the type of person Clementine could have become if Lee had never taught her how to survive nor stop relying on him.
  • Spanner in the Works: Had she not spend been taking pictures while playing with the camera, Carver would had never suspected anything further and confirmed that the cabin was the location of her group.
  • Too Good for This Sinful Earth: Sheltered, unflinchingly kind little Sarah tends to bear the brunt of the post-apocalyptic world's harshness and is the most profoundly affected by it. And then the story brings the trope full circle when she is killed by Walkers in Episode 4, and unlike Duck and Ben, Sarah suffers when she goes. And there's nothing you can do about it.
  • Trauma Conga Line: Episode 3 is NOT kind to the poor girl. Let's count the ways: She and the rest of the group are kidnapped by Carver, then Carver forces Carlos to slap her for talking during one of his speeches. Shortly afterwards, she watches Carver kill Reggie by throwing him off the roof of the compound. The reason why? Either she or Clementine didn't pick enough berries in the greenhouse. Finally, just as things start to look up for her, her dad is hit by a stray bullet during the escape at the end of the episode and is eaten alive by Walkers right in front of her.
  • What the Hell, Hero?: If you tell Sarah in episode 1 that you and Sarah are friends, but then defend your decision to take pictures in episode 2 by reminding Carlos "you told me to distract her", Sarah will react badly to the word "distract" and wonder if you think she's just an "idiot", she thought you and she were friends!

     Rebecca 

Rebecca

https://static.tvtropes.org/pmwiki/pub/images/rebecca_3576.png

Voiced by: Shay Moore

Alvin's pregnant wife. Rebecca is very distrustful of Clementine, though seems to have warmed up to her.


  • A Day in the Limelight: She's a bit more present in the foreground in Episode 3, as her knowledge of the PA system in Carver's camp made her vital to the escape plan.
  • And Then John Was a Zombie: She dies and reanimates at the end of episode 4, startling Clementine and causing a large shootout.
  • Berserk Button: Pointing out the downsides of her pregnancy in an apocalypse and how it can make her a liability is a sure way to set her off, and Jane learned this the hard way.
  • Birth/Death Juxtaposition: If Sarah is rescued from the trailer park, Rebecca's child is born after Sarah's death when the balcony collapsed.
  • Bitch Alert: She's introduced suggesting that the group shoot Clementine.
  • Death by Childbirth: Granted, it's a few days later, but giving birth in an abandoned gift shop with no medication during the onset of winter pretty much sealed her fate from the start.
  • Don't You Dare Pity Me!: Jane's "concern" for Rebecca and her unborn child not only provoked Rebecca into saying this, but led to her giving Jane a deep, verbal thrashing that went too far.
  • Establishing Character Moment: She's introduced to the players by pushing the group to shoot Clementine dead due to her suspicion of Clementine's bite wound, which was from a dog, not a walker. In a more established form, should the player choose to say nothing upon meeting the group, Rebecca reaches for Nick's gun to do the deed herself, causing the gun to fire and nearly hit Clementine.
  • Jerkass: In Episode 1, where she is introduced wanting to shoot Clementine due to her dog bite, which they believe was from a walker, and doesn't ease up afterwards for fear that she's a scout for Carver.
  • Jerk with a Heart of Gold: After Episode 1, she promises to try to cut Clementine more slack, and explains that she was surly before because she doesn't like the idea of being dependent on others. It's also implied that she's experiencing mood swings, being in the late stages of pregnancy and all.
  • The Lancer: In episode 3 Kenny takes the role of leader again, and since Carlos and Luke are too busy, it's left to Rebecca to step up and take up the role of second-in-command. And she uses this role as any lancer should and counters all of Kenny's plans until it was proven that with some adjustments it would work without a doubt.
  • The Load: Defied; she expresses to Clementine in Season 2 Episode 2 that she doesn't want her pregnancy to make her a liability to the group, and that she's not used to such a position.
  • One Steve Limit: Averted, as she has a similar name to Shel's sister Becca.
  • Parental Substitute: Takes on a very motherly role towards Sarah.
  • Pre Ass Kicking One Liner: When she learned Alvin had died when Clementine didn't bring him back to escape from Carver's camp, she basically gave Kenny the green light to kill Carver when Luke didn't take it.
    "Kill him".
  • Pregnant Badass: She isn't as combatant as the other characters, but she's endured a lot and won't tolerate anyone or anything she considers a threat. Her choice to stick around and watch as Kenny bashes Carver's brains in proves just how hardened she is.
  • Rape as Backstory: It's heavily implied that her pregnancy came from rape. Carver all but confirms it with his Famous Last Words.
    Carver: What the fuck are you looking at, bitch? Don't act like you didn't enjoy every second of it.
  • Revenge: When Reggie tries to find every reason to justify Carver's actions even after he learns Carver murdered Walter and potentially Alvin, Rebecca drops this gem.
    "After what he did to Alvin, I want him dead."
  • Sassy Black Woman: Rebecca has very slight shades of this. While she's an okay person in general, when someone upsets her, she can be pretty snide.
  • Shoot the Shaggy Dog: The woman did her damndest to survive and not become The Load, only to die and reanimate shortly after having her baby.
  • Tempting Fate: In Episode 3. Rebecca confesses to Clem that she used to be angry with Alvin for what Carver did to her, and never got the chance to apologize. Clem can invoke the trope by insisting that she "can tell him later". Rebecca doesn't get to do so, because Alvin dies in a shootout in Carver's office.
  • Took a Level in Badass: She's become much more hardened in Episode 3.
  • Took a Level in Kindness: Rebecca eases up on Clementine a lot after Episode 1, and shows her more tender side frequently. Justified in that she was only rude because she suspected Clem might be a spy, and now believes she can be trusted.
    • In episode 3 she can be seen comforting a panicked Sarah multiple times, and Sarita as well after Kenny's horrific beating from Carver.
  • Who's Your Daddy?: She's expecting a child, but isn't sure if it's Alvin's. By Episode Two, she's confident that it's Carver's - and it wasn't by choice.
    • If the player is really sick of her, they can have Clem inquire about who the father is and tell her that she should "think about being nicer to her".

     Alvin 

Alvin

https://static.tvtropes.org/pmwiki/pub/images/alvin_2761.png

Voiced by: Dorian Lockett

Rebecca's husband. He's more levelheaded than his wife, but is something of a pushover.


  • Beware the Nice Ones: If Clementine chooses to threaten Alvin by telling his wife that he spoke to Clementine behind her back, Alvin will immediately get angry and call her out on her threats. He'll still give Clementine the bandage and a juice box to drink.
    • Furthermore, Episode 2 reveals that he killed Carver's friend George shortly before the Cabin group fled the compound. Justified because George was on Carver's side and tried to stop the cabin survivors from escaping before Alvin decided to off him.
    • He also talks pretty badly about Nick behind his back after Nick shoots Matthew. You can either agree with him or convince him to cut Nick some slack.
    Alvin: Man, fuck Nick.
  • Boom, Headshot!: If the player is unable to prevent Kenny from shooting Carver, Carver will get up and shoot Alvin in the head without a second thought.
  • Character Death: He is either shot in the head by Carver if the hostage situation goes badly or commits a Heroic Sacrifice at the end of episode three.
  • Cold-Blooded Torture: If he survives episode two, he spends episode three being tortured by Carver to work out their "disagreements." It's also what causes his Heroic Sacrifice as he's too injured to escape with the rest of the group.
  • Deadpan Snarker: Shows signs of this, especially his conversation with Carlos about Carver following them.
    Carlos: We can't be too sure. They might be tracking us.
    Alvin: Tracking? Who do you think they are, ninjas?
  • Famous Last Words: "You look after my girls. I got a feelin' it's gonna be a girl..."
  • Forgotten Fallen Friend: Bizarrely gets mourned by very few characters beyond Sarah in episode 4. He gets a little more love in episode 5, but it's still strange that his companions were more interested in Sarita's death than his.
  • Henpecked Husband: He has very slight shades of this. When the others decide to lock Clementine in the shed, Alvin at first is more in favor of simply helping Clementine and being done with it, but Rebecca scolds him, causing him to reverse his decision and say helping her right away is a bad idea.
  • Heroic Sacrifice: If Carver doesn't execute him, Alvin gives his life to buy Clementine the time needed to help the group escape.
  • Last Breath Bullet: During his Heroic Sacrifice in Episode 3. He is shot by one of Carver's mooks and uses Carver's derringer to return the favor right before dying
  • Nice Guy: He insists he isn't, but just can't help it. He wasn't as aggressive to Clementine as Nick or Rebecca, and he was the one who suggested they have Carlos take a look at her arm. Also, later, after Clementine escapes from the shed the others locked her in, Clementine can insist that he's "nice" to guilt him into giving her medicine for her arm.
  • Nice Job Breaking It, Hero!: Can be the victim of one of these if you handle the hostage situation incorrectly in episode 2. If you go outside to seek Kenny's help, but then don't talk Kenny out of making the shot, Kenny will shoot Carver, but Carver will retaliate by shooting Alvin. Also, if you give yourself up, but then don't choose to protect Alvin to make Kenny surrender, it will still end up with Carver shooting Alvin.
  • Out of Focus: Sadly, despite being a cool character he receives very little screentime in comparison to the rest of the cabin survivors. Even if you don't get him killed in Episode 2 he only appears in three scenes in Episode 3 and is unconscious in one of them due to spending most of his time in that episode getting tortured by Carver.

     Alvin Jr. 

Alvin Jr.

https://static.tvtropes.org/pmwiki/pub/images/ngb_aj_blanket_9302.png
Click here for his appearance in Season 3 
Click here for his appearance in Season 4. 

Voiced by: Tayla Parx (English), Oliver Díaz (Spanish)

Rebecca's baby, Alvin Jr. is born near the end of Episode 4. After his mother's tragic death, the baby is taken into care by Kenny, who strives to bring the child a proper upbringing and raise him properly. Kenny names him Alvin Jr., or AJ for short, after his late father. It is implied that AJ's genetic father is actually Carver, who impregnated Rebecca when he raped her. At the end of the season, he is being cared for by Clementine, possibly with either Jane or Kenny.

