Walkthrough TimeShift. Guide and walkthrough for "Need for Speed ​​SHIFT" walkthrough of the game need for speed shift

Guides - Guide and walkthrough " Need for Speed ​​SHIFT"

Need for Speed: Shift, scary to think, is the thirteenth game in the series! And if we count “ special editions"The first and second parts are the fifteenth. Solid numbers, and the series has a solid, albeit peculiar, reputation. Will they be acquitted this time?

Gambling addiction https://www.site/ https://www.site/

Guides

Shift - from English “change, change, shift.”

Need for Speed: Shift, scary to think, is the thirteenth game in the series! And if you count the “special editions” of the first and second parts, it’s actually the fifteenth. Solid numbers, and the series has a solid, albeit peculiar, reputation. Will they be acquitted this time? We'll decide now.

In principle, the serial number is not so important; the interesting thing is that, as has been the custom for a long time, each odd part turns out to be very, very interesting, in contrast to the ambiguous even parts. Shift was no exception. Gone are the attempts to make an action movie based on the game, forgotten are the underground gangs, half-naked Hollywood beauties in every second frame and other fluff that racing simulators intersects insofar as. It's time for speed, nervous tension, sharp turns and a huge number of real racing cars.

No, of course, what would a race be without charming ladies before the race!.. But they will appear only to hold the flag or the race logo before the start. And no movie scenes! Everything is on a fair schedule.

At the very beginning of the game, your invisible assistant, who, apparently, is also your manager, somehow got hold of a BMW M3 car for a couple of starting races.

First you will try it in the starting race, which will not give any advantages, it will only help determine your level and driving style. At the end of the test lap, the assistant will offer you a list of game difficulty and control elements for approval. You shouldn’t take them right away, the test lap is too short, it’s better to drive it several times to understand the physics of driving a car. Follow the path shown by the arrows - this is the ideal direction of movement.

This is interesting: the ideal trajectory (if you have not disabled it) helps you complete the track in the shortest possible time. Thanks to flowers you can choose the right speed mode. When the arrows are colored green, calmly add gas; if they turn yellow, release the pedal so as not to fly off the trajectory. Red corridor - slow down, your speed is too high!

Among the hints on the track, the driver, of course, also has a map that displays the current position of the car. It is located in the lower left corner of the screen, but it is so pale that it is quite difficult to notice it right away. For example, I noticed her only after twenty races. But in vain. A very useful thing!

It is best not to disable the auxiliary stability control systems (ABS, APS) when setting the game difficulty; the first cars are prone to skidding, and constantly flying off the track means losing points and money. Also, at first it is better not to turn off forced braking along an ideal trajectory. Before turns marked in red, the car itself will release the gas. This will help you quickly get used to the physics of the game. Starting from the second level, if you want to feel full control over the car, it is better to disable this function.

After a test drive and determination of the optimal parameters, you will have to take part in the first race - all in the same BMW M3. After this competition, the car will have to be returned, and you will have to buy your own vehicle. For winning the first race you will receive from 23 to 40 thousand dollars, which is enough to buy almost any first-level car. In addition to money, you will earn up to three stars, which help you unlock new stages of the game, and pilot profile points, which increase your pilot's personal level.

The main goal is an invitation to the Need for Speed ​​championship. You will gain access to it only after you receive a sufficient number of stars and open races of all four levels .

I note that even before the end of the first level, I already had access to the third level of competitions and cars. And by the middle of the second I received an invitation to the championship. To do this, it is enough to complete each race with the maximum number of stars, which is not so difficult at the initial levels. But pilot profile points are awarded almost simultaneously with the completion of races. The driver's maximum personal level is fiftieth. Each new personal level unlocked provides some kind of incentive, sponsorship money, additional space for the car in the garage, access to new paints for the car, and so on. Every tenth level also gives you a prize car, which cannot be used in career races, only in fast races outside the ranking.

A dubious encouragement, to be honest, especially since these cars are just a copy of those that can be bought, but with some improvements. Improvements, however, can be installed for money.

Pilot career

Stars

The main thing in a pilot's career. The more stars you get from each race, the faster you will gain access to new tasks and new levels. At any race there is an opportunity to earn at least three stars by finishing in first place. Accordingly, if you take second, you get two stars out of three, and if you take third, you get only one. Most trails also have Additional tasks, completing which you can get up to three more stars. You cannot get the same star twice, but you can try to go through the route again to get the remaining ones.

All additional tasks to get stars

Score a certain number of points- two stars are given, the first for a number of points equal to N, the second for a number of points equal to N multiplied by two.

Speed ​​limit- exceed the set speed.

Sliding - perform a specified number of skid turns.

Lap time- beat the given lap time.

Trajectory - complete 75 percent of the lap on an ideal trajectory.

Clean circle- complete a lap without leaving the track.

Drift time (for drift races)- stay in a skid for a certain number of seconds.

Knock out your opponents- push a certain number of cars off the track, while remaining within the boundaries of the track.

Sliding time - go through a turn with a skid, staying in it for a certain number of seconds.

Circle leader- stay in first place throughout the full circle

Perfect turns- go through all the turns at a master level.

Player Profile Points

They are awarded during the race and provide the opportunity, in addition to receiving stars, to open new personal levels for the pilot. You can drive both aggressively and carefully on the track, regardless of your driving style, the points are added up. Usually the ratio of points of aggression and accuracy is somewhere around one to two and a half. Although if you set a goal for yourself, you can drive the route completely carefully. It is impossible to be completely aggressive, because, one way or another, you will have to cross turns and the ideal trajectory. Full list rewards for reaching new levels: money, prize cars, additional garage space, new car paints, new wheels, new body appliqués and invitations to outside races storyline.

Here, in fact, is the whole set, which opens step by step on the way to the top of your career. And if for reaching the second level you will receive $15,000, then for reaching the fiftieth you will receive two million. However, if you have a successful career and first places in most races, there will be no shortage of money, but rather a problem with free places in the garage.

Aggressiveness

Knocking your opponent off the track- you yourself need to stay within the boundaries of the route.

Dirty overtaking - overtake your opponent, hitting him in the process.

Slip stream - hang on your opponent's tail.

Push- hit by an enemy car.

Blocking- Don’t let the car following you overtake you.

Head-on collision - collision of two cars on a collision course. Quite a rare occurrence in the race.

Slip- go through a skid turn without flying off the track.

Accuracy

Clean sector- passing part of the route without leaving its limits or colliding.

Speed ​​limit- set the maximum speed on the highway.

Accurate trajectory- follow the direction of the ideal trajectory.

Masterful twist- turning into a turn maximum speed, precise passage of the ideal trajectory, exiting the turn without skidding.

Clean overtaking- overtaking an opponent without making contact with him and without leaving the track.

This is interesting: In mass start races, first try to get maximum points for aggression, and when you take the lead, drive carefully.

Cars and tasks in the game

The game has four levels. Each level has its own car class. A lower grade can be used for more high level, on the contrary - nothing. The choice of cars is very extensive. Prices on the first level range from $18,000 to $46,000. The price range of the second level is from $50,000 to $110,000. Third level - from $120,000 to $300,000. Well, on the fourth you will have to fork out an amount from $420,000 to $1,200,000. Although fourth class cars have one undeniable advantage - they do not need to be modified, they are already in the maximum configuration. But you will have to spend a tidy sum on improvements to the first three classes.

Each of the machines can be modified according to your capabilities. Install nitrous oxide, lighten the body, install a new body kit, new wheels, strengthen the suspension, brakes, and so on - this can be done with any car of the first three classes. “Developing” a first level car is the longest task. There are three levels of improvements in total. A second class car does not need the first stage of modification, just as a third class car does not need the first two stages.

Not all cars are suitable for installing nitrous oxide and modifications for drifting. Is it possible to install them on the model you like - see the list of cars. All-wheel drive and rear-wheel drive cars are not suitable for drifting at all.

It is important: A car's drive is key to its cornering control. Rear-wheel drive is brought out of a skid by releasing the gas, front-wheel drive, on the contrary, by increasing it. All-wheel drive corners better - but at lower speeds. It is advisable to enter a turn with all-wheel drive or rear-wheel drive at a constant speed, without braking or accelerating. Coping with all-wheel drive skidding is very difficult.

Well, the most important improvement that can be installed on a car is a factory one. If, when purchasing a car, you see a “W” icon next to it, it means that the car has a complete modification kit from the factory. True, it is not cheap at all. For example, installing such a kit on a first class car will cost $150,000, second - $250,000, third - $350,000. And this is not all the expense, because such an add-on can only be installed on a fully “developed” machine. The final cost of a first class car is often more than ten times the initial price!

Take, for example, the Honda S2000, a first-class car priced at $35,000. After installing a complete three-level kit and upgrading the cab and body, the price rose to $371,000. Well, after factory modifications - up to $521,000! But, for example, a factory modification of a third-level car costing $300,000 ultimately costs $912,000.

It is important: you can sell the car you bought for exactly the same amount you spent on it, that’s all installed add-ons are also taken into account when selling. The only thing that may suffer is nitrous oxide during factory modification. Apparently, the plant believes that such serious work on the car is incompatible with “street” improvements. Won cars cannot be sold.

