Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
1. Playing the game the way it asked you to: what you did.
2. Saying "Yes" to barkeep: he will answer back simply and then let the normal credits roll.
3. Going into the white door: It will fade everything into white and roll "The Walk" credits and then close the game.
4. This one, I won't tell what happens, but you must safe your old pal.
In addition you could do some other things, side-quests, so to say, to change the way of how some cutscenes and encounters go. Some of them make everything easier for you and some give you secrets and lore. Other than that, they don't do anything else. Endings stay the same, but your knowledge grows.