In Season 3, AJ is separated from Clem by the New Frontier and presumed deceased, sending her into a downward spiral full of vengeful rage. By Season 4, she manages to track him down and is attempting to raise him during the apocalypse.


For Alvin Junior tropes, see here.

Ski Lodge Survivors

     Matthew 

Matthew

https://static.tvtropes.org/pmwiki/pub/images/matthew_twdvg_8470.png

Voiced by: Wylie Herman

A short man dressed in black who meets Luke and Clementine on the bridge.


  • Badass Bookworm: Apparently quite a bookworm, building up a collection of books.
  • Badass Gay: To survive this long, you'd have to be (badass that is).
  • Dark Is Not Evil: Appears to be rather intimidating with his black hoodie, goatee, and hunting rifle, but he turns out to be a decent person.
  • Knife Nut: Has a very nice survival dagger in his cabin. Clementine takes it since he has been killed, and Walter later finds it in her backpack.
  • May–December Romance: Looks to be in either his late 20s or early 30s, while Walter is old, balding, and grey haired.
  • Nice Guy: Offers Luke and Clementine the food in his cabin, since he has plenty of it.
  • No Good Deed Goes Unpunished: Too bad he gets shot by mistake shortly afterwards.
  • Poor Communication Kills: Nick mistakenly believes Matthew is holding Luke and Clementine at gunpoint, so Nick shoots Matthew, who then falls off the bridge. While this is mostly Nick's fault, it most likely would have been avoided if Matthew wasn't aiming his gun at Nick when he ran up.
  • Too Dumb to Live: When someone 30 feet away from you has a bead on you, you don't raise your gun. You either get down or surrender. Sure it was a misunderstanding, but it would take too long to get you aim right from that distance while standing in the open.
  • Touché: When he approaches you, he'll note that you don't look like assholes, before asking "Are you assholes?" If you point out how he's the one holding a gun while Clementine and Luke are (visibly) unarmed, this is his response.
  • We Hardly Knew Ye: Is shot by Nick in a misunderstanding not five minutes after he meets Clementine and Luke.

     Sarita 

Sarita

https://static.tvtropes.org/pmwiki/pub/images/sarita_twdvg_994.jpg

Voiced by: Julia Farmer

An Indian woman who's one of the residents of the ski lodge. She's Kenny's new partner.


  • Action Girl: Proves herself to be competent with a rifle near the end of Episode Two. Her competency is seen again as she swiftly takes out a walker behind Clementine during the escape in Episode 3.
  • Amputation Stops Spread: Clementine has to choose between taking off Sarita's hand or killing the walker who's currently biting her. She dies either way.
  • Children Are Innocent: Tries to invoke this with Clementine if the player decides to watch Carver die, and Clementine will bluntly tell Sarita it's not her decision.
  • Deadpan Snarker: Dismisses Troy's lame attempt at an insult with the most unaffected expression after she defends Reggie.
    Troy: No one's talking to you...(stutters) Indian Lady!
    Kenny: Hey!
    Sarita: No, it's fine. I am Indian.
  • Machete Mayhem: Swifty takes out a walker inches from feasting into Clementine with one in the climax of Episode 3.
  • Mercy Kill: Clementine can put her out of her misery with an axe to the forehead after she's partially mauled by walkers. Of course, this enrages a grieving Kenny who tries to save Sarita after she's attacked.
  • Nice Girl:
    • Like the rest of the lodge residents, she is unfailingly kind. Seems to take Kenny's sudden harsh mood swings in stride, interpreting his impatience for chivalry. However, similar to Katjaa, her opinion of Kenny takes a hit when he decides to kill Carver in a particularly gruesome manner.
    • If you don't hack her arm off in Episode 3, in Episode 4, Kenny is seen comforting her before he goes off on Clementine soon after. From her personality and the look on her face, it's probably safe to bet that she likely wants to cover for you and convince Kenny it wasn't your fault, but she's too weak to actually voice her opinion.
  • Parental Substitute: Much like Kenny in Season 2, Sarita starts acting in a very maternal way towards Clementine.
  • Replacement Goldfish: Kenny's badly torn up about his old family (though never admits it), and is extremely overprotective of her...
  • Replacement Love Interest: Kenny describes her as "my girl", and she has a foreign accent as Katjaa did, along with a similar build and haircut. Kenny must have a "type".
  • Satellite Love Interest: Basically functions as Kenny's new girlfriend and not much else. We barely learn a thing about her.
  • The Scream: Caps off episode 3 with an ear-splitting scream if Clem hacks her arm off. It gets her killed at the beginning of Episode 4.
  • Stuffed in the Fridge: Even if you chopped off her arm to save her, she still dies. And her death serves to make Kenny suffer and become even more unhinged.
  • Too Good for This Sinful Earth: Kind and motherly, you'd think cutting off her arm would had saved her. However, as some may expected the noise she made from getting chopped attracted the many walkers surrounding them. You can guess what happened then.
  • Zombie Infectee: Up in the air until Episode 4. She gets bitten by a walker at the end of Episode 3, but it was on the wrist, and if Reggie was telling the truth, it's possible that Clementine's near-simultaneous taking off her arm saved her from that, at least. Then again, the axe was covered in walker blood and she's viciously torn into at the very beginning of Episode 4 regardless of the player's choice, so she was doomed either way.

     Walter 

Walter

https://static.tvtropes.org/pmwiki/pub/images/walter_twdvg_2116.jpg

Voiced by: Kiff VandenHeuvel

A man who used to be a teacher, and now serves dinner at the ski lodge. He and Matthew are partners.


  • Badass Bookworm: It appears that a love for books (Steinbeck being one example) was one thing he and Matthew had in common.
  • Badass Gay: Although he seems a bit more on the bookish, nerdy scale of it.
  • Big Damn Heroes: If Clementine convinced Walter that Nick is a good person, Walter will do this, saving Nick when he's about to be killed by a walker.
  • Boom, Headshot!: How Carver kills him.
  • Break the Cutie: He's the most idealistic member of the combined ski lodge/cabin group, and he and his partner Matthew are unfailingly generous to strangers even in the Crapsack World they find themselves in. In the space of a day, Matthew is killed over a small misunderstanding, Walter finds himself unwittingly aiding his partner's killers, and he generously helps out Bonnie only to discover that she was lying through her teeth while reconning for Carver's group, who take them all hostage a few hours later.
    • Kill the Cutie: Carver selects him to be executed as a warning to the rest of the group.
  • Despair Event Horizon: Crosses it after finding out about Matthew's death. It's up to you as to whether or not he lets his crossing the horizon lead to him abandoning Nick to die.
  • Mauve Shirt: Is given a considerable amount of depth during the one episode he appears in and he is the deciding factor in regarding Nick's fate before being killed off by Carver.
  • Nice Guy: He gives food to Clem's group and Bonnie's family without inquiring about their pasts. Sarita notes that he and Matthew tend to be absurdly generous to strangers. Clem can even convince him to forgive Nick for killing Matthew.
    • Beware the Nice Ones: His niceness can only go so far, though. If you don't vouch for Nick after he finds out about Matthew's death later on he'll let a Walker kill Nick when he could've shot it and will later lie about knowing what happened to him. You can hit him for this.
  • Good Smoking, Evil Smoking: Is found smoking a cigarette in a very sinister-looking way when he finds Matthew's knife in Clementine's bag. Whether it's ultimately subverted or played straight as a sign of his loss of faith in humanity depends on whether or not Clementine convinces him to forgive Nick for Matthew's death.
  • May–December Romance: Based on their appearances, he's a good fifteen or twenty years older than Matthew.
  • No Good Deed Goes Unpunished: Walter is unfailingly kind. Then he learns that he just made dinner for his partner's murderers. His giving Bonnie's "family" food is rewarded with her doing nothing while Carver executes him as a warning to Kenny.
  • Patrick Stewart Speech: Being a teacher, he slips into lecture mode to tell Clem that there's hope for the world as long as the survivors don't lose their humanity, even quoting John Steinbeck.
  • The Pollyanna: A Rare Male Example. Sure, the Zombie Apocalypse happened, but he remains optimistic. The world keeps turning, people keep living (though in lesser numbers), and ultimately the best way for life to go on is for everyone to talk through their differences and come together. A series of Break the Cutie events happen shortly after, ultimately ending in his death.
  • Sacrificial Lamb: His death at Carver's hands is to show just how dangerous and callous the latter really is.
  • The Smart Guy: How Kenny describes him to Clementine.
  • Turn the Other Cheek: Towards Nick when he finds out he killed his lover. He had a good shot to kill him and decided to save his life instead. However, this is subverted later depending on what you told him, as Walter will let zombies kill Nick if you say he's just like everyone else.

Carver's Settlement

     William Carver 

William "Bill" Carver

https://static.tvtropes.org/pmwiki/pub/images/william_carver_twdvg_1392.png

Voiced by: Michael Madsen

The ruthless leader of a settlement that the Cabin Group is fleeing from. Those not in his posse are terrified of him.