Level 1

Cars

Production: Europe

Weight: 1,810 kg

Drive: full

Price: $42,000

BMW 135i Coupe

Production: Europe

Weight: 1,533 kg

Drive: rear

Price: $35,000

Ford Escort RS Cosworth

Production: Europe

Weight: 1,360 kg

Drive: full

Price: $22,000

Honda Civic Si

Manufacture: Japan

Weight: 1,309 kg

Drive: front

Price: $21,000

Available Upgrades: Nitrous Oxide

Infiniti G35 (V35)

Manufacture: Japan

Weight: 1,550 kg

Drive: rear

Price: $44,000

Available upgrades: nitrous oxide, drift

Mazda RX-8

Manufacture: Japan

Weight: 1,392 kg

Drive: rear

Price: $27,000

Nissan 240SX (S13)

Manufacture: Japan

Weight: 1,224 kg

Drive: rear

Price: $18,000

Available upgrades: nitrous oxide, drift

Nissan Skyline 2000GT-R (C10)

Manufacture: Japan

Weight: 1,100 kg

Drive: rear

Price: $18,000

Available upgrades: nitrous oxide, factory modification

SCION tC

Manufacture: America

Weight: 1,318 kg

Drive: front

Price: $20,000

Available Upgrades: Nitrous Oxide

Toyota Corolla GTS (AE86)

Manufacture: Japan

Weight: 880 kg

Drive: rear

Price: $18,000

Available upgrades: nitrous oxide, factory modification, drift

Volkswagen Sirocco

Production: Europe

Weight: 1,350 kg

Drive: front

Price: $27,000

Available upgrades: nitrous oxide, factory modification

There is, perhaps, no clear leader among these cars; there are only obvious outsiders. In terms of handling, I liked the Chevrolet Cobalt SS and Ford Escort RS Cosworth the most. Well, if you buy your first car, win a couple of races, earn money, then sell it and buy a Nissan 350Z, then you will definitely be out of competition. True, it cannot be modified at the factory, but it is excellent for drifting. However, I know people whose favorite car for three levels in a row was the Toyota Corolla GTS.

Competitions

Race Coalition (race)- competition in your personal car, several laps around the track. At subsequent levels, this type of competition is excluded from general tasks and is found only in mixed competitions. Maximum amount 25 stars.

- Several identical cars of the same brand compete with each other. The race takes place in duel mode and continues until two wins. The car is given out before the start. Limited to Tier 1 vehicles. The maximum number of stars is 20.

A duel is a pilot competition. To win, you need to either break away from your opponent by more than five seconds (it is believed that in this case it will no longer be possible to catch up with you), or reach the finish line first.

This is interesting: opponents are capable of mistakes! If you hang on the tail of the car in front for a long time, the pilot’s nerves may not stand it, and he will make a mistake at the entrance to the turn, flying off the track!

Time Attack (time trial)- competition in your personal car, the number of laps around the track is limited to three minutes. After this time, the last lap starts. The one who installs wins best time circle for all time. Just like the “race” class, in subsequent levels it is excluded from general tasks and is found only in mixed competitions. The maximum number of stars is 24.

A simple race or time trial takes place on one track. A race series (or time trial series) consists of several courses within a single event. For winning at all tracks in the series, an additional amount is paid, usually equal to the amount for winning at one track.

As you reach new pilot levels, invitational races will become available to you. These are not mandatory tasks, but are a good chance to earn good money at the lowest levels. Often, already at the first level, invitations come to competitions in cars of the second and even third levels. The races themselves consist of different types of competitions, which have already been described above and will be listed below, but will add the new kind, which is not present in an ordinary career, - elimination race. The action takes place on small tracks, and with each lap the last one to arrive at the finish line leaves the race.

Level 2

Starting from this level, you should have more than enough money to buy two or three cars with their subsequent serious modification at the factory. You can replenish your garage with cars both for the soul with external modifications, and for sports.

Cars

BMW M3 E36

Production: Europe

Weight: 1,460 kg

Drive: rear

Price: $50,000

Available upgrades: nitrous oxide, factory modification, drift

BMW M3 E92

Production: Europe

Weight: 1,680 kg

Drive: rear

Price: $80,000

Available Upgrades: Nitrous Oxide

Chevrolet Camaro SS

Manufacture: America

Weight: 1,705 kg

Drive: rear

Price: $85,000

Available upgrades: nitrous oxide, factory modification

Ford Shelby GT500

Manufacture: America

Weight: 1,780 kg

Drive: rear

Price: $90,000

Available upgrades: nitrous oxide, factory modification, drift

Mazda RX-7

Manufacture: Japan

Weight: 1,260 kg

Drive: rear

Price: $65,000

Available upgrades: nitrous oxide, factory modification, drift

Mitsubishi Lance Evolution

Manufacture: Japan

Weight: 1,520 kg

Drive: full

Price: $55,000

Available upgrades: nitrous oxide, factory modification

Nissan Silvia spec.R AERO (S15)

Manufacture: Japan

Weight: 1,240 kg

Drive: rear

Price: $55,000

Available upgrades: nitrous oxide, factory modification, drift

Porsche Cayman S

Production: Europe

Weight: 1,340 kg

Drive: rear

Price: $110,000

Available Upgrades: Nitrous Oxide

The ambitions of the Porsche Cayman S are a little unclear: the car costs more than any other in this class, but does not handle very well compared to the same Nissan Skyline GT-R... And it will not be possible to modify this beauty at the factory, whereas the Skyline can easily be modified. For lovers of aesthetic pleasure, as well as American-made cars, I will advise you to buy a Ford Shelby GT500 and have it fully modified at the factory. Based on the Ford Mustang, the “charged” version with a signature cobra on the door is one of the best cars in terms of weight to power ratio. 540 “horses” with less than two tons of weight is an excellent indicator!

And such a car in the factory body kit will handle quite well, quite enough for competitions with third-level cars.

Competitions

Mixed Event (mixed racing)- consists of a series of simple races and time trials in your personal Tier 1 or 2 car. If you take podium places in each of the races, a prize competition will open with a strong opponent, taking place in a duel format. The maximum number of stars is 39.

Drift - one of the most spectacular types of competitions. You need to beat your opponent's points by sending the car sliding. The car is given out before the start. The maximum number of stars is 24.

In truth, drifting is one of the most difficult elements of the game. It’s impossible to count how many bones the developers have had over this issue! And all because on the highway you constantly need to dose the gas “at half a pedal stroke.” How can I do this on the keyboard?! In general, your humble servant honestly tried to complete the game without a steering wheel and pedals, but after a couple of wasted hours, he went to buy a steering wheel. So what to do? You need to beat the game, although before that I strenuously proved to everyone that a steering wheel is not at all necessary if you just want to enjoy the game and are not a professional racer.

Car Battle- a duel between two cars of the second level. The car is given out before the start. The maximum number of stars is 18.

Mixed Series (competition: mixed series)- take place in your own car and consist of racing, time trials and drifting. If there is a prize in each competition, an additional competition opens with the strongest racer, held in a duel format. The maximum number of stars is 57.

USA Series (competition: USA)- race in your car, but only American-made. Consists of simple races and time trials. Based on the results of prizes in all competitions, a prize race opens with an aggressive opponent in a duel format. The maximum number of stars is 39.

Japan Series (competition: Japan)- racing in your car. Restriction: Japanese-made car. Consists of drifting and time trials. If you take prizes in all competitions, you will have a duel with a strong opponent from this series. The maximum number of stars is 39.

Europe Series (competition: Europe)- the same as the two previous series, limited to European-built cars, consisting of racing and drifting. The reward for winning places is a duel with a strong opponent in this series. The maximum number of stars is 39.

Level 3

Cars

The third level is the luxury level. The entire fleet of Arab sheikhs, the favorite brand of James Bond and the pride of American automakers muscle car - everything is here. Unfortunately, only a few of them are subject to factory modification.

Aston Martin V8 Vantage N400

Production: Europe

Weight: 1,630 kg

Drive: rear

Price: $130,000

Available upgrades: no

Chevrolet Corvette Z06

Production: Europe

Weight: 1,420 kg

Drive: rear

Price: $210,000

Available upgrades: factory upgrade

Manufacture: America

Weight: 1,570 kg

Drive: rear

Price: $220,000

Available upgrades: no

Lamborghini Murcielago LP640

Production: Europe

Weight: 1,650 kg

Drive: full

Price: $300,000

Available upgrades: factory upgrade.

Mercedes-Benz SL65 AMG

Production: Europe

Weight: 1,867 kg

Drive: rear

Price: $140,000

Available upgrades: no

Nissan GT-R specV (R35)

Manufacture: Japan

Weight: 1,675 kg

Drive: full

Price: $225,000

Available upgrades: no

Porsche 911 GT3 RS

Production: Europe

Weight: 1,325 kg

Drive: rear

Price: $160,000

Available upgrades: no

Lamborghini Murcielago LP640 with the possibility of factory modification is, of course, strong! And this is the car with the highest rating in the class “in stock” version!

True, there was a fly in the ointment - all-wheel drive. Fans of mono-drives will most likely be upset by this, but they also have room to roam. Nissan GT-R, Dodge Viper, Chevrolet Corvette - and all can be improved at the factory. Personally, I really liked the handling characteristics of the fully charged Chevrolet Corvette Z06. But the AMG-tuned Mercedes-Benz SL65 was frankly disappointing with its lack of cornering control and sluggish acceleration dynamics, so when you get to the car battle involving this car, remember these lines.

Competitions

Mixed Track (mixed tracks)- competitions in your car. A long series of time trials and simple races. For places on the podium on all tracks - a duel with an opponent. The maximum number of stars is 76.

Car Battle- the same as at the second level, but for cars of the third level. The maximum number of stars is 12.

Manufacturer Competition (manufacturer competition) - the conditions are the same as at the first level. The difference is that it is limited to Tier 3 cars. The maximum number of stars is 24.

USA vs. Europe (American vs European cars)- time trials, simple races, series of simple races and time trials. As in other confrontations between countries, the races are quite long, but victories in them bring good earnings. The maximum number of stars is 48.

