Last Salvo

Six cities, three batteries, one more wave.

ShooterCategory
MediumDifficulty
FreePrice
NoneInstall

Last Salvo is a missile defence game. Six cities and three batteries sit on the ground, warheads fall toward them, and you defend by choosing where in the sky a blast opens rather than by aiming at anything. The nearest battery with ammunition takes the shot. What makes it a game rather than a reflex test is the chain: a warhead destroyed by a blast detonates too, and anything that blast catches detonates again. One warhead at a time is worth 25 points; a fourth caught in the same chain is worth 400. Each battery holds ten shots and refills between waves, so running one dry means the next shot comes from further away and arrives later. From wave four some warheads split into three on the way down, which is what makes a single well placed blast worth more than three good ones. It is built to be played with a thumb: there is nothing to steer and no fire button, you just touch the sky where you want the blast.

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Last Salvo in play

Controls

Keyboard
Tap or clickFire at that point
Arrows or WASDMove the crosshair
SpaceFire at the crosshair
ERaise the shield
Z X CFire from the left, centre or right battery
EnterStart
P or EscPause
RRestart

Touch: Touch anywhere in the sky. The nearest battery with ammunition fires there. The only other control is the shield, which is the dome in the bottom left corner when you are holding one.

Tips

  • Your cities are the arsenal. Each one still standing makes two shells a wave for the battery nearest it, and the racks are not refilled otherwise, so a city is not a life you lose at the end, it is production you lose now. The supply lines are drawn along the ground: watch which gun goes quiet when one falls.
  • A blast that catches two warheads at once pays for the shell that made it. That is how you make up what a lost city no longer produces, and it is why chaining is survival here rather than a scoring flourish.
  • Every tenth wave pays. If a city is rubble you get one back, oldest ruin first. If all six are standing you bank a shield instead, so playing clean is never wasted, and by wave twenty a city you let go is a shield you do not get.
  • The shield is three seconds and you choose when. Everything under the dome when it goes up is destroyed, and for the whole three seconds anything that reaches the dome from outside burns on the surface and scores like any other kill. The whole dome counts as one salvo, so a shield that takes nine reads as a single nine kill. Raising it early to clear a mess is not the same as raising it late to save a city.
  • Fire ahead of a warhead, not at it. The blast takes time to travel and time to open, so aim at the gap it is about to fly into.
  • The chain is the score. One warhead is 25 points and a fourth in the same chain is 400, so waiting half a second for two tracks to converge beats firing at each of them separately.
  • Watch which battery is being spent. The nearest one with ammunition fires automatically, so a dry battery on your left means every left-hand shot now flies from the middle and arrives later. On a keyboard, Z X C let you choose.
  • Unused ammunition and surviving cities both pay a bonus multiplied by the wave, so a clean wave nine is worth far more than a scrappy one. Overfiring early costs you twice.
  • From wave four the pink warheads split into three. Killing one above its split point is the cheapest kill in the game, and letting it split is the most expensive mistake.

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Achievements (16)

Unlocked as you play, and tracked in this browser. See them all on the achievements page.

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