× A MOMENT TO THINK Stop. Look. Move. Fight your way through the cubicle area, break room, reception, roof, and a Chinook-style helicopter. Defeat every enemy and reinforcement; only then does the next exit light up red. Walk through it to continue. Reception’s service lift leads to the roof. Walk off the cleared roof through the highlighted boarding doorway and onto the helicopter’s side ramp. Fight through its cargo cabin and enter the cockpit to win. You have three lives. A bullet or a rushing enemy takes one life. Retry the room; its enemies and items reset, but both clocks keep the time spent on failed attempts.
Choose your challenge Easy: fewer guards, no reinforcements, extra ammunition, slower rounds and long attack warnings. Medium: full patrols, mixed weapons and reinforcements. Hard: extra flank guards, faster attacks and body armor. A chest plate absorbs one body hit. Headshots, rifle rounds and close-range disarms bypass it.
Control time Standing still slows the world to 2.5% speed. Moving runs it at full speed. Looking advances it a little; firing, throwing, and striking briefly advance it too. Reloading deliberately advances time. Pausing stops everything.
Find your angle WASD move · Mouse look · ← → turn · ↑ ↓ aim up/downClick / F fire / swing · R reload · Q / right-click throw held item · E grab a nearby object, or strike an enemy · P / Escape pause
Click the arena to capture your mouse. If capture is unavailable, drag to look or use the arrow keys. On touch screens, use the two pads and action buttons.
Read the room Red lines are incoming bullets. A dotted aiming line means an enemy is about to fire at your current position. Step sideways. Furniture and walls stop bullets; low cover may leave your head exposed. Red arrows at the edges warn of enemies outside your view.
You start empty-handed. Your held weapon and remaining ammunition carry through each doorway. Get close to disarm a guard, or find and aim a throwable; the first room now has overlapping sightlines and reinforcements. Disarm a close guard or throw an everyday object to earn your first gun. Later encounters bring reinforcements from marked entrances; they walk through open doorways and short hallways before attacking. Look toward a nearby object and press E to grab it. Pistols are balanced single shots. Shotguns fire five pellets in a wide fan and hold up to two shells. SMGs fire rapidly while you hold fire, but spread and scarce rounds reward short bursts. Rifles fire fast, precise rounds that can pierce two aligned enemies, with a slower recovery between shots. Enemies carry matching weapon shapes and attack patterns. Every gun has finite ammo; R reloads only when you have a spare. Throw bottles, mugs, staplers, or your empty gun to shatter enemies. Defeated enemies gently toss their weapons partway toward you, over a slower, short arc. Knives strike quickly at short range; batons have the longest reach; axes recover slowly but can cleave two enemies. Click or F swings a melee weapon, and Q throws it for later recovery. Find them on furniture or take them from rushing enemies. Catch one with E as it reaches you, or pick it up after it lands. Cover can stop its flight. E swaps your held item for a nearby pickup, or strikes with your held melee weapon (1.25 metres with empty hands) when no pickup is in reach. No weapons or ammo refill automatically.
Choose your first move Read the weapon shapes and sightlines before moving. Some guards hold a lane; others close in. Dropped guns usually carry only one shot or a short burst, so choose which guard to disarm first and when to catch their weapon. A rifle can line up two targets, a shotgun can catch a close group, and an empty gun can still be thrown. Taking a weapon or making a takedown can bring reinforcements before the room is clear. Easy adds ammunition and removes reinforcements. There is no required kill order: movement, headshots, cover, throws, and melee offer other solutions.
See the hit When you die, the camera rises above your head. The red trail replays the exact bullet path or punch that caught you; the black dot marks your position. Retry controls appear after the camera pulls back. Combat and score clocks stay frozen during the replay.
Make it count Each cleared room starts from 10,000 points, divided by 1 + (world seconds + 0.15 × real seconds) / 10, then multiplied by difficulty. Less time on either clock means more points. World time matters most; real time rewards quick decisions. Pauses, menus, and death replays stop both clocks. Walking to the exit and boarding the helicopter count toward the stage time. Failed attempts count. There are no kill, headshot, or near-miss bonuses. Easy ×1, Medium ×1.5, Hard ×2.5. Points bank when you cross a stage exit. The final results show both clocks for every stage and the whole run. The 5-stage office escape has its own leaderboard.
Sound Effects and music start muted, just like the other games. Click to enable; drag either button up/down or use its arrow keys to adjust volume. The original score keeps its pulse and arpeggios while movement smoothly changes its tempo and instruments. Slow time brings low, cello-like strings and soft toms; fast time brings violin-like strings and bright hi-hats. Melodic pitch also glides through two octaves from stillness to full movement, including notes already ringing out.
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