  • A Storm Is Coming: Is overheard saying this to Clementine in the preview for episode 3.
  • Axe-Crazy: At his worst Carver is savage, violent and borderline psychotic, having demonstrated his being capable of viciously beating other characters within inches of their lives with his bare hands.
  • Badass Boast:
    • Delivers one to Clementine (along with a solid smack to the jaw) at the start of Episode 3 if she is defiant.
    Carver: Don't test me, girlie. I'll pass every time.
    • The boast turns out to be empty once Kenny administers the Crowbar Endurance Test.
  • Badass Mustache: He has a thick 'stache.
  • Bad Boss: He doesn't take very kindly to people who leave his camp, nor those who can't pull their own weight in his society. For example, he kills Reggie after Sarah and Clementine don't do a satisfactory job on the blueberry plants they're growing.
    • He is also very quick to deal with what he considers backtalk or interruptions with a quick smack, even if it's from kids such as Clementine and Sarah.
  • Berserk Button:
    • His biggest one is keeping Rebecca and what he belived to be his child away from him.
    • Weakness and breaking any of his rules will cause him to kill someone for literally no reason.
  • Big Bad: For the first three episodes of Season 2 until Kenny beats him to death.
  • Control Freak: He goes to great lengths to track down the cabin survivors and bring them back under his fold, and the way he talks about Rebecca and their child seems to imply he doesn't care much to have a loving family and more that he just doesn't like being scorned.
    • More than anything else, Carver hates challenges to his authority. Case in point: The first thing he does in "In Harm's Way" is admonish Clementine for "eavesdropping" on a conversation he's having with one of his underlings. Apologize, and he'll be satisfied, chalking the incident up as a "lesson learned" and even calling Clementine "sweetie." Stare him down, however, and he immediately backhands Clementine to the ground.
  • Cold-Blooded Torture: Starts breaking Carlos' fingers and beating him up as a tactic to draw Rebecca out.
    • If Alvin survives Episode 2, he is later found bleeding in a chair in Carver's office, having been tortured until he passed out.
  • Dark Messiah: Talks a lot about the community as a shining beacon, being a family, all that. But he's an abusive psychopathic rapist.
    Carver: Lambs to the slaughter, without a shepherd to guide you.
  • Defiant to the End: Whatever else you want to say about the man, once the tables are turned against him he never once begs or bargains. He continues goading and mocking Clem and her group right up until Kenny smashes his skull in with a crowbar and never once shows a trace of fear.
  • Determinator: He's been going to extreme lengths to track down the cabin group.
  • Disc-One Final Boss: Kenny kills him at the end of Episode 3.
  • The Dreaded:
    • He leads the settlement that the Cabin Group fled from, and everyone's frightened of him. They think that Clem might be a spy for him, and he's the first person they name when they see a mass of dead people, all who had been shot.
    • Episode 2 shows us exactly why he's the Dreaded. He starts hitting Carlos and breaking his fingers right in front of his sobbing daughter, kills Walter, can potentially kill Alvin if you make a wrong choice, and succeeds in capturing everyone and rounding them up to be taken back to his camp thanks to commanding a whole group of armed people.
  • Even Evil Has Loved Ones: Apparently his motive for chasing the cabin group. Rebecca is carrying his child and he wants that child to be raised in a place of safety in his community. He'll torture and murder whoever he has to in order to make that happen. But in episode three when he catches Rebecca trying to escape he says he'd rather murder her and his possible, unborn child both than let them escape.
  • Evil Counterpart: One can read him as being one to Kenny. Both of them are driven, relentless men motivated by family. The difference is that Kenny at least tries to be heroic in spite of his flaws, whereas Carver is a vicious tyrant willing to murder anyone who gets in the way of his cause. Also, they both have fantastic 'staches. Bringing it all full circle, Kenny is the one who ultimately kills him.
  • Evil Former Friend: The Cabin Group used to be a part of his settlement, and given what the group now says about him, he took a nasty turn for the worst before they left. Bonnie later claims that things weren't the same previously, and that he changed into this as time went on.
  • Evil Is Petty: He didn't have a problem pushing Reggie off the roof because he didn't satisfy his objective of asking Clementine and Sarah to harvest blueberries in the warehouse whether or not if Clementine helps Sarah or Sarah cutting off the branches without thinking depending on your choice.
  • Evil Overlord: "Overlord" might be stretching it, but Carver is the leader of a large settlement and thus has access to much more resources than the other survivors. Bonnie's presence implies that this includes the 400 Days protagonists, which is then confirmed when any 400 Days protagonists that went with Tavia make cameos in Season Two Episode 3. The thing of it is that he runs a very strict camp, forcing anyone whose able to work. Add that he's a very loose cannon who will punish anyone for the slightest infraction against him.
  • Evil Sounds Deep: His voice is deep and gravelly. In fact, when Carlos asks you what the intruder was like, one of the dialogue choices for identifying characteristics is that he had a deep voice (the other choices are his coat and his mustache).
  • Evil Sounds Raspy: His voice is gravelly and is terrifyingly growling.
  • Expy: One can clearly see that he's based off of the Governor from both the comic and TV series. Both men are evil overlords with forced labor camps and a monstrous outlook on life hidden under a false nice guy act.
  • Facial Horror: Kenny kills him by quite literally bashing his face in with a crowbar. It's really, really difficult to feel sorry for him.
  • Famous Last Words: "What the fuck are you looking at, bitch? Don't act like you didn't enjoy every second of it."
  • Faux Affably Evil: His polite front hides just how unrelentingly brutal he really is.
  • Foreshadowing: The first episode is filled with this, pointing to his position as the season's Big Bad.
  • Feel No Pain: He seems to have an almost superhuman tolerance for pain. He calmly stands up after being shot in the shoulder if you choose to have Kenny shoot him, displaying no apparent discomfort, and shows almost no notice of the damage done to his hand after beating Kenny.
  • Freudian Excuse: At least part of his anger towards the Cabin Group stems from the fact that Alvin killed his friend George. This does nothing to excuse his actions, however.
  • Guttural Growler: Carver's voice is growling and raspy. It's terrifying even to Clementine and to most of Luke's group.
  • Hate Sink: He punishes anyone under his protection for minor inconveniences, is hypocritical and dishonest, and is overall a fear-mongerer who seems more interested in controlling the people in his settlement.
  • Hair-Trigger Temper: Almost everything sets him off he even beat Kenny's eye because he didn't give him the walkie talkie in time.
  • Hero Killer:
    • The cabin group's immediate reaction to his arrival is to pack up and get the hell out of Dodge. He also kills Walter, and can potentially kill Alvin if you don't handle the hostage situation correctly.
    • It's also implied that he's the one who massacred Roman's group at the river, though in this case the term "hero" is pushing it.
  • Hobbes Was Right: Seems to think so.
  • Hypocrite: Upon meeting Clementine, he makes a big point of instilling seeds of doubt in her regarding her current friends and explaining what a valuable commodity trust is. All while dodging her questions and lying to her face about who he is.
    • For all his talk of how forgiving he can be, even the most minor of inconveniences sets him off, and he usually blatantly rigs a situation where the opposing party only has the option of being beat down or killed.
  • If I Can't Have You...: He tells Rebecaa he'll put a bullet into her and his unborn child rather than let the kid be born away from him.
  • Implacable Man: He and his crew spend five days tracking the cabin survivors, following them up a mountain and even saving them from a pack of Walkers just to bring them back under their fold. And if you get Kenny to shoot him, he gets up, completely unfazed, and shoots Alvin, holding the gun in the same arm Kenny shot him in.
  • I Will Punish Your Friend for Your Failure / Revenge by Proxy: The longer Rebecca hides the more of Carlos' fingers he breaks. Every time Kenny kills or injures him or one of his men/women he kills one of his friends. Very "eye for an eye".
  • Jerkass: What he really turns out to be at theend of episode 2 and the entire episode 3.
  • Kick the Dog: Shoots Walter in the back of the head after torturing Carlos in front of his sobbing daughter. Most of his scenes in episode three continue this trend: he'll smack Clementine for staring at him, force Carlos to hit his daughter for interrupting him while talking, murders Reggie, tortures Alvin, and beats Kenny so bad that he loses an eye.
  • Kick the Son of a Bitch: Over 70% of players chose to have Clem watch Kenny decimate Carver's head.
  • Knight Templar: He wants to make his settlement the start of new civilization and to do so, he's willing to kill anyone he believes to be holding the settlement back.
  • Luke, I Might Be Your Father:
    • Rebecca's baby is almost definitely Carver's, although it wasn't her choice.
    • When confronted with the fact that the baby might not be his, he responds, "If it isn't? Well, it's mine now."
  • Murder the Hypotenuse: Played with. Carver threatens his romantic rival Alvin and potentially kills him, but he seems more angry about Alvin killing a friend of his than being involved with Rebecca. And even if he lets Alvin live, he beats him within an inch of his life.
  • My Death Is Just the Beginning: He takes a sadistic pleasure in realizing Clementine's potential for being a leader in his own image, even praising her as superior to her friends to their faces, and he is happy if she chooses to stay and watch him get killed, as it further decimates what innocence she might have left.
  • No-Holds-Barred Beatdown: In "In Harm's Way," he beats Kenny so savagely it costs him an eye. Kenny returns the favor and beats Carver to death.
    • He also inflicts this on Alvin offscreen if he isn't shot in episode 2.
  • Not So Different:
    • When he and Clementine first meet, Clementine has the option of using an alias, Carley, the name of one of Season 1's recurring characters, and a dead friend. He uses his own alias, George, if you ask what his name is... Which you find out belonged to his own dead friend.
    • In "In Harm's Way," Carver claims that, deep down inside, Clem is just as barbaric as he is.
  • Papa Wolf: Because Rebecca's unborn child is possibly his. Though in episode three he says he'd rather kill the child then let it be born away from him.
  • Pet the Dog: Well, depending on what you think his motives were. While he's in the cabin with Clementine he hears noises and see's someone just close a door when he looks upstairs toward where it came from. Since Clementine said no one was home he draws his gun and takes a look around the room, saying afterward he didn't want to leave Clementine there with a possibly dangerous person poking around in her house. This may have just been an excuse to look around the house some more but he didn't really have a reason to suspect anything until he saw Sarah's picture.
  • Politeness Judo: He pretty much searches the Cabin with Clementine still there by acting like he's just a friendly neighbor taking a look around.
  • Rape Is a Special Kind of Evil: Carver uses his final words to all but confirm that he raped Rebecca. "What the fuck are you looking at, bitch? Don't act like you didn't enjoy every second of it."
  • Reused Character Design: He looks suspiciously similar to the Oberson zombie from the previous season, who led a similarly Darwinist survivor refuge.
  • Roaring Rampageof Rescue: What he belives is that he is rescuing Luke's group and Rebecca but in reality he wants all of them all wrapped around his thumb and wants Rebecca to raise her kid in his community. He'll kill anyone or anything in his way.
  • Screw the Rules, I Make Them!: He forbids drinking in the settlement, understandably enough, but he has a bottle of booze in his desk.
  • The Social Darwinist: Of the fourth or fifth type. He believes the next generation must be groomed to be stronger and harder if humanity is going to survive, and weeds out those he deems weak and incompetent from his community, yet beneath that pretense he seems to take pleasure in petty acts of cruelty for their own sake.
  • Shadow Archetype: Lampshades his role as a foil for Clem several times. He takes great delight in taunting her that deep down, the end of the world has caused her to become just as brutal, barbaric and determined to survive as he has.
    • He's a good example of what Kenny could have been if he'd lost the last of his humanity and been put in charge of a whole community. Jane theorizes that he was once a family man himself, before he did something terrible and "realized he could sleep at night".
  • Shout-Out: A minor one to a previous role of Michael Madsen. During the hostage situation, if Clem chooses to look for Kenny, Carver pulls out a knife and holds it against Carlos' ear. Now where have we seen Madsen do that before?
  • Smart People Play Chess: While exploring the cabin at the beginning of episode 2, he glances over at a chessboard and pointedly notes that the white side is in trouble, being a mere "three moves away from checkmate".
  • Villain with Good Publicity: Carver seems to be generally well-regarded in the settlement by the survivors at large; the tasks he puts his people to aren't back-breaking in themselves, nor are his rules unreasonable on the surface, and as with Reggie, he's willing to forgive (for a certain value of "forgive") the occasional moment of weakness. Those in the cabin group, however, aren't won over by his charisma or daunted by their odds of survival without him, making them squeaky wheels in need of grease.
  • We Can Rule Together: He plays this on Clementine. He constantly tells her how the two of them are Not So Different and how she is the strongest member of her group and the next generation must be strong like her to survive. He implies he wants for her to take over his leadership of his community when he passes.
  • What the Hell, Hero? / Villain Has a Point: Brings up Alvin's friend George, who Alvin killed. The situation may be more complicated than he makes it sound, however...
    "Hi, Alvin. Do you remember George, Alvin? You see, I do. I remember a guy that was your friend named George. I remember when you murdered him in cold blood. And why? Because you didn't like me? You could have lodged a complaint. You could have been civil."
  • Worthy Opponent: Despite her young age, Episode 3 makes it clear that he sees Clem as this, being smart enough to recognise that she's both defiant, determined and resourceful enough to undermine him if he doesn't keep her in line.
  • Would Hurt a Child:
    • Depending on your choices, he hits Clementine in the stomach with his pistol before threatening to shoot her in the head.
    • He decks Clementine early in "In Harm's Way."
    • When Sarah talks out of turn, he forces Carlos to smack her.
    • He will outright kill Clementine (causing a game over, of course) if you take too long to drop down on him so the whole group can hold him hostage.