Japan vs. USA (Japanese vs American cars)- time trial, drift, time trial series, drift series. The maximum number of stars is 47.

Europe vs. Japan (European vs Japanese cars)- simple race, drift, series of simple races, drift series. The maximum number of stars is 48.

Endurance (endurance racing)- the longest competition in the game. The total length is from 15 to 70 kilometers. There are only five tracks in the series, and the prize for winning each of them is a duel with an opponent. The maximum number of stars is 33.

The Endurance series is rightfully considered the most tiring of my entire career. Three laps along the famous long Nordschleife is quite a gift. The opponents are very, very strong even at low difficulty levels. well and thirty laps along the five-hundred-meter Hazyview Eight track and in a few minutes turn into a mess of cars! Not only is it crowded there, but the route also intersects in the center.

Level 4

Cars

At this level you can buy yourself a real racing car, "supercar". They are not subject to any modifications. True, the prices are steep.

Cars of the third and fourth levels are a combination of luxury and speed. This is the very fine line, after crossing which the driver will have to abandon the expensive interior trim with dinosaur leather and metal melted down from the remains of the Terminator, and sit in a cabin from which everything unnecessary has been removed for the sake of Her Majesty Speed. And if the third level is still a bit before traits, then the fourth is a small step behind the line. There, where a herd of 1000 horses and Spartan conditions are not considered something out of the ordinary. Well, maybe a little bit of phoenix skin on the dashboard. And the stitching of the sports seats is made from silkworm threads brought from China several centuries ago. But no more!

Koenigsegg CCX

Production: Europe

Weight: 1,300 kg

Drive: rear

Price: $1,000,000

Available upgrades: no

2007 Lexus LF-A Concept

Manufacture: Japan

Weight: 1,520 kg

Drive: rear

Price: $420,000

Available upgrades: no

Mercedes-Benz SLR McLaren 722 Edition

Production: Europe

Weight: 1,768 kg

Drive: rear

Price: $500,000

Available upgrades: no

Pagani Zonda R

Production: Europe

Weight: 1,210 kg

Drive: rear

Price: $1,100,000

Available upgrades: no

Currently, the Bugatti Veyron is the most powerful car on earth that is allowed to travel on public roads. True, the game indicates the power is 1000 hp, but let me correct you - it’s still 1001 hp. The designers set themselves the task of breaking the psychological mark of one thousand horsepower, and they succeeded. However, the engine had to be made accordingly - 16.4 liters! These are two buckets, by the way. The second car is the Pagani Zonda R. It has a quarter less power than the Bugatti, but it weighs 678 kilograms less! In terms of weight to power ratio of 1.89 (Bugatti) to 1.61 (Pagani), the Zonda R wins.

Such a difference in numbers is a huge gap! Sometimes hundredths decide the matter, but here the gap is more than two tenths. And the Pagani Zonda R has rear-wheel drive, while the Bugatti has all-wheel drive. This is also reflected in the game. Almost every race in which these two cars participate ends in a podium place for either Pagani or Bugatti. Much more often the first. Imbalanced, so to speak.

Competitions

Manufacturer Competition (manufacturer competition)- the conditions are the same as at the first and third levels. The difference is that it is limited to Tier 4 cars. The maximum number of stars is 24.

Car Battle- the same as at the third level, but for cars of the fourth level. The maximum number of stars is 12.

Works Competition (competition of cars that have undergone factory modification)- your personal car, the level is unlimited. The competition consists of two races and three series of races. If you win on all tracks, you will have access to a duel with a strong opponent. The maximum number of stars is 81.

It is important: the remaining duels will take place with a really strong opponent, who practically does not allow himself to make mistakes. In this case, there are two options - either try to knock out your opponent at one of the first turns and thus break away from him for the required five seconds, or try to go through the entire track as carefully as possible, catching up with your opponent closer to the end of the track.

Supercars Competition (fourth class car competition)- the rules are the same as for the competition of cars that have undergone factory modification, as well as the duel - a reward for places on the podium. The maximum number of stars is 81.

Manufacturer Competition (manufacturer competition) - this time you will not be given a car; in order to earn stars and points, you will have to provide the car to the start yourself. The class and level of modification of the car are not important. The competition consists of five races. You will need cars of the brands Posche, Lamborghini, Aston Martin, BMW, Nissan. The maximum number of stars is 30.

Works vs. Supercars Championship (championship for factory-built and fourth-class cars)- consists of two races and three series of races. Passes on your car. The maximum number of stars is 78.

Well, that's all, all the racing series are left behind, the necessary experience has been gained, favorite cars have been identified, there is money, the space in the garage is filled to capacity... It's time to move to the big leagues - NFS World Tour.

NFS World Tour

There will be no new cars here, the main task at this stage is to get to the NFS World Championship. To do this, you need to go through two series of races, USA and World. In fact, there is nothing new in these races, even the difficulty is low, we managed to complete them all on the first try. I will not hide that at the previous stages some races had to be started over again more than a dozen times.

NFS Live: USA Series (American series)- any of your cars of levels 1-4, a series of races on four tracks of five laps each. The maximum number of stars is 20.

NFS Live: World Series(world series)- the rules are the same as in the American series. The only difference is that the series consists of five tracks, five laps on four tracks and one full circle on Nordschleife. The maximum number of stars is 25.

NFS World Championship (NFS World Championship)- the last race in the storyline. A simple five lap race. A fairly easy track, the opponents are no more difficult than in previous levels, in general, no difficulties arise. It’s not even clear why there was so much pathos. Maximum number of stars 6.


After the final credits of the game rolled, to be honest, I felt like I was missing something. Or did I overlook something? Somehow everything turned out crumpled... No, by no means bad, but it was the feeling of incompleteness that haunted me. It is clear that this strange career structure is partly to blame, but there was still something else.

A little later I realized what was going on. In a network game.

Having had enough of your time with virtual opponents, you can now easily move on to competitions with real opponents. Which, in fact, is what I’m going to do as soon as this text is completed. Well, maybe not right away, first I’ll earn the remaining stars. True, I don’t know why I need them now, apparently, for self-affirmation...

A few words about the soundtrack... Of course, mostly on the track you need to listen to the sound of the engine so that you can navigate by it to change gears. But where in modern world without a quality soundtrack! I remember this has always been a hallmark of games Need series for Speed. This time Electronic Arts included in the list of compositions, among which were even The Prodigy, the Russian group TOKIO with the composition “Let's Catch Up”. Well, let's be happy for the guys. Quite a dynamic song, very much in the spirit of the game. And overall everything worked out as expected. Nothing superfluous, it doesn’t hurt the ears. And even if it did, nothing prevents you from turning off the music and enjoying the rich sound of the engine and the squeal of tires. But for me personally best game series in terms of music so far remains NFS: Underground 2.

Although all markers have different tastes and colors...

But a large number of cars is not only a plus, but also somewhat a minus of the game. If previously each of a relatively small set of cars was unique in its own way, now it is quite difficult to feel the difference between them. Sure, there are absolute leaders as well as absolute underdogs - but now it often comes down to " I have a Pagani Zonda R and ten other cars in full body kit that are just beautiful».

Some people on the Internet have already called the game a simulator - but this is not true. More like "arcade racing with simulator elements." Yes, precise settings for the chassis and steering are present (although many will not even bother with these settings), a body kit system, improvements in engine and suspension performance, etc. are also present. If desired, each player can customize the controls so that it is very similar to a real car, and driving it on the track will not be easy at all. But the car, even when controlled with the steering wheel (and not on the keyboard), behaves a little “arcade-like”. So the game clearly does not deserve the title of “simulator”.

On the other hand, do we need it? A little simplicity never hurt anyone. Would we like Shift if we had to get used to the controls within a week or two?

Before us is the third part of the well-known epic Half-Life - Blue Shift. We played as a scientist (Half-Life), we also played as a Paratrooper (Half-Life - Opposing Force), and now we’ll play as someone who helped us from time to time in the first two parts - a Secret Base Security Guard dressed in a blue bulletproof vest.

So, early in the morning we arrive at the base, although in a slightly different way than the scientific staff. We have a good level of clearance, which is why we work at the 3rd deep level of the base...

Like the first ones, this part is included in the plot, which is why we meet both Gordon Freeman and the Man in the Tuxedo. Maybe we meet a paratrooper, but in this part they behave the same way as in the first - first they shoot, then they ask questions, if there is anyone left. Usually there is no one.

So, we arrive by train along the cableway to the entrance to the base. If you look back, you can see that the same carriage is catching up with us and the famous Gordon Freeman is getting into it. I want to pull out a gun and shoot him, so that I can nip the whole future mess in the bud. But there is no gun. It's a pity.

When we played the first part, at the beginning, when we were riding on a trailer, we saw a guard on a narrow platform, pounding on the door with his fist. This is exactly what we are in the third part. They push us out of the carriage onto a narrow path, the carriage drives away, and we knock on the door, which does not want to open - there is a deaf guard standing there. We look sadly as a carriage with Gordon Freeman drives past us, but we cannot shoot him, so we will have to go through all the circles of hell that he will arrange in literally half an hour.

To briefly describe the game, it is characterized by just a couple of words - short and... weak. Weak!!! There are no powerful enemies, and no strong traps either. In short, the game is clearly weaker than the first parts. And this can be seen from the next section - weapons.


Weapons in the game

If you want to find new types of weapons here, you will be disappointed - not only are there no new types, but also some of the old types have disappeared without a trace.

We only have 2 types of light weapons left. Beretta- A 17-round pistol that fires machine gun cartridges.
Magnum. Returned to us from the first part (lost in HL-OF), this pistol retained its 6 rounds and wild lethality. Nothing new was noticed in it, but what is there is just right.

