The walking dead staffel 2 episode 3: «The Walking Dead» Save the Last One (TV Episode 2011)

«The Walking Dead» Save the Last One (TV Episode 2011)

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Trailer 5:11

Watch The Walking Dead: Save The Last One

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Top cast

Andrew Lincoln

  • Rick Grimes

Jon Bernthal

  • Shane Walsh

Sarah Wayne Callies

  • Lori Grimes

Laurie Holden

  • Andrea Harrison

Jeffrey DeMunn

  • Dale Horvath

Steven Yeun

  • Glenn Rhee

Chandler Riggs

  • Carl Grimes

Norman Reedus

  • Daryl Dixon

Melissa McBride

  • Carol Peletier

Irone Singleton

  • Theodore ‘T-Dog’ Douglas

Lauren Cohan

  • Maggie Greene

Pruitt Taylor Vince

Scott Wilson

  • Hershel Greene

Jane McNeill

  • Patricia

Amanda Elizabeth Adams

  • Walker
  • (uncredited)

Charles Casey

  • Walker
  • (uncredited)

Amber Chaney

  • Annette Greene
  • (uncredited)

Michelle Flanagan-Helmeczy

  • Walker
  • (uncredited)
    • Phil Abraham
  • Writers
    • Frank Darabont
    • Robert Kirkman(based on the series of graphic novels by)
    • Tony Moore(based on the series of graphic novels by)
  • All cast & crew
  • Production, box office & more at IMDbPro

Storyline

Did you know

  • Quotes

    [Daryl and Andrea find a Walker hanging by a tree branch]

    Daryl Dixon: What the hell?

    Daryl Dixon: [Daryl reads a suicide note left on the tree] ‘Got bit. Fever hit. World gone to shit. Might as well quit.’ Dumbass didn’t know enough to shoot himself in the head. Turned himself into a big swinging piece of bait. And a mess.

User reviews15

Review

Featured review

10/

10

One of the best episodes

The suspense is unbearable throughout the episode.

And what about Jon Bernthal’s acting…
This is surely one of the best performances in the series.

The staging is successful and the end scene is excellent.

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  • mattgambotti
  • Feb 10, 2022

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Details

  • Release date
    • October 30, 2011 (United States)
    • United States
    • Official iTunes Season 2
    • English
  • Filming locations
    • Newnan, Georgia, USA
  • Production companies
    • American Movie Classics (AMC)
    • Circle of Confusion
    • Valhalla Motion Pictures
  • See more company credits at IMDbPro

Technical specs

  • 42 minutes

    • Dolby Digital
    • 16:9 HD

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The Walking Dead season 2 episode 3 review: Save The Last One

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The action quota is up, and there’s big shock in store in this week’s The Walking Dead. Here’s Ron’s review…

By Ron Hogan | |

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Comments count:0

This review contains spoilers.

2.3 Save The Last One

Kids are nothing but trouble in The Walking Dead universe. For example, see Carl Grimes. Carl’s got internal bleeding, he needs surgery and a respirator to live, and Shane and Otis are trapped in the local high school, running from a whole marching band’s worth of zombies. Meanwhile, Sophia is still off in the woods, and Daryl and Andrea are still wasting time looking for him, while the rest of the group is either a) waiting around at the RV for her or b) heading towards the Greene farmhouse.

The main weapon in the arsenal of the remnants of humanity is hope. Some people, like Rick, still have it. Others, like Andrea and Lori, are struggling to hang onto it. Some, like the hangman zombie from this week’s episode and Jacqui from the first season of the show, gave up entirely and decided to take the easy way out.

Is there hope in a world where the hungry dead outnumber the scared, hungry, and weary living? That’s the crux of the human element of this week’s The Walking Dead, and it’s an interesting thing to contemplate.

Would you give up if the situation looked hopeless? Would you keep fighting because, like Rick, you think it’s worth it? Would you keep fighting because, like Daryl, it’s all you know? More importantly, just how highly do you value survival? What would you do to make sure you and yours survive?

For those who have been complaining about a lack of action in The Walking Dead, this episode should hopefully quiet that gripe. You’ve got Shane and Otis creeping through a zombie-infested high school for most of the episode, juxtaposed with the standard character-driven drama. It’s a B-plot to Carl’s struggle to cling to life and the personal problems of the survivors, but it’s there, and it’s got ample amounts of gore.

