![]() White items are just items given directly to your current character. I would say not worth it, but I like unlocking these. I have yet to see a volunteer’s beginning loadout be so valuable that I didn’t replace it within a map or two. Recipes learning from Supply cannot be learned elsewhere - for example, you can’t craft a Bloodluster even if you have the ingredients, having read the recipe online.Įach new run has three random volunteers from among your available loadouts. Unlocks covers new volunteer loadouts as well as new crafting recipes. So it may depend on you, but I say - not worth it. Given my rate of progress, I am running out of good Knowledge items while still having many Supply items to buy. You will possibly have hundreds of items by the time you die - not worth it. Gear Insurance selects three random items from this character, to carry on to the next. These items are spread across the categories of Insurance, Knowledge, Unlocks and Equipment. Supply purchases can offer permanent starter items, temporary starter items, random drop unlocks, new volunteer loadouts, and even just regular items for your current volunteer. Supply can only be spent at the start of the run. While Batteries are lost if you die on a run, Supplies and Knowledge are not! Batteries are invaluable as they can be used during missions to power devices that dispense Vaccine, to boot up Supply Caches, unlock special chests and more.īatteries are rare enough and spent frequently enough that anything you can do to acquire more is a Good Thing. You can also craft them with Scrap + Electronics. Supply has no benefit during a mission and can only be spent prior to leaving The End on a new run.īatteries are likewise scavenged and found randomly. Supply is gathered through finding special Rucksacks that you store in your car’s trunk, or through Supply Caches - which require batteries. These are spent at Radios – which may be found randomly in buildings, or sometimes in H.E.R.C stations. You can find these anywhere, from gas station bathrooms to storm cellars - even among the possessions of the recently re-deceased. Knowledge is gained through finding documents and items detailing the Old World – books, journals, notes, tape recordings and so on. The most essential components to your long term strategy are Knowledge, Supply and Batteries, so any decision that allows you to collect more of these is paramount, and form the basis of much of this advice. Survivors come and go, and with them their weapons, items and gear. It is a tremendous game and I truly hope you enjoy playing it as much as I am. Playing with a gamepad is highly recommended, as rumble cues will tell you when you are near certain items and when zombies notice you, among other things. That is not to say this is just a random zombie splatfest! There is a story with objectives to hit as you progress, providing context for your actions and background on the game world. Many elements are randomized, so each run is different from the last. Played as a top down twin-stick inspired survival game, you will explore, scavenge and craft while facing the hordes of the undead, some mundane and some (of course) special infected. The goal is to accomplish as much as possible, laying the groundwork for further success by later volunteers. To borrow a phrase from another title, this is a story of how you died - each volunteer is living on borrowed time, and even if they do nothing they will die of their infection. You play as “volunteers” who, having recently been infected, have been tasked with securing supplies and knowledge in the dangerous world outside of the walls of the colony, called The End. The Last Stand: Aftermath is a rogue-lite set fifteen years after the zombie apocalypse ravaged the world. Essential tips for sacrificial volunteers venturing out beyond the relative safety of The End to scavenge, explore, and survive! ![]()
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