The Last Stand 2, often abbreviated as TLS2, is the second game in The Last Stand series. It was released on May 12, 2008.n 1 1 Storyline 2 Locations 2.1 Glendale 2.1.1 Weapons 2.2 Whistler's Grove 2.2.1 Weapons 2.3 Claysburg 2.3.1 Weapons 2.4 Aspenwood 2.4.1 Weapons 2.5 Jonestown 2.5.1 Weapons 2.6 Fort Tran (optional) 2.6.1 Weapons 3 Ending 4 Trivia 5 Notes It was meant to be over. The Last Stand 2, a free online Action game brought to you by Armor Games.Thanks for the feedback so far, we're working on fixing the bugs highlighted so far. If you're going to leave feedback, take note of the version number of the game (on the loading screen) that you're playing, it helps if we know which version you're playing! It was meant to be over. As it turns out, it's far from it. The Last Stand 2, a free online Action game brought to you by Armor Games.Thanks for the feedback so far, we're working on fixing the bugs highlighted so far. If you're going to leave feedback, take note of the version number of the game (on the loading screen) that you're playing, it helps if we know which version you're playing! Play the The Last Stand 2 game! The sequel to The Last Stand game. Move from town to town collecting all you can carry and defend yourself from the attacking zombies through the night. Try to make it to Union City in 40 days.

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Hmm. What to say about this one compared to the previous? I'll try to be fair but I must confess this game is pissing me off, and for only one reason in particular:

When you fail to hold off the undead and you restart the wave you lose any of the survivor buddies that died in the wave along with any traps you used. In the first half of the game this isn't really a big deal as if you haven't searched the entire area's map yet you can replace some of what you've lost. But once you get past the midway point of the game each survivor is precious as having them (like in the first game) affects how much you can repair your barricade and how many search points you get. They also help you fight.
Now that that's been stated, let's actually critique this game, shall we?

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Many of the mechanics from the first game are understandably in this one, too. Hold off waves of undead and move on to the next day. You shoot faster than your AI buddies (as you find them), and though you carry the team for the most part they still help both in battle, and in repairs and such.
But some things are different:

First, when 'search'ing, you can select specific buildings which will usually have specific supplies in them. Guns, survivors, and 'supplies'. As with the first game you have a limit to the points you put into searching, but having more survivors with your gives you both more points, and also increases how much you can repair your barricades.

Second, your AI buddies won't die while searching, but they can, and WILL die while fending off the infected. Try as you might, some of them will die along the way. Traps help, but you can only use them once, and then they're spent. Traps not activated during a wave will still be placed on the field by default, and can be removed if you don't choose to move on, but then you need to hold up against another wave....without the traps that you just removed.

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Third, Your AI buddies can now be equipped with weapons that you find along your journey. (Different locations will have different weapons to find.) They do come with a gun, but it's all the same near-useless short-range pistol unlike in the first game where as you found more people they had progressively better guns. This is good since you can give them some pretty great guns, buuut....

Fourth, the amount of AI buddies are less than they were before. At the most you can have 4 AI allies. This wouldn't be an issue except that the RNG can be absolutely brutal sometimes in comparison to the first game. In the previous game the worst thing you had to worry about was a wall of sprinting zombies, which does still happen on occasion and more often as you progress through the game, but a full squad of AI buddies could help minimize the carnage they'd wreak on your barricade. This leads us to:

Fifth, the zombies can spawn with weapons now. In a different situation this would have added a good little extra challenge to the game. In and of itself I don't mind them being able to kill my allies as it creates the demand that I choose my weapons and targets wisely and improve my aim. But as I already stated at the beginning of this review any allies you lose you do not get back if you need to redo the wave. Because both armored and unarmored, slow and sprinters, skinny and fat zombies can spawn with weapons (sometimes half a dozen at once) they can wipe your entire team in one go, thus making it almost literally impossible to finish the game. Only 'almost' because just like the RNG can be brutal, sometimes it'll also give you only one or two zombies and then the wave is over. It almost never happens, but it DOES happen. Had say, only the soldiers and swat guys had weapons or only slow walkers it wouldn't really be too much of a problem since you'd know what to look for. But it's not like that.

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Sixth, there is a time limit to beat the game. This never directly affected me since I only ONCE made it past the halfway point before needing to restart again. Traveling to each town takes a few days, so you've have to play a few times extra anyway to learn how many days you REALLY have at your disposal.

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Seven, the hit boxes are noticeably better than they used to be. Still not quite perfect but it's a free-to-play flash game that was made 13 years ago and it IS better than the first game's. No complaints there.

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Truth be told I'm probably going to give up trying to beat it at this point. It's certainly not a bad game overall, but between the usually vicious RNG in combination with my first complaint I just don't see myself ever actually beating it.
Thanks for making it, though.