     Spoiler Character 

Tavia

https://static.tvtropes.org/pmwiki/pub/images/tavia_twdvg_538.jpg

Voiced by: Rashida Clendening

A woman who works for a large community and is out searching for survivors. At the end of the titular 400 days, she finds the survivors you've played as (plus Becca) all together in their own little camp and tries to convince them to join. Your actions as each of the survivors determine who goes with her, and for a couple of them, so does what you choose for her to say. She later turns out to be Carver's second in command.


     Troy 

Troy

https://static.tvtropes.org/pmwiki/pub/images/troy_twdvg_9595.jpg

Voiced by: Owen Thomas

One of Carver's enforcers. Troy has a very bad temper.


  • Asshole Victim: He apprehends the group one last time during their escape from the camp, and is wounded by Jane who tricks him into lowering his guard to shoot him in the groin. He's soon devoured by walkers, and no-one bothers to watch as he's eaten alive.
  • The Brute: In relation to Carver's Big Bad and Tavia's The Dragon. Troy is Carver's most active and vicious enforcer.
  • Child Hater: His antagonism extends to Clementine and Sarah, who he doesn't treat any different from the others.
  • Cluster F-Bomb: He swears a lot.
  • Devoured by the Horde: After Jane shoots him, he (understandably) collapses. Too bad that he's surrounded by walkers who immediately begin to chow down on him. To add insult to injury, he's forgotten as soon as he's downed, despite his screams of pain in the background.
  • Distracted by the Sexy: And boy does it cost him.
  • Even Evil Has Loved Ones: Episode 3 reveals he was in a relationship with Jane at one point, which she uses to distract him long enough to shoot him in the balls and leave him to be devoured by the horde.
  • Even Evil Has Standards: While he praises Carlos for how hard he slapped his daughter, he seems visibly shocked and unnerved when Carver starts to bash Kenny's face in with a walkie-talkie.
  • Evil Counterpart: To Daryl Dixon. Like Daryl, Troy is also the right hand man to tough leader, has a racist streak, carries a crossbow, and plays an important part in holding order in their groups. However, unlike Daryl, Troy hates children, loves hurting his own group members, and is an irredeemable sadist.
  • The Friend Nobody Likes: While Carver clearly trusts him enough to include him in his inner circle of enforcers, he calls him an idiot behind his back. Mike and Bonnie clearly don't give a shit when he's brutally killed.
  • Flat Character: Troy doesn't really have any complexity to him. He's just a stupid, angry, mean bully.
  • Groin Attack: Jane shoots him in the balls and leaves him to be devoured by the herd.
    Troy: [Screams] You shot my dick off, you bitch!
  • Hair-Trigger Temper: Screaming and violence is his first reaction to anything.
  • Hate Sink: Larry is more sympathetic than this guy.
  • Heel–Face Door-Slam: Possibly. While he was still an asshole and was holding the group at gunpoint, he lowers his guard and was willing to go with them when Jane sweet talks him into it. This proves to be a distraction to kill him on her part, so it can't be determined how much he would have changed after Carver was dead.
  • Jerkass: Is abrasive and violent to everyone he meets, even his act to rescue Clementine was just to give him an opportunity to punish her for screwing up somehow.
  • Kick the Dog: When Carver forces Carlos to hit his daughter.
    Troy: Damn, doc. You really knocked the shit out of her.
  • Lame Comeback: He tries to insult Sarita by calling her "Indian Lady", with the last part uttered as if he's struggling to come up with something actually insulting to say. Needless to say, Sarita is unimpressed.
  • Sadist: Pretty much implied, he's loves making trouble for the group and seems to relish in their pain and misery.
  • Suddenly Voiced: Never speaks during his debut, and is assumed to be The Quiet One. Come the next episode, and he's anything but.
  • Toilet Humor: Asks Sarah and Clementine if everything came out alright after Sarah had to go. (And Clem kept a look-out for walkers.) Though he said it less to get a laugh out of them and more to be condescending and snarky.
  • Undignified Death: He's manipulated by Jane into letting his guard down, gets shot in the dick for it, and is left crying in pain on the ground right as the large walker swarm notices him and tears him to shreds. To top it all off, he's completly forgotten about by the other characters as soon as Jane shoots him, with everyone ignoring his painful screams as he's killed.
  • Villainous Rescue: Saves Clem from being killed by walkers when some of them break in.
  • Would Hit a Girl: Has no problem hitting Clem or Sarita in the face, and outright states he'd beat the shit out of Sarah.
  • Would Hurt a Child: He has no problem with striking Clem. In fact, he's outright impressed at how hard Carlos hits Sarah.

     Reggie (Rajeev) 

Reggie

https://static.tvtropes.org/pmwiki/pub/images/reggie_twdvg_3469.jpg

Voiced by: Kumail Nanjiani

A friend of the Cabin survivors who helped them escape. Carver punished him for this and Reggie seeks to earn his way back into Carver's good graces. He recently lost an arm to a Walker bite.


  • Advertised Extra: He was advertised as the new major character of episode three; there was even an interview with his voice actor. Then the episode itself actually came and he was killed in his second scene.
  • Amputation Stops Spread: The cause of his missing arm: he got bit while working outside the fence, but Mike saved him and cut off his arm quickly enough to stop the infection from spreading.
  • Appropriated Appelation: Mentions that his real name is Rajeev, but after a barista mistakenly kept calling for "Reggie" with his coffee order, the nickname stuck.
  • Dirty Coward: Kenny accuses him of being one for his refusal to help the group escape again.
  • Nice Guy: He is known for his optimistic and unfailingly kind nature. Carver considers his compassion a weakness and kills him for failing to match up to his ideals when tutoring Clementine and Sarah.
  • Sour Supporter: For Carver. Reggie will praise Carver's system as safe and necessary, but when the guards are away, he'll let the others know what he really thinks.
  • Stockholm Syndrome: Sour Supporter tendencies aside, he really wants to get back into the group and doesn't want the others to screw up his chances. He also treats Carver's decision not to kill him as kind. For the record, Carver wanted to kill him for leaving the group under his tyrannical rule, something Reggie seems to have forgotten.
  • We Hardly Knew Ye: Carver kills him in his second scene by pushing him off from the rooftop.

     Mike 

Mike

https://static.tvtropes.org/pmwiki/pub/images/ihw_mike_irritated_8023.png

Voiced by: Dan White

One of Carver's recent captures. Mike is abrasive, but fairly nice once you get to know him.


