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Room after room. One last round.

Last Round

One round, two ricochets, a safe hostageA dashed line traces a shot across a wooden room. It bounces off the top wall, passes through a guard, rebounds off the right wall and strikes a barrel. The blast reaches a second guard. The hostage remains safely behind an interior wall.

Draw the line.
Make it count.

Bank the shot. Clear the room. Spare the hostage.

ROUND COUNTERPAR 1
Shot demonstration: three rounds become two when the shot fires. Par is one.
Play Last Round

Drag to aim. Release to fire.

A handful of buildings. Rooms that keep opening.

4 bounces max0 hostages hitHow to play ↓
A warm wooden loft above a rain-soaked city: the shooter waits at the door while guards stand among crates and barrels.

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.

The shot a straight line cannot makeThe direct shot is blocked by a partition. A dashed route goes from the shooter to the top wall, through a guard, off the right wall and into a barrel. The hostage stays clear. With reduced motion, the full route and both bounce points remain visible. SHOOTERSPARE01 / BANK02 / BANK
Two walls. One opening.Illustrated shot study

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
A cold corridor seen from above, with the shooter at the entrance, guards ahead, and an unarmed hostage to spare.

The last room. One round.

One round.
All that
you need.

When there is only a single round left,
make every angle count.

Play Last Round