LAST LIGHTCONVOYAlex Ast ↗

FIELD MANUAL / CURRENT PROTOTYPE

KNOW YOUR
DEFENSE.

Build with a purpose. Know what your weapon can hit, what it costs, and what is coming over the next bridge.

Stats describe the 2 October 2026 development prototype. Tower numbers are tier-one values. Enemy numbers are saved base values before wave and difficulty scaling. Entries in the development roster may not appear in every campaign.

The workhorse

Gatling

A reliable continuous stream against ground and air. Pair it with shield-breaking support rather than asking ballistic fire to solve every threat.

Air + Ground Ballistic
Build scrap
112
Damage / shot
8
Shots / second
3.80
Range
5.6
Upgrades & chapter availability

T4: piercing ammo • t5: every third shot splash

Available in: Flooded City, Rooftop Relay, Highway Grid, Frostline Depot, Neon Arcade.

Build price includes Dex’s construction discount; undiscounted base: 125 scrap. Upgrade costs use the base price, not the discounted construction price.

Borrowed lightning

Arc Tower

Electric chains punish grouped enemies and strip shields. Keep one where boss counter windows and multiple approaches overlap.

Air + Ground Electric
Build scrap
135
Damage / shot
7
Shots / second
1.70
Range
5.5
Upgrades & chapter availability

Each tier: +1 chain target • stronger shield break

Available in: Flooded City, Rooftop Relay, Highway Grid, Frostline Depot, Neon Arcade.

Build price includes Dex’s construction discount; undiscounted base: 150 scrap. Upgrade costs use the base price, not the discounted construction price.

A warm perimeter

Flame

Shorter-range ground crowd control. Fire melts winter ice armor; build where enemies must spend time in the flame.

Ground Only Fire
Build scrap
140
Damage / shot
11
Shots / second
2.60
Range
4.4
Upgrades & chapter availability

Each tier: damage / rate / range • mounted equipment

Available in: Flooded City, Rooftop Relay, Highway Grid, Frostline Depot, Neon Arcade.

Build price includes Dex’s construction discount; undiscounted base: 155 scrap. Upgrade costs use the base price, not the discounted construction price.

One clear shot

Sniper

Long-range piercing fire for armored targets and piercing counter windows. Its slower cadence benefits from a nearby crowd-control tower.

Air + Ground Piercing
Build scrap
148
Damage / shot
38
Shots / second
0.85
Range
10.0
Upgrades & chapter availability

Each tier: damage / rate / range • mounted equipment

Available in: Flooded City, Rooftop Relay, Highway Grid, Frostline Depot, Neon Arcade.

Build price includes Dex’s construction discount; undiscounted base: 165 scrap. Upgrade costs use the base price, not the discounted construction price.

Keep the sky clear

Flak

An air-only explosive defense. A grounded horde can walk past it unharmed, so plan another tower for the same approach.

Air Only Explosive
Build scrap
158
Damage / shot
14
Shots / second
2.60
Range
6.6
Upgrades & chapter availability

Each tier: wider blast • visible mounted equipment

Available in: Flooded City, Rooftop Relay, Highway Grid, Frostline Depot, Neon Arcade.

Build price includes Dex’s construction discount; undiscounted base: 175 scrap. Upgrade costs use the base price, not the discounted construction price.

Strip the shell

Caustic

Corrosive ground splash that helps dismantle shields and armor. A useful partner for rapid-fire ballistic weapons.

Ground Only Corrosive
Build scrap
158
Damage / shot
6
Shots / second
2.20
Range
5.2
Upgrades & chapter availability

Each tier: damage / rate / range • mounted equipment

Available in: Rooftop Relay, Highway Grid.

Build price includes Dex’s construction discount; undiscounted base: 175 scrap. Upgrade costs use the base price, not the discounted construction price.

Break the crowd

Mortar

A heavy delayed ground explosion. Predict where slow packs will gather; its minimum range leaves a close blind spot.