  • The Big Guy: Physically the strongest out of all the members of the group, and he's the one Kenny chooses to lift Clementine up onto the roof.
    • The trailer for "Amid the Ruins" shows him manhandling several walkers in hand-to-hand combat, even going so far as to chokeslam one.
    • In the episode itself, he carries two full water jugs and insists he could do it all day.
  • Deadpan Snarker: ESPECIALLY in episode 4.
    "How'd I get to a place where I'm sad I'm not eating raccoon?"
  • Ear Ache: He has a large chunk of his left ear missing, and the scar on his cheek implies that he was grazed by a bullet that took part of his ear off.
  • The Everyman: In a group filled with people like Kenny, Sarah, Jane, Rebecca, and Clementine. Mike comes off as completely normal.
  • Good Cop/Bad Cop: In Season 2, episode 5, after Arvo accidentally shoots Clementine, Mike will be this with Bonnie, with the roles determined by whether or not Clementine tried to help Luke earlier. If she didn't, then Mike will attempt to check if Clementine's okay, but Bonnie will insist that they have to get out of there. If she did, then Mike will be the one insisting that they have to leave, and Bonnie will check on Clementine instead.
  • Jerk with a Heart of Gold: Mike is somewhat grouchy, but he won't stand for innocents getting hurt.
  • Nice Guy: Despite coming off as grouchy in Episode 3, by 4 he proves to be one of the nicest characters, looking out for Clem, Bonnie and Rebecca, and always wanting to be helpful. Continues in Episode 5, where he looks out for Arvo, whom the group are basically holding prisoner.
  • Only Sane Man: Half of his contribution to the plot in Episode 3 is pointing out flaws in the plans that Kenny, and later Luke, come up with. In Episode 4 he and Bonnie are the only down to earth supporting characters of the group.
  • Papa Wolf: When discussing who should get Luke the walkie-talkie vital to the group's escape plan, Mike objects when Kenny suggests that Clementine should be the one to meet him, saying that she's Just a Kid.
  • Plucky Comic Relief: Seems to be settling into this role in Episode 4. He gets more lighthearted moments than the rest of the cast, particularly with his concern about the Confederate coat and the raccoon.
  • Scary Black Man: At first, he's presented as a big, grumpy black guy, so Clementine is a bit hesitant to approach him. Later, he's revealed to be one of the nicest characters.
  • Screw This, I'm Outta Here!: In Episode 5, Kenny's increasing Sanity Slippage leads Mike, Bonnie, and Arvo to attempt to take the group's supplies and truck and leave.
  • Skewed Priorities: When Clem finds a coat at the Civil War Museum, he doesn't think they should give it to Rebecca because it's a Confederate coat. Rebecca asks him if he really thinks she cares about that if you give it to her. He's also very critical of Kenny's treatment of Arvo, while at the same time not seeming to mind that Arvo led the group into an ambush.
  • Sympathy for the Devil: If Arvo is considered to be villainous by the player before he shoots Clementine, Mike will butt heads with Clementine and Kenny in their treatment of him. Mike will then choose to help him escape and then leave with him.
  • That Came Out Wrong: When they find a foraging raccoon, Mike proclaims he'd "eat the shit out of that raccoon." Clem and Bonnie give him an awkward look until he realizes what he said.
  • Those Two Guys: With Bonnie. In Episode 4 these two are never in a scene without the other, and the plot isn't moved by either of their conflicts and decisions unlike the rest of the characters. They just react to what happens around them in responsible ways.
  • Vitriolic Best Buds: Seems to be in development with Kenny. When they're first seen interacting they are brawling. Later they're on much friendlier terms, but still argue over plans.
  • What Happened to the Mouse?: He's nowhere to be found after Clementine wakes up from her gunshot wound in Episode 5, and his status is unknown.
  • What the Hell, Hero?: If you try to save Luke, after Clementine gets shot by Arvo, Bonnie will try to stay behind with you once you're shot and Mike will be in the background trying to get Bonnie to ditch an eleven to twelve year old girl who is bleeding out on the ground.
    • However, if you choose to listen to Luke and cover him, Mike's the one by Clementine's side while Bonnie's the one trying to ditch Clem.

     Jane 

Jane

https://static.tvtropes.org/pmwiki/pub/images/jane_twdvg_9480.jpg

Voiced by: Christine Lakin

A quiet woman who was recently captured by Carver.