Already known to us Assault Machine And Winchester. There is nothing new in them. But if you installed a Quality Pack, which usually comes with the game on disk in the form of a patch, then the machine is replaced externally by M-16A- a powerful automatic rifle. But this doesn’t change anything in the game, except that the large size of this machine covers a fair part of the screen, which did not happen with the old machine.

There is one rocket launcher, also not seen in anything new. Almost useless and little used in the game.

Grenades And mines with manual detonator. Living bug mines (my favorite) and wall mines are not in the game, as they are not needed.

There are no sniper weapons. In total, instead of 17 types of weapons, only 7 remained. A sharp decline in quality... Alas.


Walkthrough

So, having let the carriage with Freeman pass by, we continue to bang on the door. Finally they heard us and the door opens. We walk down a short corridor and see a fork. We will not be allowed to the right yet - this is to our workplace, but to pass we need to wear a bulletproof vest-uniform and receive a service weapon in the form of a seventeen-round Beretta pistol. So let's go left. Having missed the first turn to the left (there is absolutely nothing to do there), we move on.
At the next fork, we first go left - there we take a bulletproof vest in the closet. We return and go to the right - we need to get a weapon. Having gone down the elevator, we first go to Armory - to the right, talk there with the guard in the booth and he gives us a pistol. There is a shooting range on the left, but there is no point in wasting ammo, although on one of the walls there was a poster “Frequent training can save your life.” But it’s still worth looking into the shooting range - there are several spare clips there that won’t hurt us at all. After that, we go to the video surveillance room - to the left. There we poke at all three screens on the walls and “use” them - we are shown some sections of the territory, and we also see one of the scientists carrying a cart with a crystal, which Freeman will put into the generator. Alas, we can’t change anything, although we would be happy to shout - don’t put this crap in, it will be worse!

We take the elevator back up and to the beginning - now they will let us in further. After long walks (don’t wait for the carriage - it’s not designed for sixes like us - climb straight up the stairs) we come to the elevator, in which two eggheads in white coats congratulate us on being late and we, pressing the buttons to the left of the entrance, go down with them.

During the trip, the inevitable happens - Freeman puts the crystal into the generator, everything around shakes. And as they say in the rules for using the elevator, you cannot ride during an earthquake. The cables fail, the elevator falls, the scientists are torn to shreds, and we remain conditionally alive, as we lose consciousness.

The bulletproof vest saved us, so when we woke up, we saw how Ultrasonic was eating our less fortunate brother in arms. Having shot these creatures, we continue to crumble all the boxes (some have cartridges) and reach the farthest corner - there is an electrical panel on the wall that needs to be shot - the magnetic lock on the door will open and we can move on.

Finding ourselves in a room with spilled acid, we jump over the tables to the other side, dodging the impudent Brainsuckers. We need to go right, but the grate is closed and there are red barrels behind it. You can't blow them up through the bars. We go to the left, up the stairs and from there we shoot at the barrels - they break the grate with an explosion. At the same time, we can talk to a scientist who knows us. By the way - advice: the pistol shoots with secondary fire crookedly, but quickly, but if you shoot point-blank, it hits well. I killed the Electrocutors so much - I quickly ran up to them and shot with secondary fire - they didn’t even have time to fry me :).

We go down and go further through the gap, then on a hanging box we cross the abyss (and who dug them up here?). In the next room, press the button on the sparking generator - the gate opens. We go further to a place where there is a staircase on the wall on the right, cages hanging in the air, and a remote control with two switches on the left.

We lower the cages so that from the small metal box you can jump onto the left cage (as viewed from the remote control), from it - onto the large boxes, and from them - onto the right cage. Then you can jump from it onto the broken staircase. Tip: During the jump (DURING, and not BEFORE the jump - or instead you will get a Long Jump:) press the "squat" button - as if we bend our legs and fly to a greater height. The cages should hang something like the picture on the right.

First we go RIGHT. There is a corridor filled with steam from a broken pipe. But if we look around, then below and above not far from this place we will find 2 valves that block this steam, and below there is also a corridor, at the end of which lies a dead scientist with a hard drive - everything is better than a pistol.

At the top we see wall drawings already familiar to us - a car doctor and recharging power armor. And here a cruel bummer awaits us - we can be treated, but we have an ordinary bulletproof vest, so it doesn’t charge anything.

We press a button on the remote control and an elevator arrives below with a box of explosives and three stun guns. ATTENTION!!! DO NOT EXPLODE THE BOX!!! We need it later and could ruin the game if we blow it up now.

We return and at the fork at the blades we now go LEFT and climb up the stairs. Having jumped into the water, we turn the valve and when the water rises, we get out of the water. We take the hard drive and cartridges from the dead guard. Let me remind you that a secondary shot from a hard drive (two rounds at once) knocks out the Stun Gun.

Having passed further, we see that the bridge is breaking under the weight of the fallen stun gun, we jump to the left onto the pipe and continue along it. Actually, we can let Tongue on the other side pull us up and pick up first aid kits there, but then we still have to go down. By the way, from this moment on you can’t go back - that’s why you first need to lower the box with explosives and only then go here. True, it was discovered that if at the place with the elevator and the box you jump into the water and go against the current, then you can then climb up again at the fork and repeat the walk wherever you want.

After turning on the elevator and going up, we go out to the very platform where our important box of dynamite stands. We throw it into the water - it floats away and explodes the thresher blades, which would crush us. We jump into the water, swim, and when we climb out of the water up the stairs, we see that two paratroopers are throwing off the body of a guard from above. It is clear that they will treat us no better, but there is no choice and we climb the next ladder into the light of day to meet the paratroopers.

When we are pushed to the wall, we fight to the last. Well, when else can a frail security guard take down a whole herd of special forces? It's right when he has two choices - die or kill. I won't say this is the best idea, but in the game Half-Life - Blue Shift we have no choice. So, we will use my main principle - Live and help another die :)

So, we climb out of the hatch and IMMEDIATELY SQUASH. Since right in front of us, near the truck, there are two automatic machine guns behind a concrete shelter. If we crawl up to them while sitting, we can calmly shoot them without unnecessary losses.

Having taken mines and grenades from the car, we open the gate farthest from the car and stomp to the car with the dead guard and scientist. I don’t recommend going further along the road - around the bend the soldiers will still close the door in our face, but they will have time to fire a couple of bursts and throw a grenade towards us. So, near the car with the corpses, we knock down the lock on the lattice doors, open the hatch and climb into the dungeons again. But what can you do, fate... Don’t forget, by the way, to pick up magnums and cartridges near the corpses.

True, there are few passages there, although brain suckers and spitters live in them. By the way, where there is steam, immediately after the first jet (nothing can be done, you will have to fry a little) there is a valve that shuts off the gas and then you can go on normally.

After taking the elevator, we find ourselves in the passages of the basement floor, where there is a descent to a secret laboratory. But alas, it is very secret and we do not have access to it. So we will look for someone who will open the door for us, and the elevator to the laboratory is still far away. After walking around and shooting a bunch of brain suckers and stun guns, we meet a couple of paratroopers who break down the door to the duty room. Having defeated them, we get... well, it depends on who - if you installed the Quality Pack, which is most often found on the disc with Blue Shift, then you will see instead of a short-barreled assault rifle a powerful M-16A rifle, which, however , does not change anything - there are the same number of cartridges in the clip, and the same power. Well, if nothing was installed, then as before - an assault rifle.

Well, okay, it’s interesting for them to see, why did they hammer on the door? And there, it turns out, the scientist is sitting. Man, we're yelling, do you know the password? He tells us long and tediously about a friend who sits far away for a long time and is just about to give the password when he throws back his hooves. Crap. Let's go look for a friend. Then the door opens and more soldiers pile on us. Well, with a machine gun we can quickly get them. Having walked along the corridor to the first turn, immediately after it we see a piece of what appears to be a dismantled wall. We break this disassembled piece - here it is, the elevator! And on the side of the wall there is an inscription - Prototype Laboratory, top secret access required. Unfortunately, we don’t have this.

So we go to the stairs, knock down the soldiers at the top, go out on the first floor and knock down a small detachment there. After that, a soldier appears in the window of the second floor and we, as if in a shooting gallery, knock him down. We climb up over the garbage and tires - we are on the second floor. After the transitions, we find ourselves in a large hall, where carriages stand and soldiers are running. Having overwhelmed the soldiers, we hear a knock coming from the right carriage. We poke into the side of the carriage and it opens. There are a couple of scientists there. But no matter how much you suffer, one has already died, and the second does not want to go to the basement. So we go further through the door to the right of the carriage with the scientists.

There we find ourselves at an even larger station. Having cleared it, we again hear a knock - what kind of habit do soldiers have of locking scientists? But before that, on the platform we see a large green box with the inscription “50 mm heavy machine gun.” We break it with a crowbar. I’ll tell you, it’s an excellent thing - there are countless rounds of ammunition and the power is wild. After that, we look - on another platform there are two large coils. They are held in place by small pieces of wood at the bottom. We break them (I just throw a grenade there). The coils roll down and open the end of the car. There are also eggheads in it. But as soon as we poke at the door, we must immediately rush to the machine gun and grab it - the gate ahead opens and paratroopers climb out in a crowd.

The machine gun mows them down like a combine harvester mows down wheat. And if you shoot from a handgun, you can shoot through all the cartridges, and your health is official? In short, we failed them, but still, the scientist whom we saved does not want to go open any of them. Let's go look further.

A tank and soldiers are waiting for us in the next square, so first, without sticking out under the tank’s fire, we’ll shoot the soldiers. Then, you can run up to the tank, but not too close, and throw grenades at it. Then we take a rocket launcher in the truck - a completely useless weapon in further battles.

