Game of Thrones Telltale Episode Guide: Navigate Every Decision

Chapter 1

SAVE BOWEN: A Critical Early Choice – Right at the outset of your Game of Thrones journey, you’re faced with a stark decision: save Bowen or leave him to his fate. This moment serves as a clear introduction to the weighty choices that define Telltale’s gameplay. Regardless of your decision – Bowen dead or alive – the immediate outcome is designed to demonstrate the impact of player choices, a hallmark of Telltale Games. It’s important to note that this particular decision in Chapter 1 is more of a tutorial element, highlighting the consequence-driven nature of the game, and does not have lasting repercussions on the broader narrative. Consider it your first taste of the difficult choices ahead in your Game of Thrones adventure.

Chapter 4

PLEDGING ALLEGIANCE: Margaery vs. Cersei – Chapter 4 presents a politically charged scenario where you must navigate the treacherous waters of King’s Landing. The central decision revolves around swearing loyalty, and you’re caught between the manipulative Cersei and the shrewd Margaery. Understand that pleasing Cersei is an uphill battle, regardless of your chosen dialogue. Your options when speaking to Margaery include:

  • Kneeling before her (Queen is pleased)
  • “We serve King Joffrey” (Queen is pleased)
  • “They were our Wardens.”
  • “He is the new Warden.”
  • “To our mutual benefits.”
  • “There are limits, your grace.”
  • “I won’t judge her.”
  • “I won’t be conflicted.”
  • “I am sworn to my Lady Margaery.”

Choosing to prioritize Cersei’s desires might seem like a path of least resistance, but be warned: Margaery is far more perceptive than she lets on. Even if Margaery instructs you to appease Cersei, doing so at the expense of genuine loyalty will not go unnoticed. Margaery’s long memory and political acumen mean that choosing Cersei over demonstrating true allegiance to House Tyrell and Margaery specifically can have negative consequences down the line in your relationship with her. This choice is less about satisfying Cersei (a near impossibility) and more about solidifying your standing with Margaery and House Tyrell, which proves to be a far more valuable alliance in the long run.

Chapter 5

MERCY OR JUSTICE: The Fate of Erik – Chapter 5 throws you into the complexities of leadership and wartime decisions. The choice of how to deal with Erik presents a moral dilemma with strategic implications. As Lord, your decision regarding Erik – showing mercy or enacting harsh justice – directly impacts your available manpower and the morale of your forces. Your options and their consequences are significant:

  • Show him mercy (Free Erik): While seemingly lenient, this path can yield unexpected benefits. Freeing Erik taps into the practical need for every sword in your army. A grateful Erik, spared from punishment, becomes a loyal soldier, ready to fight for House Forrester when the time comes. This choice prioritizes pragmatism and potential future strength.

  • Send him to the Wall: This option represents a harsher, more traditional form of justice. While it removes Erik from immediate consideration, it carries a heavy moral cost. Sending Erik to the Wall effectively condemns his family to starvation during the harsh winter, a fact that Gared at the Wall can later confirm. This choice emphasizes law and order but at a significant human cost.

  • Chop off his fingers: The most brutal option, crippling Erik as punishment. This choice satisfies a desire for retribution but is strategically unsound. A maimed Erik is unlikely to be an effective fighter, rendering this option punitive without any strategic gain. It represents a loss of a potential soldier and breeds resentment.

The best choice, strategically and morally, leans towards showing mercy and freeing Erik. In a time of war, a Lord needs every capable man, and forgiveness can breed loyalty more effectively than harsh punishment.

ROYLAND OR DUNCAN: Choosing Your Sentinel – This decision is pivotal, shaping not just the immediate future but also the unfolding narrative and trust dynamics within House Forrester. The choice between Royland Degore and Duncan Tuttle as Sentinel isn’t merely about assigning a title; it’s about selecting a confidante and a leader whose influence will ripple through the episodes to come.

While Duncan’s diplomatic skills might initially seem to make him the more logical choice for Sentinel, the game subtly steers you towards considering Royland. Ethan, still young and impressionable, is presented as leaning towards Royland, influenced perhaps by his uncle Malcolm’s counsel to trust a seasoned warrior in times of strife. Royland, the Master-at-Arms, embodies military strength and direct action, qualities seemingly more crucial for the battles looming on the horizon.

However, the Sentinel choice carries a deeper, more treacherous weight: it dictates who will ultimately betray House Forrester. The game cleverly uses your Sentinel choice to determine the traitor, adding layers of intrigue and consequence to your decision.

  • Royland as Sentinel: If you choose Royland, Duncan becomes the more likely candidate for betrayal. This path is arguably less expected, as Royland’s blunt and straightforward nature makes him seem less likely to engage in subterfuge. He is a soldier, a man of action, seemingly loyal to a fault. His selection as Sentinel aligns with a more militaristic approach to leadership, prioritizing strength and directness.