Director Phil Abraham handles the action well, and he keeps the individual conversations well paced, too. We don’t linger too long on one pairing or the other. Instead, we get a well spread out episode, and some characters who haven’t said any lines in weeks (Glenn) actually get to speak.

Perhaps as important, the script from Scott M Gimple provides several intriguing moral questions for viewers, as well as for the characters on screen, and there will no doubt be multiple water cooler conversations about what happens in Save The Last One.

This next couple of paragraphs will contain serious spoilers, if you’re not one to read other recaps or frequent the IMDB webpage. I’ll do my best not to completely ruin things, but it is what it is. You have been warned.

What Shane did at the end of the episode was one of the most jaw-dropping things I’ve seen on this show in a long time. Shane and Otis, both injured, both out of ammo, and Carl’s life is hanging in the balance. Shane did a terrible thing, that much is true. But he did a necessary thing, too. If Shane and Otis both die, Carl’s dead. If one of the makes it back to the farm with the equipment, Carl lives. One man died so that two people could continue living.

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Obviously, the show makes Shane the bad guy here, because he’s a pragmatist. Does anyone really think that Otis could’ve outrun that horde given his physicial condition? He barely made it up the stairs. I know Shane’s not in much better shape, but he’s obviously a little more mobile and I think Shane would have the better chance at getting back.

To the credit of Scott Gimple, he has obviously taken what is a difficult action by a main character and written it in such a way that Shane obviously feels bad about what he’s done. There’s real guilt on Shane’s face (to Jon Bernthal’s credit), and when he sees Patricia break down after hearing the news, the expression on his face seems one of sheer misery. I don’t think he likes what he’s done, but I think, in his mind, he did what he had to do.

Whether or not he can justify that to other people is beside the point. Shane betrayed Otis, who earlier refused to leave him behind when Shane offered to sacrifice himself, but did Shane do this for the greater good (as he perceives it)? Is Shane just wanting to look good for Lori?

The fact that the show is even provoking this level of debate among the audience is a good thing, regardless of your feeling on Shane’s actions.

Read our review of episode two, here.

US Correspondent Ron Hogan is very amused by the responses to this week’s The Walking Dead.Find more by Ron daily at Shaktronics and PopFi.

Follow Den Of Geek on Twitter right here. And be our Facebook chum here.

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Ron Hogan is a freelance writer from Louisville, Kentucky who got an English degree from a college no one has ever heard of. After dropping out…

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How to pass The Walking Dead 2: Episode 3?

Test

At the beginning of passage of The Walking Dead: Season 2 Episode 3 In Harm’s Way we watch a video about the events of previous episodes. Next, we try to take a butterfly sitting on a tree, after which we talk with Sarah, and then with Carver. As a result, the bound Clementine will be put in a truck. During the trip, Kenny will ask to find something sharp to cut the ropes, after a short argument with the others, in which he can choose to support Kenny or the others, he will find a way to free himself.

House, terrible house

After everyone is taken out of the truck, the doctor will immediately be taken to the infirmary, we support his daughter Sarah in a conversation. In the fenced area for the guilty, we will get acquainted with the one-armed Reggie, who can be asked about two more people who are here, a guy named Mike and a girl whose name no one knows yet. Having finished talking, we inspect the territory while Kenny distracts Reggie, in the process you can talk to people, as well as see a hose, a fence, a hole in the fence, manure bags, a fish statue, etc. If you tell Kenny that you didn’t find anything useful, everyone will end up going to bed.

When watching video walkthrough of the game The Walking Dead 2: Episode 3 — In Harm’s Way to switch between videos, use the «Playlist» tab and if the video helped you, do not forget to put likes)) …

Quiet and calm

Waking up, we approach the gate and listen to Carver, during his speech, Sarah decides to talk to Clementine, which Carlos will not like, as a result, he will force Carlos to hit his daughter. At the end of this scene, everyone will be scouted for work, Clementine will be sent to work in the armory, and before she leaves, bags of manure will fall from the winch installed on the roof :). In the armory, loading stores, we communicate with Bonnie until Tavia comes for Clementine. Before leaving, Bonnie will give Clementine a jacket. The new place of work will be a greenhouse.