True, you can immediately jump into the car, grab the rocket launcher and go back. But it can catch you with a shot from a tank, although not fatally. Then turn off the laser guidance with a secondary shot and jump out for a second and shoot at the tank. Five missiles - and it shatters into pieces.

By the way, there are boxes on the platform to the right of the tank. Break them and you will see a gap into the adjacent container - a kind of secret with armor and cartridges. The further road will lead us to a dead end, on one side of which there is an automatic machine gun, and on the other - a platform with boxes. Having broken the boxes, we see gas cylinders. We shoot at them with a pistol - they fly and knock out a hole in the gate. You can take a magnum and slowly shoot the soldiers through the hole.

Next, we run out and activate both switches in the booth on the left - the gate opens on the right, where there is a carriage with a locked scientist, who we need - he is the one who works in the prototype laboratory and knows the code. But you can’t just get into the carriage. We walk along it and activate the mini-locomotive, which will drag the car to where we need it.

We go to the scientist... and we are locked in the carriage - the soldiers sneaked up unnoticed and while this idiot was hanging noodles on our ears, they locked us in the carriage. Horrible!

The soldiers quietly locked us up together with a talkative idiot in a white coat. But they did not take into account that this carriage has a ventilation hatch. And after a long chat, this scientist offers us his hands and we use them to climb up. I think that the soldiers need to explain that they did a bad thing by locking us up. After that, we open the door and take the scientist with us.

After this, we stomp forward quite far, just make sure that this idiot doesn’t fall behind. As soon as you go down the second staircase (the scientist should also be no more than one staircase further from you - but behind you!!!) you must immediately rush further into the basement, before crossing the level, otherwise this scientist turns around and runs back. He and I stomp to the elevator and when he also enters the elevator, we go down.

Below we take it with us again (press the use button on the scientist) and stomp further along the corridor. While this genius opens the armored door, we slowly take the cartridges and armor in the guardhouse opposite.

What talkers!!! For a very long time we listen to the scientist telling us how and what to do. At this time, you need to go to the right room (he will open the door there himself) and stand in the center of the launch pad, which is located to the left of the entrance. After much chatter and manipulation, this scientist activates the teleportation system and throws us out... into an enemy dimension. There you need to activate and configure the system.

After quite long transitions, jumps, shootouts with small creatures (naturally, both Freeman and the Paratrooper came across MUCH more creatures and they were stronger - here we meet a lot of brainsuckers, a few stun guns and just a couple of spitters) we go out to the square, where There is a pillar-shaped system, a cabinet with two tuning dials and a generator cabinet. On the right side we see a cave. This is where we will have to retreat.

First, we activate the generator, after which the lid of the box with the tuning disks opens and we can turn both disks. When you spin them, at one of the moments of rotation a green light lights up for each disk, and when both turn green, the system is activated. We immediately rush into the cave - creatures of all sorts begin to appear around, however, no stronger animal with a paw from its belly will appear. But in this game (unlike Serious Sam) we don’t get paid for corpses, and we still need cartridges, so go straight to the cave.

When we drop the stun gun in the depths of the cave, the ceiling collapses from above, we climb up the stones and along long passages we return again to the place from where we came. There is already a teleport ball hanging there and we urgently jump there, otherwise it will go out and we are “missin in action” - we will go missing during the mission.

Waking up again on the site, we learn that although the energy generator in the parallel dimension is working, the battery must be charged for the local teleport to work. The scientist activates the security door and we take the elevator down to the charger.

First we go to the right and through the grate we see how a stun gun appears and knocks down a guard less fortunate than us. This is where we need to get, but the doors around are closed, and before that we need to turn on the power receivers. We return to the elevator and look to the left - AHA!!! Someone is cutting out the door on the other side. Well, this is good for us!

As soon as the door is cut out, we immediately clear out all the soldiers who are trying to hide from us there. Further running around is not particularly difficult until we approach a place with a corpse, an explosive lever and a broken wire. If the wire had been intact, the explosion would have broken through the door. We need to go there, because there is a large pool of acid to the right, and although there are activation levers behind it, we cannot swim across it.

However, first you need to make a path for their barrels through the acid. This is done in three stages - lower the acid, install the barrels, pour the acid. So.

There is an iron barrel on the right. We drag it and place it between the broken wires. We press the detonator and a good hole is made in the door. We go there, first we spin the wheel and the acid goes away. Two barrels are at the bottom and two more are on the side. You can go back and throw them to the bottom, and then go to the bottom of this pool and place the barrels. We fill the pool again and go upstairs. We jump over the barrels to the other side. By the way, there is a balcony at the top left, from where it is better to jump off later than to go back the way we get to it.

Having gone to the very end, we activate 2 levers and the generators in the pool start working. We go back, reach the top of the long bridge and activate it - the bridge goes up and we go along it to where we saw the guard and the professor through the bars.

We wait for the dying guard to finish his sentence and lean back. We open the door and push in the battery that lies on the floor. We press the button on the right and the battery charges. We push it back and push it to the same loading space opposite - we activate it and the battery goes up.

We go out to the elevator that brought us here and go back to the professor.

Now we need to act quickly and in exactly this order: We climb onto the second floor and run along the corridor to the left (in the middle of it there is a pressure equalizer wheel - it doesn’t work yet) and then down - there is a button and a lever behind the glass. After a long chat, the window opens and we pull the lever. After this, we urgently rush upstairs - the pressure drops and we need to completely equalize it.

After this, you will have to do the same thing several times - press the red button. Each time the teleport is activated and one of the professors goes into it. We are the last to leave. I don’t recommend lingering - the teleport goes out and we die. And at the same time a considerable herd of soldiers comes running.

After the jump, the field is unstable for some time and we are thrown into different places, in one of which we see a couple of soldiers dragging Gordon Freeman unconscious - it turns out that he has more than half of the adventures ahead of him, and we already have everything - too short, but alas and oh - the creators of the mod didn’t have enough imagination for more.

Nevertheless, we are leaving by car together with three professors. Conclusion - the guard is out of range and it’s impossible to kill him. That's it, good luck!

Living quarters outbound.

We play as a security guard named B. Calhoun.
On the monorail we leave the village on the surface and go down into the dungeon inside the Black Mesa cliff.
We arrive at the first stop, the boss assigns us to sector 3.
We reach the sector and get out.

Insecurity.

We are trying to go through the doors from the landing, but they are jammed, we are waiting for the guard on the other side to open them. At this time, a monorail cabin passes by with Gordon Freeman dressed as a scientist.
We enter the hall and learn from a colleague that lately all the electronics around us have been rapidly breaking down. Our workplace is behind the right door, but the guard does not let us through, first we need to put on a uniform and take our service weapon.
We go along the corridors to the left, go down the elevator, and turn left again. In the locker room we find an open locker with our name on it and take the bulletproof vest. We go to the right corridor, in the armory we get our pistol.
We can go to the shooting range, collect additional clips there and shoot. In another room you can look at the CCTV cameras, in one of them you can see Freeman leaving the elevator into the laboratory.
We take the elevator back up, now they let us through to the right.

We walk through the work rooms, here technicians are repairing the control panel. We go out onto a large platform of the monorail. But the scientist sitting next to him says that there is no point in waiting for the train, something was said here too.
We find the stairs down and go down to the utility rooms. We find a shield behind the lattice door and turn on the switch. On the left we move the barrels and boxes, we go into a dark room, we can turn on the light on the wall. We climb the stairs.
We go to another site. The bridge closes right in front of us. A carriage with a mysterious civilian in a suit and with a suitcase - G-man - passes along the monorail. When the cabin passes, press the button, the bridge will be restored, we pass along it.

We go through a few more corridors and enter a large open elevator with the scientist. During the descent, the elevator pauses several times, and then stops completely in the middle of the journey. Through the windows we see how alien creatures began to appear at the station, they disrupted all work and began to attack people. Our elevator fell down with a squeal, the scientist died, and we miraculously survived.

Duty calls.

We exit the elevator, pick up a crowbar, and shoot two alien animals. We destroy the boxes, look for cartridges and first aid kits in them. We go down the left corridor, there is a door locked with an electromagnetic lock.
We return to the fork, go along the right corridor from above, at a dead end we find a shield, shoot at it. As a result, the light will go out, but the lock on the door will also turn off. Turning on the flashlight, we make our way into the lower corridor.

We enter a room where acid is spilled on the floor. To avoid taking damage, we jump on the tables. There are explosive barrels behind bars on the left, but for some reason the bullets don't fly through the bars. We climb up the stairs to the ventilation under the ceiling and find the surviving scientist. From this height we shoot at the barrels below, the fence is no longer in the way. After the explosion, a path to the corridor will appear, we go down and go there.
We go out onto the site. There is an abyss ahead, with a suspended platform above it. We press the button, sit on the platform, it transports us to the other side. On the wide bridge we are attacked by 2 vortigaunts. We go into the side door and press the only working button. This will cause a large gate to rise on the bridge, we crawl under it.

We walk along the narrow path between the boxes and kill several monsters. We crawl under another gate.
We find ourselves in a room with two suspended platforms. On the left is the control panel, where you can change the height of both platforms. You need to arrange the platforms so that you can climb onto the ladder from the side. We display items:
1. Move the small metal box to the central platform.
2. We set the central elevator at such a height that you can jump from the box, and then onto a large container.
3. We place the side elevator slightly higher in height than the container, but so that you can jump to the stairs.
We start jumping: box - central elevator - container - side elevator - stairs. In each jump we bend our legs so that we can jump higher (spacebar, Ctrl).
Having climbed up, we fight with 4 electric monsters. After the victory, go to the right and go down the stairs.

