The Last Stand: Aftermath - Essential Tips for Newbies

GuidesTeam

The Last Stand: Aftermath

Follow us on Telegram, Facebook, Instagram, Twitter and so you will be aware of the best guides! Also, if you want to support us, just check out these deals on games from Amazon here!

If you play The Last Stand: Aftermath Essential, this guide is a manual for sacrificed volunteers who venture beyond the relative safety of the End to forage, explore, and survive.

Basic tips for The Last Stand: Aftermath

The game

The Last Stand: Aftermath is a rogue-lite set fifteen years after the zombie apocalypse ravaged the world. You play as "volunteers" who, having recently been infected, are tasked with securing supplies and knowledge in the dangerous world outside the colony walls, called The End.

Borrowing a phrase from another title, this is a dying story: each volunteer is living on borrowed time, and even if they do nothing they will die from their infection. The goal is to achieve as much as possible, laying the foundation for success for subsequent volunteers.

The game is developed as a twin-stick inspired survival game, in which you will have to explore, search for food and manufacture while facing hordes of undead, some mundane and others (of course) special infected. Many elements are random, so each game is different from the previous one.

This is not to say that it is simply a random zombie festival. There is a story with goals to be met as you progress, providing context for actions and background to the game world.

It is highly recommended to play with a gamepad, since the sound signals will tell you when you are near certain objects and when the zombies are looking at you, among other things.

It is a tremendous game and I hope you enjoy it as much as I do.

 
 

Knowledge, Supply and Batteries

Survivors come and go, and with them their weapons, items, and equipment.

The most essential components of your long-term strategy are knowledge, supplies and batteries, so any decision that allows you to gather more of these elements is paramount, and forms the basis of much of this advice.

Knowledge is obtained by searching for docItems and articles detailing the Old World: books, diaries, notes, recordings, etc. They can be found anywhere from gas station toilets to storm cellars, even among the possessions of the recently deceased.

They are spent on Radios - which can be found randomly in buildings, or sometimes at HERC stations

The provisions They are collected by finding special backpacks that you keep in the trunk of your car, or through the stash of provisions, which require batteries. Supplies have no benefit during a mission and can only be spent before exiting The End in a new career.

The batteries they can also be searched and found randomly. You can also make them with scrap + electronics. Stacks are invaluable as they can be used during missions to power vaccine-dispensing devices, to rip up supply depots, to unlock special chests, and much more.

Batteries are rare enough and wear out often enough that anything you can do to acquire more is a good thing.

While batteries are lost if you die on a mission, supplies and knowledge are not.

 
 

Supply

 

Supplies can only be spent at the beginning of the race.

Supply purchases can offer permanent starter items, temporary starter items, random drop unlocks, new volunteer gear, and even regular items for your current volunteer. These items are divided into the Insurance, Knowledge, Unlocks, and Equipment categories.

Health insurance select three objects at random of this character, to go to the next one. You may have hundreds of items for when you die - it's not worth it.

Given my rate of progress, I am running out of good articles from Knowledge while todI still have many Supply items to buy. So it may depend on you, but I say it's not worth it.

The unlocks They cover new loads of volunteers as well as new crafting recipes. Recipes learned from supplies cannot be learned elsewhere; for example, you cannot craft a Bloodluster even if you have the ingredients, after reading the recipe online.

Each new roll has three random volunteers from your available equipment. TodI haven't yet seen a volunteer's initial loadout be so valuable that it can't be replaced on a map or two. I'd say it's not worth it, but I like unlocking them.

El is the most varied.

White objects are those that are given directly to your current character.

Green items place a finite quantity of the item in the arsenal, with the quantity specified in the details pane.

Yellow items are permanent unlocks, available in the armory immediately and for todas the subsequent races. Although this is useful, it is not todThey are not the same: items like rags are so abundant in the game that it makes no sense to grab them here.

Red items unlock new random drops in the game. I would prioritize these just because it adds to the fun and randomness of each race.

The yellow and green items appear in the armory, located to the right of the supply vendor himself.