Too far

In the greenhouse, after talking with Sarah, support her and say that the villain is Carver, after which Reggie will appear who will be put to watch the girls. In the process of cutting branches, we will have the choice to do our job or help Sarah, whatever you choose, Carver who comes a little later will be unhappy and will punish Reggie by throwing him off the roof.

Breakthrough

After telling Bonnie about what Carver did with Reggie, then tell the same thing to Kenny and Mike, and after the walkers burst into the room, we beat one of them with a board on the head. Then, by pressing the A button, we dodge the walker, while continuing to press A, we crawl along the wall, as a result, to push the shelf blocking the path, press Q several times, and when the indicator is full, press E. In the next scene, you will need to select a sledgehammer or a ladder by pushing the ladder onto one of the walkers we run away from the second one by pressing the S button, and after Clementine falls, we choose to raise the screwdriver or release the leg from the cable, one way or another, the walker will attack Clementine, so we press Q until Troy intervenes. On the way back, Luke will grab Clementine, press Q to bite his hand. After talking with Luke, we promise to bring him a walkie-talkie, the next day at the same time. Leaving the store, we tell Troy that we read comics, after which Clementine will go to Carver’s office.

Extension

Arriving at Bill Carver’s office in a conversation with him, we agree with him or condemn him. As a result, the conversation will be interrupted by Tavia, who reported on the breakage of the gate. Returning to the courtyard, we communicate with the others, informing them about Luke and his plan, in the end you will need to choose one of two escape options or adopt both. At the end of the conversation, Jane will approach the group and tell them how to disguise themselves from walkers, as well as how to get into the warehouse, all that remains is to agree.

Breaking and entering

After Mike lifts Clementine, we grab the rope on which we get to the stairs. Grabbing the ladder, we climb it to the roof. Upstairs you can see on the left: the greenhouse door, the exit door from the roof and the glass hatch over Carver’s office and on the right the same glass hatch over the warehouse. Once in the warehouse, we go down the racks and boxes, and when Tavia turns away or moves away, we run up to the walkie-talkies and pick up two of them, after which Clementine will return to her group, all that remains is to jump on Mike.

Born to run

In the morning, Tavia will take Rebecca, Nick, Sarah and Jane to work, staying with Kenny and Mike in a conversation, we agree to take the walkie-talkies to Luke. After that, Troy will appear and take the rest to work, along the way Bonnie will take Clementine to her. Communicating with Bonnie, we tell her about the walkie-talkies and about Luke, and after she releases Clementine, she will go to the comic book store.

Communication failure

Having run to the store, we examine the premises in search of Luke until Troy catches you doing this, you can also immediately leave the store, then Troy will catch Clementine at the entrance.

An eye for an eye

After everyone is returned to the courtyard, Carver will make another speech and demand the stolen walkie-talkie, starting the countdown so that you do not try to say the blame, Kenny will take the blame for which he will be beaten to a pulp by Bill. While Carver is beating Kenny, you can choose to try to keep Sarita or try to help Kenny by getting a butt from Troy. As a result, Bonnie will appear and report a breakthrough, and she will be left to guard the others. After talking with the rest, we decide that we continue to act according to the plan and agree on a meeting place in Parker Run, if we suddenly have to split up when escaping.

Confusion

Once again on the roof, Clementine will sneak into Carver’s office, having examined the unconscious Alvin, we approach the warning system console. Turning on the external speakers, turn the volume control and then inspect the CD-receiver with which there will be no CD. Taking the CD lying on the bottom shelf of the table and inserting it into the receiver, Clementine turns on the speakers. After talking with the awakened Alvin, Clementine returns to the warehouse, if Alvin is not in the office, taking the gun from the table and blocking the door, we go to the warehouse. In the warehouse, we jump onto Carver from the rack or shoot him, after which we decide to stay and watch Kenny kill Carver or leave with the others.

Entropy

On the street, having hacked one walker with an ax, we cut open his belly and smear ourselves with his insides, after which we help Sarah to do the same. After Jane shoots Troy, we go through a crowd of walkers, until the moment when a bullet hits Carlos and walkers attack him. Trying to calm Sarah, we begin to fight off the walkers, dodging in the direction indicated by the arrows on the screen. To pull out an ax stuck in one of the walkers in the head, press Q several times, and then E. As a result, you will need to decide to hit the walker who bit Sarita or cut off her hand. On this The walkthrough of the third episode of the second season of The Walking Dead will be completed.