Ground Only Explosive
Build scrap
198
Damage / shot
60
Shots / second
0.42
Range
7.4
Upgrades & chapter availability

Each tier: wider blast • visible mounted equipment

1.4 minimum range · impact after 0.85 seconds.

Available in: Rooftop Relay, Highway Grid, Frostline Depot, Neon Arcade.

Build price includes Dex’s construction discount; undiscounted base: 220 scrap. Upgrade costs use the base price, not the discounted construction price.

Keep the grid alive

Solar Lance

A piercing beam powered by the highway grid. Strong against hydraulics, but sharing power with Cryo requires a mixed battery.

Air + Ground Piercing
Build scrap
212
Damage / shot
34
Shots / second
0.72
Range
7.6
Upgrades & chapter availability

Each tier: damage / rate / range • mounted equipment

Draws 8 power per shot.

Available in: Highway Grid.

Build price includes Dex’s construction discount; undiscounted base: 235 scrap. Upgrade costs use the base price, not the discounted construction price.

Buy another second

Cryo Tower

Frost splash slows ground packs so other towers can keep firing. It consumes shared highway power when that grid is active.

Ground Only Frost
Build scrap
166
Damage / shot
5
Shots / second
1.40
Range
5.3
Upgrades & chapter availability

Each tier: damage / rate / range • mounted equipment

Draws 3 power per shot when the shared grid is present.

Available in: Highway Grid.

Build price includes Dex’s construction discount; undiscounted base: 185 scrap. Upgrade costs use the base price, not the discounted construction price.

Turn it up

Sonic Speakers

A neon-chapter speaker weapon with ground splash. Sonic damage is the specific counter to the High Score’s CRT charge.

Ground Only Sonic
Build scrap
144
Damage / shot
17
Shots / second
1.80
Range
6.8
Upgrades & chapter availability

Each tier: speaker stack / wider blast • sonic interrupts high score

Available in: Neon Arcade.

Build price includes Dex’s construction discount; undiscounted base: 160 scrap. Upgrade costs use the base price, not the discounted construction price.

Marksman

Rook

4.5s of nearby piercing cover fire. Helps towers break armor; cannot solo a boss.

Ability
Cover Fire
Cooldown
40s
How to use Rook

Rifle +15% damage. Short-range cover; towers carry the defense.

Select the portrait or press F1, then use the skill button or T. Auto Skills can trigger ready skills when useful. These supports have limited range and cannot replace a tower battery.

Demolition

Mara

A small 3.5s ground fire patch. At most five targets per pulse; towers finish the crowd.

Ability
Firebomb
Cooldown
36s
How to use Mara

Shotgun +15% damage and blast. Ground support.

Select the portrait or press F2, then use the skill button or T. Auto Skills can trigger ready skills when useful. These supports have limited range and cannot replace a tower battery.

Engineer

Dex

Clear tower jams; +25% tower damage for 6s, +4 ammo. Small nearby EMP: 12 damage.

Ability
Field Tune
Cooldown
42s
How to use Dex

Tower construction costs 10% less. An engineer, not an artillery gun.

Select the portrait or press F3, then use the skill button or T. Auto Skills can trigger ready skills when useful. These supports have limited range and cannot replace a tower battery.

Medic

Iris

Restore 12 objective health. 50s cooldown; auto mode waits until the heal is useful.

Ability
Triage
Cooldown
50s
How to use Iris

Limited free healing. Towers prevent the damage.

Select the portrait or press F4, then use the skill button or T. Auto Skills can trigger ready skills when useful. These supports have limited range and cannot replace a tower battery.

MANUAL SUPPORT / KEY 1

Rifle

Free ammunition makes the rifle useful for small leaks near the selected defender. Rook gives it +15% damage.