Permanent items (yellow) are indicated with a star; green items have a stated quantity.

 
 

Knowledge - Essential Updates

 

If you don't get anything else out of this guide, you should know that knowledge retention should be the first skill you unlock and that you should exclusively put points on before moving on to anything else. It will dramatically accelerate your progression up the knowledge tree.

Resistance to infection is essential, but you shouldn't invest in it until you begin to see that it is the limiting factor in your careers.

 
 

Knowledge - Highly recommended

 

The heavy hitting and durability of the weapon allows the melee to carry you through many difficult encounters. Both of these effectively increase the lifespan of your melee weapons, allowing you to be more selective about what you pick up - no more boards or knives for you, my friend.

Between these two, focus on the hard hit first - killing zombies faster means taking less damage.

The modified radio allows you to detect, through the audio signal and the roar of the gamepad, the hiding places of the survivors. These will have multiple useful items such as good weapons, medicine, ammo, and batteries. There are usually multiple caches on each map, which makes it a great investment.

Radio Jack disables the battery requirement on upgrade stations. Batteries are too important to waste on leveling ups, and this also allows you to spend Knowledge Points more freely in a race, essentially eliminating the decision and allowing you to do so.

While health items aren't hard to come by with a good scavenger hunt and good crafting, getting more health per item means you don't need to spend additional resources to create better healing items. As your mutation bar progresses, Medkits will over-heal you, making them less needed as time goes on.

 
 

Knowledge - Low Priority Skills

 

Fighting has its utility at first, but with the improvements to melee weapon damage and durability, you'll never need it. You need at least one level to go to Hit Hard.

This allows you to access certain fenced areas, and the red lockers found on later maps.

I found that red lockers are more prevalent in city locations, while fenced-in areas don't show up as easily. While the red lockers usually have good loot, the fenced areas do not. It is not an ability to rush.

These grant access to certain chests and underground areas that you will find more easily in later maps, with good and abundant loot.

Since it is not for immediate use, you may want to put it off.

Each of the two upgrades to this node increases cargo capacity by 10, for a total of 60 cargo weight (40 base + 10 + 10). It is not worth it at all.

 
 

So, you are lofty

At a base weight of 40 (60 with lore upgrades), which can go up a bit with a specific mutation, you'll likely always be loaded after a few loot maps.
 

Who cares?

Climbing, once the threshold is reached, increases the use of stamina in todas the categories (running, kicking doors, melee attacks).

There are so many useful items that it is far better to simply be more cautious with increasing stamina consumption than trying to discard items to the limit.

 
 

Cleaning tips

 

The most important thing to know is that there is much more to look for than what is displayed in Focus mode.

Focus mode shows you things like fuel, crafting stations, basements, antivirals, HERC stations, etc., that is, the main points of interest. If you explore the map in its entirety, you will get much more than these destinations.

Likewise, there are more things to look for beyond what the counter at the top of the screen indicates in certain places. Items immediately outside the house are not counted, nor are there counters for items found around the map, such as those in cars, campsites, bins, etc.asura and other places.

Often times the last item in these areas can slip away, and it is better to keep going rather than spending precious minutes searching for the last item to be found in a location.

Where it is searched or where it is searched affects what is likely to be collected.

Although the actual content is largely random, certain items are more likely to appear in certain containers than others, and some are guaranteed drops.

For example, you may have seen those big white water storage tanks in trucks or enclosures, and those will have clean water (or nothing at all).

Batteries are usually found in blue electrical boxes on telephone poles, if they don't contain junk or electronics.

The houses usually have some food, as do some shops and restaurants.

TodThere's still a chance of finding good stuff anywhere, but over time you'll start to know if it's worth the time or risk of diving into a certain location to loot.

Ground elements

There are some objects that are not in a collection container: boards, bottles, bricks, and herbs.

Planks are basic melee weapons that can also be used to craft a specific melee weapon once you acquire the recipe; don't take todas the tables you see.

Bottles and bricks can be thrown to distract enemies. Unfortunately, these items do not harm zombies at all, not even when you hit them directly. While bricks are used to make a certain weapon, bottles do not. Don't bother picking them up.