  • Action Girl: Aside from being a competent walker slayer she can take part in heroism if she can, but her sense of pragmatism gives her shades of Dark Action Girl and raise a few eyebrows.
  • Action Survivor: Low key but she knows her way around Walkers and gives Clem some good advice in how to deal with them.
  • Adorkable: Her interactions with AJ if Clem forces him on her are hilariously awkward.
  • Batman Gambit: Plays one on Kenny at the climax of Episode 5, by leaving the baby safe in a car, and making it appear like the walkers got him. She does this believing that Kenny will finally lose it and go insane. Kenny responds the way she assumed by trying to kill her. Clementine can choose whether to help Jane or not, and she can choose whether to forgive Jane or not, after she confessed to the gambit.
  • Bash Brothers: During her brief run with Clem, the two turn out to be surprisingly quite effective against a few walkers.
  • Big Bad: One interpretation of her role at the end of Season 2, as her callous determination to "prove" Kenny's insanity to Clem is what instigates the final conflict. One can also interpret Kenny as filling this role, however, making the entire situation morally ambiguous.
  • Big Bad Slippage: She starts out as someone who tries to be a voice of reason and at least treats Clementine well, even if she is rather callous and distant towards everyone else. Come the last episode, though, and her darker side shows itself in full.
  • Big Damn Heroes: Comes back in Episode 5 and saves the group, stabbing Vitali in the back before he can kill them.
  • Boyish Short Hair: As per the rules of zombie survival, she keeps her hair cut short.
  • Bullying a Dragon: Her plan to prove to Clementine that Kenny has gone over the edge is to harass him about the deaths of his family and Sarita and gaslight him into believing AJ is dead until he finally goes over the edge.
  • But Now I Must Go: Abandons the group after Rebecca's baby is born. She's clearly shaken up about Sarah's death and apparently worried about forming attachment to people after what happened to her sister Jamie.
  • Changed My Mind, Kid: She returns at the start of Episode 5, rejoining after helping them deal with Arvo's group.
  • Chekhov's Gift: The nail filer Jane gives to Clem, if she accepts it. It is used to start a fire to save Clem from hypothermia.
  • Chekhov's Skill: Her back of the knee kick she teaches Clem. During her fight with Kenny, Clem can protect Jane by striking the back of Kenny's knee.
  • Combat Pragmatist: Considers sweet-talk an entirely viable option in getting someone to lower his guard.
    • This especially applies during her fight with Kenny. She has absolutely no problem driving him to a psychotic rage by telling him that she got Alvin Jr. killed, slashing him with a knife, hitting him in the groin and even torturing him by attacking his ruined eye. Unfortunately for her unless Clementine is able to shoot her oldest remaining friend he'll eventually gain the upper hand and straight up kill her.
  • Comic-Book Fantasy Casting: Looks an awful lot like a younger Melissa Mc Bride.
  • Cool Big Sis: Tries to be this to Clementine. She gave her a new weapon and the nail file she scavenged, taught her a technique to take out the walkers more easily, and encouraged her to have the confidence to make it on her own if it comes down to it. Clementine's reaction to it can range from utter awe and respect, to polite rejection, to standoffish hatred.
  • Cynicism Catalyst: She became far more jaded after the death of her beloved sister, Jaime. More specifically, it was Jane's decision to allow Jaime to give up and be eaten by walkers that made her so bitter.
  • Death Glare: If you approach her as soon as you have control in Episode 3, she gives one to Clem strong enough to make the latter back off, not even say hello.
  • Defrosting Ice Queen: Mellows out quite a bit after spending some time with Clem and friends. She even hooks up with Luke, though afterwards she abandons the group without telling him. She thaws more slowly around people other than Clem, though; she's uncomfortable around the baby, worries about being awkward around Luke and the others, and, in a possible endgame scenario, is hilariously awkward when receiving a hug from a grateful survivor she and Clementine are aiding.
  • Despair Event Horizon:
    • If Clementine kills Kenny but then chooses to abandon her, Jane is suggested to cross this. Considering Clementine was her Replacement Goldfish and that she had shown herself to not be entirely right in the head moments before, this makes a lot of sense.
    • In Season 3, provided Clem went with her, she discovers she's pregnant with Luke's child and commits suicide out of guilt and despair.
  • Didn't Think This Through: When she hid Alvin Jr and told Kenny and Clem that he died, she wasn't expecting Kenny to have such a strong reaction.
  • Driven to Suicide: If Clementine chose her in Season 2, Season 3 reveals that Jane hanged herself after learning that the reason for her feeling ill was because she was pregnant with Luke's child. By the time Clem finds her, she's a zombie dangling from a noose in Carver's old office.
  • Foil:
    • She's basically Clementine in 10 years. They both keep their hair cropped, they both are (basically) pragmatic, and they've both had similar experiences. If Clem saves Jane from Kenny and then abandons her, Clem is implied to adopt Jane's lifestyle.
    • Her pragmatism and general outlook on life is also very similar to Carver's, though it is presented in a more positive light.
    • The final episode paints her as one to Kenny. Kenny is an unstable person who is aware of his faults and values teamwork while Jane is a more functional person who ignores her own faults while preferring to work alone. Despite these differences, they still hold dangerously lingering affection towards their deceased loved ones, which they transfer onto Clementine.
    • In many ways, Jane is the inverse of Molly from Episode 4 of Season 1. Whereas Molly was brash, insulting, and openly callous towards Lee and his group at first, and eventually moved on from them, Jane, while pragmatic, is pretty openly affectionate towards Clementine and chooses to return to her and her friends. Molly was forced to perform sexual favors, whereas Jane has sex of her own volition, and even falls in love with Luke to some degree. While Molly cared deeply about her sick sister and did everything she could to keep her safe in Crawford, Jane came to view her sister as a lost cause and eventually chose to leave her behind, to her own regret. And while Molly was eventually revealed to have a more compassionate side, Jane turns out to be willing to engage in some very cold-blooded actions.
  • Everyone Has Standards: She's genuinely unnerved by some of Kenny's more violent outbursts, such as his brutal murder of Carver and his treatment of Arvo, and becomes convinced that he's too unstable to be trusted. Unfortunately, her plan to prove this involves provoking Kenny into a blind rage.
  • Freudian Excuse: Her attitude is due to the fact she tried to protect her sister while making their way across the country. Eventually she was put in a position where they were cornered and she couldn't get her to move. Ultimately, she was forced to leave her sister to her fate, something which seems to haunt her deeply even to the present day.
  • Go for the Eye: Does this to Kenny in their fight. Yes, the same eye that Carver bashed in with a radio. She even taunts him about it.
  • Glad-to-Be-Alive Sex: Arguably, with Luke. She comments that there's absolutely nothing between them when she departs later.
  • Groin Attack:
    • Swiftly unleashes this on Troy with a pistol. Also if Clementine doesn't intervene in her fight with Kenny as he pins her against the window, she'll break herself out by kneeing him in the crotch.
    • Throws one of these in her fight with Kenny at the end, too.
  • She's Back: Returns during the shootout with the Russians at the start of Episode 5, killing Vitali and saving at least Kenny's life.
  • Hoist by Her Own Petard: If the player chooses to let Kenny kill Jane during the climax of Season 2 Episode 5, then she becomes a victim of this, since it was her plan to anger Kenny so much that he snaps and tries to kill her.
  • Honey Trap: A strange variant, she speaks gently to Troy and gives him very soft looks while convincing him to let the group escape from Carver. It's also implied that this is how she convinced him to let the group escape from the pen in the first place. True to form, when Troy lets down his guard, she shoots him in the groin.
  • Hypocrite: Jane is shown to commit several actions that goes against her ideals and words, to the point where she may as well be a poster-girl of this trope:
    • She sees Rebecca's pregnancy as a liability, yet she's implied to have had unprotected sexual intercourse with Luke in Episode 4, which could have very well impregnated Jane. This could also be seen as foreshadowing because in season three, she tells Clementine that she doesn't feel so good and goes in for a nap. Clem and the player discover that she has hanged herself because she discovered the reason for her sickness is that she has, in fact, become pregnant with Luke's baby and has, in a sense, become a liability herself.
    • She ridicules others for "not letting go of the past", yet she quite often talks about her deceased sister Jaime fondly to Clementine almost whenever they speak to each other.
    • Upon rescuing the group from the Russian shootout, she feels remorseful over having to "Kill someone who have never wronged her before". Yet she is content to have Sarah killed, though indirectly, for being a 'liability', someone who never wronged Jane since they met.
    • Her attempt at convincing Clementine that Kenny was both insane and dangerously codependent towards her involves abandoning a newborn baby in a truck surrounded by walkers in the middle of a snow storm. All so that Clementine would choose go with her over him. Proving that she is just as codependent towards Clementine as Kenny is, and arguably just as insane.
    • If Clementine saves her by killing Kenny but then refuses to forgive Jane and abandons her Jane becomes heartbroken, despite detailing earlier how Clem should be prepared to go at it alone eventually.
  • Impaled with Extreme Prejudice: A very small example; If you choose to look away and not shoot Kenny during the fight between him and Jane at the end of episode 5, Kenny will stab her in the neck/chest area with her own hunting knife. It isn't shown much—just the handle of the knife is shown sticking out of her.
  • I Work Alone: A Deconstructed Trope. She's introduced as a pragmatic, hardass survivalist who's more effective on her own... but as she spends more time around the group and thaws out, it becomes apparent that she's terrified of becoming attached to people for fear that she'll lose them.
  • Jerk with a Heart of Gold: Jane can be brutally pragmatic, but she's actually fairly compassionate and wishes the best for Clem's group, even if she believes that they don't stand a chance of survival.
  • Jerk with a Heart of Jerk: Possibly; she ends up manipulating both Kenny and Clementine in the finale, and while she does apologize to Clementine, she doesn't seem to feel any real remorse over the death of Kenny himself. The player has to decide whether she should be forgiven, or just abandoned.
  • Jerkass Has a Point: She turns out to be right about Kenny's insanity in the Season 2 finale. Then again, her methods of proving it were underhanded and hard to justify, and it's made clear that her insistence only made it worse.
    • Kenny and to a small extent Rebecca have criticized her for her loner-status and how she appears to only care about herself, even though she has survived the apocalypse very well on her own. She also warned Clementine that she will have to take off on her own when shit hits the fan, and it has been made clear that groups haven't been successful in the series.
  • Kick the Son of a Bitch: It's really hard to feel any sympathy at all for Troy after Jane shoots him, given that he's a colossal dick to absolutely everyone.
    • Depending on how you feel about her actions in Episode 5, she either dishes this trope out to Kenny, or ends up on the wrong end of it.
  • Knight Templar Big Brother: She's absolutely convinced that Kenny is a danger to Clementine, and she'll do whatever it takes to prove it. Up to and including goading Kenny into a fight to the death, and lying to Clementine herself.
  • Lies to Children: In her fight with Kenny, he will say that he'll kill her, to which she replies she knew that he would. When possibly talking to Clementine afterwards, she states that she didn't think that Kenny would "go that far." Either she was just trying to be tough to Kenny, or she's lying to Clementine so that she'll have sympathy for her.
  • Mask of Sanity: While her methods are brutal, she's clearly more calm, composed and functional than Kenny is. However, her actions during the season 2 finale prove that she is no less insane than Kenny is, just better at concealing it.
  • Meaningful Echo: "Versatility is not overrated."
  • My Greatest Failure: Leaving her little sister to the walkers.
  • Nice Job Breaking It, Hero!: Her decision to threaten and attempt to rob Arvo, and then allowing him to escape leads to Arvo confronting the remaining group with his group attempting to rob them in the future.
    • Her hesitation with helping Sarah due to her pragmatic morals when the scaffolding collapses and Sarah falls off into a ground with an oncoming heard of walkers leads to a scaffold debris landing onto Jane's head as she tries to lift the debris off Sarah, distracting her and thus leaving her no time to rescue Sarah as the walkers devour her.
    • She ultimately gets Kenny and/or herself killed in Episode 5. Jane tells Kenny and Clementine that AJ is dead, even though Jane tucked AJ safely away in a car, knowing that this would send Kenny over the edge. The resulting fight between him and Jane will end with at least one of them dead (though both of them can die if the player chooses). If he survives, Kenny says that, if Jane had just said the baby was alive, he would have stopped fighting. However, that wasn't Jane's fear - she stated he was turning into Carver.
  • Not Staying for Breakfast: Pulls a variant of this on Luke; she leaves without telling him not long after their tryst.
  • Not So Different: To Kenny. Just like Kenny was looking for a Replacement Goldfish for his son and wife, Jane was looking for one of her sister. Just like Kenny attached himself to Alvin Jr., Jane attached herself to Clementine. Just like Kenny was willing to do anything to start over again with another baby boy, Jane was willing to do anything to start over with Clementine. The player must choose in the end which one deserves their sympathy more, if either of them do.
    • She's also this to Carver, as both stress the importance of self-reliance above friendship.
  • Not So Stoic: Zombie attacks, no problem, close friends dying, barely a reaction. But ask her to hold a baby...
  • Pragmatic Hero: Her sense of pragmatism has her bordering on this.
  • Properly Paranoid: Depending on who you think is ultimately responsible for the final showdown between Kenny and Jane at the end of episode 5, Jane may or may not be properly paranoid of Kenny. She spends a large part of episode 5 warning Clementine that Kenny is a time bomb that could go off at any moment. Then, to prove this, she intentionally goads Kenny into exploding. If you agree with the method Jane used to "prove" what Kenny is like, then Jane may have been properly paranoid of Kenny all along.
  • Pet the Dog: Her being friendy with Alvin Jr. Also, regardless of one's opinion of her, it's hard to deny that Jane is actually fairly sweet with Clementine, and obviously cares for her.
  • Please Don't Leave Me: If Clementine kills Kenny but chooses to leave with AJ alone, Jane is last seen pleading Clem not to leave her.
  • The Quiet One: She rarely speaks when first introduced, but slowly opens up more to the rest of the group.
  • Red Oni, Blue Oni: The blue to Kenny's red.
  • Replacement Goldfish: Her uncharacteristically immediate affection towards Clementine is repeatedly suggested to be a result of her projecting her deceased little sister onto her.
  • The Rival: Ultimately proves to be this against Kenny for Clementine's affection. She even pulls a cruel stunt during the end of Season 2 in hopes of turning Clementine against him.
  • Sex for Solace: Probably what she had with Luke in Episode 4.
  • Shell-Shocked Veteran: It's made abundantly clear that Jane has already seen and done things that would drive a lesser woman insane. The emotional scars are all too visible on her.
  • Star-Crossed Lovers: With Luke. Not long after some Ship Tease kicks in, he dies after falling through a frozen lake.
  • Suspiciously Similar Substitute: Although not quite as athletic as her, she exhibits some traits reminiscent of Molly, such as possessing the same sense of pragmatism and self-sufficient attitude she has, a dead younger sister as part of her backstory and eventually leaving the group for her own reasons. However, unlike Molly she ends up returning in the next episode.
  • These Hands Have Killed: Downplayed example. After killing Vitali, she admits that she never killed anyone who hadn't wronged her personally, and that she's a little shaken up by it.
  • Too Dumb to Live: So Jane, you're trying to prove that Kenny has completely lost it. How do you do this? By lying about having the baby that both Clem and Kenny care significantly about killed without telling Clementine, and are then shocked when Kenny tries to kill you. Even she admits that it was a stupid plan. One wonders how exactly she did plan for that to end... Granted, she did prove that Kenny had lost it, and whether or not she literally dies from this depends on the player.
    • Her story of how she broke into her parents liquor cabinet and ending up eating broken glass also comes to mind. Granted, she was a kid and drunk at the time, but still. Even Clementine is surprised.
    Clementine: "Holy shit."
  • Uncertain Doom: If Clementine kills Kenny but refuses to stay with Jane, her fate is unknown. However, if Clementine follows Jane, season 3 reveals that Jane hangs herself after discovering that she is pregnant. Considering that she already had sex with Luke, it is likely that she committed suicide regardless.
  • Unresolved Sexual Tension: With Luke, after they have sex.
  • Weak, but Skilled: She's athletic, but is still fairly small and slim, especially in comparison to many of her opponents, but she makes up for it with her exceptional fighting ability. During the final battle of season 2, she manages to hold her ground against the much stronger Kenny and even gain the upper hand a few times because of this.
  • What the Hell, Hero?: Clementine may drop a harsh one of these on her towards the end of Episode 5.
    Clem: You lied to me, and got my friend killed, just so you could prove a point?
  • Yandere: A platonic example, her relationship with Clementine becomes increasingly grey. It's uncertain if Jane actually valued Clem as a travel partner or she wanted her to be a surrogate for her sister. Her fight with Kenny was to show Clementine what will happen when he reaches his breaking point, however, the plan went astray and it forced Clem to either kill Kenny or allow him to kill Jane. When she explains herself to Clementine, she says that Kenny was too dangerous to be around. However, she did this with the intention of manipulating Clementine into abandoning an old friend/parental substitute. She can rightfully call her out on her selfishness and leave her. When Clementine turns her back on Jane, she sounds completely destroyed when she says she did it for Clem and that she can't travel alone.