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The Walking Dead: Season Two Walkthrough

Chapter 1: «Test»

Watching a butterfly on a tree, we can touch it. When Sarah finishes her business, we return to the truck together. The stop was short, we will be tied up again and sent to the rest of the captives. On the way, Kenny will get into his head to arrange an escape. To begin with, he will ask us to find something sharp that will allow us to get rid of the ropes. Ignoring warnings from Rebecca and Carlos, Kenny will continue to stick to his line. We support him or the group.

Chapter 2: «House, terrible house»

The camp covers a huge area of ​​the shopping center. It is full of food, safe and most importantly — strict discipline. The only thing to be afraid of is a flock of lurkers approaching from the south. Carver hopes they pass.

Reggie.

Carlos will be taken to the infirmary, and everyone else will be taken to a fenced area outside, in which the guilty members of the group stay in something. One of these was Reggie, who actively helped the fugitives. He lost his arm after being bitten by a walker, but an operative amputation helped him survive. In addition to Reggie, Mike and a strange girl who was recently found near the camp, being smeared with the insides of walkers, live here. After Alvin is taken to Carver (assuming he survived the previous episode), Troy will ask Reggie to make sure the night goes by without incident before leaving. For good behavior, Carver is ready to take Reggie back into the group and Troy is ready to help him in this.

Kenny is determined to escape. He’ll distract Reggie so we can have a good look around. Enough interaction with the boarded up plywood fence and gate on the right side to get Troy’s attention. Reggie will lose support and trust, which guarantees him a long stay on the bird’s rights in the community.

Chapter 3: «Quietly and calmly»

Waking up from Troy’s kick, together with the others we gather in front of the gate and listen to Carver’s speech. Walkers began to show activity along the fence. In addition to this, the pack crept closer to the camp. Reggie got a second chance, and today he will have another test. Sarah will speak to us, which the speaker will not like very much, and he will force Carlos to punish his daughter with a strong slap in the face.

We go to the armory, where we will work under the supervision of Bonnie. The girl regrets her actions and apologizes for them. She does not share Carver’s methods, but respects him for his ability to keep the community safe. Tavia will come to take us to the greenhouse. Before leaving, we receive a warm jacket as a gift from Bonnie.

Chapter 4: «Too far»

In the greenhouse we will meet Sarah discouraged by her father’s act. Soon Reggie will arrive here, who is entrusted with supervising our work, which consists in picking berries and cutting dry twigs. Reggie worries about Sarah, because his reputation is partially dependent on her. In any case, whether it’s helping Sarah or doing his job, Carver will be dissatisfied with the results and will punish Reggie … with death by throwing him off the roof.

Chapter 5: Breakthrough

Bonnie.

We return to Bonnie again and, at her request, we take a bucket of nails to the guys who are repairing the last store. We keep silent or tell about what happened to Reggie.

Having reached the store, we find a fight between Kenny and Mike because of the refusal of the first to do the dirty work. We are trying to calm the guys down and again we can tell or keep silent about the death of Reggie. The walkers made their way in through the boarded-up windows. We grab the board and hit the enemy’s head several times. Then we quickly hide behind the rack on the left side and continue to hold down the “left” movement button. Having moved to the other end, quickly and often click on the buttons shown. We continue to fight off walking improvised means: we select a sledgehammer or a ladder and make a blow. We run into the next room by pressing the «back» button. We are trying to free ourselves from the power cable or pick up a screwdriver. In any case, Troy will help us.

Luke will finally make himself known on the way back. He followed us from the ski base. To calculate the patrol schedule, he’ll need a walkie-talkie. The devices are left to charge overnight in the warehouse. Having agreed to meet tomorrow at the same place and at the same time, we leave the comic book store and, having explained with Troy, we go to Carver.

Chapter 6: «Expansion»

Rebecca runs out of the office in tears. Carver beat Alvin unconscious and, in order not to be in the place of the latter, advised him to be frank with him. Carver admits that he sympathized with Reggie and ended up with him only because he was weak in spirit. It was in us, in the little girl, that Bill saw the potential. Therefore, he will not beat around the bush and will clearly indicate his position, which he will try to instill in us. We approve or reject the methods of the newly minted mentor. The conversation will be interrupted by Tavia with the message that Troy screwed up with the door of the loading bay and now it does not close completely.