We walk along the path between two mechanisms in the water. There is a fork on the bridge, first go through the door on the right.
We jump onto the stairs on the right, turn the valve at the top (this will turn off the steam from below). We go down the other stairs, turn on the second valve (this will turn off the steam at the top). Below we pass into a dark dead end, near the scientist’s corpse we find a new weapon - a shotgun. We return upstairs, the steam is turned off, we can pass.
We enter the control room. There are health and armor devices on the wall. We press the button on the panel in front of the window, we see how a freight elevator descends in front, there is an explosive box and 3 vortigaunts on it. We kill monsters right from here.
We jump through the window into the stream of water. There are grinding gears ahead downstream, avoid them. There is an elevator to the side, but it does not work, there is no electricity. We go against the current and return to the bridge.
Now from the initial bridge we go to the left side, there is an inconspicuous staircase around the corner, along it we go up to the floor above.

We arrive in a hall with a swimming pool, above it hang ceiling monsters - barnacles. We dive into the water, examine the grates on the side wall, the farthest grate is broken, we swim through it. In a separate container we turn the valve, this will cause the water level to rise. We swim back into the pool, now we can jump over the floating barrels to the other side.
We go along the corridors, kill three electric monsters. Ahead, a bridge collapses in front of us, we jump onto the large pipe on the left, and go along it.
Then we walk along a narrow path, ahead we see how zombies are tearing apart a guard. We reach this place and kill the zombies. We go down into the half-flooded rooms, here we kill many vortigaunts and crocodile monsters. We find a shield on the wall and turn on the switch. The electricity is on, we take the nearest elevator.

The elevator takes us to the landing we saw from the control room. We push the box into the water from the inclined freight elevator, it will swim up to the gears and blow them up. We jump into the water ourselves and swim to the left past the destroyed gear.
We go up the stairs into a large well. We see how the military from above throws off the bodies of the killed guards. In conversation they mention Officer Shepard ( main character next addition Half Life: Opposing Force). We go into the next well, it has a staircase to the surface.

Captive freight.

Let's get out to Fresh air. On the left, a military truck is left in a dead end; it is protected by two automatic turrets placed behind the shelters. Crouching, we can crawl up to the turrets and turn them over with shots from a shotgun. There are grenades, explosives, and a first aid kit in the back of the truck.
We go to the right side, click on the panel on the right, open the lifting gate. Inside the tunnel there is a broken car, a dead scientist and a guard inside. We examine the bodies, find a bulletproof vest and a magnum revolver. We find cartridges in the back of the car. Further, the tunnel is blocked by the military, so we go to the side branch, knock down the padlock from the gate, and go inside. We turn the valve, it will open the hatch down.

We go down the stairs and walk along monotonous straight corridors. On the way, we turn the valves to turn off the steam jets. We enter the half-flooded corridors, turn the valve under water, and move on. At the end we take the elevator.

We go out into corridors with half-dismantled walls. On the way there will be a destroyed area where electricity constantly strikes. We walk along the right side while electric shocks strike from the left.
There is a blockage of laboratory equipment on the way. To pass, we move the box and climb along it into the inclined air duct.

We go along the second half of the corridors. On the left we find a weapons warehouse. On the right, 2 military men are trying to knock down the doors, we kill them, and take the assault rifle. We enter the room, talk to the scientist, dying, he asks to find Dr. Rosenberg. The Doctor knows a way to quickly leave Black Mesa. We examine the room, we find cartridges in the lockers. Go ahead.

We go out onto the interfloor staircase. We reach the 3rd floor, there we kill two military men. All doors are locked, you can only go to the 1st floor - to the street.
There are 3 military men standing outside the car, we can throw an underbarrel grenade at them. 2 more special forces will approach from the side. Afterwards we approach the tire dump under the window, and climb through it through the window into the building.
2nd floor. Inside we kill a few more military men, go through the offices, open the door to the landing. Along another corridor we go out to the warehouse.

There are two carriages in the warehouse, with many boxes around. First aid kits and ammo are hidden only in small military boxes with a green top. On the right is a separate dark room, turn on the light, there are dead scientists and two first aid kits. We examine the carriages, two electric monsters are sitting in the left one, scientists are locked in the right one, but Rosenberg is not among them.
After we open the cars, the military will burst in from the side room, kill them, go through the broken doors.

There are two containers in the yard, the blue one does not open, and the red one is littered with two reels of cable. To remove the coils, we shoot at the wooden supports below, they will roll off the platform. Inside the red container we free a couple more scientists, but the one we need is not among them.
When we open the container, after a while the entrance gate will be blown up and more than 10 military men will burst into the yard. It is better to immediately place explosives at the breakthrough site and blow up more than half of the enemies in time. After the victory, we examine all the green boxes. We can go out into the broken tunnel.
In the next yard there are platforms with military equipment. Directly in front of us is a truck with a bazooka and missiles, and to the left in front is a tank that starts shooting at us. Using a taken rocket launcher, we shoot at the tank’s turret and crouch down as it fires. After 4 hits the tank will be destroyed. We enter the door marked "Maintenance Access".

In the tunnel on the right we neutralize the turret. Ahead we climb onto the platform, shoot at the lids of the gas cylinders, they will fly forward and make a hole in the gate.
We go out into the courtyard, where there is a round turntable railway. We enter the control room against the wall, press the lever once, this will turn the central circle, press the button, this will open the side gate.
We pass through the gate, past the carriage, at a dead end we get into the electric trolley and put it in reverse. We jump off the trolley and wait for the car to reach the unloading platform on the left. There we open the container and finally find Dr. Rosenberg inside.
The doctor offers to leave this terrible place using a teleporter, and promises to lead us to it. During the conversation, we notice that the military closed the door behind us, now we are also prohibited in the carriage. The doctor takes us upstairs, we climb out through the hatch onto the roof of the car, kill 2 military men outside, and release the scientist into the wild. The military came from the door of the Freight Warehouse, now the door is open, we go there together with the professor.

The corridor leads us to a multi-story building where we have already been. We reach the stairs and go down to the basement. We reach the room with the killed scientist, go a little further. On a flat area between two turns, the scientist approaches a plywood wall and says that the passage to the teleport is here. We break through the wall, get into the elevator, and go to the underground laboratory.
Two more scientists took refuge in the secret laboratory. The three of them begin the long preparation of the teleporter for inclusion. It turns out that the teleport is set to the alien world "Xen", you need to enter this world in order to reconfigure the evacuation point to a safer place. When the installation is launched, enter the yellow ball and teleport.

Focal point.

We find ourselves in the world of Xen, the gravity here is a little less, so we can jump higher. In front of us is a clearing, in the center there is a pool of healing water, several small monsters are running around. There's no way to go downstairs. We turn back, climb along the stepped rocks onto the semicircular bridge from above. We walk along the bridge, kill the alien sheep, and enter the cave.

We enter a small cave. On the left there is a hole into the next tunnel, but it is guarded by a tentacle plant, so it is better to go through safe way, it is hidden behind a stone on the right. Both tunnels have side dead ends where dead scientists and their ammunition lie in separate clearings. And both tunnels open into the next cave.
We find ourselves in a crossroads cave. Two tunnels lead back. The lower hole ahead leads into the water of the lake; it is useless to go there. The path forward is on a slight hill. Inside the tunnel on the left there is a dead end, on the right there is a path to the lake.
In front of us is a cave with a lake in the middle, several barnacles on the ceiling, and on the side there is a pool of healing water. We find a large tunnel and use it to get out of the dungeon.

We jump on small levitating islands. There is only one correct path here, we jump to the islands that are closest both in distance and height, we won’t be able to jump to the rest. In the middle of the path, 3 electric enemies teleport to the islands, kill them and jump further.
We pass through the cave to the next islands. We jump to a large island with a healing pool. 3 Vortigaunts reappear.
Secret. From the large island we jump to the left and get to the cave. Inside we collect ammunition. We enter the local teleport and return to the large island.
Alien ships will fire from above the island and drop the plant-column in one explosion. We move along the fallen column to the far platform, inspect the ground behind the rock, find a place to be penetrated, and jump there.

The stream carries us into a large well of water and we float to the surface. We swim out of the cave and fall over a waterfall into a gorge with a river.
This is the end of the river, further along the river there are rocks, you can’t climb them. In the center of the reservoir we climb onto an island; there is a trampoline plant on it. We jump from the trampoline to the top of the waterfall on the other side.
We pass through the cave of the second waterfall; inside there are barnacles and a healing pool. We follow another stream, it takes us to a place higher up the river. Now we walk along the river, on its left and right banks we climb up rocky stairs.
We get to the source of the river. Here we find a trampoline, jump on it to the upper balcony, and enter the cave.

We go out into the open area, here in the center there is a large round installation with a yellow crystal inside, two devices are connected nearby. On the blue device, turn on the power button. The second device will open, in it we turn two toggle switches so as to place arrows on the screen in the selected sectors. So we focused portal device to the evacuation point on Earth. We can go back.
But monsters begin to appear around the device: electric, flying, with fly guns. Either we fight with them, or we immediately run away from them into a cave on the side. There are 3 first aid kits inside the cave. We carefully approach the dead end of the cave, having heard an earthquake, we immediately run back, a collapse will occur. We climb up along the fallen rocks and climb into the neighboring cave. We recover in the healing puddle and walk along the corridor.

We go out to the initial clearing. There are many flying monsters and one flycatcher. We hear Rosenberg's voice, he says that he has opened a portal back to the laboratory, but it is unstable and will close soon. We do not pay attention to the monsters, we jump into the center of the clearing into the yellow teleport ball.

Power struggle.

We appear in the laboratory. The scientist tells us that the battery powering the teleportation unit has run out. You need to go down and restore your energy. We pass into the opened corridor and go down the elevator.