     Johnny 

Johnny

Voiced by: Julian Kwasneski

One of Carver's men who assisted him in raiding the ski lodge.


  • Boom, Headshot!: Kenny shoots him in the head with a sniper rifle.
  • Cluster F-Bomb: Manages to let off quite a few swears in his five minutes of screentime.

Russian Group

     Arvo 

Arvo

Voiced by: Michael Ark

https://static.tvtropes.org/pmwiki/pub/images/amtr_arvo_aiming_5894.png
An unimposing Russian man with a limp, seen trying to hide a bag of medical supplies in a trash can. He speaks English well enough to communicate, but is not fluent. He later attempts to rob the Cabin Survivors, in retaliation for Jane stealing his gun and potentially his medicine.

  • Adorkable: There are quite a few fans who think so.
  • Apologetic Attacker: If Clementine is nice to Arvo, he will apologize before he and his group hold her group up at gunpoint. Even if she does take the medicine, he will apologize depending on the dialogue choice of the player.
  • Being Tortured Makes You Evil: It's implied that Kenny's cruel treatment of Arvo is what leads to his paranoia regarding Clementine's appearance when he, Mike, and potentially Bonnie try to steal Kenny's truck after getting fed up with his antagonism, causing him to shoot Clementine and flee in case she calls out to Kenny.
  • Big Bad: One potential interpretation puts him in this role for the final two episodes of Season 2. He could be seen as the main source of conflict and rising tensions, since he was the one who attacked them during their trek through the blizzard, and it's possible that he was the one who convinced Bonnie and Mike to abandon the group with their supplies. For the second half of Episode 5, Kenny and Jane provide most of the conflict and the main threat, but it can still be argued that was him shooting Clementine that started it.
  • Big "NO!": Lets out a scream of anguished denial when Clem shoots his undead sister in the head.
  • Bilingual Bonus: Parts of his dialogue are in untranslated, unsubtitled Russian, as with the rest of his group.
  • Break the Cutie: What most of Episode 5 winds up being.
  • Death Glare: When he sees Clem shoot his zombified sister - who for all he knew was still alive and trying to crawl to safety - Arvo shoots her a livid expression.
  • Everyone Has Standards: He's willing to rob Clem's group for revenge, but when he learns they have a baby, he immediately begins to hesitate.
  • Evil Counterpart: To Ben. Both are timid young screw ups who are constantly bullied by Kenny, that the player naturally feels inclined to give the benefit of the doubt in hopes they'll prove themselves. The only difference is that while Ben was a part of the group and wanted to help, Arvo is being held against his will and actively despises the group.
    • Additionally, Ben is a victim of bandits who teams up with the protagonists against them (mostly). Arvo sees the protagonists themselves as bandits, and tries to rob them in turn. And whereas Ben was close with Clementine (implicitly due to her reminding him of his sister), Arvo hates Clementine and blames her for the death of his sister.
    • Both Ben and Arvo get fed up with Kenny's treatment in Episode 5 of their respective seasons, and tell him to fuck off. For Ben, it works. For Arvo? Not so much.
  • Funny Foreigner: When he first appears, he's an awkward Russian boy with a limp who's easily bullied by Jane. He gets significantly more serious when he comes back.
  • Handicapped Badass: He has a noticeable limp, and wears a squeaky leg brace to compensate for it. Despite this, he can handle a gun and run from walkers just as well as the rest of the survivors.
  • Hollywood Nerd: Nerd Glasses, skinny, and afraid to fire his gun. He fits the bill perfectly.
  • Hope Spot: When the group is freezing and starving on the road, he appears in the distance, and comes forward unarmed. Then his group shows up...
  • I Have a Family: He claims to need the medicine for his sister, Natasha. While it's never revealed in-game, some Dummied Out dialogue confirms that it's true.
  • I Just Shot Marvin in the Face: In Episode 5, should Clementine treat him nicely and cooperate with Mike, then his reaction to shooting her seems to imply this.
  • Karma Houdini: Quickly becomes one of the biggest ones in the entire series when he shoots Clem in episode five. Barring an appearance in season three it's highly likely he'll get away with it. Unless Mike or Bonnie did something.
    • Can be especially evoked in the scenario in an early edition of the PS3 version where Clementine allows Bonnie to die in the pond and shoots Mike, as this leaves Arvo as the escape group's sole survivor. This option was removed via a patch.
  • Mugging the Monster: His group attempting to rob Clementine's group at the end of episode 4. Episode 5 opens with them badly losing the firefight and getting picked off one by one until only Arvo himself is left, who immediately gets taken prisoner by Clementine's group. Whoops.
  • My God, What Have I Done?: Should Clem have been nice to him and tried to protect him from Kenny, he has a look of shock and horror after he shoots her, implying it was an accident. If she mistreats him and supports Kenny, he only has a cold glare on his face when he pulls the trigger.
  • Pay Evil unto Evil: This appears to be his, as well as his group's, motivation for attempting to rob Clementine's crew. Jane takes his gun, and Clementine has the option to rob him of important medical supplies. Furthermore, should Clementine treat him poorly, he seems to have no regrets after shooting her.
  • Punch-Clock Villain: While the Russians are implied to just be regular survivors and not villains per se, translation reveals that Buricko is the one who is instructing Arvo on what to tell Clementine's group. This, along with Arvo's apology and general reluctance calls into question if he even wants to be robbing them in the first place.
  • The Smart Guy: He's the only one in his group who speaks more than basic English, and acts as a translator. No wonder he looks like a Hollywood Nerd.
  • Smart People Wear Glasses: The bespectacled Arvo was his group's bilingualist.
  • Trauma Conga Line: Has his gun stolen from him (and possibly medicine) and then when he goes with his group to get revenge, they all get slaughtered, including his sister, and he's taken hostage and tortured half to death.
  • Ungrateful Bastard: Even if Clementine tells Jane to leave him his sister's medicine he'll still show up with a group of his friends and attempt to rob the group.
  • Vocal Dissonance: He has a fairly deep voice, which isn't what most would expect from a scrawny teenage boy with a leg brace and nerd glasses.
  • What Happened to the Mouse?: He's with Mike and Bonnie when they try to bail on the group, and in the process, he shoots Clem. When she wakes up, they're nowhere to be found.
  • Would Not Hurt A Child: He's terrified of having to shoot Clem when she catches him by surprise, stammering and trembling. He also hesitates in robbing the group when he learns they have a baby.
  • Would Hurt a Child: This all changes if Clementine consistently mistreats him, causing him to intentionally shoot her for revenge. He still does it if she's nice to him, though in that case it's it's implied to have been an accident.
  • You Killed My Father: Even if she is nice to him, Arvo is intensely hostile towards Clementine because he thinks she killed his sister in cold blood, not having seen her come back as a Walker due to Kenny holding him hostage.

     Buricko 

Buricko

https://static.tvtropes.org/pmwiki/pub/images/ngb_buricko_angry_1560.png
A large, imposing Russian, covered in tattoos. He and the other Russians help Arvo rob the Cabin Group for revenge.

  • As Long as It Sounds Foreign: Buricko is not a Russian name. In fact, it might not even be a name at all.
  • The Big Guy: Muscular, tattooed, and holds the biggest gun in the group. Yep, he's their heavy.
  • Bilingual Bonus: He speaks exclusively in untranslated, unsubtitled Russian.
  • Boom, Headshot!: Kenny shoots him in the head.
  • Firing One-Handed: Being injured when the shooting starts forces him to do this. He has no problems pulling it off though.
  • Jerkass: Not as much as Vitali but he's still very aggressive, especially after the shootout starts.
  • Tattooed Crook: His tattoos resemble those of The Mafiya, implying a past connection to them.
  • Trigger Happy: He's the first one to start shooting (after Rebecca gets put down, that is).
  • We Hardly Knew Ye: Is introduced at the very end of episode 4 only to die in the first five minutes of episode 5.
  • Would Not Hurt A Child: While he keeps his composure better than Arvo and Natasha, he still hesitates when he notices the baby.

     Vitali 

Vitali

Voiced by: Michael Ark

https://static.tvtropes.org/pmwiki/pub/images/ngb_vitali_aiming_9956.png
A Russian man of average build, part of Arvo's group. Helps Arvo rob the Cabin Group for revenge.

  • Asshole Victim: He came off as a psychotic asshole in his short screentime, so no one sheds any tears when he dies.
  • Ax-Crazy: On top of being really weird, some of his lines are pretty violent. His only English line is pretty telling.
    "I KILL ALL OF YOU!"
  • Bilingual Bonus: He doesn't speak any English, and his lines aren't subtitled. Some of them are kind of hilarious, mostly due to how utterly absurd they are.
  • Cloud Cuckoo Lander: When translated, his lines, while coherent, are somewhat... bizarre..
    (Translated) "I can kill any three of them with my bare hands, we don't even need the weapons! That's right, I mean you, eyepatch man, you're weak and I could tear out your throat with my teeth, who needs to use bullets for the likes of you? I'll kill you all and eat your entrails for breakfast!"
  • In the Back: Courtesy of Jane. Couldn't have happened to a nicer guy.
  • Jerkass: Easily the least friendly of the Russian group. Even Buricko hesitates when he notices the baby, but Vitali just doesn't relent.
  • We Hardly Knew Ye: Is introduced at the very end of the fourth episode and dies at the beginning of the fifth.
  • Would Hurt a Child: As described under Jerkass, he's the only member of the Russian who isn't fazed at all when told the group has a baby.