Herbs can be turned into healing items that cure poison, restore health, and restore stamina respectively. They are incredibly useful and you should pick up todUse the herbs you find.

 
 

HERC stations

HERC stations contain antivirals, and may also contain supplies and a radio.
 

They can be viewed in focus mode with this icon.

Initially locked, you must kick start the generator to open the door. This does call a horde!

Even without unlocking the door, the HERC station may have an antiviral dispenser on the right side, which requires a battery to access.

Once opened, you will see a few different objects that you can interact with. No todThey are at every H.E.R.C station.

On the left is another antiviral dispenser, which instead of needing batteries requires a certain amount of infected blood. You can collect it from the dead zombies.

You can only buy one Antiviral from this dispenser, no matter how many blood samples you have.

There is also a radio, which is sometimes powered and sometimes needs a battery.

There are also two chests, one white and one red. The white chest contains medical items, while the red one has weapons. The content is random.

These chests are not worth it. In some cases I have spent an entire stack to get a single bandage.

 
 

Antivirals - When to Withhold, When to Inject

 

Antivirals stop the progress of your infection. As your infection progresses, your maximum health decreases and you gain Mutations. Your infection progresses faster if you are attacked by infectious zombies - identifiable with purple gas flowing around them - or if you are poisoned.

The short answer is: use them immediately. Their duration is not affected by the car ride or any other action, so there is no reason not to use them immediately. This means that you benefit from higher maximum health for longer, and if you are accidentally hit by an infectious zombie or tripped over your feet in a cloud of poison, you will not be punished for it.

If you happen to be holding on to one when you are poisoned, use it immediately to stop the rapid progression of your infection.

Antivirals also heal you, so keep that in mind.

It's worth spending batteries on antivirals rather than supply depots.

Finally, you can re-inject even if you still have less than the duration of a previous injection; it just updates it to the full duration. This is useful if you need to grab it and go instead of waiting for it to expire.

 
 

Random tips

Always load your firearms after equipping them. Equipping a new weapon puts it in your hands without being loaded.

Fear elevation differences. Firearms do not automatically point up or down if your target is going up or down a hill or stairs. This also causes a bit of a melee jank - avoid fighting on hills or stairs if possible.

Stalkers naturally crouch and crawl just below the predetermined trajectory of some weapon; crouching can help you nail these guys from a safe distance.

Consume canned food or bottled water will produce an empty can or bottle for brewing. Bottled water crafting (to make bandages) does not produce an empty bottle.

You can not manually drop fuel. However, what you will drop if you walk in in your car.

The chairs of wood can be destroyed with melee attacks. This does not count against the durability of your weapon. Home radios on kitchen tables are often inaccessible unless you break the chairs.

The game is guard when you enter a new map. If you get stuck (it happens), exit to the main menu and reload.

You can choose to travel to a place though don't have enough fuel. You'll stop at a small map at random, often between large groups of zombies. This map will always have Fuel, which will allow you to reach your chosen destination.

It is not necessary to "clean" a map. Sometimes it's better to grab some fuel and move on.

You have three crafting stations: fire barrels, workbenches, and your backpack (by default below on the d-pad). Some items can only be crafted in one and not the other.

Zombies cannot break fences.

Zombies not communicate. If one looks at you, does not attract others even if I am in a group.

Damaged weapons simply do less damage. Damaged melee weapons have less durability. You can repair each of them with scrap metal at a bank. Repairing a damaged melee weapon restores its durability to "normal".

Throughout the game more mutations.

If you are having trouble determining where your shots are going to land, you can turn on enemy outlines for targeted enemies in Options> Game> Enemy Outlines. This option is defaulted to "Focus Mode", but can be changed to "Aiming", which highlights any enemy you are aiming at - very useful since the range of most firearms exceeds the on-screen reticle. (provided by oofda00)


That's todor what we are sharing today in The Last Stand: Aftermath - Essential Tips for Newbies, feel free to leave a comment below. See ya!

Credit to Trodamus
Artículo original