You can give Clem a variety of different advice or directions while you're dying - train, boat, whatever - but no matter what, the final scene always shows her in a location that doesn't seem to be anywhere near the places you tell Clem to go.
If I have one complaint about THE WALKING DEAD video game, it's the sense that most of the narrative is "scripted" and fixed by the developers. You choose one character's life over another, only to watch them die later on. You can't stop Vernon's betrayal. You can't stop the group from stealing the supplies in the stranger's car. You can't save Duck from being bitten. You can't save yourself from being bitten. You can't prevent Lee from dying on a cold floor inside an abandoned jewellery store. And you can't see Clem in any other environment at the end except the one that the programmers personally decided would be best for the story.
At the very least, I wish Telltale had done a little with the background to indicate Clem was somewhere close to the location I told her to go; maybe some seagulls flying over the horizon to show you're close to the shore, or the dim outline of a train in the distance...just one or two details to suggest that maybe a few of my choices had some effect by the conclusion.