Air + ground
Base damage
7
Shot interval
0.42s
Ammo / shot
0
Support reach
6.5

Select 1 / 2 / 3. Hold right-click over a reachable enemy after closing any open card. Damage shown is before role bonuses, armor, and boss resistance.

MANUAL SUPPORT / KEY 2

Shotgun

A small blast for a nearby ground pack. Mara adds +15% shotgun damage and blast radius.

Ground only
Base damage
12
Shot interval
0.9s
Ammo / shot
1
Support reach
6.5

Select 1 / 2 / 3. Hold right-click over a reachable enemy after closing any open card. Damage shown is before role bonuses, armor, and boss resistance.

MANUAL SUPPORT / KEY 3

Rocket

A limited-ammunition explosive shot. Useful for air threats and explosive boss counters; sustained boss damage belongs to towers.

Air + ground
Base damage
28
Shot interval
1.6s
Ammo / shot
3
Support reach
6.5

Select 1 / 2 / 3. Hold right-click over a reachable enemy after closing any open card. Damage shown is before role bonuses, armor, and boss resistance.

The first footsteps

Runner

A quick infected worker. A lone runner is cheap to stop; an uncovered carriage edge turns a crowd into repeated objective damage.

Ground Melee
Base HP
26
Objective hit
3
Base armor
0%
Kill scrap
1
Chapter variants
Base speed
2.55
Base shield
0
Saved base stats before wave and difficulty multipliers
ChapterHPHitIce armor
Flooded City263—
Rooftop Relay263—
Highway Grid263—
Frostline Depot31318
Neon Arcade363—

Shields and ice are separate protective layers. Electric and corrosive damage break shields; piercing bypasses them. Fire melts ice. Live enemy cards show the actual scaled health.

Armor is not immunity

Riot

A heavily protected ground threat. Corrosion and piercing complement rapid-fire guns; electric fire helps strip active shields.

Ground Melee
Base HP
95
Objective hit
5
Base armor
55%
Kill scrap
3
Chapter variants
Base speed
1.26
Base shield
42
Saved base stats before wave and difficulty multipliers
ChapterHPHitIce armor
Flooded City955—
Rooftop Relay955—
Highway Grid955—
Frostline Depot110570
Neon Arcade1005—

Shields and ice are separate protective layers. Electric and corrosive damage break shields; piercing bypasses them. Fire melts ice. Live enemy cards show the actual scaled health.

Distance is dangerous

Spitter

Ranged acid lets it threaten the objective before it reaches melee contact. Cover its approach instead of relying only on close defense.

Ground Ranged
Base HP
48
Objective hit
3
Base armor
0%
Kill scrap
3
Chapter variants
Base speed
1.65
Base shield
0
Saved base stats before wave and difficulty multipliers
ChapterHPHitIce armor
Flooded City483—
Rooftop Relay483—
Highway Grid483—
Frostline Depot483—
Neon Arcade483—

Shields and ice are separate protective layers. Electric and corrosive damage break shields; piercing bypasses them. Fire melts ice. Live enemy cards show the actual scaled health.

BOSS / GROUND

Wreck

A moving wall of ruined armor. Its Iron Escort command makes a packed approach dangerous even before it reaches the objective.

Iron Escort
Base HP
6,500
Counter
Piercing
Wind-up
3.4s
Exposed window
3.5s
Counter, phases & appearances
Objective hit
4
Special cooldown
12.0s
Base armor
24%
Kill scrap
70

Interrupt with piercing. Apply the matching damage type during the marked cast to interrupt it. An exposed boss takes 35% more damage, and nearby escorts are staggered for 2 seconds.

Phase changes at 66% and 33% health. These are base HP values: wave and difficulty scaling change encounter health.

Flooded City: 10; Highway Grid: 5, 25, 45

BOSS / GROUND

Conductor

The evacuation never ended for this infected conductor. Last Call turns its advance into a rallying point for the horde.

