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.
| Commuter | Sobriety · Tolerance | What makes them tricky — and the counter |
|---|---|---|
| The Intern | 10 · 0 | Fodder 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 Dev | 30 · 1 | Noise-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 Manager | 30 · 1 | Easiest 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 Guy | 55 · 4 | A 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 Bro | 50 · 2 | The 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 Auditor | 35 · immune | Immune 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 · 7 | A 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.
| Pub | Role | Tier-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.