Room after room. One last round.
Last Round
Draw the line.
Make it count.
Bank the shot. Clear the room. Spare the hostage.
Drag to aim. Release to fire.
01 / After dark
The city sleeps.
You read
the room.
Rain at the windows. Warm light on the floor. Between you and a clear room, every wall has an angle.
A quiet room before the shot.
02 / Everyone has a part
Read the faces.
Then the angles.
A room is more than its walls.
Know who to clear. Know who to spare.
01 / You choose the angle.
The shooter
A steady hand at the door. The whole room ahead of you.
02 / They will not all stand still.
The guards
Some patrol. Read their path before you commit to yours.
03 / The one you leave standing.
The hostage
A raised pair of hands. Keep them clear of the shot and the blast.
04 / One spark. A chain reaction.
The barrels
Close enough together, one explosion sets off the next.
03 / The bank shot
There is
another
way through.
The straight shot meets a wall. The right angle turns that wall into the plan.
Follow the dashed line. Two banks, a guard, a barrel. The hostage stays out of the line of fire.
Find the line before you fire.
04 / Clear a room. Open the next.
Every door.
A different problem.
The first building. Corners, then a room that will not hold still.
Longer sightlines. Side rooms. A last room with nothing to spare.
Carry what you learned through the door.
Finish within par for three stars.
Cleared rooms, stars and your sound setting are saved in this browser when storage is available.
Your first shot
Aim. Bank. Release.
Clear the guards. Spare the hostage.
- Aim
- Drag / Left Right / A D
- Fire
- Release / Space / Enter
- Restart the room
- R / Restart button
- Pause and resume
- Escape / Pause button

The last room. One round.
One round.
All that
you need.
When there is only a single round left,
make every angle count.