Last Call
Base HP
5,200
Counter
Piercing
Wind-up
3.4s
Exposed window
3.5s
Counter, phases & appearances
Objective hit
4
Special cooldown
12.0s
Base armor
0%
Kill scrap
65

Interrupt with piercing. Apply the matching damage type during the marked cast to interrupt it. An exposed boss takes 35% more damage, and nearby escorts are staggered for 2 seconds.

Phase changes at 66% and 33% health. These are base HP values: wave and difficulty scaling change encounter health.

Flooded City: 5, 25; Rooftop Relay: 5, 25, 45; Highway Grid: 15, 35

BOSS / GROUND

Siren

A voice carried through abandoned streets. Its signal jam threatens the towers you rely on most.

Signal Jam
Base HP
6,000
Counter
Piercing
Wind-up
3.4s
Exposed window
3.5s
Counter, phases & appearances
Objective hit
4
Special cooldown
14.0s
Base armor
0%
Kill scrap
90

Interrupt with piercing. Apply the matching damage type during the marked cast to interrupt it. An exposed boss takes 35% more damage, and nearby escorts are staggered for 2 seconds.

Phase changes at 66% and 33% health. These are base HP values: wave and difficulty scaling change encounter health.

Flooded City: 20, 35; Rooftop Relay: 15, 35

BOSS / GROUND

Burrow King

Something under the foundations keeps moving. Ground Shock asks whether you saved enough piercing fire to stop it.

Ground Shock
Base HP
7,200
Counter
Piercing
Wind-up
3.4s
Exposed window
3.5s
Counter, phases & appearances
Objective hit
4
Special cooldown
12.0s
Base armor
30%
Kill scrap
65

Interrupt with piercing. Apply the matching damage type during the marked cast to interrupt it. An exposed boss takes 35% more damage, and nearby escorts are staggered for 2 seconds.

Phase changes at 66% and 33% health. These are base HP values: wave and difficulty scaling change encounter health.

Flooded City: 15, 45

BOSS / GROUND

Drowned Leviathan

The flood carries more than debris. Its tidal volley is an electrically interruptible threat to the line.

Tidal Salvo
Base HP
8,500
Counter
Electric
Wind-up
3.4s
Exposed window
3.5s
Counter, phases & appearances
Objective hit
4
Special cooldown
12.0s
Base armor
30%
Kill scrap
120

Interrupt with electric. Apply the matching damage type during the marked cast to interrupt it. An exposed boss takes 35% more damage, and nearby escorts are staggered for 2 seconds.

Phase changes at 66% and 33% health. These are base HP values: wave and difficulty scaling change encounter health.

Not currently scheduled in the five-chapter campaign; included in the development roster.

BOSS / GROUND

Iron Matriarch

A furnace wrapped in salvage. Stop its overload before heat and armor overwhelm the defense.

Furnace Overload
Base HP
10,000
Counter
Electric
Wind-up
3.4s
Exposed window
3.5s
Counter, phases & appearances
Objective hit
4
Special cooldown
12.0s
Base armor
30%
Kill scrap
140

Interrupt with electric. Apply the matching damage type during the marked cast to interrupt it. An exposed boss takes 35% more damage, and nearby escorts are staggered for 2 seconds.

Phase changes at 66% and 33% health. These are base HP values: wave and difficulty scaling change encounter health.

Flooded City: 40; Rooftop Relay: 20; Highway Grid: 20

BOSS / GROUND

Grave Marshal

An officer of the ruined city. Grave Command turns the final stretch into an endurance fight.

Grave Command
Base HP
11,500
Counter
Piercing
Wind-up
3.4s
Exposed window
3.5s
Counter, phases & appearances
Objective hit
5
Special cooldown
13.0s
Base armor
30%
Kill scrap
180

Interrupt with piercing. Apply the matching damage type during the marked cast to interrupt it. An exposed boss takes 35% more damage, and nearby escorts are staggered for 2 seconds.

Phase changes at 66% and 33% health. These are base HP values: wave and difficulty scaling change encounter health.