Returning to the yard, we discuss with the group a plan for further actions. Kenny offers to set the walkers on the camp by getting their attention with a loud sound, and Rebecca insists on getting Luke a walkie-talkie and waiting for the right moment to escape. Both options are good in their own way and should be implemented. Jane, standing aside, will also put in her word. She will talk about a disguise, consisting of the insides of the dead, which will allow you to go right through the crowd of walkers without fear of being eaten. It remains to come up with the last thing — how to get to the warehouse, where the walkie-talkies are left to charge at night. Once again, Jane will hasten to please us. A winch with a rope will allow you to climb to the roof and from there enter the warehouse.

Chapter 7: Breaking and Entering

Mike.

Mike will help you reach the rope — grab it and pull it down. Climbing upstairs, Mike will notice how Troy will begin to return to the courtyard, so we quickly cling to the stairs and climb onto the roof on our own. Turning to the right, we get to the glass hatch and through it we penetrate into the warehouse. We move forward until there is a box under us. Jumping lower and lower, we get to the charging station of the walkie-talkies. It was Tavia’s responsibility to repair the door that Troy had broken through, but the lack of materials puts an end to this matter. After waiting for Tavia to be at the door at the other end of the room, we run up to the charging station and, holding down the interaction button and pulling it up, we pick up two walkie-talkies. We return to the yard, jump on Mike and show the group the acquired radios. Tomorrow is going to be a tough day before which you need to get a good night’s sleep.

Chapter 8: «Born to Run»

Rebecca, Sarah, Nick (assuming he survived the previous episode) and Jane Tavia will be taken to work. Troy will come for the rest a little later. During this short time, together with Kenny and Mike, we decide who will take the radio to Luke. In any case, we will have to do it. When Bonnie takes us to her workshop, we tell her about the walkie-talkie or ask her to return to Kenny. One way or another, we can get to the comic book store.

Chapter 9: «Communication failure»

Luke will not respond, so we inspect everything until Troy appears and finds us in the wrong place. It is not necessary to look around, you can immediately leave the store.

Chapter 10: An Eye for an Eye

As you might have guessed, Luke has been captured. Carver will require a second radio. Kenny will take the blame, no matter what we try to answer, and pass the walkie-talkie to Carver. There was no question of any forgiveness: Kenny would be beaten unconscious. Bonnie’s appearance with the news of the walker breakthrough may have even saved his life. Carver will leave Bonnie to look after the prisoners — not the best decision, considering that she has finally decided for herself to take our side and help with the escape.

We discuss further actions with the group. Luke advises not to rush to escape, especially since Kenny is now in a very bad condition. The rest of the group is sure that there may not be another chance. Carlos did everything he could. Kenny will most likely lose sight in one eye. Fortunately, even after such serious injuries, he will wake up and join us. Now nothing will interfere with the implementation of the second part of the plan — setting the walkers on the camp. In case we have to split up, we arrange to meet at Parker Run, which is a couple of miles to the north.

Chapter 11: «Confusion»

Troy.

We climb onto the roof in the usual way and make our way to Carver’s office. We inspect Alvin or immediately head to the notification system at the table. We turn on the external speakers and unscrew the volume control to the maximum. We are trying to start the receiver located on the right side. There is a disc on the bottom shelf a little to the left — we insert it into the receiver. It worked! Bonnie will release the band. If Alvin is present in the office, he will cover us, otherwise we can first get the gun from the desk drawer, and then we will definitely block the door and go to the warehouse.

We shoot at Carver or jump on him. The hour of reckoning has come: we stay to watch the brutal reprisal committed by Kenny or leave with the rest.

Chapter 12: «Entropy»

Walkers approach from all sides. Having received a hatchet from Luke, we deliver an accurate blow to the enemy’s head. We dismember the corpse and smear ourselves with the insides on the advice of Jane. Then we help to disguise Sarah. Troy will suddenly appear and almost mess up all the cards. Jane neutralizes the threat and we can start moving through the crowd. At some point, Carlos will be shot and the walkers will immediately attack him. In a panic, Sarah will run away. We hit the head of the first walker, dodge the second and deal with the third. We make the final choice: we chop off Sarite’s hand or simply get rid of the walker clinging to it.