  • Duncan as Sentinel: Choosing Duncan positions Royland as the potential traitor. This aligns more with initial expectations, as Duncan’s diplomatic nature and strategic thinking could be twisted into calculated betrayal. Arguments for Duncan as the traitor often cite his secretive actions: keeping the North Grove hidden and sending Gared to the Wall without Ethan’s explicit knowledge. While Duncan’s motivations are presented as being “for the good of House Forrester,” these actions could be interpreted as manipulative and self-serving.

The game masterfully plays with expectations. Royland, the seemingly straightforward soldier, or Duncan, the trusted advisor – who is more likely to break faith? The choice of Sentinel is not just about leadership; it’s a gamble on trust and a foreshadowing of betrayal, regardless of who you choose. Consider carefully who you believe is more vital to lead in open battle and who you trust less when shadows fall upon Ironrath.

RAMSAY AT THE GATES: Patience as Power – Choosing to make Ramsay Bolton wait at the gates of Ironrath is a small act of defiance, a moment of asserting Forrester pride in the face of Bolton intimidation. While this decision does not alter the overarching narrative outcome, it serves as a powerful character moment. It allows the player to inject a degree of resistance and dignity into a situation designed to be oppressive and demoralizing. Ramsay, known for his cruelty and impatience, is forced to momentarily acknowledge House Forrester’s (albeit limited) agency. It’s a purely symbolic victory, but one that resonates with players seeking to maintain some semblance of control in a dire situation. Ultimately, it’s a satisfying choice rooted in defiance and a refusal to be immediately cowed by Ramsay’s presence. Ramsay deserves to be kept waiting.

MALCOLM’S JOURNEY: Sending Malcolm to Essos – The decision to send Malcolm to Essos is largely straightforward and strategically sound. Malcolm’s primary purpose becomes clear: to locate Asher. Keeping him in Ironrath offers no tangible benefit and only serves to create potential conflict with Lady Forrester, who is demonstrably capable and resolute in her own right. Allowing Malcolm to pursue Asher in Essos aligns with the unfolding narrative and streamlines the plot effectively. It removes a potential point of internal conflict within Ironrath and directs Malcolm towards a crucial objective – finding Asher and bolstering House Forrester’s forces. This choice is about strategic resource allocation and trusting Lady Forrester’s judgment and leadership within Ironrath.

Chapter 6

LADY MARGAERY’S CHAMBER: Resist Temptation – In the delicate game of alliances and courtly intrigue, maintaining trust is paramount. Chapter 6 presents a test of Mira’s loyalty and integrity in Lady Margaery’s chamber. The choice is clear: Do NOT take the seal or key. Stealing from Lady Margaery, even if seemingly for strategic gain, undermines the very foundation of your alliance with House Tyrell. Mira’s strength lies in her position as a trusted handmaiden, not as a thief or manipulator. Narratively, betraying Lady Margaery’s trust is incongruous with Mira’s character and jeopardizes a vital alliance. Maintaining Mira’s integrity and loyalty to Margaery is the strategically sound and narratively consistent choice. Your alliance with Lady Margaery is far more valuable than any short-term gain from stolen items.

Chapter 7

This chapter marks the dramatic climax of the first episode, a point of intense tension and unavoidable tragedy. It’s crucial to understand that Chapter 7 is designed with a fixed ending. No matter the decisions you’ve made throughout the episode, the overarching outcome remains predetermined. This is not a reflection of poor choices or strategic failures, but rather a narrative design element inherent to Telltale’s storytelling approach. The episode is crafted to deliver a specific emotional and narrative impact, regardless of player agency at this final juncture.

The “best” way to navigate the dialogue options in this tense scene is to focus on character consistency and small victories within the predetermined outcome. Here’s a breakdown of effective dialogue choices to consider during this critical moment:

  • “The gods don’t favor us”
  • “Just you”
  • “No one can match our skill”
  • “You want our fealty?” (You got Ramsay’s attention)
  • [Kneel]
  • “You’re father needn’t worry”
  • “You’re mistaken”
  • “We are the true craftsmen!” (Ramsay heard your argument)
  • “That will cause more trouble, not less”
  • “Enough, Lord Snow!”
  • [Grab Talia] (You protected your sister)

These dialogue choices prioritize defiance, protectiveness, and a degree of cunning within a situation designed to be overwhelmingly oppressive. While they cannot alter the fixed ending of the episode, they allow you to shape your character’s reaction to tragedy and assert small moments of agency in the face of overwhelming adversity. Focus on maintaining character integrity and seeking small victories in dialogue, understanding that the larger narrative arc of Chapter 7 is intentionally fixed.

Comments

No comments yet. Why don’t you start the discussion?

Leave a Reply

Your email address will not be published. Required fields are marked *