Flooded City: 50; Rooftop Relay: 40; Highway Grid: 40

The route you forgot

Roof Climber

A fast ladder threat. Give the service access its own coverage while the larger bridge groups draw your attention.

Ground Melee
Base HP
38
Objective hit
4
Base armor
0%
Kill scrap
2
Chapter variants
Base speed
2.30
Base shield
0
Saved base stats before wave and difficulty multipliers
ChapterHPHitIce armor
Rooftop Relay384—

Shields and ice are separate protective layers. Electric and corrosive damage break shields; piercing bypasses them. Fire melts ice. Live enemy cards show the actual scaled health.

A corrupted broadcast

Signal Cultist

A ranged rooftop support threat. It complicates a crowded approach while radio attacks threaten your battery.

Ground Ranged
Base HP
85
Objective hit
3
Base armor
12%
Kill scrap
5
Chapter variants
Base speed
0.95
Base shield
0
Saved base stats before wave and difficulty multipliers
ChapterHPHitIce armor
Rooftop Relay853—

Shields and ice are separate protective layers. Electric and corrosive damage break shields; piercing bypasses them. Fire melts ice. Live enemy cards show the actual scaled health.

BOSS / GROUND

The Signal Eater

A skyline-sized thing built from dead broadcasts. Dead Air threatens to silence the evacuation transmitter and nearby weapons.

Dead Air
Base HP
8,200
Counter
Electric
Wind-up
3.4s
Exposed window
3.5s
Counter, phases & appearances
Objective hit
4
Special cooldown
14.0s
Base armor
28%
Kill scrap
150

Electric fire breaks the signal. Apply the matching damage type during the marked cast to interrupt it. An exposed boss takes 35% more damage, and nearby escorts are staggered for 2 seconds.

Phase changes at 66% and 33% health. These are base HP values: wave and difficulty scaling change encounter health.

Rooftop Relay: 10, 50

The road pushes back

Roadbreaker

An armored interchange infected. Combine piercing or corrosion with sustained fire before it reaches the power junction.

Ground Melee
Base HP
105
Objective hit
6
Base armor
55%
Kill scrap
5
Chapter variants
Base speed
1.05
Base shield
70
Saved base stats before wave and difficulty multipliers
ChapterHPHitIce armor
Highway Grid1056—

Shields and ice are separate protective layers. Electric and corrosive damage break shields; piercing bypasses them. Fire melts ice. Live enemy cards show the actual scaled health.

Live wire

Storm Carrier

A ranged storm threat associated with highway power pressure. Do not make the whole defense dependent on powered weapons.

Ground Ranged
Base HP
70
Objective hit
3
Base armor
8%
Kill scrap
4
Chapter variants
Base speed
1.20
Base shield
0
Saved base stats before wave and difficulty multipliers
ChapterHPHitIce armor
Highway Grid703—

Shields and ice are separate protective layers. Electric and corrosive damage break shields; piercing bypasses them. Fire melts ice. Live enemy cards show the actual scaled health.

BOSS / GROUND

The Excavator King

Industrial machinery with a hungry core. Its hydraulic quake attacks the generator’s junctions and shared power.

Hydraulic Quake
Base HP
9,500
Counter
Piercing
Wind-up
3.4s
Exposed window
3.5s
Counter, phases & appearances
Objective hit
4
Special cooldown
15.0s
Base armor
38%
Kill scrap
165

Piercing fire breaks the hydraulics. Apply the matching damage type during the marked cast to interrupt it. An exposed boss takes 35% more damage, and nearby escorts are staggered for 2 seconds.

Phase changes at 66% and 33% health. These are base HP values: wave and difficulty scaling change encounter health.

Highway Grid: 10, 50

Above the barricades

Carrion

A flying infected. Ground-only towers cannot hit it. Flak or a tower marked air + ground is essential.

