How to Beat Last Stop in Roblox
Beating Last Stop means taking the bus the full 95,000 meters to the final stop and surviving Fred. Runs don't usually fail at the final fight, though โ they fail at fuel math, bad loot discipline, or an unprepared boss checkpoint. Here's how to structure a winning run, phase by phase.
Updated 2026-09-12
Phase 1 โ Launch (0โ15,000m)
The early road is about economics, not combat. Repair the bus, loot every building near the first checkpoints, and sell hard: your goal is a ranged weapon plus a fuel reserve before the road gets dangerous. Keep starter melee weapons until you own a gun with enough ammo for a full checkpoint. Solo players should consider the Carpenter or Driver class here; squads should have a Medic.
Phase 2 โ The grind (15,000โ40,000m)
Mid-journey is where loot quality jumps and so does zombie pressure. Set a repeatable loop at each stop: fuel first, food second, loot third, sell, repair, leave. This is also where the first major boss wall appears โ Anubis. Before that fight, stockpile ammo and at least one reliable long-range weapon (the Revolver is the dependable fallback), and keep the bus close for retreats. The God Slayer badge goes to whoever lands the killing blow, so decide in your squad who's taking it.
Phase 3 โ The deep road (40,000โ75,000m)
Past the midpoint, waves hit harder and mistakes stop being recoverable. This is sustain territory: lifesteal-style classes (Vampire, Ghoul) and hoarded healing items earn their price here. Dracula โ added September 5, 2026 โ waits on this stretch: bring sustain, reload behind cover, and assign a designated reviver in squads. If a run reaches 80,000m you're in Solo Pro or Team Player badge territory, so don't get greedy at the finish line of those milestones.
Phase 4 โ Fred at the Last Stop (75,000โ95,000m)
The final stretch is a resource countdown. Arrive at the Last Stop with: a full tank, stocked food, your best weapon from the whole journey, and an ammo stockpile. Then choose your ending โ see our all-endings guide for the full breakdown of the Defeat Fred route versus the Cure Fred route. The short version: the cure route is a collection checklist you should have been working on since Phase 1; the defeat route is a straight fight where every spare Ticket you spent on combat classes pays off.
The five mistakes that end most runs
- Skipping fuel cans because 'the tank looks fine' โ it won't at the next checkpoint.
- Selling the Revolver to fund an upgrade. Keep the Revolver.
- Fighting in the open. Every fight should happen with your back to the bus or a wall.
- Looting after dark. Night waves punish greedy loot loops; plan stops around the cycle.
- Entering boss checkpoints at half ammo. If you can't field a full magazine belt, loot more first.
Squad composition that works
The proven split for a four-player bus: one Driver or Carpenter handling the vehicle, one Medic on healing and revives, and two damage dealers (Policeman now, Ghoul or Vampire later). Add a Blackmarketer instead of a second damage dealer if your runs die to poverty rather than zombies. Solo runs invert the logic โ pick classes that patch your weakest system, and lean on the class picker tool to plan the unlock order.
Last Stop is in Beta โ specifics can change with updates. Spot something off? The officialDiscord has the latest developer word, and oursources page explains how this guide was researched.