     Natasha 

Natasha

https://static.tvtropes.org/pmwiki/pub/images/amtr_natasha_stern_2135.png
Arvo's sister, who he claims is sick and needs medicine. Helps Arvo and his group rob the Cabin Survivors at the end of episode 4.

  • And Then John Was a Zombie: Episode 5 begins with her as the first casualty of the firefight with Arvo desperately trying to revive her. She then zombiefies and is quickly put down by Clementine.
  • Bilingual Bonus: Doesn't speak English, and her lines are untranslated.
  • The Chick: Carries the smallest weapon of the group, is the second-least imposing next to Arvo, and seems to serve as the group's conscience.
  • Cool Big Sis: To Arvo. She must've been for him to react the way he did.
  • Ill Girl: Arvo claims that she is sick and needs medication. While it's never revealed in-game, some Dummied Out dialogue reveals this to be true - specifically, she suffers from Sickle Cell Anemia. Even later in a live playthrough of S2 to promote A New Frontier, it is again confirmed that she was sick but they don't say what her problem was.
  • Only Sane Man: She determines rather quickly that the Mexican Standoff is going to end badly, and tries to convince everyone to back down from it.
    (Translated) Are you out of your mind? What the hell do you think you're doing? You're going to get us all killed! Hey! You! Don't point that thing at me! Put it down! I said put it down!
  • Retcon: Her name in the game files of Episode 4 was Maud, but since her name was never spoken, it was easily changed to something more Russian for Episode 5.
  • We Hardly Knew Ye: Even more so than Buricko and Vitali, as she is the only character to be killed in the Blast Out at the end of Episode 4 (mere minutes after she was introduced.
  • Would Not Hurt A Child: She hesitates along with Arvo and Buricko when she learns the Cabin Group is caring for a baby.

Wellington

     Edith 

Edith

Voiced by: Rebecca Schweitzer

https://static.tvtropes.org/pmwiki/pub/images/ngb_edith_regretful_8602.png
The gatekeeper of Wellington whose job is to access the survivors who reach the community and hand out supplies to those that can't enter.

  • Art Evolution: She had a more cartoon looking model in her debut appearance. By Season 3, her model was revamped to make her look more realistic.
  • Boom, Headshot!: Her fate if you choose to stay in Wellington. A group of scavengers had ransacked the community, and as Clementine, Edith and Alvin Jr. escape into the woods, she suffers this.
  • Forgotten Fallen Friend: Unlike with Jane or Kenny, Clementine never mention about Edith at all in future seasons and the flashback in Thicker Than Water will be the same with the "Alone Ending" while the other two endings have an additional scene featuring Clem's time with either Jane or Kenny.
  • Friendly Sniper: Her first action is to fire off a warning shot from her rifle when Kenny, Clementine and Alvin Jr. approach her but quickly warms up to them and is friendly through the rest of their conversation.
  • Friend to All Children: After talking with her boss she decides that Clementine and Alvin Jr. can stay even though she still has to refuse Kenny entry. If Clementine decides to leave with him she'll become sad and give the group an extra bag to take with them even though its against the rules.
  • Mama Bear: If Clementine stays in Wellington, Edith spends her final moments helping Clem and AJ escape the town before she was killed.
  • Nice Girl: She hands out bags filled with supplies to the groups she can't let in and even tosses Kenny and Clementine a second bag if they decide to leave together after being denied entry.
  • Screw the Rules, I'm Doing What's Right!: Supplies are low and she isn't supposed to let in any new people or hand out more than one bag of supplies per group. Depending on Clementine's choices she either makes an exception for Clementine to join Wellington (with her bosses approval) or gives Kenny and Clementine an extra bag of supplies so that they have a much greater chance of survival out in the wilderness by themselves.
  • Small Role, Big Impact: She only appears in the last five or so minutes of the game if the player chooses to stay with Kenny, but as the gatekeeper to Wellington has to give the group the bad news that there isn't enough room for them all there and that their whole trip may have been entirely pointless. This directly leads to the last Sadistic Choice of the game where Clementine has to choose between safety and security or her oldest living friend and protector. Needless to say, both choices drastically affect the ending the player receives.
  • Uncertain Doom: Her fate if Clementine didn't stay at Wellington is unknown though it is presumed that the town is attacked by scavengers regardless.
  • Walking Spoiler: Given that she is the gatekeeper for one of the largest, safest and nicest settlements around and has to give the group the bad news that there simply isn't any room left for all of them there this is a given. Though at least if Clementine decides to stay at Wellington without Kenny then the whole trip wasn't completely for nothing as her and AJ are at least safe now.

Wilderness Survivors

Winston's Group

     Winston 

Winston

Voiced by: Julian Kwasneski

A deranged man who chases Clementine through the woods while the rest of his group deals with Christa. He meets his end shortly after his introduction, when a zombie manages to pin him, allowing Clementine to escape.

  • Asshole Victim: Considering there was little to no reason for him to chase Clementine through the woods, his death was deserved.
  • Cluster F-Bomb: Drops a lot of these while chasing Clementine.
    "Are you fucking kidding me?!"
  • Eaten Alive: Gets pinned by a zombie after Clementine gets away from him. He really deserved it.
  • Fingore: Clementine bites down on his thumb hard enough to draw blood when he grabs her during their chase through the woods.
  • Would Hurt a Child: He will even pull out a gun and shoot Clementine right in the head during one of the game over screens.

     Victor 

Victor

Voiced by: Johnny Arkoosh

A member of Winston's group who confronted Christa about the possibility of their being other members of her group nearby. He is later found dying among a group of dead bodies that are implied to have been killed by William Carver. Clementine has the option to give him a drink of water.

  • Chekhov's Gunman: In a way, since he's the only member of the group who appears later on in the series. Specifically, he reappears at the end of Episode 1, begging for water.
  • Killed Offscreen: The Story Builder of Season 3 reveals that Victor died after Clem leaves him.
  • Kick the Son of a Bitch: He begs Clementine for water as he is dying on the ground from serious injuries. The player can say no.
  • Video Game Caring Potential: Giving him a drink of water.
  • Video Game Cruelty Potential: You can refuse his pleading for water at the end of the episode if you choose to. Of course, being that he's a bandit who tried to rob you and potentially contributed to Christa dying, it seems more like Pay Evil unto Evil.

     Ralph 

Ralph

Voiced by: Jared Emerson-Johnson

An intimidating man in a hoodie who is a member of Winston's group. He is the only member of the group who doesn't die onscreen, leaving his ultimate fate unknown.

  • In the Hood: The only member of the group wearing a hoodie.
  • What Happened to the Mouse?: Both Winston and Victor die onscreen, but he disappears after his group find Christa in the woods and doesn't reappear for the rest of the game.

Randy's Family

     Randy 

Randy

https://static.tvtropes.org/pmwiki/pub/images/ngb_randy_hh_4698.png

Voiced by: Erik Braa

A friendly, if somewhat suspicious man who arrives at the ruins of Carver's settlement with his family in Jane's ending. Depending on the player's choices, his family is either allowed to stay with Clementine and Jane, or forced to leave at gunpoint.

  • Death Glare: He gives Clementine one if she makes his group leave.
  • Here We Go Again!: The ending of the scene and his general attitude imply that he is quite similar to Kenny, implying that the events of the season could potentially come full-circle.
  • Papa Wolf: He certainly seems to be one. The argument he makes for letting his family in is that his kid will starve or die otherwise. If Clementine turns them away he'll become angry and glare at her even though she has a gun pointed at him, though he does still walk away.
  • Underestimating Badassery: He does this to Clementine if the player chooses not to let him in.
    Randy: Are you sure you wanna do this, little girl? What if... what if we're dangerous?!
    Clementine: (pulling a gun on him) "What if I am?"
  • Ungrateful Bastard: Applies if you let them stay at the store as Season 3 reveals his family and he stole some of Jane and Clem's food and ran off.
  • What Happened to the Mouse?: It is unknown what happened to him and his family after stealing from Jane and Clementine following the "Follow Jane" ending.

     Patricia 

Patricia

https://static.tvtropes.org/pmwiki/pub/images/ngb_patricia_glad_7482.png

Voiced by: Julie Neil

A woman who is accompanying Randy, likely his wife or girlfriend. She either stays or leaves with Randy depending on how the player chooses to deal with them.

  • Flat Character: Doesn't play much of a role or have characterization beyond being Randy's nice girlfriend/wife.
  • Nice Girl: She seems to be very kind and caring, especially for someone trying to survive in this kind of world.
  • What Happened to the Mouse?: It is unknown what happened to she and her family after stealing from Jane and Clementine following the "Follow Jane" ending.

     Gill 

Gill

https://static.tvtropes.org/pmwiki/pub/images/ngb_gill_hh_4741.png

Voiced by: Aidan Kwasneski

"Cool hat."

A young boy who is travelling with Randy and Patricia, probably their son.

  • Book-Ends: See Call-Back below.
  • Final Words: In one possible ending, he provides the last line of the season:
    Gill: Cool hat.
    • Call-Back: This line is reminiscent of Clementine's encounter with Michelle at the start of Episode 1, which brought about the Downer Beginning of the season.
  • Guilt-Based Gaming: He'll really make the player feel like a complete asshole if they choose to turn away his family.
  • What Happened to the Mouse?: It is unknown what happened to him and his family after stealing from Jane and Clementine following the "Follow Jane" ending.


Alternative Title(s): The Walking Dead Season Two

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