Air Melee
Base HP
52
Objective hit
4
Base armor
2%
Kill scrap
3
Chapter variants
Base speed
1.85
Base shield
0
Saved base stats before wave and difficulty multipliers
ChapterHPHitIce armor
Flooded City524—
Rooftop Relay524—
Highway Grid524—
Frostline Depot524—
Neon Arcade524—

Shields and ice are separate protective layers. Electric and corrosive damage break shields; piercing bypasses them. Fire melts ice. Live enemy cards show the actual scaled health.

Behind the shield

Bulwark

A slow armored escort. Break active shields with electric or corrosive damage; piercing bypasses the protected layer.

Ground Melee
Base HP
100
Objective hit
5
Base armor
55%
Kill scrap
6
Chapter variants
Base speed
0.95
Base shield
95
Saved base stats before wave and difficulty multipliers
ChapterHPHitIce armor
Flooded City1005—
Rooftop Relay1005—
Highway Grid1005—
Frostline Depot1005—
Neon Arcade1005—

Shields and ice are separate protective layers. Electric and corrosive damage break shields; piercing bypasses them. Fire melts ice. Live enemy cards show the actual scaled health.

BOSS / AIR

Ashwing, the Furnace Vulture

A furnace vulture above the ruins. Its diving barrage demands an explosive air counter, not another ground-only gun.

Skyfall Barrage
Base HP
9,800
Counter
Explosive
Wind-up
3.4s
Exposed window
3.5s
Counter, phases & appearances
Objective hit
4
Special cooldown
12.0s
Base armor
18%
Kill scrap
180

Flak / rockets break the dive. Apply the matching damage type during the marked cast to interrupt it. An exposed boss takes 35% more damage, and nearby escorts are staggered for 2 seconds.

Phase changes at 66% and 33% health. These are base HP values: wave and difficulty scaling change encounter health.

Flooded City: 30; Rooftop Relay: 30; Highway Grid: 30

BOSS / GROUND

The Hook of Winter

The depot winch is alive. Marked hooks strike carriage edges, and later phases reach more of the sheltered train.

Marked Hook Barrage
Base HP
10,000
Counter
Electric
Wind-up
3.4s
Exposed window
3.5s
Counter, phases & appearances
Objective hit
4
Special cooldown
14.0s
Base armor
28%
Kill scrap
135

Electric fire stops the winch. Apply the matching damage type during the marked cast to interrupt it. An exposed boss takes 35% more damage, and nearby escorts are staggered for 2 seconds.

Phase changes at 66% and 33% health. These are base HP values: wave and difficulty scaling change encounter health.

Frostline Depot: 10, 20, 30, 40, 50

BOSS / GROUND

The High Score

A machine that will never accept game over. Break its CRT charge with Sonic Speakers before Insert Coin resolves.

Insert Coin
Base HP
11,000
Counter
Sonic
Wind-up
3.6s
Exposed window
3.5s
Counter, phases & appearances
Objective hit
5
Special cooldown
14.5s
Base armor
23%
Kill scrap
145

Sonic speakers break the crt charge. Apply the matching damage type during the marked cast to interrupt it. An exposed boss takes 35% more damage, and nearby escorts are staggered for 2 seconds.

Phase changes at 66% and 33% health. These are base HP values: wave and difficulty scaling change encounter health.

Neon Arcade: 10, 20, 30, 40, 50

Flooded City environment artwork

CHAPTER 01

Flooded City

The city is underwater. The last evacuation train is a warm line through the ruins. Hold its carriage edges while survivors shelter aboard.

Defend the train
Waves
50
Tower choices
5
Routes, strategy & chapter music

Approaches: Lower Street, Upper Street, Right Flood.

Cover multiple carriage edges. A single concentrated battery leaves the opposite flood approach exposed. Save an air-capable slot for flying threats.