There is a closed door on the left, go to the right, go up the open elevator. There are two more doors here, they are also closed. Through the window we see that this is a room with a battery, inside the monster is killing the guard. We go down and wait for it to be cut out with an autogenous gun from the other side. We kill the soldiers who burst in.
We come out onto a wide bridge, on the side there are two waterfalls of blue liquid. Before the bridge there is a corridor on the right, there is a turret installed there and this path leads back. We cross the bridge, kill the military, climb the stairs to the second floor.
Secret. At the top above the stairs we see an open ventilation hatch. We stand on the railing, jump over to the lowered grate, and climb up along it. In the ventilation we find a new weapon - alien crickets. Let's go back down.

At the exit from the corridor we see a mined door, there is a detonator nearby, but the cord from it has been cut off. We go into the next room, there is a destroyed bridge over a container with a blue liquid - refrigerant. Can't go any further.
Let's return to explosives. The cord can be closed with something metal. In the far corner we break the boxes so that there is only one barrel left. We push the barrel towards the cord and place it directly at the break site. We press the detonator, the door will explode.
Behind the door we find ourselves in the control room. We turn the valve, the cooler will be pumped out of the room. There is an elevator nearby, we take it down to the hall.
We walk along the bottom of an empty reservoir. You can’t get to the other side like that, you need to build a bridge. There are 2 barrels at the bottom. We climb up the stairs, on the side platform we find 2 more barrels, we push them to the bottom. We place all 4 barrels in a line in the center of the hall so that we get the missing bridge. We return to the valve, spin it back, the coolant will fill the hall, the barrels will float up and form a bridge. We go back through the blown-up door, come into the hall, and jump over the barrels to the other side. During the crossing, monsters will begin to teleport, we shoot them.

We walk through a small warehouse, there are boxes and overturned barrels of refrigerant. We climb over the overturned barrel to the top of the boxes and climb over them. We enter the corridor, jump over the places with fire from the pipes. We enter the control room, lower both switches, this will turn on two energy generators in the central hall.
We go back along the corridors. We jump from the balcony onto the boxes (you can’t climb on them from below from this side). Again we jump on the bridge made of barrels. We return to the wide bridge.

We reach the stairs, but do not go down, but go out onto the balcony of the 2nd floor. Here on the balcony we see a remote control with a button, press it, this will raise the wide bridge. Now we can cross the bridge to the other side of the 2nd floor.
We enter the room with the battery. A guard sits on the floor near the door, injured by the monster we saw through the window. He instructs us to finish charging the battery. The battery itself lies in the center, we push it through the gate and place it on the pallet in front of the red panel. We press the button, the battery will move inside, charge, and return to its place. After this, we push the battery to the elevator on the opposite wall, and also press the button. The battery will go upstairs to the laboratory.
We run to the initial elevator and return to the laboratory.

A leap of faith.

Energy has been restored. Rosenberg repeats turning on the teleport, but this time asks for help. We climb onto the upper platform, enter the glass room and wait for the scientist’s further rooms. Switching sequence:
1. Lower the switch on the right wall.
2. We go up to the upper bridge and turn the valve.
3. We return to the cabin and press the button. The teleport turned on and the first scientist entered it.
4. Wait for recharging, press the button again. The second scientist teleports away.
5. Press the button for Rosenberg for the third time.
6. We were left alone. We press the button for ourselves one last time.
A yellow portal ball appears, we still need to go down to it. But at this moment the military burst into the laboratory: 3 from above, 2 more from below. Shooting back from the soldiers, we run along the upper bridge and go down. If we stay too long, we may not have time to enter the teleport, so we don’t pay attention to the enemies, but immediately run into the yellow ball.

Deliverance.

We appear on the surface, near the checkpoint at the exit from Black Mesa. Scientists have already found the car, are breaking open the doors, and are preparing to leave this place. But during teleportation, something strange happens to us; we alternately teleport to a couple more places.
We appear in the world of Xen on several islands in the dark.
We appear in the utility room, through the ceiling window we see soldiers dragging Freeman’s body to throw him into an industrial press (events from the plot of the original Half Life game).
We teleport to the checkpoint again. Together with the scientists, we are evacuating from the Black Mesa complex.

Thank you for your attention!

Part one

Large construction site

We watch a video (quite nicely shot) about some experiment. We appear in the room. A man in camouflage asks us to follow him. Let's go out. We go up the stairs to the hall where a bunch of rebels are hanging out... Oops! The room is attacked by a huge arachnid Guardian. You need to run!

We run upstairs, jump over the fallen spotlight, then go downstairs and find the rebel behind the door (at the barricades). We go up the fire escape, we get the first weapon - the KM 2103 Carbine. A little further on the stairs we find the KM pistol. It is more powerful than a carbine, but shoots much less quickly.

We go to the roof, go along the iron stairs to another building, and kill several soldiers along the way. We go into the gap in the wall, move on and find a signal from the fugitive scientist Aiden Kron. We jump down into the hole, kill two soldiers, and move on.

We find ourselves in a courtyard with a bunch of enemies. We shoot them and jump down. We blow up the barrels on the bridge, thereby sending the soldiers standing on it to their forefathers.

We go into the sewer, we see a bunch of rebels fighting with the Guardian. We see a video about a failure in the alternative time system. Loading.

We see the beating of a prisoner. We use chronoshift and kill the scoundrels. We go outside and immediately find ourselves in a fiery mess. We go into the passage next to the rebels and climb up the fire escape. We break the glass and find ourselves in a room with a rebel who jumps down. Let's jump there. The first difficult moment in Timeshift game- you need to cross the corridor, but an explosion occurs. You need to start time inversion (ahead of events) in time and run through the corridor before the explosion.

We go through the door and see electric discharges hitting the water. We use time dilation and run through water with electricity. We see a brigade of rebels holding fortifications at a construction site. We climb along the wooden scaffolding to a concrete pipe dangling from a crane, jump into it and, using time inversion, run across the opposite side. Beware of the sniper on the tower!

We run through this section in slow motion, walk along the construction ditch, methodically shooting at the soldiers. We see the rebel, we follow him into the room. We sit down at the machine gun, kill the wave of attackers (about 20 people), but at the sight of a huge Guardian Robot, we run together with the rebels down into the tunnel. Loading.

After loading, we follow the rebels and find ourselves in the picturesque courtyard of some huge Administration building. They are already waiting for us here. We kill all the enemies. The rebels climb over the bars and run away. We are destined for a different path.

Let's go down and go into the pipe. We turn the wheel, a grate opens, which we bypass using time inversion. There, using time dilation, we bypass the burning gas from the pipes. We climb out into a beautiful city park and find a solemn meeting of a dozen soldiers led by a machine gunner.

We kill the machine gunner with an underbarrel grenade. A tank appears at the gate where we need to go. We use time dilation, leave the park, dodge tank shells and run into the subway.

We use time dilation, run through electrified water (as if on dry land!) to the other side of the metro and see the inscription Loading.

We leave the station through a hole in which an electric discharge rushes. We find ourselves at a construction site, kill the machine gunner, go left and turn into a nook. We go down to the pipes in the construction ditch, go into the room, we see a rebel afraid to stick his nose out from behind the iron Guard behind the wall.

We slow down time and, fleeing from the Guardian’s shots, we run into the gap to the right of the room. We run up the stairs, run into the hole in the wall, then jump down and meet with the rebel commander.

We go outside. A wedge arrives with a machine gunner on the roof. We kill him, sit down with the captured weapon and mow down the ranks of enemies. Next to the wedge heel opens the entrance to the garage. We go there, press the switch and, using time dilation, we penetrate beyond the first force field. After turning off the second field, we go out into the street and come under heavy enemy fire.

We climb into the back of a van on the street and methodically kill all the soldiers. We follow the beacon signal and go into the Military Administration Building. Loading.

Military Administration Building

We open the door with the button and deal with the guards. In the room we press the button. We mash people around the cart, sit down at the machine gun and knock out everyone. Go ahead.

We press the button and the faucet starts working. We wait for the crane platform to arrive, jump onto the platform and activate time inversion. We climb over the hole and find ourselves in another room.

We go through the warehouse, kneading the soldiers. We see a platform with boxes that moves by pressing a button. Behind the nearest boxes is a hole that you need to get into. We use time dilation and find ourselves in a narrow hole.

We go along the pipes and exit into a room with a laser trap. Slowing down time, we run through the trap. We disable the protective systems and enter the boiler room. There we use a swinging piece of iron (with time dilation) and jump through the pipes into the hole near the ceiling.

We see a fan. We pass it using inversion. We see the prisoner. We go through the ventilation and jump down into the prison. Loading.

We kill the guards, go to the security room and turn off the alarm. We deactivate the machine guns, open the door, go inside, then turn on the machine guns again, run them through the boxes in slow motion. We go into the ventilation, with time slowing down, we jump into the security room and kill all the enemies there.

We press the computer button, run through the door upstairs and through the wires and hoses we exit to the second floor. We go through the rooms, kill all the enemies. In one of the rooms behind the large chair we press the button, after which we go to the next room for evacuation.

We get into the elevator, it falls. At the end there will be a span into which you need to jump using the slowdown. The elevator explodes. We transfer to the next elevator. Loading.

We go out on the roof. To progress further you need to kill four anti-aircraft gunners. We take a sniper from a killed enemy and shoot at the first anti-aircraft gun, or rather, at the barrels that stand next to it. Barrels explode. A huge structure, having fallen off from the explosion, crushes three anti-aircraft guns.

