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Leave Clem behind? Or bring her with you?

posted by greenj2 on - last edited - Viewed by 1.1K users

The choice you make before infiltrating Crawford. What did you guys do and how did it affect your story?

I left her behind and gave her a pistol for protection. When I came back, a walker had broken into the house, but Clem killed it. She and Omid were safe.

So what happens if you bring her with you? Or if you leave her behind, but tell her to run and hide from danger, rather than giving her a gun?

19 Comments - Linear Discussion: Classic Style
  • I brought her with the group. Omid was in bad shape, if he turned he could have gotten her and we know someone is stalking the group leaving her alone with only a very badly injured Omid was not an option. I think it was the right decision, she ended up being a huge help at the school.

  • I might of brought her if I knew Crawford had been overrun, but as it was I thought we were going to sneak up on a much larger group of hostile survivors, who hated kids especially. She might be fine with walkers but there's no way she could handle a full grown adult with an assault rifle.

  • That was pretty much my thinking, too. Walkers are one thing, but raiding a camp full of Darwinian fundamentalist militia-types is something else entirely. Leaving her back at the house with a pistol seemed like the lesser of two shitty options. Before learning the camp had fallen, I honestly didn't expect most of our group would make it back alive. We weren't exactly a fighting force to be reckoned with.

  • What happens to molly if clem doesnt come

  • @hamzie said: What happens to molly if clem doesnt come

    You've gotta make sure you make the shot!

    If you don't she gets overpowered by the walker and surrounded by the rest of them. Everyone runs to the armoury without her if that happens. I don't think it explicitly shows you what happens to her so she could be alive.

  • I didn't bring her with me. I was still unsure whether she can deal with walkers, but humans... I knew she wasn't ready. I didn't want her to see me kill people again or worse, let her get captured and use her against me as a bargaining chip. Omid and our survival was as stake there so, no, Clem would have to practice some other time.

  • @greenj2 said: The choice you make before infiltrating Crawford. What did you guys do and how did it affect your story?

    I left her behind and gave her a pistol for protection. When I came back, a walker had broken into the house, but Clem killed it. She and Omid were safe.

    So what happens if you bring her with you? Or if you leave her behind, but tell her to run and hide from danger, rather than giving her a gun?

    Same as you. I thought she would be safer in the house. It was well boarded up and with the gun she would be able to protect herself, even from Omid if he died and turned. It just seemed foolhardy to take a little kid on a mission that I knew would be dangerous, especially after all those horror stories about Crawford and what they do to kids.

  • I brought her with me, but both options sucked. I figured if I left her alone, she would've just followed anyway, except this time around it'd be in the dark. Best to keep her with the able-bodied adults. Besides, she'll need to start learning how to deal with the living anyway. Out of the what, half-dozen groups we've met, atleast half of them have been hostile. To paraphrase Chuck, "you need to treat her like a living person, because that's what she is. Young, old, strong, smart... doesn't matter anymore. You're either alive or you're not".

  • i left her behind because the mission was dangerous, i gave her a gun, but i actually thought she may have to use it on Omid, the house seemed secure, i actually thought i could ask someone to stay with her as well, but she handled herself so i guess it didn't matter

  • The house seemed pretty secure to me, so I left her there and gave her a gun. At that point we had no idea that Crawford had been overrun, so I reasoned that bringing her with me to a safe zone full of trigger happy maniacs with assault weapons wasn't the best idea. I had confidence that, after the train station, she could take down a walker. I also knew there was no way she could be ready to take down a human being, so leaving her in the secure house with a gun where walkers MIGHT be a problem seemed better than taking her to an armed safe zone full of psychopaths with automatic weapons who would be a problem FOR SURE.

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