Boss schedule: W5: Conductor, W10: Wreck, W15: Burrow King, W20: Siren, W25: Conductor, W30: Ashwing, the Furnace Vulture, W35: Siren, W40: Iron Matriarch, W45: Burrow King, W50: Grave Marshal.

Defenses: Gatling, Arc, Flame, Sniper, Flak.

Music labels are editorial chapter titles. Excerpts are from the original in-game synth tracks.

Rooftop Relay environment artwork

CHAPTER 02

Rooftop Relay

An evacuation broadcast climbs above the ruined skyline. Protect the rooftop transmitter and its crew from bridges, stairs, and the service ladder.

Defend the relay
Waves
50
Tower choices
7
Routes, strategy & chapter music

Approaches: West Skybridge, Service Stairs, East Skybridge, Ladder.

Give the ladder its own coverage. Corrosion helps rapid-fire guns against armor; keep electric fire ready to interrupt the Signal Eater.

Boss schedule: W5: Conductor, W10: The Signal Eater, W15: Siren, W20: Iron Matriarch, W25: Conductor, W30: Ashwing, the Furnace Vulture, W35: Siren, W40: Grave Marshal, W45: Conductor, W50: The Signal Eater.

Defenses: Gatling, Arc, Flame, Sniper, Caustic, Flak, Mortar.

Music labels are editorial chapter titles. Excerpts are from the original in-game synth tracks.

Highway Grid environment artwork

CHAPTER 03

Highway Grid

A broken interchange becomes the last road out. Protect the generator, keep the weapon grid supplied, and face something enormous in the rubble.

Defend the generator
Waves
50
Tower choices
9
Routes, strategy & chapter music

Approaches: North Interchange, West Service Road, East Breach, South Switchyard.

Solar Lance and Cryo draw from the shared power grid. Mix powered weapons with ordinary guns so a drained grid does not stop your whole defense.

Boss schedule: W5: Wreck, W10: The Excavator King, W15: Conductor, W20: Iron Matriarch, W25: Wreck, W30: Ashwing, the Furnace Vulture, W35: Conductor, W40: Grave Marshal, W45: Wreck, W50: The Excavator King.

Defenses: Gatling, Arc, Flame, Sniper, Caustic, Solar, Cryo, Flak, Mortar.

Music labels are editorial chapter titles. Excerpts are from the original in-game synth tracks.

Frostline Depot environment artwork

CHAPTER 04

Frostline Depot

A frozen train waits beneath an emerald aurora. The points are iced shut, the workshops are silent, and a crane is hunting the carriages.

Defend the train
Waves
50
Tower choices
6
Routes, strategy & chapter music

Approaches: West Workshop, Lower Switchyard, East Freight Line, Shelter Flank.

Fire melts ice armor. Electric fire interrupts the crane winch. Cover the workshop and lower switchyard without leaving the carriage flanks open.

Boss schedule: W10: The Hook of Winter, W20: The Hook of Winter, W30: The Hook of Winter, W40: The Hook of Winter, W50: The Hook of Winter.

Defenses: Gatling, Arc, Flame, Sniper, Flak, Mortar.

Music labels are editorial chapter titles. Excerpts are from the original in-game synth tracks.

Neon Arcade environment artwork

CHAPTER 05

Neon Arcade

Rain, pink neon, and a final evacuation bus. Keep the medical shelter alive as infected arcade staff spill from the streets. The machines still want another coin.

Defend the bus
Waves
50
Tower choices
7
Routes, strategy & chapter music

Approaches: Arcade Street, Lower Alley, East Promenade, South Passage.

Build Sonic Speakers for the High Score counter. Mortars cover ground crowds, while Flak protects the bus from the sky. Keep repair scrap in reserve.

Boss schedule: W10: The High Score, W20: The High Score, W30: The High Score, W40: The High Score, W50: The High Score.

Defenses: Gatling, Arc, Flame, Sniper, Flak, Mortar, Sonic.

Music labels are editorial chapter titles. Excerpts are from the original in-game synth tracks.