We go along the corridor to the burning gas from the pipe. We use the slowdown, move on, and destroy the last anti-aircraft gun. Now you need to go up to the roof and turn on the beacon. A passing plane breaks the fence and a hole appears in the wall. We go through it into the building, go through a few doors to the elevator, and get into it.

We go out onto the roof. There are many enemies there, including those with jetpacks. We shoot them, find the switch, activate the beacon. We see a video with an airship flying away. Loading.

Airship

We see a video, after which a machine gun of the airship is given to our control. We shoot at balloons, trying to hit the bombs below them that they launch into the airship. The balls explode. Don't forget about time dilation. We are approaching the point on our way. Fighters are starting to annoy us. We also shoot fighters in slow motion. We reach our destination. Loading.

We appear on the ground and immediately come under massive fire. You can grab a machine gun on a wheelbarrow and shoot all enemies with it. We get into the ATV and go in search of the Delta group. On the bridge we use time dilation and fly through the swinging section. We deal with a small ambush on the road, we drive on, crushing enemies with our wheels.

We see a train with guards. We kill everyone, get on the ATV again. In the enemy field camp we encounter resistance from soldiers with jetpacks and machine gunners. We put them in a pile and take away the explosives. You can take a new weapon - the Thunderbolt crossbow. True, cartridges for it are rare, so I advise you to leave the Carbine.

We set up explosives and run away. The door to the tunnel explodes. We get on the train. There is a collapse of the path ahead, so you need to jump to the side in time.

Weak point

We drive the ATV straight to the checkpoint, after which we dismount and shoot 3 shooters. We move on, jump into the truck, take the crossbow (a very convenient thing). I suggest waiting in the truck and taking out the opponents one by one as they appear.

We get out of the truck and shoot the rocket man on the left (if you are facing the truck), then we go behind the truck and shoot the machine gunner on the tank. We go left to the tower, climb up it, take a sniper rifle and begin clearing the territory (start from the towers!!!).

After shooting, we go down, go along the fence (to the left), pass by the truck, jump into the hole in the floor inside, go through the tunnel, turn the valve and stop time.

We jump down onto the ledge and move to the right. We stop time and jump from the ledge. We continue to move straight. We go out to a large area. We clear the territory, simultaneously moving towards the airship, turn left, go straight, press the lever, walk along the platform, kill 3 shooters.

We take a defensive position and fight off the attack. To the left of the elevator, turn the valve, go up the elevator and turn back time. We go out onto the platform, go left, jump on the boxes, go up the stairs, go straight and left all the way. We jump over the boxes, fall to the floor below, go straight to the box and to the left. We jump into the hole in the floor, go straight and to the left.

We go up the stairs on the left, go straight and with the help of a machine gun we break the rope that holds the “bridge”.

We go along it to the tower, go down and shoot back from the attackers. We go straight and to the right, then we go through the tent to the airship. We go up the stairs and immediately to the left into the hole in the wall.

The walkthrough is relevant for all versions of the game

« Late Shift» is a cinematic quest made in the style Full Motion Video (FMV) , in which the players are given the role not of an outside observer, but, in part, even of a director, because the plot twist in the drama being played depends on the choice of decision.

Key Esc You can pause the game and exit to the main menu.

All control comes down to clicking with the left mouse button on the options for further actions that pop up on the screen.

There is no inventory in the game, and saves are only automatic, so in order to see all the endings of the game, you will need to play through it again.

Below is a description of the actions that will allow you to open all the chapters available in the game (and there are fourteen of them in total) and see all the endings (seven).

  • Important. The choice made to complete a specific version of the game ending is highlighted in red.

Ending 1

Prologue

Student Matt heads to his place of work - parking cars in an underground garage. Today he is on duty at night shift, and when traveling by public transport, he has no idea how his life will change in the near future. He is overwhelmed by thoughts about the relationship of human society, about the purpose of the individual in this stream of life. He gets on the shuttle bus.

  • Choice 1: "Altruist" or " Egoist ».

Matt gets off the bus and goes down into the subway tunnel. A man with Asian appearance approaches him with a question.

  • Choice 2:"Take the train" or " Help ».

Matt jumps onto the departing train.

Parking

Having reached his place of work, Matt changes clothes and sits down in a chair. Then he gets up and goes to the Maserati car he dreams of. Noticing the couple that has just arrived, Matt heads towards them. He invites the man to give him the keys to park the car, but the man replies that he is not the driver and points to his companion. Matt apologizes.

Having parked the car, Matt returns to his booth and picks up his textbook. The companion of the man whose car Matt had just parked returns. She asks Matt to give her the car keys. Matt offers to sign the magazine, and the girl is forced to admit that she takes the car secretly from its owner.

Choice 3:« Yes", "No, why?".

Matt asks what will happen to him for this.

Choice 4: « Xok" or "That won't work."

Matt stands up and takes his car keys out of his locker. A metallic sound resounds in the silence of the parking lot. Matt looks towards the parked cars. The girl asks interestedly what happened.

Choice 5: « Nothing special " or "Look at the monitors."

Matt gives the girl the keys, but at the same time he sets a number of conditions that the girl must fulfill so that the owner of the Maserati, Dr. Brent, does not find out that she was using his car.

Hijacking

The girl leaves, and Matt sits back in the chair. Suddenly a girl screams. Matt looks at the monitor and sees that the girl is being held by an armed guy.

Choice 6: “Call the police”, “Go there”, “ Take a can ».

Matt takes the can and hurries to the scene of the attack. He sees a guy holding a gun to a girl's head. The attacker orders Matt to come over and tie the girl up.

Choice 7:"Okay" or " Apply spray can ».

Matt uses a spray can and pushes the guy. The girl breaks free and runs away. The guy hits Matt in the head and Matt falls down. After shooting in the direction of the fleeing girl, the guy lifts Matt from the floor and drags him to the car. He points to the driver's seat and to his injured arm. Matt gets into the booth.

Choice 8: « Get behind the wheel " or "Run."

Matt drives the car out of the parking lot.

Headquarters

They drive up to the mansion. Matt tries to negotiate with the guy, but he points a gun at the mansion.

Choice 9:"No" or " Submit ».

At gunpoint, the guy leads Matt into a room in which a group of four people has gathered - three guys, including the one who brought Matt and the girl. They plan a heist that targets an ancient Chinese rice bowl. The guys decide what to do with Matt, and the guy who brought him points a gun at Matt.

Choice 10:"Object" or " Remain indifferent ».

One guy says he's not going to become a killer. He asks to bring difenoxin and cable ties.

Choice 11:"Protest" or " Disappear unnoticed ».

The guys are holding Matt, about to inject him with the drug.

Choice 12:"Keep silent" or " Offer ».

Matt manages to convince the guys of his usefulness, although the girl initially objects. Plucking up courage, Matt brazenly asks about the money. Jeff, one of the guys, suggests not pushing your luck.

Choice 13: « Insist" or "Okay."

Matt declares that he is taking the risk of the injured guy and demands his share. They come to an agreement that the wounded guy's share is divided between him and Matt. Jeff gives Matt a suit to change into. Everyone gets into their cars. Matt and May-Lin, posing as a married couple, are traveling in the same car.

Auction

Matt and May-Lin get out of the car and walk up the steps of the building where the auction is being held. Matt asks to tell him what they are doing here. Mei-Ling says that the powerful Choyce clan has come here to the auction to get their hands on an ancient porcelain bowl that has belonged to them for millennia, and they are here to stop them from returning it. While the partners are talking at the door, Jeff and Simon walk by. Mei-Ling says they're stealing from people who spend millions on a piece of pottery when they have better things to do.

Choice 14: « Agree " or "Object."

Matt agrees with May-Lin and they walk into the hall. Having received the cards from the administrator, Mei-Lin leads Matt into the hall where the second part of the auction has already begun. When bidding for the rice bowl begins, Mei-Lin decides to bid up, displeasing Jeff, with whom he maintains constant contact. He demands Matt to stop Mei-Lin.

Choice 15: « Keep out " or "Intervene."

Matt gives Mei-Ling freedom of choice, and the girl continues to play to increase the bargaining price. Matt gives mathematical calculations, convincing her that she is taking a lot of risks, but Mei-Lin asks her to trust her, because the percentage of the payment amount that they will receive increases. The price reaches eleven and a half million dollars. Matt says things won't work out for Mei-Lin now.

Choice 16: « Keep out " or "Intervene."

Once again, Matt decides not to get involved. As a result, Mr. Choi still beats Mei-Ling's bid, but their percentage of the fee increases by fifty percent. May-Ling escorts Matt to the elevator, then she suggests following Jeff's instructions and "taking care of the security guard." Matt enters the elevator, which descends into a vault.

Choice 17:"Prevent" or " Do what they say ».

Matt goes down to the basement, where Jeff is waiting for him. Jeff explains Matt's problem. Matt must distract the guard's attention, and Jeff points out where Matt needs to be until Simon gives the signal. Simon gives instructions to distract the guard.

Choice 18:“Alert security” or “ Leave it to chance ».

Matt goes out into the hallway. The guard stops Matt, but Jeff attacks the guard from behind. At this time, an elevator descends into the storage room, from the cabin of which a museum employee emerges, delivering a chest and a bowl on a cart. Jeff orders Matt to grab the cart.

Choice 19:"Ignore" or " Submit ».

Matt grabs the cart and holds it until Jeff, having dealt with the guard, kills the attendant. Jeff takes a bowl from the chest. Together with Matt, they head towards the door. Simon tells them over the phone that they must enter the code at the same time.

Choice 20: « Enter the correct code " or " Enter incorrect code ».

Jeff and Matt make it safely outside, where May-Lin and Simon are waiting for them. Everyone gets into their cars. Matt rides with May-Lin again.




Solitaire Mat