LAST CALL
The cast of LAST CALL — office commuters walking home past a row of glowing Bengaluru pubs and bars at dusk in this reverse tower defense game.
Strategy guide · enemies & pubs

LAST CALL strategy guide: the commuters and the pubs

Everything you need to beat this free reverse tower defense game — the six regular commuter archetypes, the CEO boss, the four pub lines, and the counter for each. New here? Start with how to play.

The commuters

Each walker has a speed, a sobriety pool (their HP), an alcohol tolerance that blanks weak drinks, a tip multiplier, and a bounty. The trick is never raw firepower — it's picking the pub that this walker can't refuse.

CommuterSobriety · ToleranceWhat makes them tricky — and the counter
The Intern10 · 0Fodder that floods seats in packs of 4–8. Any two cheap bars finish one — but a whole pack needs a tight district of three or they slip through full seats.
The 10x Dev30 · 1Noise-cancelling headphones halve his lure radius and he ignores any pub with potency under 9. Cheap bars are invisible to him — you need an upgraded pour, not more stalls.
The Manager30 · 1Easiest to tempt (+50% radius), but his walking-meeting aura makes his whole pack lure-immune and leashed to his shuffle. Seat the Manager himself to break the spell and free the pack.
The Sales Guy55 · 4A money piñata (×2.5 tips) — but tolerance 4 blanks every cheap drink. Answer him with a Cocktail Lounge (which also earns +50% from him at Tier 3).
The Gym Bro50 · 2The fastest walker and the tankiest non-boss; he keeps his brisk sober stride until he's half-drunk. Needs sustained chain depth to slow down and drop.
The Teetotaler Auditor35 · immuneImmune to alcohol entirely — no bar touches her. Only the Chai Stall claims her (a sugar-crash). Keep one on the route or she walks straight through.
The CEO (wave-20 boss)500 · 7A leak costs five lives. Lurable only by Tier-3 pubs; he re-drinks each one up to three times, then marches. Bring the full premium board: two Botanical-G&T Lounges plus two Fruit-Bomb IPA Taprooms. He also spawns Interns and slows nearby pubs with a Town Hall aura.

The four pub lines

Four bar types, three tiers each. The building's visual tier is 1 + min(pour, chairs), so upgrade both tracks to grow it. Pick lines to counter the wave, not by raw damage.

PubRoleTier-3 special
Family Bar
Somaiah's Authentic Toddy
Cheap, fast, low potency (6/6/9 across tiers — Tier 3 finally clears the Dev's potency-9 gate). Your starter district.Standing Room — a short queue adds throughput past the seats.
Craft Taproom
Brewteforce Brewing Co.
High capacity and group seating for flooding intern packs.IPA pierces 2 tolerance (great vs the Sales Guy) plus rooftop fairy-lights.
Cocktail Lounge
Scrum & Coke
Highest single-serve damage — slow and pricey, but the heavy hitter.Top Shelf: the only thing that lures the CEO, and +50% income from Sales Guys.
Chai Stall
Kadak Bhai's Cutting Chai
Utility: zero alcohol damage, but it slows drinkers — and it's the only thing the Auditor will stop for.Decoction Cloud: a steam aura that slows every walker on the path in range.

Each pub buys two upgrade tracks separately per tier: Stronger Pour (potency, serve speed, income) and More Chairs (seats). Chairs is a throughput lever — a full pub is skipped — while Pour is what cracks tolerance gates.

The counter cheat-sheet

Above all: cluster your pubs. Walkers recover +1 sobriety every 10 seconds, so a chain of three nearby bars beats six scattered ones.

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